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

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MGKC
Posts: 2
Joined: 04 October 2023, 03:55

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

Post by MGKC »

I gotta say - after playing the app for years, this implementation on BGA is absolutely amazing. Thank you to the developers who figured it out!!
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Draffut
Posts: 20
Joined: 07 March 2013, 03:40

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

Post by Draffut »

Magnus3740 wrote: 30 May 2024, 01:25 I am in my fourth game and so far this implementation is annoying. My cursor just spins after every action I take. Even playing 2 player live my cursor would spin when it switched to my turn. It's almost like it freezes trying to load. The only way I know it's my turn is the other open bga tabs have the rotating triangle to let me know.
https://imgur.com/a/Urw76fB

Take an action, refresh. Take another action, refresh...
Only time this happens to me is when playing with a bad internet connection. But that happens with everything on BGA and how is verifies moves.
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RicardoRix
Posts: 2541
Joined: 29 April 2012, 23:43

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

Post by RicardoRix »

With so many cards and variations, the fact that the game makes it out into the wild is really cool. Thanks for that :)

Playing a fair number of solo games, things I have noticed that could be improved:

There needs to be more client side 'cancel' buttons. All too often do I press the 'place a greenery' only to think I need a ocean first. It happens a lot too with other instances. I need a 'cancel' back out option. No decision has been made yet, there is no server side data to undo. I'm now forced to undo, and it can unravel a LOT of turns in solo mode.

The custom payment needs work. The error messages are too cryptic. You'd probably start with max mineral payment, not 0. Make it a red button if it doesn't add up.

The 7 buttons thing happens a lot, and right from the start in the 63 TR mode.

Lots of double whatever clicks. Like I told you whatever already....

The start when you pick a corp and 4 cards, and it says 5 cards... no, that's not right. I picked 4 cards.

I think I'd prefer it if the 'activate card' button was light blue, or at least a different colour. IRL on the tableau you keep all the action cards spread out in front of you for a reason, it would be nice to mirror the effect in the action bar by making it stand-out. 90% of the time you're wanting to use all these effects. It's far too easy to mentally tune out a very important button.
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thulcandrian22
Posts: 39
Joined: 20 November 2023, 23:59

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

Post by thulcandrian22 »

The start when you pick a corp and 4 cards, and it says 5 cards... no, that's not right. I picked 4 cards.
I noticed this too. It's counting your corp as a card. If you un-select the corp, then it will say 4 cards. So while technically correct, it is misleading at best.
Yahyra
Posts: 159
Joined: 06 January 2016, 03:33

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

Post by Yahyra »

thulcandrian22 wrote: 03 June 2024, 19:59
The start when you pick a corp and 4 cards, and it says 5 cards... no, that's not right. I picked 4 cards.
I noticed this too. It's counting your corp as a card. If you un-select the corp, then it will say 4 cards. So while technically correct, it is misleading at best.
I've noticed this too but I have no qualms with it being implemented this way. Corps seem to be a "special" sort of card. I am ok / fine with that. Coding is easy until you get to the details then it can be quite complicated. I am fine with it staying implemented as it is presently.
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