This implementation is horribly buggy, slow, and poorly designed.

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Tens0r
Posts: 6
Joined: 27 February 2020, 18:04

This implementation is horribly buggy, slow, and poorly designed.

Post by Tens0r »

I have attempted to play 5 times now, and in every single game a player disconnected. First I thought they just left, but it is clear that the UI is bugged and abysmally slow. In my last game, I managed to get to the last round where I build my last trees, but the game bugged out and refused to let me place them. I got skipped/kicked right at my last action.

1) The timers are not implemented correctly at all. Some actions are not getting time increment, leading to most people dropping under time even in normal time controls.

2) The game becomes prohibitively slow in later generations. It sometimes took me a full minute to input my moves when I had them pre-planned, making me dip under time.

3) the advanced pass option, while nice, failed to work half the time. This led me to dip under time as well.

4) the UI (nor the BGA sound) does not prompt you when it is your turn at times. This is what happened to me at the end of my last game.

5) the UI is cumbersome and difficult to parse. It's really hard to see my opponents boards and played cards at a glance.

In summary, this implementation is fundamentally flawed, and should be removed from BGA until it is further refined.
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danielvictor
Posts: 413
Joined: 02 February 2011, 09:29

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by danielvictor »

I'm in the middle of my second game,the implementation seems fine and that hasn't happened.
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Azoken
Posts: 122
Joined: 08 October 2014, 14:47

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by Azoken »

I honestly thought it was an april fool.

It's slow but well designed.
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OwnerOfTheIronThrone
Posts: 67
Joined: 13 August 2022, 14:58

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by OwnerOfTheIronThrone »

While it wasn't that bad for me, I did time out in speed games I hosted. It would be enough time for me if it wasn't for the fact that not only the animations were long, but also it lagged a lot. Animations can be sloved, with adjusting your settings for the game, which I strongly recommend. I don't know if there is anything I can do about lagging as a player, but it's playable for me. I know some ppl have it lag even more and it could be the case that it's unplayable for them.

There are three things to make this adaptation superior to other options (probably 2 out of 3 would be enough, but at 3 it would be great):
-program the game in a way that all effects which do not interact with other effects or reveal new information would happen automatically as soon you play the card
-debug the site
-implement the prelude (I understand it is entirely up to game authors, I am just stating a fact)

First 2 would reduce the downtime comming from the adaptation itself. If we are losing 10 seconds to laggs and clicking per player turn, in a 3p game we lose at least half a minute and probably closer to a minute to suff unrelated to a game. The game is too long to afford such time losses.

Prelude is the best expansion for TM partially because it makes the game shorter. Without fixing at least one of the previously mentioned problems prelude would only make up for some of the time loss caused by other problems. If prelude is not possible, debugging and optimization of the gameplay are a must. I don't know what are the costs of that, but it could seriously be worth it considering TM has a pretty big online community already. If all 3 changes were made I suspect big portion of playerbase would move here. Without the prelude site could attract vanilla players.
Last edited by OwnerOfTheIronThrone on 03 April 2024, 09:29, edited 1 time in total.
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Fusselkopp
Posts: 34
Joined: 10 December 2020, 22:47

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by Fusselkopp »

The problem I found with the advanced pass option: You need to click twice, first to choose it and then to confirm. If both of that is done, it works perfectly as far as I can tell. However, if between the 2 clicks an opponent does something (which happens quite often), the top banner switches to displaying that move/effect, and the choice of "advanced pass" is reset, meaning you have to repeat the first click. That confused me for a while when I thought I had advance passed, but actually hadn't completed it.

If there was a way to change this, that would be a great improvement.
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Lunalol
Posts: 575
Joined: 09 October 2016, 23:21

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by Lunalol »

Tens0r wrote: 01 April 2024, 06:42 In summary, this implementation is fundamentally flawed, and should be removed from BGA until it is further refined.
You don't like implementation, so it must be removed from BGA !!!!
Who are you, a god ? a big boss ?
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darhf
Posts: 40
Joined: 17 July 2011, 15:14

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by darhf »

Tens0r wrote: 01 April 2024, 06:42 2) The game becomes prohibitively slow in later generations. It sometimes took me a full minute to input my moves when I had them pre-planned, making me dip under time.
This is not normal behaviour, please post a bug with as much detail as you can, browser, device, screenshot, even a video if you can.
Tens0r wrote: 01 April 2024, 06:42 5) the UI is cumbersome and difficult to parse. It's really hard to see my opponents boards and played cards at a glance.
I'd suggest you to open a suggestion with details on how we could make it better 8-)
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TrueMurfey
Posts: 3
Joined: 22 October 2023, 05:22

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by TrueMurfey »

I honestly think that it’s April’s 1 joke too. Implementation is great. Played 8 games with 0 problems. Removed all animations, suggest to do that to all, who plays.
Paikea
Posts: 18
Joined: 03 January 2021, 01:58

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by Paikea »

After having played TFM a lot on Steam I was kind of excited that it got implemented here, but the BGA version is like a million light years away from the excellent quality the Steam version has.
But not every implementation here can be a success. Some might like it, some never saw how awesome it is on Steam, some dont wanna hear any critical words here in the forums and attack others really harsh.
I myself have some favourite games here, but TFM like it is right now is nothing I would play here, even if I was paid for every game I play.
But who knows how it will look like in a year or so.
On the other hand... there is a simple game like Backgammon, and that could look so much better too, but it more reminds one of a 90s programming ;) But it works and its ok - still... it could look x times better, but its not "modern" enough to get a GUI update I fear.
The Nuzzer
Posts: 56
Joined: 14 March 2023, 01:13

Re: This implementation is horribly buggy, slow, and poorly designed.

Post by The Nuzzer »

I find the real-time games do get slow as they go on when using my PC. So much so that it can take me into negative time. When that happened I also had the game run on an Android tablet and it was as responsive as normal. Perhaps a PC/Chrome issue?

I played another real-time game yesterday and had the tablet at the ready. There was one point where I thought I'd need it as it seemed to take 5-10 seconds after a button click to come back but in the end I didn't need to.

Turn based games, no issues ... loving the game :)
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