There needs to be some visual indicator showing how much time has passed since an action began. Without a visible timer, it’s near impossible to know how much game time has passed since an action started. Especially when the speed is turned up.
This would greatly remove the frustration of losing key monsters to death sentence, bomb curse, 150sec bomb, 400sec bomb, any other timed action.
Obviously if the core game mechanics includes having people play in slow mode and keep track of time, ignore this thread.
There needs to be some visual indicator showing how much time has passed since an action began. Without a visible timer, it’s near impossible to know how much game time has passed since an action started. Especially when the speed is turned up.
This would greatly remove the frustration of losing key monsters to death sentence, bomb curse, 150sec bomb, 400sec bomb, any other timed action.
Obviously if the core game mechanics includes having people play in slow mode and keep track of time, ignore this thread.
I can understand why you’d ask for this but, again, this is one of the things which we’re meant to be thinking about while playing the game. There’s only so much which the game should display to us and we should keep track of the other stuff in our head as accurately as we can. It’s part of the fun not know exactly when death sentence and other such stuff is going to go off!
If that is indeed part of the game designers’ design. Then they shouldn’t show us the time until the monster can attack and when the other monster will have their next turn. We should keep track of that in our head. We should know how long the cool down time is and work it out.
And if it’s part of the fun to not know exactly when the delayed action will take effect. Wouldn’t it be better to give the action a range and then randomly choose when the action takes effect within that range?
Okay now you’re being ridiculous. The timing of turns is an essential part of the game and tracking that in our head would be practically impossible, especially when stun is involved. Tracking specific monsters to have an idea when survivor, megabomb, etc. is charged is okay and quite fun to do. It’s made a lot easier by seeing when monsters are getting their turns, as this is a place you can constantly track the passing of time.
The AI doesn’t always use these skills when they’re first available actually, so it is a bit more random than them simply surviving a certain amount of time.
IDK whats so difficult… e.g. survivor takes 300 tu, for stratus thats 2 protects and 40 more tu… for apollo one accelerate and 4 hits with uncharged survivor. Thats like pre schoool math for you…
I think what he means is tracking how long the opponent’s monsters have had since their first turn. Tracking their survivor and stuff is tougher than your own.
Well, guess I’m the only one that plays the game at accelerated speed and don’t pay attention to the timing of things. Nor bother to remember things. Maybe this isnt the type of game for me. I like just bam, bam, bam! And be done with it. Rather than. Ok… he made this move, now my kindergarten maths should kick in and tell me how much time I have before my team gets the dung thrown at them…
I will say that after a while you get a feel for it. I can sort of instinctively know when some things are charged just due to the moves I’ve used, or knowing set things like how long sleep lasts for or how many ultra moves can be used before survivor is charged.
ALSO moves only charge from the first turn the monster takes. In fact there are a lot of weird mechanics based around the turn taking but for now think of it as they don’t count as on the field till their first natural turn (not stunned before they make a move)