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Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 04 Oct 2011, 19:06
by timmermac
Rob Cashwalker wrote:Graphically display combat (arrows) instead of the text-list.. goes along with #2.
Spells on the stack should be roll-over sensitive for display.
Isn't it that way already?

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 04 Oct 2011, 19:50
by Jaedayr
All good suggestions, here are some more for consideration.

Trying to quickly find tokens, planeswalkers and emblems is confusing. They seem to be positioned randomly on the battlefield. When I have tokens on the left and a planeswalker on the right and I cast a different token, it sometimes ends up on the right of the planeswalker, sometimes below it. At the player top of the battlefield are normal creature, at the bottom are lands. Can tokens, planeswalkers and emblems be ordered in between in some way that they consistently appear in the same order?

For combat, is it possible to temp move the defender to overlay the attacker they are blocking, offset so both P/T are still visible?

+1 for game log
+1 for phase bar/visibility
+1 manapool to UI

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 04 Oct 2011, 20:15
by moomarc
+1 to new logical grouping of elements on the battlefield by type

And Hellfish was right in interpreting the commander zone. Just an extra area that can hold some cards but be hidden when not in use.

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 05 Oct 2011, 02:10
by slapshot5
Find some way to display description on the stack so I don't have to scroll right to read the whole description.

-slapshot5

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 05 Oct 2011, 04:43
by Doublestrike
moomarc wrote:Just an extra area
If I had a nickel for every time I heard that... :D Just kidding.

Yep, it's on the list. BTW your texture is already being put to good use in my testing. Unfortunately it looks like rounded corners and tiled images don't get along, so there may be some custom editing down the line.

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 05 Oct 2011, 06:42
by moomarc
Doublestrike wrote:BTW your texture is already being put to good use in my testing. Unfortunately it looks like rounded corners and tiled images don't get along, so there may be some custom editing down the line.
Glad its useful already. And I'm more than willing to help out with any customization you need from me.

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 05 Oct 2011, 18:30
by ArsenalNut
I was playing around with the "Endless Zombies" deck that was posted in the Daily MTG article today. It used Endless Ranks of the Dead so it was producing zombie tokens every turn. After a while it was painful to figure which Zombie tokens had summoning sickness and which did not. Could the stacks of creatures be separated between those with and without summoning sickness?

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 05 Oct 2011, 21:12
by Jaedayr
Another request for in-game UI. Could tokens with different P/T be put into different stacks? For example, I have 1/1 tokens in play and use Ajani(?) ability to add a +1/+1 counter to all my creatures. Next turn I create more of the same kind of tokens and now I have both 1/1 and 2/2 in the same stack.

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 05 Oct 2011, 21:28
by delirimouse
ArsenalNut wrote:I was playing around with the "Endless Zombies" deck that was posted in the Daily MTG article today. It used Endless Ranks of the Dead so it was producing zombie tokens every turn. After a while it was painful to figure which Zombie tokens had summoning sickness and which did not. Could the stacks of creatures be separated between those with and without summoning sickness?
I would love this!

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 06 Oct 2011, 08:24
by moomarc
+1 Stack tooltip

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 06 Oct 2011, 14:28
by Sloth
ArsenalNut wrote:I was playing around with the "Endless Zombies" deck that was posted in the Daily MTG article today. It used Endless Ranks of the Dead so it was producing zombie tokens every turn. After a while it was painful to figure which Zombie tokens had summoning sickness and which did not. Could the stacks of creatures be separated between those with and without summoning sickness?
This was really easy. Check out 10967.

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 06 Oct 2011, 14:59
by Max mtg
Sloth wrote:This was really easy. Check out 10967.
That's great! (but didn't work with myrs recenty)

Would you please also arrange into separate piles animated and non-animated lands?
Example: I have 2 inkmoth nexuses, use one to pay for another's animation, tap the first one to attack. This ends up in a picture where the attacking nexus is hidden behind the one that gave me mana.

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 06 Oct 2011, 16:29
by Sloth
Max mtg wrote:Would you please also arrange into separate piles animated and non-animated lands?
Example: I have 2 inkmoth nexuses, use one to pay for another's animation, tap the first one to attack. This ends up in a picture where the attacking nexus is hidden behind the one that gave me mana.
Good catch Max. Animated lands will now always be moved to the front row and never stack.

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 06 Oct 2011, 16:47
by moomarc
Don't kill me for this idea, but I'd love it if the ai's cards were upside-down so that it feels more like a real game.

I'd also like to see the ai and human cards on the battlefield scale together.

Ideally these would be merged as one and there would be one communal battlefield instead of the current split one. It would make indicating card interaction between the two sides much easier as well.

Re: UI update, prep for round 2: In-game UI feature requests

PostPosted: 06 Oct 2011, 16:53
by jeffwadsworth
moomarc wrote:Don't kill me for this idea, but I'd love it if the ai's cards were upside-down so that it feels more like a real game.
I had to restrain myself from trying to finish you. Haha. That would definitely have to be an OPTION.