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Re: Feature Requests Thread

PostPosted: 03 Jan 2017, 15:47
by pfps
One thing that has always bugged me about the GUI for Forge is how easy it is to accidentally trigger the End Turn processing. This often happens when I have a bunch of things on the stack and some of them require using the cancel option. I then accidentally use the cancel option when that triggers End Turn processing.

I have locally modified InputPassPriority to turn off this option but I think that there should be a better way. One way would be to allow the initial letters of the two actions to be used in addition to Return and Escape. This would allow users to select No without accidentally triggering End Turn processing. Another option would be to have a user option to remove the End Turn button.

Re: Feature Requests Thread

PostPosted: 04 Jan 2017, 17:23
by fmartel
Is the Commander "Partner" feature something to look forward to in the near release of the app ? Can you give us an ETA ?

Re: Feature Requests Thread

PostPosted: 04 Jan 2017, 17:37
by friarsol
fmartel wrote:Is the Commander "Partner" feature something to look forward to in the near release of the app ? Can you give us an ETA ?
I believe you can already do that in the desktop app. Just Ctrl+Click to select both partners and add them at the same time.

Re: Feature Requests Thread

PostPosted: 05 Jan 2017, 04:56
by RumbleBBU
pfps wrote:One thing that has always bugged me about the GUI for Forge is how easy it is to accidentally trigger the End Turn processing. This often happens when I have a bunch of things on the stack and some of them require using the cancel option. I then accidentally use the cancel option when that triggers End Turn processing.
Yes.
This is the same exact issue I reported on the previous page. Worst comes to worst, you can even lose a match to pressing ESC one time too many. Now that's something you don't see at a DCI tournament...

Personally, I think ESC should not be used to pass priority/end turn at all. Use a different key, like "E = End Turn" for that. In fact, I think that's what older versions of Forge did.
Or at the very least there should be an ingame option to remove this functionality from the ESC key or assign it to a different key shortcut.

It is generally considered bad UI design when the same control (in this case, the ESC key) is used for totally different/unrelated tasks - especially when one of them is something you routinely have to do (like hitting ESC to wade through the stack) and the other something you most definitely don't want to do. That kind of UI design has caused airplane crashes in the past.

Re: Feature Requests Thread

PostPosted: 05 Jan 2017, 15:25
by friarsol
RumbleBBU wrote:Yes.
This is the same exact issue I reported on the previous page. Worst comes to worst, you can even lose a match to pressing ESC one time too many. Now that's something you don't see at a DCI tournament...
I mean it may not happen in paper tournaments, but misclicking certainly happens on MTGO official tournaments..

RumbleBBU wrote:Personally, I think ESC should not be used to pass priority/end turn at all. Use a different key, like "E = End Turn" for that. In fact, I think that's what older versions of Forge did.
Or at the very least there should be an ingame option to remove this functionality from the ESC key or assign it to a different key shortcut.
Can't you change the shortcuts in the preferences? I'm pretty sure mine is set to something different.

Re: Feature Requests Thread

PostPosted: 06 Jan 2017, 06:08
by RumbleBBU
friarsol wrote:Can't you change the shortcuts in the preferences? I'm pretty sure mine is set to something different.
Yes, you can change certain shortcuts but apparently not this one. The relevant ESC functionality seems to be hardcoded in the current implementation. You can set the key to pass priority/end turn (default 'E') - but ESC is hardcoded to do that too when there are no other prompts, and there seems to be no way to unset it aside from modifying the java code.

kb.jpg


The problem becomes obvious when there is something happening on the battlefield that causes you to be bombarded with "(do something)/cancel" prompts in the prompt panel. There is no other keyboard key than ESC to choose "cancel" (which you often want to do a lot), and you cannot change that in the preferences. (Besides, I wouldn't even want to change that, ESC is a very intuitive "cancel" key in dialogs.) And after those prompts are gone, your ESC key magically transforms into a "gotcha!" key that cruelly punishes you for pressing it just one more time. And there is no way the change that in the in-game preferences either.

Re: Feature Requests Thread

PostPosted: 06 Jan 2017, 06:47
by Agetian
I implemented a quick fix (maybe not the cleanest one, but still) that distinguishes between Escape as a "cancel" key and E as an "end turn" key, Esc should no longer pass priority until end of turn.

- Agetian

Re: Feature Requests Thread

PostPosted: 06 Jan 2017, 14:23
by friarsol
Agetian wrote:I implemented a quick fix (maybe not the cleanest one, but still) that distinguishes between Escape as a "cancel" key and E as an "end turn" key, Esc should no longer pass priority until end of turn.

- Agetian
Make sure thats clear in the release notes, since it might be confusing to some users who want to do that. Additionally to this change, we probably also want a second shortcut for "End Turn no matter what" for people who are tapped out and don't care what hits the stack.

Re: Feature Requests Thread

PostPosted: 06 Jan 2017, 19:58
by Agetian
friarsol wrote:Make sure thats clear in the release notes, since it might be confusing to some users who want to do that. Additionally to this change, we probably also want a second shortcut for "End Turn no matter what" for people who are tapped out and don't care what hits the stack.
I have updated the CHANGES.txt and I have also made the change optional (there's currently an option for players who may prefer the old, "classic" behavior for one reason or another). Let's test the new functionality as a "default" one, I think, because it's generally safer. I completely agree with you about an option to End Turn and Skip Stack, that'd be convenient, though I'm not sure if I'll be able to implement it short-term (I need to finish several other projects...). I will take a look at it later though unless someone else does it before me.

- Agetian

Re: Feature Requests Thread

PostPosted: 06 Jan 2017, 23:46
by pfps
Thanks. This is something that had been bugging me for quite a while.

Re: Feature Requests Thread

PostPosted: 08 Jan 2017, 21:12
by stormcat
I want to function of "card version change".
If it difficult, for example,
add "search same name cards" in right click menu.

Re: Feature Requests Thread

PostPosted: 10 Jan 2017, 17:59
by Xitax
Request update to the deck list to be able to list decks with a certain card. I currently use Windows search for this, but embedded search ability might be preferable.

Re: Feature Requests Thread

PostPosted: 11 Jan 2017, 18:57
by stormcat
I want to use Deal Broker in commander game.
It is colorless looting creature, only this.

Re: Feature Requests Thread

PostPosted: 13 Jan 2017, 16:23
by pfps
Showing the spellability that is the reason for a prompt:

Many prompts are to get information or resources to set up a spell or ability. However, when the prompt is active the spell or ability is not clearly shown, or even not shown at all. For example, during the prompt for mana to cast a spell the card for the spell is only shown until the user mouses over another permanent (which generally happens almost immedicately).

I think that there should be some way to see what spell or ability is requiring the prompt. A simple way would be to add in text to the prompt showing which spell or ability is behind the request. A better way would be to have for these prompts a box on the prompt area like the boxes on the stack showing a small view of the spell or ability. On mouse over this would show the full card, just like mouse over does on the stack.

The latter change requires some changes to VPrompt and CPrompt, which I don't understand well enough to do, and then changes to the code that does the prompting, which I think that I could do.

Does anyone think that this would be a good addition to the GUI? Can anyone show me how to make the changes to VPrompt and CPrompt?

Re: Feature Requests Thread

PostPosted: 17 Jan 2017, 21:56
by fmartel