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View Full Version : Feedback on the new Combat Tracker, explanations required



Valyar
March 3rd, 2021, 08:07
The new Combat Tracker is finally here and I have mixed feelings about it.

TT
Turn tracker I presume? I love it, it is a bit confusing that when I click the dot the combatant is moved up, but nothing that we can't get used to. Maybe you can reverse the sorting so the actors that haven't acted yet go up? Will reduce the scrolling for Players/GM

Wnd/Tra
Looks OK.

Vgr/Res
I don't think this is nice... I have to open every time the NPC sheet to see what was the maximum value of each stat. Why you don't rethink the concept of ADDING damage and don't go with the more logical SUBTRACTING and when NPC is dragged to CT we can already see their current Vigor/Resolve and simply reduce until it gets to zero? Or if you want to keep the current implementation, add TWO columns that link to the MAX values so the GM can see at glance without opening the sheet every time.

Groups
Can you explain the idea and how to use it? When I add members to the mob/squad, I get blank instance of NPC... Considering the above remark, this does not help to quickly adjust things in the middle of the combat or to reduce the prep time (because your encounter library is not updated to support pre-defined mobs/squads) Also why I can't drag & drop existing combatant to a group? There is nothing that prevents GM to form mob/squad in the middle of the fight. At the moment I have to add member and remove the old one after transferring their current health conditions.

vegaserik
March 3rd, 2021, 09:09
The new Combat Tracker is finally here and I have mixed feelings about it.

TT
Turn tracker I presume? I love it, it is a bit confusing that when I click the dot the combatant is moved up, but nothing that we can't get used to. Maybe you can reverse the sorting so the actors that haven't acted yet go up? Will reduce the scrolling for Players/GM

Wnd/Tra
Looks OK.

Vgr/Res
I don't think this is nice... I have to open every time the NPC sheet to see what was the maximum value of each stat. Why you don't rethink the concept of ADDING damage and don't go with the more logical SUBTRACTING and when NPC is dragged to CT we can already see their current Vigor/Resolve and simply reduce until it gets to zero? Or if you want to keep the current implementation, add TWO columns that link to the MAX values so the GM can see at glance without opening the sheet every time.

Groups
Can you explain the idea and how to use it? When I add members to the mob/squad, I get blank instance of NPC... Considering the above remark, this does not help to quickly adjust things in the middle of the combat or to reduce the prep time (because your encounter library is not updated to support pre-defined mobs/squads) Also why I can't drag & drop existing combatant to a group? There is nothing that prevents GM to form mob/squad in the middle of the fight. At the moment I have to add member and remove the old one after transferring their current health conditions.

I agree, the subtracting of the Vigor and Resolve would be better. I also would love to see an example of how to properly use the new mob ability on the tracker.

statik37
March 4th, 2021, 16:14
The new Combat Tracker is finally here and I have mixed feelings about it.

TT
Turn tracker I presume? I love it, it is a bit confusing that when I click the dot the combatant is moved up, but nothing that we can't get used to. Maybe you can reverse the sorting so the actors that haven't acted yet go up? Will reduce the scrolling for Players/GM

Wnd/Tra
Looks OK.

Vgr/Res
I don't think this is nice... I have to open every time the NPC sheet to see what was the maximum value of each stat. Why you don't rethink the concept of ADDING damage and don't go with the more logical SUBTRACTING and when NPC is dragged to CT we can already see their current Vigor/Resolve and simply reduce until it gets to zero? Or if you want to keep the current implementation, add TWO columns that link to the MAX values so the GM can see at glance without opening the sheet every time.

Groups
Can you explain the idea and how to use it? When I add members to the mob/squad, I get blank instance of NPC... Considering the above remark, this does not help to quickly adjust things in the middle of the combat or to reduce the prep time (because your encounter library is not updated to support pre-defined mobs/squads) Also why I can't drag & drop existing combatant to a group? There is nothing that prevents GM to form mob/squad in the middle of the fight. At the moment I have to add member and remove the old one after transferring their current health conditions.

I answered the resolve/vigor issue in your other forum post.

As for Mobs, I did mention this in my last update post. We are working on changing this. As of right now, to add a mob member, you have to add a blank entry, then you can drag and drop the first one onto that line. After that, you can remove the blank, and drag and drop any other mob member onto the entries in the mobs window, and it will add them.

Taxiarchis
March 5th, 2021, 12:31
I answered the resolve/vigor issue in your other forum post.

As for Mobs, I did mention this in my last update post. We are working on changing this. As of right now, to add a mob member, you have to add a blank entry, then you can drag and drop the first one onto that line. After that, you can remove the blank, and drag and drop any other mob member onto the entries in the mobs window, and it will add them.

Thanks for the new CT, i really like all the improvements! The only issue i have to report is that i am not able to add a mob member in the mob window, even if i add a blank entry first (FGU, no extensions).

ShotGun Jolly
March 6th, 2021, 18:44
Hey Statik,

Digging the new changes! The ability to roll the extra dice for the mobs and squads is a great quality of life change. I like the changes to the CT, also a great QoL change with this improvement.

I also concur with the idea of subtracting the vigor and resolve, and the sorting off the characters from bottom to top, and not top to bottom.

But yeah, lets keep these changes going. I am looking forward to giving it a real good trial run at some point soon.