Original Post — Direct link

I kind of prefer the constant brightness that the game has whenever any actions are performed before the new update, now it's switching between light - dimmed.

External link →
about 2 years ago - /u/The_Easy_Target - Direct link

Hello. I am one of the engineers that worked on the UX changes in the core game, so maybe I can provide some context on this.

Our main observation is that while LoR is a fun game, a lot of players newer to the genre feel overwhelmed, and they give up before they can "find the fun".

Observing and talking to those players, one particularly challenging aspect for them is that LoR has and always had two "phases" or "modes":

  • The "normal" mode, where one can summon units, start a stack, or end the round
  • The "stack" mode, where we have actions that haven't taken effect, yet, and one can add more actions (block attackers, or add more spells), until it all resolves eventually.

However, those two modes looked very similar to the untrained eye. Once we added a more clear (visual) separation between those two modes, a lot of the things that are obvious to a seasoned player, also start to make more sense for the rest of us.

In the current patch this visual separation is a combination between dimming the screen and adding an area-glow to the side of the player that initiated the stack mode.

Adding a toggle would add a lot of extra work for QA folks that we can't support right now. However, I'm confident that we can find some solution that gets us the visual separation and improved comprehension, without discomfort and without overloading QA - we'll keep working on it and keep everyone updated.

Are there some situations that are more discomforting than others?

P.S. Looking at the dimming logic with renewed vigor, I found that there is an undesirable moment of brief dimming when the opponent plays an unrevealed burst spell. I am hopeful to get that fixed in 3.7, and am looking forward to your insights.

about 2 years ago - /u/The_Easy_Target - Direct link

Originally posted by Roosterton

I appreciate the focus on accessibility. I've been super critical of the LoR team on this sub, but that's a goal I genuinely respect.

If that is your goal, though, could you bring back the banners which say "Passed" when a player passes? New players are going to have no idea what the little white chevrons mean, and might be confused about why the blue button sometimes lets them 'end round' and sometimes only passes initiative. Visually impaired players could find it hard to see the little chevrons. And even as a 2yr veteran I constantly find myself having to check the play history to remind myself if my opponent actually played something last turn, whereas before I could just glance at the "Passed" banner.

Hello there. As part of our testing in developing these updates, we saw there were a few challenges with the existing "passed banners". Chief among them:

  • Passive visibility: Much to our surprise, a ton of players (both new and seasoned) actually "didn't see" the banners. They were neat, but for [most] players, they weren't actually serving the purpose they were supposed to.
  • Consistency: The banners were available in "normal mode" but not "stack mode". There are several reasons for that, but one of them is that they would obscure combat cards.

Replacing them with gems in the button:

  • Allowed us to use them to visualize the "handshake between players" for both modes
  • Helped folks actually see them, because the were looking at the button already, and
  • Allowed us to add in a call to action (your gem is blinking if you started/modified a stack and need to commit for the game to move on).

As for the specific question around "did my opponent pass?" I'd hope that this is more clear now: Every time you can press the button with one lit gem, it will "end" the stack or the round, no matter what your opponent did to get the button into the "one gem" state. If it doesn't, then it's broken, and I'd appreciate a bug report!