Main issues

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Stroom
Posts: 428
Joined: 14 July 2016, 19:10

Main issues

Post by Stroom »

I played once... Overall the UI is nice.

Some visual bugs happen. The cards might get stuck on the screen and get on your way. Have to refresh (roadbuilding in the middle of the screen)

It would be nice if you could move the map around a bit. Sometimes other elements get in the way.

Dev cards are too big. Take too much room if you have many different ones.

Would be nicer if resource cards were also displayed as cards.

There are just SO MANY times you have to confirm things. Far too much.

Trading is the worst aspect so far.
Other players should be able to start trade offers. Display these on the side somewhere so the active player can see but doesn't have to react.
Everyone should clearly see what trade offers are being proposed and countered.
Trading view itself should have both maritime and normal trade in one window. Switch between those on that screen.
GeraldineMerida
Posts: 358
Joined: 15 December 2020, 07:27

Re: Main issues

Post by GeraldineMerida »

I agree with the above. It's also too fiddly to counteroffer in trading, especially if you need to undo. Just have a simple +/- sign on each resource in the trading window.

And of all the games I play on BGA, Catan is the one that fails to load properly the most often.
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peshehod
Posts: 9
Joined: 13 January 2020, 09:45

Re: Main issues

Post by peshehod »

Stroom wrote: 14 June 2022, 17:24 There are just SO MANY times you have to confirm things. Far too much.
Luckily, this can be disabled in the settings.
Stroom
Posts: 428
Joined: 14 July 2016, 19:10

Re: Main issues

Post by Stroom »

peshehod wrote: 14 June 2022, 23:58
Stroom wrote: 14 June 2022, 17:24 There are just SO MANY times you have to confirm things. Far too much.
Luckily, this can be disabled in the settings.
Yes, I immediately disabled all these slow features but if the other players don't, it will still make the games really slow. I used to play 15 minute games on PlayCatan 10 years ago. This one can't get faster than 30.
GeraldineMerida
Posts: 358
Joined: 15 December 2020, 07:27

Re: Main issues

Post by GeraldineMerida »

The game would move faster if players were not offered trades they don't have the resources to fulfil. (In theory you can counteroffer something else, but in practice this is rarely successful.)
There should be an option to ignore such offers. (There are all kinds of other 'ignore' options, but not this, which is the one I would use most.)
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sorryimlikethis
Posts: 266
Joined: 16 September 2021, 13:04

Re: Main issues

Post by sorryimlikethis »

GeraldineMerida wrote: 15 June 2022, 05:20 The game would move faster if players were not offered trades they don't have the resources to fulfil. (In theory you can counteroffer something else, but in practice this is rarely successful.)
There should be an option to ignore such offers. (There are all kinds of other 'ignore' options, but not this, which is the one I would use most.)
I don't mind this part. If it auto-declined your opponent would know that you don't have the resource at all. They'd be able to "abuse" that to help with their knight or monopoly play. It does auto-decline if you have no cards at all, though.


What I dislike is a trade offer using up an opponent's timer. This is so easily abuseable in turn-based settings. Just keep spamming trades until your opponent runs out of time. If you're in a losing position it takes none of your own time and there's no risk. Completely unethical and you should be banned for doing this, but the system is in place for it to happen.
Lily23
Posts: 18
Joined: 07 March 2019, 23:43

Re: Main issues

Post by Lily23 »

I can see where the timer issue could be a huge problem in Turn-Based (tho I would never play this Turn-Based).

The only thing I find lacking so far is no indicator sound for when it is "Your Turn".

I'm not sure if the person having issues with the cards taking up too much space was trying to play on their phone but I have plenty of room on my laptop screen.

I'm not sure I like the 'ghost placements' highlighting the areas that are legit to build on. I find these distracting & have a hard time seeing the board. Perhaps that can be made into an option that can be turned off?

Overall I am excited by this version & find it the most playable I've tried thus far (aside from the knock off version I played 20 years ago - any Pioneer of Peru players out there?)
GeraldineMerida
Posts: 358
Joined: 15 December 2020, 07:27

Re: Main issues

Post by GeraldineMerida »

sorryimlikethis wrote: 15 June 2022, 06:03
GeraldineMerida wrote: 15 June 2022, 05:20 The game would move faster if players were not offered trades they don't have the resources to fulfil. (In theory you can counteroffer something else, but in practice this is rarely successful.)
There should be an option to ignore such offers. (There are all kinds of other 'ignore' options, but not this, which is the one I would use most.)
I don't mind this part. If it auto-declined your opponent would know that you don't have the resource at all. They'd be able to "abuse" that to help with their knight or monopoly play. It does auto-decline if you have no cards at all, though.
Other players needn't see whether you decline a trade quickly or the system auto-declines.
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sorryimlikethis
Posts: 266
Joined: 16 September 2021, 13:04

Re: Main issues

Post by sorryimlikethis »

GeraldineMerida wrote: 17 June 2022, 02:28
sorryimlikethis wrote: 15 June 2022, 06:03
GeraldineMerida wrote: 15 June 2022, 05:20 The game would move faster if players were not offered trades they don't have the resources to fulfil. (In theory you can counteroffer something else, but in practice this is rarely successful.)
There should be an option to ignore such offers. (There are all kinds of other 'ignore' options, but not this, which is the one I would use most.)
I don't mind this part. If it auto-declined your opponent would know that you don't have the resource at all. They'd be able to "abuse" that to help with their knight or monopoly play. It does auto-decline if you have no cards at all, though.
Other players needn't see whether you decline a trade quickly or the system auto-declines.
Sure, that works in theory. The problem is everyone can currently see when a trade is declined. If you are not offered the trade in the first place it's now common knowledge you don't have the resource. If it auto-declines instantly then people can infer you don't have the resource because no one can be that fast. If it waits a random amount of time between 1-5 seconds that's fine, but does it really speed up the game? And how does this translate to turn-based games? If you are declining a trade while you're offline then it becomes obvious. I think the trading system needs an overhaul anyway but I doubt we'll see it being the game is now in beta.
Stroom
Posts: 428
Joined: 14 July 2016, 19:10

Re: Main issues

Post by Stroom »

Trading should be asynchronized system beside the game. The active player should be able to build stuff while the other players throw trade offers to him and vice versa. This way the game will be faster. Also, you can build it in a way that everyone sees who is currently in the process of trading what with the active player. And if one side of the trade is accepting the trade, the other players can see it and also give a similar trade - so the active player can decide who to trade with. At the moment, these things are missing.
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