"Sceptog;c-2428956" wrote:
"herd_nerfer;c-2428955" wrote:
I think it just shows an order according to the current TM level of each character. I doubt there's any predictive logic going on there - that would make it quite a bit more complex.
Not really if that is on a pure speed basis. Definitely not to take any tm manipulation into account
Well, right now all the code has to do is look at what TM values are currently assigned - which is very little overhead for the UI and the underlying code. Even if they did the calculations on a pure speed basis they still have to calculate TM for every character on the field AFTER their next turn, so it's more than just showing a widget ordered by current TM values. It's not a LOT of additional overhead to do those calculations but the resulting order would still be wrong at least as often as it would be right - so why bother?
I don't think they intended it to be quite that involved. As it is now, it covers the majority of the functionality that is required of it - which is to tell you who is going next based on the current TM values.
I guess the point I'm getting at is that this wasn't intended to be an authoritative prediction of the next several turns (or even the next two) - Just a visual representation of the current state of everyone's turn meter since it's impossible to tell the difference between 99% TM and 98% TM. I think if people are expecting it to do more than that, their expectations are exceeding the scope of the limitations that CG stated out-right in the update notes.