Talisman: Digital Classic Edition

Talisman: Digital Classic Edition

View Stats:
Why is there the need to have a timer for Dark Fate ?
Couldn't it be simulateneous ? At the same time that the player has the choice to reroll or not his dice, the other players could use dark fate to reroll it. The dice would not be rerolled instantly, but the game would remember that someone wanted to spend one dark fate to reroll it.
  • If the player rerolls the dice using fate, the dark fate roll is canceled.
  • If the player hits continue and no one chose to spend a dark fate, it continues like normal
  • If the player hits continue but someone had clicked on "reroll (dark fate)" before, then the dice is rerolled (and the first player who clicked on the dark fate button spends a point).

Right now the implementation is really clunky and it makes the turns really longer. Or at least that's the impression I have in the first few games I have played.
Last edited by potterman28wxcv; Jun 13, 2018 @ 1:56am
< >
Showing 1-7 of 7 comments
☼Desendos☼ Jun 13, 2018 @ 1:57am 
Originally posted by DaRulz:
The player who just made a roll has the option to
spend light fate to reroll his own die before another
player can spend dark fate to force him to reroll his
die.
If a player rerolls a die because a fate was spent, he
must accept the new result. Another fate (light or
dark) cannot be spent to reroll the same die again.
Last edited by ☼Desendos☼; Jun 13, 2018 @ 1:57am
potterman28wxcv Jun 13, 2018 @ 2:00am 
Originally posted by ☼Desendos☼:
Originally posted by DaRulz:
The player who just made a roll has the option to
spend light fate to reroll his own die before another
player can spend dark fate to force him to reroll his
die.
If a player rerolls a die because a fate was spent, he
must accept the new result. Another fate (light or
dark) cannot be spent to reroll the same die again.
You can still enforce this rule by having the game not reroll the dice instantly like I wrote above.

Clicking on "reroll dark fate" would not actually reroll the dice, but instead, it would tell the game that you intend on rerolling the dice if the player does not spend a light fate before.

Instead of having a timer where everyone waits, the actual "reroll dark fate" signal would be sent automatically by the game, if the player had clicked on "reroll dark fate" before the other player accepts the result.

I really love the expansion and the mechanisms it brings is awesome :) And you are doing a great job at tackling the bugs fast. But this is the only real grudge i have right now when it comes to the implementation
Last edited by potterman28wxcv; Jun 13, 2018 @ 2:03am
☼Desendos☼ Jun 13, 2018 @ 2:02am 
Originally posted by potterman28wxcv:
Originally posted by ☼Desendos☼:
You can still enforce this rule by having the game not reroll the dice instantly like I wrote above.

Clicking on "reroll dark fate" would not actually reroll the dice, but instead, it would tell the game that you intend on rerolling the dice if the player does not spend a light fate before.

I really love the expansion and the mechanisms it brings is awesome :) And you are doing a great job at tackling the bugs fast. But this is the only real grudge i have right now when it comes to the implementation
This means another player could very quickly click continue, robbing another player of the timing window before they are ready.

We did mull this over quite a bit, this was the lesser of several evils.
Last edited by ☼Desendos☼; Jun 13, 2018 @ 2:03am
Queegon Jun 13, 2018 @ 2:04am 
I feel like 2s is as high as you can possibly go before being drowned by tears from waiting. 1s is enough for people who know better - they can get ready with their click by the time you move to a place (enchantress) or encounter a card (cauldron witch).

Am using 3s for spells and 3s for the rest - it mostly is damage prevention effects.

Originally posted by ☼Desendos☼:
This means another player could very quickly click continue, robbing another player of the timing window before they are ready.

We did mull this over quite a bit, this was the lesser of several evils.

And this is a process well thought out, unlike the suggestion. Am already clicking lightning fast on "encounter" in fear of getting Stasis'd. That spells doesn't really work well in digital.

What could possibly eventually work is something like a button in game, part of the UI? Opting out of using Dark fate for movement...unless you directly opt in (when you feel you are in danger of being ganged up on or similar) - put it as a button in game which is turned off (opt-out) by default.
There's a ton of space to the left and right from the UI (especially on mobile where the UI is tiny - in a negative sense *hint*)
This way it doesn't bother anyone and is a part of critical thinking of the player whose responsibility it will be - until opted out again.
Last edited by Queegon; Jun 13, 2018 @ 2:13am
potterman28wxcv Jun 13, 2018 @ 2:34am 
Originally posted by Queegon:
I feel like 2s is as high as you can possibly go before being drowned by tears from waiting. 1s is enough for people who know better - they can get ready with their click by the time you move to a place (enchantress) or encounter a card (cauldron witch).

Am using 3s for spells and 3s for the rest - it mostly is damage prevention effects.

Originally posted by ☼Desendos☼:
This means another player could very quickly click continue, robbing another player of the timing window before they are ready.

We did mull this over quite a bit, this was the lesser of several evils.

And this is a process well thought out, unlike the suggestion. Am already clicking lightning fast on "encounter" in fear of getting Stasis'd. That spells doesn't really work well in digital.

What could possibly eventually work is something like a button in game, part of the UI? Opting out of using Dark fate for movement...unless you directly opt in (when you feel you are in danger of being ganged up on or similar) - put it as a button in game which is turned off (opt-out) by default.
There's a ton of space to the left and right from the UI (especially on mobile where the UI is tiny - in a negative sense *hint*)
This way it doesn't bother anyone and is a part of critical thinking of the player whose responsibility it will be - until opted out again.
A toggle button would work wonders!
Marik Jun 13, 2018 @ 4:25am 
The current implementation is correct. Even the naively best solution of letting players 'program' when they want to use dark fate before the die is rolled would still be clunky and prone to gaming rerolls. Further still, even the most intensive solution of putting dice bars on the side of the screen where you would select what action (movement, spell, battle) you would want to reroll with which predicates, has technical problems with cards like 'random' where you can't necessarily predict when they will come up and for which the predicates you would want to force a reroll for can be complex depending on the current gameplay state. And the only people who would enjoy it are me and my clones, since this is supposed to be a casual boardgame for fun:steammocking:

But similarly, if you implement buttons on the side of the screen that enable players to choose to be able to reroll a certain type of action (movement, spell, battle), with the intent to remove the timer entirely if everyone 'opts out', it would be clunky, easily prone to forgetting about and causing flaming if one player in particular does not want to opt out. But I wouldn't be against it. It would see definite use in pre-established groups. Though I'd rather you enable the ability to turn the timer on 1.5 seconds (1 is too little for me due to lag), and instead use the opportunity cost to implement /HOTJOIN/ so there are less games where a 4 player game turns into a 2 player game after 5 turns!
Black Leaf Jun 13, 2018 @ 7:05am 
Originally posted by ☼Desendos☼:
This means another player could very quickly click continue, robbing another player of the timing window before they are ready.

We did mull this over quite a bit, this was the lesser of several evils.

Yeah, I already get the occasional complaint about playing too fast for spells, this would massively aggravate that.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Jun 13, 2018 @ 1:55am
Posts: 7