Feature Requests Thread
by mtgrares
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New GUI suggestions
by zaroblan » 13 Dec 2010, 08:17
Greetings,
Why does the new GUI zoom all cards to the height of the battlefield view? This is annoying, It should only zoom to the size you have set for card size. If the battlefield becomes too populated the New GUI should zoom out one level to ensure maximum visibility. If it were not for this I would use the new GUI feature. Seeing HUGE cards filling the view is not aesthetically pleasing.
Thanks,
The Turquoise Mage
Why does the new GUI zoom all cards to the height of the battlefield view? This is annoying, It should only zoom to the size you have set for card size. If the battlefield becomes too populated the New GUI should zoom out one level to ensure maximum visibility. If it were not for this I would use the new GUI feature. Seeing HUGE cards filling the view is not aesthetically pleasing.
Thanks,
The Turquoise Mage
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Re: Feature Requests Thread
by lazylockie » 13 Dec 2010, 19:18
Is it possible to leave a note on Oblivion Ring and Journey to Nowhere naming the card it exiled? When AI plays multiples you need to be guessing which one you should destroy.
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Re: Feature Requests Thread
by slapshot5 » 13 Dec 2010, 19:31
I looked into this a month or so ago, and the information needed is not accessible at the moment. I've submitted an issue for this, so if anyone knows how to fix it, they can grab it and work on it.lazylockie wrote:Is it possible to leave a note on Oblivion Ring and Journey to Nowhere naming the card it exiled? When AI plays multiples you need to be guessing which one you should destroy.
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Re: Feature Requests Thread
by Almost_Clever » 14 Dec 2010, 11:44
Could we treat it like imprinting with the added ability of when they (Oblivion Ring or Journey to Nowhere) leave the battlefield then return the imprinted card to the battlefield?slapshot5 wrote:I looked into this a month or so ago, and the information needed is not accessible at the moment. I've submitted an issue for this, so if anyone knows how to fix it, they can grab it and work on it.lazylockie wrote:Is it possible to leave a note on Oblivion Ring and Journey to Nowhere naming the card it exiled? When AI plays multiples you need to be guessing which one you should destroy.
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Re: Feature Requests Thread
by beryl » 14 Dec 2010, 20:43
Hi
I've only played forge for a few days using the 12/11 beta, yet it's really impressive the amount of work you guys have done, great work
I've tried both the old and new GUI, I think the new GUI is very nice and there are several things I feel could still be improved.
One thing I would really like to see is that if the GUI can auto move the attacking creatures onto a front row and align the blocking creatures with the attackers they are blocking (stack in front if there are multiple creatures blocking one attacker). Just had a game where both I and the AI had more than 10 creatures, some were already tapped using abilities some had vigilance and when they all attacked, it really gave me a headache scrolling through the text box trying to figure out who was attacking and which was blocking which.
Second thing is that can we have some sort of graphical notice when the AI plays a spell, such as displaying the actual card on the battlefield when it's being played. Because now I have to constantly focus on the stack so that the AI won't sneak some nasty spells without me even noticing it, yet still a lot of times I found these mysterious behaviors such as my creature spell went into graveyard after it resolved, where I suspected bugs but in the end only to find a counter spell in the AI's graveyard.
Third one is the mana pool, I see it's currently represented by a black card and I have to hover over it to see the mana, can we display the mana as mana symbols on the card like the other spell cards so you can see it straight from the battlefield.
Number four the deck editor, can we add a search function for subtypes, for example if I want to find all creatures of a particular subtype to build a tribal deck. (Btw I tried to play a draft game and using the deck editor to open the drafted cards, I applied some filters to my small drafted card pool and when I cleared the filter, the entire card pool from the game appeared, is that a bug or did I do something wrong?)
And finally, hotkeys, it would be really nice if we can have hotkeys for some frequent actions, such as show/hide human/AI graveyard/exile, pass step/phase, add/remove card in the deck editor, buy/sell card in quest mode etc.
oh sorry if I'm asking too much at once, I'm really excited about this project and its potential, and thanks to all the devs for your great work.
I've only played forge for a few days using the 12/11 beta, yet it's really impressive the amount of work you guys have done, great work

I've tried both the old and new GUI, I think the new GUI is very nice and there are several things I feel could still be improved.
One thing I would really like to see is that if the GUI can auto move the attacking creatures onto a front row and align the blocking creatures with the attackers they are blocking (stack in front if there are multiple creatures blocking one attacker). Just had a game where both I and the AI had more than 10 creatures, some were already tapped using abilities some had vigilance and when they all attacked, it really gave me a headache scrolling through the text box trying to figure out who was attacking and which was blocking which.
Second thing is that can we have some sort of graphical notice when the AI plays a spell, such as displaying the actual card on the battlefield when it's being played. Because now I have to constantly focus on the stack so that the AI won't sneak some nasty spells without me even noticing it, yet still a lot of times I found these mysterious behaviors such as my creature spell went into graveyard after it resolved, where I suspected bugs but in the end only to find a counter spell in the AI's graveyard.
Third one is the mana pool, I see it's currently represented by a black card and I have to hover over it to see the mana, can we display the mana as mana symbols on the card like the other spell cards so you can see it straight from the battlefield.
Number four the deck editor, can we add a search function for subtypes, for example if I want to find all creatures of a particular subtype to build a tribal deck. (Btw I tried to play a draft game and using the deck editor to open the drafted cards, I applied some filters to my small drafted card pool and when I cleared the filter, the entire card pool from the game appeared, is that a bug or did I do something wrong?)
And finally, hotkeys, it would be really nice if we can have hotkeys for some frequent actions, such as show/hide human/AI graveyard/exile, pass step/phase, add/remove card in the deck editor, buy/sell card in quest mode etc.
oh sorry if I'm asking too much at once, I'm really excited about this project and its potential, and thanks to all the devs for your great work.
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Re: Feature Requests Thread
by Jaedayr » 14 Dec 2010, 21:35
Now that we have set info, what about being given the choice of which set you would like your quest reward booster to come from? Maybe present two random sets and a generic (as currently exists) reward for the player to choose from.
Re: Feature Requests Thread
by Rob Cashwalker » 15 Dec 2010, 03:59
jaedayr - There's a bunch of groundwork that I need to cover for making set-specific boosters and making the set data persist between generating the booster pack and appearing in the deck editor and in play.
beryl - welcome to the Forge.
Better indication of attacks and blocks and stuff on the stack is one of those often requested, long-term efforts on the part of only a couple devs who know more about the GUI stuff.
We have a couple mana pool images floating around in the threads. That at least takes care of it being more than just a black rectangle. Displaying the mana contained using symbols (like the mana cost for cards can now) is a good idea and likely simple... for a GUI dev.
Space-bar is equivalent to "OK" to advance through dialogs and the stack. Hot-keying just about every function may not be too difficult. What keys would you assign to the AI graveyard vs the human graveyard? Exile zone?
beryl - welcome to the Forge.
Better indication of attacks and blocks and stuff on the stack is one of those often requested, long-term efforts on the part of only a couple devs who know more about the GUI stuff.
We have a couple mana pool images floating around in the threads. That at least takes care of it being more than just a black rectangle. Displaying the mana contained using symbols (like the mana cost for cards can now) is a good idea and likely simple... for a GUI dev.
Space-bar is equivalent to "OK" to advance through dialogs and the stack. Hot-keying just about every function may not be too difficult. What keys would you assign to the AI graveyard vs the human graveyard? Exile zone?
The Force will be with you, Always.
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Re: Feature Requests Thread
by beryl » 15 Dec 2010, 12:27
Hi Rob
For a small number of hotkeys I usually prefer geographical proximity on the keyboard, I would probably assign G to a graveyard and E for exile since they are close and also matches the initials, then perhaps F for the other graveyard and R for the other exile so they are next to each other, just for example.
For a small number of hotkeys I usually prefer geographical proximity on the keyboard, I would probably assign G to a graveyard and E for exile since they are close and also matches the initials, then perhaps F for the other graveyard and R for the other exile so they are next to each other, just for example.
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Re: Feature Requests Thread
by lazylockie » 15 Dec 2010, 15:03
on the same line, C could be for Cancel button. Very handy I think.beryl wrote:Hi Rob
For a small number of hotkeys I usually prefer geographical proximity on the keyboard, I would probably assign G to a graveyard and E for exile since they are close and also matches the initials, then perhaps F for the other graveyard and R for the other exile so they are next to each other, just for example.
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Re: Feature Requests Thread
by slappysquirrel » 19 Dec 2010, 10:38
hi, i stopped playing the card game a long time ago, and since then there are lots of new creature abilities that i dont know what they are. is there a way to put more creature abilities in the how to play feature of forge? ill try to write down all the ones i dont know what they are.
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Re: Feature Requests Thread
by Rob Cashwalker » 19 Dec 2010, 14:01
slappysquirrel-
I suppose that happens in the other direction as well - I started playing in 2003 with Mirrodin, and I have a bare minimum understanding of what banding is, and don't know what rampage is.
I suppose that happens in the other direction as well - I started playing in 2003 with Mirrodin, and I have a bare minimum understanding of what banding is, and don't know what rampage is.
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Re: Feature Requests Thread
by Corwin72 » 21 Dec 2010, 22:20
I am not sure if complaints go here but for god's sake please stop putting Propaganda in AI decks. I hate that card and it's White brother so much to play against over and over.
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Re: Feature Requests Thread
by Niv-Mizzet » 24 Dec 2010, 05:04
I actually haven't fired up Forge in a little while. (Almost too many updates! You guys are amazing.) But don't you get the oracle text for every card by putting the cursor on it? Doesn't that usually come with a reminder text description of each ability word?slappysquirrel wrote:hi, i stopped playing the card game a long time ago, and since then there are lots of new creature abilities that i dont know what they are. is there a way to put more creature abilities in the how to play feature of forge? ill try to write down all the ones i dont know what they are.
For instance, just to make sure, I checked gatherer for Golgari Grave-Troll. The printed card simply says Dredge 6, as that's all that will fit into the text box, but the oracle text includes the entire reminder text for how dredge works.
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Re: Feature Requests Thread
by Rob Cashwalker » 25 Dec 2010, 07:27
The Oracle text isn't included yet. The card text is built somewhat dynamically for most cards. Reminder text is included in some effects, and not in others.
One of my wishes for the near future is to actually make use of Oracle text as much as possible.
One of my wishes for the near future is to actually make use of Oracle text as much as possible.
The Force will be with you, Always.
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Re: Feature Requests Thread
by Professor » 25 Dec 2010, 17:09
I'm not in charge of those things, but if I don't think a deck is fair to play against, I delete it from the Decks folder.Corwin72 wrote:I am not sure if complaints go here but for god's sake please stop putting Propaganda in AI decks. I hate that card and it's White brother so much to play against over and over.
Also, since these .DCK files are plain text, you could edit the card to another valid name.
Propaganda is a pain, yes, but I get more annoyed at the degenerate decks with 4 of each Mox, 4 Time Walks, etc. I wipe them out as soon as I can find them. You'll probably want to keep a list of evil deck names because a new release may rewrite the decks.
Hope this helps!
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