Poll: How do you feel about the new Explore Animations?

Good idea for a poll. Unfortunately, nothing has changed in update 9.4 or rather, things have gotten worse.

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One additional thing to note: While there are, indeed, the same number of “clicks” to progress through Explore, as before, the actual impact depends on the platform you play on.

If you’re on a touch screen, a small screen and smaller buttons makes them harder to successfully hit. But otherwise, touch screens are faster because you can use all your fingers – plus years of hand-eye coordination practice.

If you’re using a mouse, the smaller buttons and varied locations of where you need to click definitely make things slower than before.

If you’re using a controller, it depends entirely on how they’ve programmed things. Is the default trigger action to start the battle? Is it one arrow movement and one trigger to pick and start a Side Quest battle? If so, it’s probably faster than either a touch screen or mouse, but likely still slower than the previous GUI.

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Using a controller on PS5, it’s x on the world map to open a kingdom, x to select difficulty, then we have to press down (on the d-pad) to move from the selected difficulty (after changing it if needed) to continue, then x to return to the map, then x to go to the battle setup screen, and x to start the battle (assuming you don’t need to change teams). - x, down, x, x, x
If you’re already in the middle of an explore run, it’s just tap x three times and you’re in the battle, so yeah, it’s really fast.
As for side quests, when they appear we alternate between the main battle and the side one with triangle. So, either hit x to skip the side battle, or hit triangle then x to fight the side battle.
Since our buttons don’t move and we have fixed inputs (button mapping for shortcuts), it’s very fast. But definitely slower than the previous GUI, because we have to wait for annoying animations to finish.

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If the game actually loaded the next fight during the dots that would be cool. Like a RE door but they dont and cant so now its basically 2 loading screens between every fight

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Rather than sharing in the patch notes for 9.4, just going to post this in here.
I did previously have a discussion with Sirrian around animations, especially around when the Explore update was being released, so I poked at them again today about it… Because I couldn’t find my talk with them through all the messages I have sent about Explore and animations generally

Sharing this with the stipulation and understanding of, I don’t think this is going to change anyones opinions on animations, the reasons “behind” them being implemented etc, I just wanted to get something from Sirrian directly to share.

  • Using the PUZZLE BOARD as an example:
    • In general - a lot of the really weird bugs you see in battle are because of 4x speed mode and animation skipping.
      • We’ll never take 4x animation speed away - obviously - but the lesson we learned from that is to put in animations and let them play out - allow skips on longer ones, never shorter ones.
  • The nature of modern game engines is that you get some fairly complex time-related issues - something as simple as a match-3 game can be more complex than an FPS here, because of the strictly sequential nature of things - order of resolution becomes extremely important
  • This gets exacerbated by three things:
    • All the different spec/performance devices we need to operate on - some of which cause all sorts of timing issues
    • 12 years of content and updates that get exponentially more difficult to test with each other and give the possibility of bad timing interactions
    • The particular server model of GoW can be a bit sensitive to skipping ahead past server calls [again, a 12 year old game system]
  • Our solution:
    • Use unskippable animations to hide server calls
    • Use animations sparingly to allow things to resolve in the background
    • Allow skips where we can (e.g. reward lists, because these happen after an animation call)
  • Just to reiterate
    Animations are never added maliciously to slow anyone’s enjoyment
    • They ARE added to improve stability and player experience - and they are always kept to a minimum
    • Skipping is added wherever we can do so without the risk of more problems

Again, I don’t think this is going to change anyone’s opinions or theories, but I wanted to get a direct quote to share.
Also, this was after I specifically mentioned Explore, in case anyone reads this and assumes this whole comment is only about battle animations

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A suggestion to compensate the time lost during GaP due to explore animations: remove the gnome animations at the begining of the battle.
:vulcan_salute:

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That’s an existing QOL, was also I comment I shared in that exact discussion i.e extend GAP

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that and they really could undo the gap gnome reward nerf on the side resources. it got nerfed because players could play fast and now… we can’t.

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Would it be possible to pause the timer during periods when the player can’t input anything? If that’s not feasible, I’d really appreciate it if you could slightly increase the Vault Key drop rate and raise the rewards a little as well

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There is also a QOL to pause the timer in screens that aren’t the battle itself

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Extending GaP would mean a higher time investment from the player for the same rewards, which is what is already happening in regular explore.

A preferable alternative would be adjusting the rewards/key drop rate (both in explore and GaP) to maintain an ROI (Verses/time) for the players similar to the one we had pre-animations.
:vulcan_salute:

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@Jeto I appreciate your efforts, and the detailed explanation from Sirrian, but consoles (Switch, PlayStation, and Xbox) risk a soft-lock if we touch anything during the animations, and it is impossible for me to enjoy Explore now. I have to actively wait for the animations, cancel an offer, then wait for a loading screen, and playing that game mode is now longer relaxing for me.

Why can’t they honestly just have the loading screen during the pathing animation? It seems kind of ridiculous that we are waiting for another loading screen after waiting for an animation that is about half a loading screen. When I realized how much time I wasted looking at a map and loading screens, it was clear that this would no longer be a productive use of my time.

And there were hardly any problems with Explore before 9.2. It was simple, but effective. We just went from one battle to the next, without having to look at a map while waiting to play. All the Devs had to do was increase the difficulty to 16, while adding better rewards.

And PC/Mobile can skip the animations while consoles cannot, so that leaves us at a distinct disadvantage.:treasure_chest:But Vault Weekends?:treasure_chest: I already calculated it out, and I will be losing about 25% of the resources that I would have gotten before.

That is unacceptable, and if nothing is going to be done with this, I will probably just try to adopt another strategy of using paloozas in PvP.

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When you finish a PvP battle there is a delay before you see the potential opponents. The slots are empty at first. This is, imo, slow. Yet I have not seen anyone complain about it. It is obvious what is happening.

With explore the animation is disconnected from what is happening in the background. I think a better solution, if it has to be slow, is to do it the same way that PvP work. Have the potential battles fade in when the client has received (all) the information from the server. There would still be a delay to avoid issues but it would be a delay directly related to what is actually happening.

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I am not a fan of making GAP’s longer than 15 minutes. The solution to the animations which many finds annoying could simply be to buff the vault keys drop rate a little more.

Also I hope in the future we will see a fix so we doesn’t have to choose the explore level manually after each round. Rather have an automatic system, which just go on with whatever level is choosen.

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Animations are a solution to a non existing problem. All the “we need to change more to get the same back” is nonsense. You make something more complicated for everyone including the dev, who ever made the decision on that it totally out of touch with reality.

There is also a QOL to pause the timer in screens that aren’t the battle itself

Tell that to the devs, will be fun to implement.

loading, troop selection , weapon action selection, cast animation, victory screen and so on

on what do you pause now?

At your current bug rate you have to pray to god that you don’t lose customers by changing this.

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I’m also not a fan of making GAPs longer. It’s better than just telling players to suck it up when they get less rewards (which you’ve been doing so far, I guess). But it doesn’t value players real life and their time.
There’s already been requests since GAP and boosters started that they should be 5 mins blocks we can use when we want, in whatever amounts we want, not fixed 15 min blocks. So making the blocks longer will just be even worse.

The rewards across the board should be raised. And we should be told exactly what the change is.
Right now, I wouldn’t use a GAP at all. It feels like a total waste of resources. But if I saw that enough rewards were being improved, I would start using them again, during vault weekends. But if I don’t know what the change is, I’d wait for others to test it and then decide.

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There was never a problem with the old Explore, and the idea of adding animations was a bad decision that no one in the community asked for. I do not know where the idea originated from (probably the Class Quest Map), but you created more stress on the servers for absolutely no reason.

And these animations slow our enjoyment. Period. If you think that waiting an additional 2 seconds is “kept to a minimum,” you clearly do not play Explore for long periods of time. With every run of 6 battles, we are wasting about 14 seconds just looking at the screen (while waiting for the next loading screen).:man_facepalming:

“If it ain’t broke, don’t fix it.”

You created a problem when there was never one to begin with, and I don’t know if it is possible to revert all the 9.2 changes, so that Explore resembles something we had before all these animations. The Explore animations and side quests are mostly just a waste of time and resources that has made Explore an unenjoyable experience.

They somehow managed to create something even more annoying than canceling Genie and Daemon offers, and I never want to see those dots on the map ever again.

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Ok spam clicking causes errors.

There was no errors before, the new explore mode.

Your implementation of said mode, made us spam click.

So you’ve now , slowed us down. All because your new feature, that made us spam click. Slowed us down.

Are you guys dumb, or don’t understand, you made the problem, fixed the problem, and made a problem.

Duhhhhhhhh

Just revert back. Or fix the problem you made.

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The loading bar for each battle is 99% a fake loading animation. WHAT are you TALKTING about? It is 49% a sleep in the program, then the loading and then another sleep in the program.

Some Weapon animations have a sleep timer after their cast.

Each battle starts with playing all the animations for each buff the player and the enemy have.

Gnomes play their “greeting animation”

The game is sometimes 80% waiting on animations.

The explore animation are 100% not needed, because it worked before.

Game crashes or errors from clicks or press button so fast are 100% a problem with the program code. You just don’t know what a state machine is or what a thread join is.

If the game does not wait for a load or any other event and continues because the user clicks too fast you have bad code.

If your backend needs a frontend sleep to work you have bad code.

Adding animation for a game where player like to play fast is bad for the product and the company.

But good luck with your “turn based racing car game” problem solving.

You know why we have 4x speed, because the game almost died with the slower speed

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