Earlierthis week, I said I would make a post regarding SBE’s current perspective and priorities regarding client polish and features. So, here I am to do just that.
Overall, we feel that the client is in a stable and functional place. As we move forward, we will be looking to make adjustments and add polish based on what we feel is most important to the game experience. Also, we have been and will continue reading the community’s feedback to help us prioritize what we spend our focus and resources on. With this all said, lets talk about our current top priorities.
Queue pairing communication
The game needs to consistently tell players when they have been paired in a game and the communication needs to happen much more quickly. This will result in fewer players losing games due to not knowing they have been paired with an opponent.
Home screen game list functionality
This ties in to the last point. Right now, the list defaults to your campaign games list. The list should always show you active games, especially games that were recently paired.
iOS and Android UI / UX improvements
While we have eliminated some of the most troubling issues on mobile (not being able to read cards while drafting or building a deck), there are still many improvements that need to be made. A lot of these center around button accessibility. There are also some corner cases in game that are particularly frustrating on mobile (metasight).
There are a lot of players that have given us suggestions and criticisms regarding the current deck builder. We hope to address many of these concerns by improving things like sorting, searching, deck saving / loading flexibility.
Titanium UI in-client
While Kaelari has done something amazing for us by adding a Titanium standings page to the website, we still need to add a real-time updating rank to all player’s Titanium portraits.
Ongoing in-game bug fixing and polish
In a game like Solforge, where we make new cards all the time, there will always be the need for bug fixing and polish in the game screen.
Solution for multi-queueing and untimed games
We have heard from a handful of players that the ability to play untimed games against random opponents was crucial to their SolForge experience. While we don’t have a decision made for exactly what queues we will add to the game or what features we will add to the client for multi-queue play, I wanted to make sure to say here that it is something we are actively thinking through. Ideally, we could add exactly the queue that every player wants, but these decisions have complicated implications that need to be fully considered.
Please keep in mind, that this is not what we consider to be a comprehensive list of improvements that need to be made. Rather, it is a look into what we consider to be our highest priority issues at the moment. I wish I could give a definitive timeline for when you could expect these improvements to be added to the game, but I can’t. When we get closer to updates, we will let you know.