ccmoose
2 years agoRising Novice
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.
"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.
"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
"crzydroid;c-2428966" wrote:"herd_nerfer;c-2428960" wrote:"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
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.
Which can easily be done by looking at their turnmeters. The widget is only helpful in cases where two units are very close.
"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?
"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
"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.
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