More QoL Updates and Beta Features coming in v33.0!
MCOC Team
Administrator, Admin [en] Administrator › Posts: 611
Hey Everyone
Kabam Zero here and today I’m really excited to be able to share with you 3 QoL features and one beta feature that will be coming with the upcoming 33.0 release on November 1st. Going to start off small but they’ll keep getting better and better, so strap in and let’s get to it!
Boosts are incredibly helpful for tackling tough content but the current way we present boosts to summoners can sometimes make it a cumbersome process. This is especially true in the case of those who have acquired a vast amount of different boosts. To help make this flow better we have split up all the boosts into 4 different tabs with the following logic.
If you have no boosts in a particular category and none of them can be purchased, then the tab will be hidden.
Another note is that we’ve removed the Loyalty Tab here, but all of those boosts are still purchasable in the Store.
Special Attack 3 animations are one of the most amazing parts of MCOC. The artists here work really hard on them, and it shows when you see them. As awesome as they are, after the 1000th time seeing Hyperion throw your opponent into the sky, the charm does wear off a bit. In these cases, we’d like to just get on with the fight and the SP3 Animation can drag the fight on longer than it should. To this end, we’ve now added an option in the settings menu to show the Skip SP3 button.
When enabled, shortly after an SP3 is launched the button will show up allowing you to skip it.
The only restriction will be in timed fights, where we are currently disabling it until we determine the effect on game balance.
This doesn’t tell summoners what killed them or guide them in any way on how to improve. To fix this we set out to completely redesign the screen into something more like this.
Since there’s a lot of new things I will break it down part by part starting from the top.
Health Bars and Character Portraits
In this section, we’ve added the health bar so you’ll be able to see how the health of both fighters was at the end. In addition, you can tap the hero portrait of either champion to open their respective detailed abilities popup. This means you can dig into their abilities without leaving the screen.
Top Damage Sources
In this section you’ll see the top 3 damage sources each champion received while in the fight. As we can see Human Torch does a lot of incinerate damage, with some basic hits and special damage thrown in.
Clicking on any of the damage sources will open a tooltip explaining the damage, like so
Finishing Blows
This section shows the damage received by the KO’d champion in the last 10 seconds of the fight with a max entry amount of 5. It will be in order of occurrence, so those on the top will be the most recent damage received. The goal here is to take a snapshot of the last moments of the fight.
It is also really cool when you win because you get to see the last burst of damage that finished off your opponent. On a slightly technical note, it will group together all damage of a specific type done in the 10 second period and show it in one entry. For example, the incinerate damage was likely done across the entire 10 seconds period with the other types of damage but one of its ticks of damage was the last to happen and thus it shows up top.
Stats
We’ve kept Successful Hits, Hits Received, and Highest Combo, removed Successful Combos as it wasn’t that useful, and then added two new stats. “Biggest Hit” tracks the biggest single tick of damage that you did to the opponent. Fight Duration shows just how long the fight took. It’s a pretty simple addition but these new stats should hopefully give better context on how well you did.
Bottom Buttons
Due to the more interactive nature of the Fight Summary, there will always be a button that needs to be tapped in order to continue from the screen. In the Standard quest fight, it will just be a continue button. For duels and Practice fights, we’ve added a replay button to allow you to instantly redo the fights.
Other Panels
There will be additional panels handling Rewards, PVP, and Alliance based content but they are mostly self-explanatory so won’t go into detail for them here.
Why is this a Beta Feature and what does that mean?
We have decided to make this a beta feature which means you’ll have to opt-in to it on the settings screen with the following toggle. If this isn’t ticked you will still go through the same flow as before this change.
The reason why we decided on doing this as a beta is that the scope of this feature is massive.
Many of our damage types were never built to be displayable and thus when it’s tracked as doing damage, they are often missing a name or icon or tooltip description that will be needed to properly display on this screen. In addition to this, we don’t just want to stop here, there are potentially many more visual passes and additional information that we’ll want to add but we want to get player feedback on it before going in any particular direction.
Releasing this as a beta allows us to gather feedback and also track whenever we have one of these unhandled damage types. Whenever there is an unhandled damage type found by any player we track that information automatically and generate a report of all the missing data. This allows us to identify and fix the issues faster. This means that by playing the beta and coming across any of the following
You have now helped us identify a damage type for us to fix. You won’t need to write up a report or file a bug as it is all done automatically.
Lastly, we don’t want to subject any of our players to an unfinished experience and thus we have made this opt-in. At the same time, we do believe it will present many Summoners a better experience and hope you decide to opt-in when it comes out on November 1st. There will be a separate forum post to gather feedback on the new Fight Summary Screen when it comes out, so once you get your hands on it please let us know what you think there.
That’s all for now. Thanks for taking the time to read and I hope you enjoy all these new features. Let me know which of the above features you’re most excited about as I'm eager to hear what you think.
Cheers
KabamZero
Kabam Zero here and today I’m really excited to be able to share with you 3 QoL features and one beta feature that will be coming with the upcoming 33.0 release on November 1st. Going to start off small but they’ll keep getting better and better, so strap in and let’s get to it!
Smaller Quest Portraits
There’s often been the complaint that occasionally in certain maps, the boss portrait will block the path, making it hard to tap on. We actively try to avoid putting this type of layout in newer quests but there are still quests that have this issue. To help address this we’ve now resized the portraits to be slightly shorter which should allow you to tap behind it easier.Boost Menu Popup Improvements
Boosts are incredibly helpful for tackling tough content but the current way we present boosts to summoners can sometimes make it a cumbersome process. This is especially true in the case of those who have acquired a vast amount of different boosts. To help make this flow better we have split up all the boosts into 4 different tabs with the following logic.
- Common, All standard Attack, Health, Champion, and XP boosts
- War, All Boosts specifically restricted to Alliance War
- Class, Any boost that has a Class restriction
- Other, Any boost not in the above 3 categories
If you have no boosts in a particular category and none of them can be purchased, then the tab will be hidden.
Another note is that we’ve removed the Loyalty Tab here, but all of those boosts are still purchasable in the Store.
Skip SP3 Animation Button
Special Attack 3 animations are one of the most amazing parts of MCOC. The artists here work really hard on them, and it shows when you see them. As awesome as they are, after the 1000th time seeing Hyperion throw your opponent into the sky, the charm does wear off a bit. In these cases, we’d like to just get on with the fight and the SP3 Animation can drag the fight on longer than it should. To this end, we’ve now added an option in the settings menu to show the Skip SP3 button.
When enabled, shortly after an SP3 is launched the button will show up allowing you to skip it.
The only restriction will be in timed fights, where we are currently disabling it until we determine the effect on game balance.
Beta Feature - Fight Summary Overhaul
Continuing with one of our goals of improving players’ knowledge and comprehension of the core fight spine of the game we took aim at the Fight Summary screen. Currently, when you lose a fight it looks like this.This doesn’t tell summoners what killed them or guide them in any way on how to improve. To fix this we set out to completely redesign the screen into something more like this.
Since there’s a lot of new things I will break it down part by part starting from the top.
Health Bars and Character Portraits
In this section, we’ve added the health bar so you’ll be able to see how the health of both fighters was at the end. In addition, you can tap the hero portrait of either champion to open their respective detailed abilities popup. This means you can dig into their abilities without leaving the screen.
Top Damage Sources
In this section you’ll see the top 3 damage sources each champion received while in the fight. As we can see Human Torch does a lot of incinerate damage, with some basic hits and special damage thrown in.
Clicking on any of the damage sources will open a tooltip explaining the damage, like so
Finishing Blows
This section shows the damage received by the KO’d champion in the last 10 seconds of the fight with a max entry amount of 5. It will be in order of occurrence, so those on the top will be the most recent damage received. The goal here is to take a snapshot of the last moments of the fight.
It is also really cool when you win because you get to see the last burst of damage that finished off your opponent. On a slightly technical note, it will group together all damage of a specific type done in the 10 second period and show it in one entry. For example, the incinerate damage was likely done across the entire 10 seconds period with the other types of damage but one of its ticks of damage was the last to happen and thus it shows up top.
Stats
We’ve kept Successful Hits, Hits Received, and Highest Combo, removed Successful Combos as it wasn’t that useful, and then added two new stats. “Biggest Hit” tracks the biggest single tick of damage that you did to the opponent. Fight Duration shows just how long the fight took. It’s a pretty simple addition but these new stats should hopefully give better context on how well you did.
Bottom Buttons
Due to the more interactive nature of the Fight Summary, there will always be a button that needs to be tapped in order to continue from the screen. In the Standard quest fight, it will just be a continue button. For duels and Practice fights, we’ve added a replay button to allow you to instantly redo the fights.
Other Panels
There will be additional panels handling Rewards, PVP, and Alliance based content but they are mostly self-explanatory so won’t go into detail for them here.
Why is this a Beta Feature and what does that mean?
We have decided to make this a beta feature which means you’ll have to opt-in to it on the settings screen with the following toggle. If this isn’t ticked you will still go through the same flow as before this change.
The reason why we decided on doing this as a beta is that the scope of this feature is massive.
Many of our damage types were never built to be displayable and thus when it’s tracked as doing damage, they are often missing a name or icon or tooltip description that will be needed to properly display on this screen. In addition to this, we don’t just want to stop here, there are potentially many more visual passes and additional information that we’ll want to add but we want to get player feedback on it before going in any particular direction.
Releasing this as a beta allows us to gather feedback and also track whenever we have one of these unhandled damage types. Whenever there is an unhandled damage type found by any player we track that information automatically and generate a report of all the missing data. This allows us to identify and fix the issues faster. This means that by playing the beta and coming across any of the following
You have now helped us identify a damage type for us to fix. You won’t need to write up a report or file a bug as it is all done automatically.
Lastly, we don’t want to subject any of our players to an unfinished experience and thus we have made this opt-in. At the same time, we do believe it will present many Summoners a better experience and hope you decide to opt-in when it comes out on November 1st. There will be a separate forum post to gather feedback on the new Fight Summary Screen when it comes out, so once you get your hands on it please let us know what you think there.
That’s all for now. Thanks for taking the time to read and I hope you enjoy all these new features. Let me know which of the above features you’re most excited about as I'm eager to hear what you think.
Cheers
KabamZero
Post edited by Kabam Miike on
135
Comments
I was asking for that skip sp3 option from so long
Thank you @Kabam Zero
Skip SP3 button!
My question is this. Will the finishing blows section now provide us with the damage done by the special attack without the reduction or not?