Targeting Coordination Feature
I've noticed that during the gameplay, there can be moments when players inadvertently target the same monster, leading to a waste of cards and potential strategy. My suggestion is to implement a simple targeting coordination system.
This could be a visual cue or a lock-in mechanism that indicates which monster is currently being targeted by a teammate. This would allow for more strategic planning and efficient use of cards, ensuring that players complement each other's moves rather than overlap them. It could be as straightforward as a highlighted outline on a monster that another player is targeting, or a temporary lock that appears when a player has selected their card, but before they have executed the action. Just speculating, but if a player has selected card a card but not played it, perhaps even a small buffer of 3 seconds where no one can play a card?
I believe this adjustment respects the game's real-time nature while reducing moments of frustration.
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26 Mar, '24
DrewcifurHighlighted comment
I have no issue with the visual cue, but another way to do it is if two attacks are launched at the same time one player just gets their card and mana back. If they still want to target that monster they can just play it again. -
17 Mar, '24
Nordosso, basically, if a player is holding a card, that their character also has an arcing line towards the current selected target?
The buffer option sounds terrible, though. Even one second can be pretty long if you are just wanting to gattling gun your cards in case you don't actually need to target. 3 seconds would be way, waaaay too long. -
19 Mar, '24
WhiteyI'm pretty sure monster do get highlighted when others are selecting them. They have a blue outline. Though, I think it would be cool if the color would match the player color AND it would be more noticeable. Maybe a solid color, or a gradient at least.
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06 Oct, '24
QuirkenMonsters get highlighted, but it only changes the outline... you can't see AoE circles directly. It definitely feels really bad when you're trying to pixel-precise an AoE attack and just as you click, someone else does something that makes your nuke suddenly not hit anything useful, or it abruptly hits another target.
Even a feature that puts a hold period after an attack would be nice, if you were targeting an enemy that was impacted by something that happened. So if your buddy attacks your target just before you lock in your click, it plays a sound effect and shakes your card or something, but your card play doesn't actually happen unless a full second had passed between when they affected the enemy and you attempted to.