Feature Requests Thread
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Re: Feature Requests Thread
by sagephoenix » 18 Jan 2012, 04:07
Wow, ever have one of those moments where your mind is going faster than your mouth(or in this case fingers) and you don't realize it? Haha, sorry for the stupidity of the last post. Let's try this one.slapshot5 wrote:Not sure what this means. Are there more things ante should do?sagephoenix wrote:I would love continued ante support.
-slapshot5
I would love continued format support like ante.
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To expand on that, I love that Forge can do something MTGO or duels can't. Ante. In the future, if multiple AI or multiplayer is enabled, I would like formats like Archenemy and Planechase to be added. In addition to that, popular unofficial formats like Horde Mode would be interesting too.
Basically, ante has really inspired more playtime in forge for me, mostly because it's something the official digital games have yet to do.
PS: This is more of a card request but more ante cards would be great.
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Re: Feature Requests Thread
by slapshot5 » 18 Jan 2012, 04:16
Any one or two in particular? Most of them are close to scriptable, but would probably need a little code tweak or two.sagephoenix wrote:PS: This is more of a card request but more ante cards would be great.
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Re: Feature Requests Thread
by sagephoenix » 18 Jan 2012, 04:19
Probably Rebirth and Jeweled Bird.slapshot5 wrote:Any one or two in particular? Most of them are close to scriptable, but would probably need a little code tweak or two.sagephoenix wrote:PS: This is more of a card request but more ante cards would be great.
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Re: Feature Requests Thread
by Accountancy » 18 Jan 2012, 08:24
In relation to this, I think Commander should be doable, I believe Forge already has a command zone, I think it's just a matter of implementing the rules for an actual game of Commander to work, ie. life totals, commander zone changes, colours in deck construction, etc.sagephoenix wrote:Wow, ever have one of those moments where your mind is going faster than your mouth(or in this case fingers) and you don't realize it? Haha, sorry for the stupidity of the last post. Let's try this one.slapshot5 wrote:Not sure what this means. Are there more things ante should do?sagephoenix wrote:I would love continued ante support.
-slapshot5
I would love continued format support like ante.
====
To expand on that, I love that Forge can do something MTGO or duels can't. Ante. In the future, if multiple AI or multiplayer is enabled, I would like formats like Archenemy and Planechase to be added. In addition to that, popular unofficial formats like Horde Mode would be interesting too.
Basically, ante has really inspired more playtime in forge for me, mostly because it's something the official digital games have yet to do.
PS: This is more of a card request but more ante cards would be great.
What do devs think? Is anyone interested in giving it a try?
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Re: Feature Requests Thread
by hurloon » 18 Jan 2012, 09:44
First of all, thanks to all of the FORGE developers! My days at work flaws beautifully with some FORGE here and there!
There's probably some work to do with the UI. Sometimes matches become less clear when CPU plays spells the players don't know (which are the most in my case).
The most valuable addition can be a "graphical stack" or something: when CPU plays a spell (istant for example) would be great if the cards would be visible (like in Manalink or Duels of the planesworker) and, in case it targets something, an arrow that point the target (like in Magic Workstation).

There's probably some work to do with the UI. Sometimes matches become less clear when CPU plays spells the players don't know (which are the most in my case).
The most valuable addition can be a "graphical stack" or something: when CPU plays a spell (istant for example) would be great if the cards would be visible (like in Manalink or Duels of the planesworker) and, in case it targets something, an arrow that point the target (like in Magic Workstation).

Re: Feature Requests Thread
by Xitax » 18 Jan 2012, 17:03
I second the notion of some kind of semi-transparent arrows, especially for the battle phases.
For cards that are not on the playing field (sorceries, instants) but on the stack, perhaps a 'target' graphic on the card or stack effect that the top effect on the stack targets?
For cards that are not on the playing field (sorceries, instants) but on the stack, perhaps a 'target' graphic on the card or stack effect that the top effect on the stack targets?
Re: Feature Requests Thread
by lugaru » 18 Jan 2012, 18:00
If it is doable I would love to see it... obviosly it is a staple of multiplayer games but in single player seeing a hovering "lightning bolt" with an arrow pointing at one of my creatures will make it much more likely that I counter it. Heck, I love it purely as an aesthetic thing.
Re: Feature Requests Thread
by hurloon » 18 Jan 2012, 20:56
Sure, a semi-thrasparent red arrow on a target card it's merely an aesthetic addition. You've taken the point: my suggestion would only be a way to improve the user interface.lugaru wrote:If it is doable I would love to see it... obviosly it is a staple of multiplayer games but in single player seeing a hovering "lightning bolt" with an arrow pointing at one of my creatures will make it much more likely that I counter it. Heck, I love it purely as an aesthetic thing.
To be honest, what I would really see in FORGE is a "graphical stack".
For example, CPU plays a Lightning Bolt that target a creature (mine obviously). Like in real life, FORGE shows me the card (lightning bolt) with an arrow on my creature.

The fact that the card became "visible" before it actually resolve his effect is what now is totally missing in FORGE.
Leaving all the graphical beauty of Duels of the planeswalker, I think a similar thing is possible.
When a player cast a spell, that spell can be placed in the center of the battelfied, between CPU and human area and with a number on it, depending on the priority of that card in the stack. (EX: a stack with a countered Lightning Bolt shall have the Counterspell with a "1" on it and a Lightning Bolt with a "2" on it and with an arrow on the target).
Sorry for my poor english, I hope I made myself clear.
Re: Feature Requests Thread
by Roujin » 18 Jan 2012, 21:08
It's already in Forge though, if you count hovering over it when it's on the stack. It then gets displayed where all things you hover over are shown.hurloon wrote:The fact that the card became "visible" before it actually resolve his effect is what now is totally missing in FORGE.
Easiest "fix" to make that more visible would IMO be to automatically display a card when it gets on the stack (until you hover over something else of course), not only when the player hovers over it.
That's also about the only place where a card on the stack can currently be shown, without obstructing something else.
PS:
Oh and I'm happy to hear that the quest mode is being improved. I love the quest mode!

And while I'm already here: I'd like to have some ways of progressing through steps faster. Currently I have to click an aweful lot on OK. And now and then I am clicking too fast and my opponent has cast some spell which I would have reacted to in some way.

I know that there's the possibility to deselect certain phases, but it depends on the situation which phases I want to see and which ones not.
As an example what I would deem useful, is if one could right click on any of the phase buttons to have the game continue automatically to that point unless something gets placed on the stack.
Re: Feature Requests Thread
by hurloon » 18 Jan 2012, 22:03
Sure it is, but it's not "graphically" present on the battlefield, like in real life however.Roujin wrote:hurloon wrote:The fact that the card became "visible" before it actually resolve his effect is what now is totally missing in FORGE.It's already in Forge though, if you count hovering over it when it's on the stack. It then gets displayed where all things you hover over are shown.
Re: Feature Requests Thread
by Doublestrike » 19 Jan 2012, 01:14
Thanks for the input, hurloon, some great ideas there.
I'm planning on revamping the battlefield and hand area soon, before the deck editors. This will (hopefully) include sorting options, attack indicators, and some other fun stuff.
The UI dev schedule for the next month or two will be basically home screen improvements (including Quest mode), player field improvements, then deck editor improvements.

[edit - hope it's obvious I'm joking]
I'm planning on revamping the battlefield and hand area soon, before the deck editors. This will (hopefully) include sorting options, attack indicators, and some other fun stuff.
The UI dev schedule for the next month or two will be basically home screen improvements (including Quest mode), player field improvements, then deck editor improvements.
Funny you mention it, this has actually been on the list for months (years?), and will happen soon.hurloon wrote:...an arrow that point the target...
This is a good observation - oftentimes I'll be playing along (pounding enter), and it seems like creatures just "disappear". I'll try to figure something out to address this.hurloon wrote:The fact that the card became "visible" before it actually resolve its effect
I understand what you mean, but when you think about it, Magic must stop a lot and wait for your input. If Instants just played themselves without checking your opinion about it, what kind of world would we live in? A world with no counterspells - is this what you want??? AHHHHH!Roujin wrote:I'd like to have some ways of progressing through steps faster.

[edit - hope it's obvious I'm joking]
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Re: Feature Requests Thread
by Roujin » 19 Jan 2012, 02:39
Well, of course. That's why I wrote "unless something gets placed on the stack". 
But what do you think about my suggestion of right clicking on any phase button to skip to that phase (unless ... you know what
)? Basically that would be the same as disabling all phases between now and then, clicking ok, and enable all the phases again, just in one action. So the functionality to do this should already be there...

But what do you think about my suggestion of right clicking on any phase button to skip to that phase (unless ... you know what

Re: Feature Requests Thread
by Doublestrike » 19 Jan 2012, 03:14
Yep, more or less.
There's an "end turn" button planned, which will jump automatically to the end of the turn, but it hasn't been coded up yet. Other than that, there aren't too many other ways to "speed up" stack control.
There's an "end turn" button planned, which will jump automatically to the end of the turn, but it hasn't been coded up yet. Other than that, there aren't too many other ways to "speed up" stack control.
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Re: Feature Requests Thread
by friarsol » 19 Jan 2012, 03:16
Something like that is partially in the works. We have an "End Turn" button that is still being worked, but if it gets written up generically we'll be able to pass in any Phase/Turn combination into the function and unless something hits the stack the Human will just pass priority until then.Roujin wrote:But what do you think about my suggestion of right clicking on any phase button to skip to that phase (unless ... you know what)? Basically that would be the same as disabling all phases between now and then, clicking ok, and enable all the phases again, just in one action. So the functionality to do this should already be there...
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Re: Feature Requests Thread
by hurloon » 19 Jan 2012, 09:57
sorry didn't know about itDoublestrike wrote:Thanks for the input, hurloon, some great ideas there.
I'm planning on revamping the battlefield and hand area soon, before the deck editors. This will (hopefully) include sorting options, attack indicators, and some other fun stuff.Funny you mention it, this has actually been on the list for months (years?), and will happen soon.hurloon wrote:...an arrow that point the target...

That's exactly what I mean! Mine was only a suggestion, but working on a graphical stack would be the best way to make FORGE more clear and more similar to a real life game.Doublestrike wrote:This is a good observation - oftentimes I'll be playing along (pounding enter), and it seems like creatures just "disappear". I'll try to figure something out to address this.hurloon wrote:The fact that the card became "visible" before it actually resolve its effect
(probably make something similar to manalink can be the best and fast way to do it)
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