JeffExpress

JeffExpress



05 Jun

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Plus one! I hate those Mistwraiths so much!


28 Apr

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Looks cool! Nice work!

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Originally posted by J0N13V3

That's nice! although I have a question, wouldn't it look weird (kinda not optimal) when the card is on the opponent's board? maybe I'm having a bad visualization but what do you think?

All of the text and numbers are oriented for the player so in this case the numbers would just flip so they are right side up for the player.

Digression - We used to have endless arguments over what would happen if it rained in the playmat. Which way would the drops fall? Ha ha!


08 Apr

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Originally posted by Killarusca

At first I was weirded out how there's no card packs that you can open and how you dont have to dedicate yourself to one deck for a few months.

Turns out I just got stockholmed by all the other tcg games that I played.

This is what a digital tcg should be, love how people can actually experiment now without being stuck to that deck for a month or two because the game doesn't give much resources, and the cosmetics are alot more tempting to buy than card packs will ever be.

You weren’t the only one weirded out by a lack of packs. Early on in development we did a playtest and that was a big piece of feedback we got on the game. Granted this was before our vault system was in place, but it definitely was something to think about. I know I still have fond memories of that smell of a freshly opened pack of MtG cards. Maybe we can make like scratch and sniff stickers for vault day!

Also, thanks to all of YOU!!! Our game wouldn’t be what it is without you all!


27 Feb

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Originally posted by Dinosaurius

Oh boy, can't wait to get spammed with ?-pings whenever I do something my teammate doesn't agree with - just like league!

Ha ha! Don’t worry you’ll be able to mute pings just like you can mute emotes


25 Feb


20 Feb

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Originally posted by TheSkilledRoy

Hey Jeff, I'm from the customlor subreddit and we absolutely love hearing more about the inner design processes of LoR. Stuff like this talking about the internal aspects of design are super cool for us, we'd love to hear more in the future!

Awesome subreddit! I hadn’t heard of it before. Sure thing if I see questions about stuff I’ll do my best to answer

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Originally posted by chriserit

maybe this is gonna help you so I will write it down.

I have been working on a game in my free time and at some point i did reach this color problem. The way i solved it is by creating two questions.
-Who/What does the keyword affect? Myself (card), Allies, Enemies, Enemy player, Myself (player).
-Whoever/whatever the keyword affects is it a buff or a malus (from the side of the player)? Buff, Malus (and possibly a third option for Both).

This allow for all keywords to fit in a single category with certainty and make the player understand vital information about the keyword without even reading what the keyword does but only looking at the color.

(For others reading: It is expecially useful in card games where you will have tons of keywords at some point and players will need to be able to categorize keyword instantly just by color. This also made me understand that you needed fixed and unquestionable rules about colors where there are two ans...

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Very cool to hear the reasoning you used for your game! Thanks and good luck!


19 Feb

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Originally posted by vizualb

I wonder why it has the same color as Slow.

Generally, our colors for keywords / spell types fall into these buckets
Yellows - Defensive (Tough, Barrier, Fast)
Purples - Utility / Control (Stun, Slow, Vulnerable)
Reds - Health Related (Life steal, Regeneration)
Blues - Utility (Imbue, Last Breath, Burst)
Grey/Sepias - Movement (Can't Block / Can't Attack)

So the thinking is that Fast is yellow since it is often used in reaction to an action. Slow & Focus since they can't be cast in combat are about control. Burst since your opponent can't react & it can be cast in combat is more utilitarian. Obviously, there's a lot of interpretation here! So I'm definitely interested in if you all think that makes sense.

Color is a tricky one for us since colors can mean so many things all over the world, not everyone even sees the same colors, and many of our mechanics can't be dumped in single categories. Apologies for the essay, just something we're still thinking about a lot so we can g...

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18 Feb

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Originally posted by PeaceRibbon

By common tier you mean "the guy who writes Jeff Jew's script for update videos and is the secret behind his popularity" right? :P

Ha ha! Sorry to disappoint, but I'm not even in community / marketing. I'm just a UX designer responsible for LoR's gameplay (& the labs)

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Originally posted by ENiamor_nz

Could I ask a question? Is there really even a need for a change? I feel like the colour scheme of regions, the 2 region lock in a game and consistent art style for each region allows you to overlap the icon? I feel like if the structure of the card gets disrupted it just makes the game look more busy(something not ideal) and also disrupts how cards are actually shown from when cast (spells are circular and so are they on the stack, followers and rectangular and they are also rectangular when introduced to the bench.)

Of course you can always ask!

Yes, there really was a need for the change. Not only were we trying to make things more clear, but these changes also set us up for some new features coming soon that I think you all will be excited about.

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Originally posted by Lifedeather

Are you the legendary Jeff Jew!?

Sadly, no I am just a common tier Jeff.


17 Feb

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Originally posted by elBAERUS

Yeah I also think so. I am a native German and, as clonky it reads, you can't really make it better. I only play games in English, I hate German in games, but there is not much to improve on the card without losing information. Maybe one could exchange "erschaffen" with "kreieren" but that would save only a few letters, that's not what one would like to aim for.

That's great to hear. Our localization team is amazing and I'm glad players notice!

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Originally posted by TioAuditore

Hello! Sorry the links to your imgur look broken. Or is that just me?

The image you created up top looks cool, but has a couple of issues:- Someone else mentioned we have the subtype up there (dragons, poros, etc)- The region icons need to be larger so players can tap/click to see the tool tip- Additionally, it should be bigger cause on a smaller phone it'll crunch down and be difficult to read- On Spells that space would be awkward with our different shapes

edit: Thanks for sharing!

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Originally posted by patmax17

It's really nothing :) I just think this change is very minor and has good reasons, the rage on reddit imo is more a problem of communication rather than of a bad feature itself: people dislike change, and need to be accompanied when it happens

I totally empathize with everyone…I also dislike change. Lol

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Originally posted by Slav_1

Just out of curiosity why couldn't you have just let the text go over the region icon on the bottom of the card for cards that have too much text. Surely players who don't know and want to know what the region of a card is would still be able to tell even if it was somewhat obstructed by text.

Well that’s what we were doing before and it wasn’t great! Ha ha! Where things were getting especially bad was if we wanted to have any text with interaction (yellow keywords, blue hyperlinks) on top of the region icons (which players can also tap)

During R&D I was often jealous of MTG and how simple and intuitive their color system is for the frames. But I do love exploring our regions and maybe in the future I can be confident everyone can get all the region icons.

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Originally posted by xThoth19x

Since the card text is on the player side, wouldn't it be simple to just change the location of the region on your cards in the player settings instead of forcing people on a setting they don't like?

In general I like to keep the structure of the card the same for all players so the game is easier for onboarding (not having to adjust our tutorials), easier to share (everyone sees the same thing), and easier for us to develop (especially QA!!!). But beyond that we have some future plans for our card frames that we needed to move somethings around for and I’m sure you don’t want to miss out on that. Thanks! And if it really sucks to play with after a few days let me know

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Originally posted by Slav_1

nothing "suffers" from having the region icon at bottom and you should have kept them at the bottom. The frame idea is brilliant. Each region having their own tinted frame (or even having different designs) should be the overt way to display the region. Not outright ruining the aesthetic of every card but adding what is essentially a glorified mole.

Tinting frames different colors is an idea we explored but ran into issues since we already use frame color to denote whether a unit is a follower or a champion (and hopefully eventually a champ spell or spell) plus prismatics. The biggest reason is that it could be more difficult for players who see colors differently. Thanks for the suggestion and the feedback.

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Originally posted by patmax17

Thanks for working on it. If I can make a suggestion, I saw that the region icon change was welcomed with a lot of negativity and people requesting a revert. I don't know if you consider it a problem (reddit *is* a minority of the playerbase), but maybe it would help if you communicated the intentions and reasoning better, so that people can set expectations accordingly.

Good call. Obviously it was the first thing in the patch notes, but we could’ve explored our reasoning more or called it out earlier…. Thanks!