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No need for punchy animation imo. Just have the regular level up animations play.
Want to avoid getting too in the weeds with work in progress, but there's some missing elements with mobile control and cross platform parity where animation helps a LOT.
Hey IGeaRI, thanks for sharing! UX lead on TFT here. I'm stoked that you and other players want this in the game as much as I do! This has been in our UX sights for some time now. Funny timing - I started a couple of designs for this exact thing earlier this year, with the intention of including it with Magic 'n Mayhem, but I quickly realized that the project would need support from a dedicated motion graphic artist or animator. (Using a shortcut to level up should show a punchy celebration, yes?) Unfortunately those folks already had a full plate. Not to worry though, since we still need to work on versions that will be intuitive on mobile anyway.
I can't promise when this will make it into the game - things are always moving fast on TFT - but I just wanted to thank you for your post, assure you that I love the idea too and want to see it happen!
So Uhm, Hows this going?
Left a comment on another thread. https://www.reddit.com/r/TeamfightTactics/comments/175l5qj/comment/k4ljyo7/?context=3
3yrs later, am i missing it or?
Hey HawksNest, I left another comment here. https://www.reddit.com/r/TeamfightTactics/comments/175l5qj/comment/k4ljyo7/?context=3
Hi Tacticians, it's Riot leelor, the UX lead of TFT. We definitely want this feature too.
For the past couple of years, the UX team has pushed hard to add a Claim All button to the Pass, but tech constraints have prevented us from moving forward. I know it's not what you want to hear, but the truth is that seemingly simple things like this actually require significant engineering effort to build new tech services and functionality. I wish I could tell a different story. 8/
Read moreBut over time, that negative feedback naturally disappeared.
I would argue this is just because people don't need to inspect champions as much once they learn the new set, so it just becomes tolerable, and I don't think tolerability is something to strive for in UI design. I've found this change kind of baffling since I thought the game had great UX sensibility up until this point.
The docked panel makes sense for mobile, because mobile screens are small, but it should be opt-in or toggleable for PC users. The amount of eye movement necessitated by the right-docked panel on PC is ridiculous depending on your monitor size and seating position. It's especially bad for people with vision impairments and bad eyesight. I have to play with my glasses on and sit further away from my monitor now, because otherwise I'm constantly darting my eyes back and forth. A big factor of what makes TFT enjoyable for me is just being able to...
We added item information that is designed to help players learn a new set, which couldn't have been added to the old card design. The new design also enables inspect on carousel and range indicators, something that players have been asking for the past couple of years.
I understand you are struggling with eye movement -- do you have the same problems when looking at the trait tracker and scoreboard, which are also on the sides? Is changing the window size an option for you?
It's visually cluttered, the main issue. It also stays on the screen even if you click on the damage and player tabs. Kinda annoying.
We've got a fix coming for this! Stay tuned! (Edit) It sounds like people are confused. The fix is that the panel will close more easily if you are clicking the scoreboard and combat recap toggle group.
As jarring as it is, I can see them testing it for a majority of the set. UI/UX should always be intuitive but sometimes they wait out an "adjustment period" to see if people can end up adapting. In the meantime they'll probably (slowly) work on something to replace it if they feel like it's really something to address.
Thanks so much for your comment - you're 100% right. We found that there was a bit of an adjustment period in our own testing of this feature as well. At first, some devs didn't like the position because it felt "far away" from the champion.
But over time, that negative feedback naturally disappeared. It turns out that the panel is much better when it is off the battlefield, especially if you are trying to inspect a unit in combat. Remember how the card used to move around so much that it was hard to hover anything inside of it? The new position also makes inspecting on the carousel possible.
And as always, YES we are committed to improvement! We plan to continue working on this as needed.
Necromancer here, claim all button still being sorely missed :(.
lol, I love it so much that you necromanced this. Hold me accountable, bro!
So, UX has proposed this feature. We are still trying to get it in as part of some other Battlepass updates. However, I don't have our producer's blessing that the button will ship for sure.
I will see if I can try to get a more janky version in sooner, one that can be done with less effort! I will ask an engineer... if you see it in the next month or so, you'll know it worked.
Ayyyyy, shoutout to u/impuuuu, who designed the Trainer trait and Nomsy! She totally killed it. I guess we need to promote her.... :D
The only thing about this is the TFT team is way to small and have a big backlog of suggested updates. By small i mean the whole TFT team is only 12 people. Mobile is still a big priority for them as this where the new players are coming from.
Amazing idea and hopefully some time could be dedicated to it.
TFT UX lead here! The *design team* (most of whom work on sets) was around 12 (now it's about 14), but there's a lot more people on TFT. We have many more artists, engineers, QA, and production staff.
Read moreThanks for the reply! Cool to know you also worked on the onboarding for LoR, I was wondering about that but didn’t want my question to be too crowded!
Awesome to hear you’ve got resources to do user testing, it really is crucial IMO.
Are there plans to implement the team builder on PC? Given there’s so many web tools I can see why not, but not everyone has a second monitor/a pc that can alt tab reasonably quickly.
Another question. Since the new shadow items require a bit more knowledge (studying? exposure?) to grasp than other set mechanics, did you guys have a conversation about including a mini-tutorial for that in-game? I know mort is trying to avoid introducing things that might help each set get solved quicker (tysm for taking this stance /u/riot_mort <3 ), but I’m curious if there was conversation about the trade offs between trying to get people over the hump with understanding a foreign set (especially on mobile where...
Putting Team Builder on PC isn't on the current roadmap, but it's something I believe we should do as soon as we add more features to it. Long term, I want to put both the tutorial and the Team Builder on PC. :)
For shadow items, no, we didn't much discuss onboarding, and imo, I do not think a playable tutorial is necessary for set mechanics. I would be 100% open to having a better set introduction, though. Maybe a popup or a mini-slideshow with some quick highlights on the new mechanic would be a welcome addition.
Have you guys ever tried to implement a patch wherein when you right click an item to see the item list, you could then hover to the item itself to see the details of the item? I'm a pretty casual player and that's definitely one of the things I always deal with.
Mort already stole my thunder on this one, but yes, this is coming very soon! (I wanted to ship it with Set 5, but it wasn't ready in time.)
Are there any plans to make it easier for new players to get into the game? While learning comps becomes a little easier over time, there are so many items and it’s incredibly difficult to understand what to plan for and what works on what champs and in what comps. Especially on mobile where you can’t even see combinations on already equipped items, the learning curve is super high.
Right now, we don't have any specific plans to add more onboarding to TFT. You're right that there is a bit of a learning curve, and I would love to make it a little easier to learn, perhaps by adding more information and features to the Team Planner (which is only on mobile right now). However, that work would likely happen farther in the future.
TFT also has a super cool community, which makes great videos, guides and websites that help new players learn which items are good on which champs. Honestly, most of that stuff is just as good or better than the things we could add to the game.
You should be able to see combinations and recipe hints for equipped items, though! If you tap the champ, and then tap the item in the right-side champion inspect panel, you should see a list of recipe hints, if it's not a full item. If it's a full item, the recipe is shown in the tooltip footer.
Have you fixed the bug where when selling champions with a spatula item they keep the trait?
Are you working on making it so when you check enemy champion's abilities they don't only show the 1 star value or is that low priority?
Yep, we fixed the spatula bug! We should really fix the other one too.
Hi guys ! I love the game on mobile but it's far from polished in my opinion,there is no match history which feels really bad,l so my question is - Are you planning to do any QoL or UI changes on mobile version of TFT or the game will stay the same for uncertain time ?
There is a problem where if you get matched with PC players in a lobby you almost never get a chance to compete for top 1 because of inability to quickly sell champions from the bench. Can you add something like double tap on champion on the bench to quickly sell him or something like that ?
Hey Peter, thanks for the questions. I totally agree with you, TFT mobile is still in a pretty minimal, basic state, and we are definitely planning QoL and UI improvements there.
So when it comes to things that are high APM, like rolling down, the reality is that there is always going to be a very slight disadvantage on mobile, but in my opinion, it's not very significant. We see mobile players at the highest ranks in all regions! When it comes to quickly selling champs on mobile though, we could add an option in the future for choosing whether you sell to the corners, or sell by dragging directly downwards. Double tap is hard to disambiguate from single tap and from drag, so that one may be a bit tricky, but there's some other things we could try, like maybe adding a sell button to the champ inspect panel.
Will there ever be a way for mobile users to see what a character’s spell does before buying them? You can do this on PC by hovering over them in the shop but right now for mobile you have to buy the unit or just know. I feel like it could be done by adding an icon onto the units in the shop like an eye or an info button that, when pressed, opens a little box that has the description explaining the spell
That's not something we are currently planning, but I like your idea. We could definitely look at doing something like that for mobile in the future.
Are there currently any plans for making some shadow items easier to see on the carousel? It’s a bit hard to tell on mobile if sojin or gunblade are normal items or not in particular.
We don't currently have any plans to change this, but now that you've let us know it's an issue, we can try to make some tweaks. We increased the overall size of items; not sure if this would fix it, but maybe we could take a look at adding some special VFX to make it more obvious.
u/Leelor, can you talk a bit about the process of creating the introductory tool tips and mobile onboarding in general?
Getting people into a new game can always be a tough challenge, and there’s lots of strategies people take. Were you able to base yours on initial user testing, or did you have to wing it and guess what people might need the most help to grasp? / how did deciding to include the team builder feature play into this?
Oh this is a great question, thanks for asking! Designing tutorials and onboarding is actually something I'm really passionate about; I could probably talk your ear off about it, but I'll try to keep it short.
The first thing most designers say is that you should always design onboarding for HYPE! Players must be EXCITED above all else! But that's not entirely true. The first thing to consider is the genre of the game when deciding how heavily to invest in excitement vs comprehension. In my opinion, the tutorial for an action RPG should probably be higher on hype than for a strategy game, where comprehension is truly critical for helping players learn to love the game. Having worked on the tutorial for Legends of Runeterra, and seeing that it was pretty successful in labs, allowed me to continue that approach of prioritizing comprehension for TFT because it's also a strategy game.
The easy part is making a list of things to teach. Game devs are always testing the ga...
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