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The same problem happened to me when I used chickening on 2 pear cubs... their animations took too long for me to use the rest of the tricks that I wanted to use...
I really hope that these posts just don't go into the void, unread by the developers.
We need the game to pause the timer whenever any animation is taking place.
What that means programmatically, there needs to be a pause/resume functions to pause the timer until the effects had ended and then resume. This includes trick animations/buffs/nerfs/deflecting damage/... any effect that has nothing to do with the players' card choice.
- Anonymous9 years ago
Well, the problem here would be that the turns will take too long. The players waiting for you to play your cards will be irritated. I suggest on the ability to have multiple animations at once. It is like two paparazzis will click at the same time. As for sharkatronic chickening combo, sharkatronic can do his animation once then all plants can die like how a weedspray works.
- 9 years ago
@GargantuarFeast wrote:
Well, the problem here would be that the turns will take too long. The players waiting for you to play your cards will be irritated.
Turns will indeed take longer times, I won't argue with that. But I don't think that would irritate other players. Due to the fact that there will be an action (animations, buffs...etc) going on without having to stare at three dots longer. If any hero decided to play their cards during the final 5 seconds, then they have every right to pick all the cards they could without being crippled by any animation. In other words, there won't be extra waiting time for thinking. The extra time would be for animations only and that's why I don't think it would be annoying (in my humble opinion that is).
Many people say "speed up the animations"... But I'm somewhat against that, you and me might be okay with it because we know what each card does specifically. But newcomers might find it overwhelming that things are happening too fast on the screen.
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