Transition screens TAKE WAY TOO LONG!

H4rdC4ndyH4rdC4ndy Posts: 83 ✭✭
edited August 2019 in Feature Requests #1 latest comment 01 August, 2019, 08:55 pm.

please fix this or speed it up by a lot!

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Comments

  • CraeftCraeft Posts: 1,074 ✭✭✭✭✭
    #201 August, 2019, 07:22 pm.

    Absolutely agreed - especially in fortresses where time really matters.

    I understand the lengthy screens when entering inns, greenhouses, and fortresses (it helps prevent drive-by gaming). But really, that's the only place they should take so much time. With traces, it's just annoying after the first couple times. But with wizard challenges (especially higher up the tower), it literally affects the gameplay.

  • H4rdC4ndyH4rdC4ndy Posts: 83 ✭✭
    edited August 2019 #301 August, 2019, 08:28 pm.

    I play on the bus when I say I'm a passenger I really am. I feel bad for kids who play while their parents wait at stop lights. The screens take much to long by the time I'm 3 blocks and 2 intersection away it works but says I'm too far well duh! I also don't want to pause 3 min when I get to inns I'm a fast walker if I'm stopping for 3-4 min every in and green house I'm literally taking 1/2 hour just to walk a block. The inns and green houses are plentyfull in Seattle.

  • GlimmermirGlimmermir Posts: 75 ✭✭✭
    #401 August, 2019, 08:55 pm.

    The animations are meant to be part of the game flavor. This is a very common complaint I've seen since game launch.

    The best idea for a compromise I've seen is to allow skipping the animation after you've prestiged it once. That way, you get the game flavor, but it can taper off once repitition kicks in.

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