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ccmoose's avatar
ccmoose
Seasoned Ace
2 years ago

Turn Order List Flaw

Doesn't show if a character is lapped. I just did SLK vs LV. Maul had very little TM on my SLK turn, so I knew SLK would go before Maul. But SLK was only shown in the queue for his current turn.

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  • iMalevolence's avatar
    iMalevolence
    Seasoned Veteran
    2 years ago
    "Ragnarok_COTF;c-2428975" wrote:
    Or... just give me a way to see the TM values. I can write down speeds before the battle and do the work myself.


    My suggestion has been to include an advanced version that shows TM% in one corner of the portrait and real current speed in the other (adjusted by speed up/down, breach, leads, uniques, etc).
  • "Ragnarok_COTF;c-2428973" wrote:
    "herd_nerfer;c-2428960" wrote:
    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?


    For the exact scenario I started this post with. Also, I'm pretty sure it does look at speed and current TM.

    "herd_nerfer;c-2428960" wrote:
    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


    Hard disagree here, and I am OP here, so I'd like my point addressed. I need to know if SLK will go again before Maul goes when he has 5 stacks. Or maybe when he'll go again if Rey is in ult. As it is built now, I'd argue it is almost useless.

    What I'm asking for here is incredibly simple.

    Sort by ( 1 - IIf(CurrentTurn, 0, TMcurrent) ) / CurrentSpeed

    Technically it's a bit more complex because of TM overflow. But the TM calculations I'm asking for are significantly less complicated than the code they implemented to animate and display the list.


    That's fair if that's what you want - and I'm not saying less functionality is better. Your idea has merit - but the title of the post says, "Turn order list flaw" - But it's not flawed - it works exactly as described. CG even went out of their way to say in the patch notes (emphasis mine),

    "Note that the turn order widget is not a hard-and-fast rule; if characters gain turn meter, they can jump the line. However, it can give players a better idea of who is going next when the TM is close."


    Right there, they're saying, don't rely on this to determine turn order - use this to determine turn METER. I feel like "Turn Order Widget" is a poorly chosen name. They should have called it the "Turn Meter Widget".

    I'm not being intentionally obtuse here - what you're asking for is for it to work differently than it currently does, because you're expecting it to do a thing it was never designed to do. That's not a flaw in the existing design - that's a feature request and requires the whole thing to work differently than it currently does.

    But hey, if you can convince them to re-write the thing to act differently, that's great. Personally I'm a big believer in keeping it simple. It's harder to write bugs into simple code. What we currently have does exactly what I need it to do - it tells me who has more turn meter at this particular moment in time. As soon as I hit a button, I fully expect the whole order to potentially change.
  • ccmoose's avatar
    ccmoose
    Seasoned Ace
    2 years ago
    If it works as you described (just a TM gauge rank), I'd say it's essentially useless. But where did you get the idea that it orders by TM rather than remTM/speed?
  • Another thing - does anyone know what it does in the event of a perfect speed tie? Trying to figure out if it can let you detect coinflip results ahead of time.
  • iMalevolence's avatar
    iMalevolence
    Seasoned Veteran
    2 years ago
    "TargetEadu;c-2429010" wrote:
    Another thing - does anyone know what it does in the event of a perfect speed tie? Trying to figure out if it can let you detect coinflip results ahead of time.


    You cannot. Tested with profundity. It displayed me as going next, enemy profundity actually went next.

    Coin flips have to happen when the turn happens (no point in flipping a coin 5 turns in advance if TM gains/losses can change the need for a coin flip).

    /e I would be interested in them finding a way to at least display that a coin flip was potentially incoming (side by side pictures or something).
  • KDC99-X's avatar
    KDC99-X
    Seasoned Ace
    2 years ago
    Personally I think the biggest flaw is, the icons are too small. I find it overall to be pretty useless for me, there's a lot of other features I would much rather they have added...
  • "TargetEadu;c-2429010" wrote:
    Another thing - does anyone know what it does in the event of a perfect speed tie? Trying to figure out if it can let you detect coinflip results ahead of time.


    It doesn't figure it out ahead of time
    Profundity mirror. The one shown to go next got jumped by the other.

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