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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
We did mull this over quite a bit, this was the lesser of several evils.
Am using 3s for spells and 3s for the rest - it mostly is damage prevention effects.
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.
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!
Yeah, I already get the occasional complaint about playing too fast for spells, this would massively aggravate that.