Not at all - go use the organize party thread. http://forums.toucharcade.com/showthread.php?t=144228&page=9
Yup, that's me (Shakar). And on the chat note - chat needs to be more obvious that there's a new message, different button color or something. I totally missed the * indicating there were even new messages in our game. Edit: Also, it apparently only shows you have new messages on the first turn after the message arrives. In our game, theres 2 or 3 I hadn't read before but didn't show new message symbol. It should really indicate that there's new messages until you actually pull up the chat to see them, so if you miss em you still can see it on subsequent turns.
I totally agree. We're going to switch up the button so that it's more noticeable when you have chat messages and I'll look at the other problem you mentioned as well. Thanks!
I know I hate that X button. You can actually tap on the Character Card in the bottom-left corner ( just like you do to open the menu ) to close it as well. That is how I've always done it and we decided to add the X button because it wasn't clear to new players how to get out of the Menu.
Another feature that would be handy would be an option to make a second move (once you've used up all your movement) using AP. That way when you're between fights and have a long ways to go to get to more enemies you could use your AP to get closer. As it stands, there's really not much you can do outside of move depending on your class, meaning your AP just goes to waste for the turn (for instance, beginnning of quest 2, you fight the group of bandits/goblins, then there's the wolf to the left. Once you kill that wolf, it takes a good coupla turns to get to the next enemies). Maybe something as simple as an 8 AP cost ability that doubles your total movement for the turn.
That's a great idea..... I can't promise it will be in the next update but I'll definitely give it a try. Thanks!
Anytime . Stole it straight outta d&d anyway using your standard action as a move . Loving the game so far, can't wait to see where you go with it.
Hey Brandon,I know some people have concerns with random matchmaking and having it to where people get stuck playing with others who take too long to move. I was wondering if maybe a good idea would be to have it to where if someone hasn't moved for a set period of time....say a few days at least preferably then that person's move "times out" and the game moves on to the next person's turn without any penalty to the player who has timed out.
Could also make the time-out time something you can choose when you create a game - so with random matchmaking if you choose a 1 day time-out, you get matched with other people who also selected a 1 day time-out. Would help get a group of people together who at least have similar expectations for how often they'll play, even if it doesn't work out that they all play that much in reality.
Thats a great idea too. I think there are async games out there that do use this kind of matchmaking where you set such time limits. This way those people who are currently upset they are not in a faster game would have a way to set their own expectations. Me-I don't mind a slow game as long as people play. With there being only 10 quests to start with and no random dungeon offering on the table yet it allows me to enjoy the game a bit more rather than rushing through it. One question that I do have that I don't think has been asked yet. Are you able to share items you picked up in chests and off of enemies with your fellow party mates? and if so how do you do this?
Each adventure is quite personal ! The further I get the more I like. I'm getting to know one co-adventurer quite well through the game. Only on level 3 but got quite a connection with my priestess !
You can share items with the people in your game by dropping them on the ground for someone else to pick-up, if that's what you mean. We started to build a complicated trade feature but decided to just let people work it out through chat and dropping items.
That's awesome to hear. I've felt the same way though testing, that playing the same level in two different parties could feel completely different based on the people involved. Obviously we're still going to add new content and levels as well but I think the social aspect of the game really helps the re-playabilitiy.
Ascension does this, letting you set time limits of anywhere from 10 minutes to a couple of weeks (though in that case it's total time you have to play the game, not specific turns, similar idea though).
Yes it's important to note that this isn't about having 20 games going whilst trying to improve a ranking like the strategy game outwitters. It's about having a handfull of personal adventures going on where we learn to play well through cooperation in chat etc. I love this game. I totally get it now. To any fence sitters just get it and get one or two good games going through contacts on the other thread and you will see the light after a few turns ;-) edit : Disclaimer ! I am a 41 year old ex D&D player from the UK ... Yes ... Notepads and D20 ! So maybe my perspective isn't in tune with modern thinking !
Love the game but are you and the enemy suppose to occupy the same space? It seems like a bug and you can't move off the square until the enemy is dead. Also other players can't attack them either.
Fourth time's the charm : Is this the same as random matchmaking (the ability to add random players to parties)? Currently, that might be the most pressing need of all, if my own rationale holds true: Also, in case this was lost in the flood: Brandon, two async power features that have finally started to become commonplace in async games (but are still strangely in part ignored by some async devs, such as Playdek, even though UniWar and Carcassonne revealed their usefulness early on in the history of async), are to let push notifications show the names of the other players in the pushed game, and to have push notifications bring the player directly into the actual game in question. Might we see these for Pocket Heroes? Separate push notifications for chat messages (as per Carcassonne) are perhaps not quite as essential to my mind, but also a very nice addition.
Yes, we're going to add the option to let you fill a part slot with an invite to a random person as a temporary fix and then have a better solution in a couple weeks. The two push notification suggestions are good ones and we'll try to implement them down the road. Right now we're focused on the matching-making, bug fix, and working on the first content update. Thanks!