Adding a tiny XP bar into Heroes menu

This folder idea is great.
May I suggest another variation of this.

Have 4 tabs. 1 for each 3,4 and 5 hero and the last for feeders 1 and 2 star.

Each tab would have the current ability to increase it’s block size/amount.

When you click on level of a hero it automatically takes you to the feeders tab page.

I feel this woukd greatly help organization of heros.

As for the OP progress bar although the thought is based on simply wanting a quick visual of progress and not in anyway bad idea as it doesn’t look the busy displaying it on a single hero having a full roster of these bars woukd look and appear annoying especially once your heros are fully leveled in which case it becomes useless.

What may work though keeping you same concept is the progress bar incorporated into the frame/border of the hero. For example it starts off lighter and darkens up to it’s current colour as it fills up and stays that colour once fully leveled.

As long as the bar wasn’t shown either on 1/1 heroes or maxed heroes, there wouldn’t be much visual clutter. Nearly all of my heroes are at one extreme or the other.

3 Likes

:+1: 100% agreed …

This is how the XP tiny bar would appear into 1/2 size hero. In the 1/1 size hero the XP bar is depicted by the default (experience).

The XP tiny bar helps in choosing at glace the hero which is easier to level-up.

Look at the Red Cure. I used cyan colour to improve the contrast between the hero and the area in which the XP tiny bar would be fit.

The visual impact is very minimal and would stay into the minimal space between the ascending level and hero frame.

Another place to fit the XP tiny bar is between the the Level and the Name text.

Screenshot_20190121-194741-02

Hero at 5* which could have XP at 3000 pt, how the XP tiny bar would useful? I think you aren’t using 1* to feed them up because AFAIK the limitation of training heroes remains 10.

The answer is saturation logarithmic scale. Let me explain with an example.

*** NEAR-LOGARITHMIC XP SCALE ***

The common hero at 2* would be trained with heroes at 1* which add 130 or 150 depending the match of the colours. The 5* hero trained with same colour 1* heroes would require 20 to fill an entire level passing through.

In a 5* hero scenario the difference between (A) 3000-150=2850 and (B) 3000-300=2700 would be 1/20 of the XP tiny scale the same difference between 18 and 19. Very difficult to see. You are right.

Semi logarithmic scale would help us to highlight that the heroe (A) requires less effort to pass.

LOGARITHMIC BAR

Imagine a bar of 10 pieces stick together.
The first piece would be 2px long, the second piece would be 2² = 4px long and the 10th piece would be 1024px long. The whole bar would be 2047px long. On this scale the difference between the last piece are half of the bar.

NEAR LOGARITHMIC BAR

Like above but the pieces length follow a different rule like this one:

L(n) = (2^n) / n

With a bar of 10 pieces the last piece would be long 102px and the whole bar would be long

2 + 2 + 3 + 4 + 6 + 11 + 18 + 32 + 57 + 102 = 235

How to draw the (A) and (B) heroes on this near logarithmic scale? Each piece account for 3000 /10 = 300 XP so the (A) and the (B) are in the beginning and in the middle of the 10th segment. Which means (B) is at 57% of the bar and (A) is at the 78%. The (F) is the full scale:

(A) ###########
(B) ################
(F) ####################

On the linear scale it would have been

(A) #################
(B) ###################
(F) ####################

*** CONCLUSION ***

At the beginning the near-logarithmic scale is pretty linear. So for a hero of 1200 xp the last segment is 2x longer than the first segment. While for an hero of 3000 xp the last segment is 50x longer than the 1st segment.

Um, sorry…i dont do math. But we do feed 5* heros 1* feeders. You just spend a whole bunch of ham and use a whole bunch of feeders!

It would be even better. Because if the 1* heroes are the standard trainers also in higher levels, it means that in average it needs 20 × 1* to complete a level so the math for the 10 segments bar with half-segment granularity is fine.

The near-logarithmic will perform as linear in the lower levels and as logarithmic in the higher levels. This would make the magic to give all the players a quick glance of which would be the hero nearest to pass the level among the others.

Interesting idea, i still find it visually unappealing. How long have you been playing?

Three weeks more ore less

I think you’ll find you’ve developed a solution to a problem that no one has after playing for a month.not to say it’s a bad idea, I just am unconvinced it’s providiing information that most players would find useful—at least after they’ve spent some time here.

I hope you’re reading here widely. There is a wealth of information to help a new player avoid all the mistakes the more experienced players made early on. Particularly:

1 Like

I believe in what the inventor of the car, said once: if I would ask to my clients what they would like to have as a better way to move around they would answer a faster horse or a more comfortable horse van. I made the car, instead.

However, at that time everybody had under they nose the sh-t of horse. Under their shoes, etc.

This to say that nobody see the problem because the problem was everywhere. Thus widely accepted. Who invented the car was annoyed by horse ■■■■■■■■. I easily get annoyed by repetitive actions – so, I see what other cannot see because they did so many times that they accepted as a standard – more time you have played more time you find a way to accept things “as is”.

The XP tiny bar would relief a lot of ■■■■■■ annoying repetitive task like check the hero status just to have a quick look to XP level.

Nobody, felt the need for it simply because it does not exist. Once, it would exist they will use it and ask for improvements. Visual improvements, possibly. I know because I developed many GUI and managed their UX with the customers.

So, the hero’s level & ascension tier isn’t enough to see what hero we are currently leveling?

The exp level would appear once we start leveling said hero anyways…

1 Like

Not for decide with a glimpse of eyes – just scrolling the Heroes Page (or Heroes Roaster) – which hero is easier to level-up among many.

Unless you have enough resources to level-up every hero you want. Unless you have so few hero to level-up that you haven’t any choice embarrassing. Unless you are focusing in leveling-up the hero you decided to level-up despite every odds.

I do not play in that way. I play with an opportunistic approach. I level up those heroes that are promising when they level-up is convenient and when resources are enough because others part of the game are waiting for some kind of event or locked.

This is not a change to make the job of training a hero. This is a change to develop a strategy in how/when/who level-up. When players will have this information, they will use because it will be under their eyes. If they do not have, they are continuing to play with a strategy which do not require this information immediately available for all the heroes (favourites and in-use) with an eye glimpse.

Why? Because the effort of – acquiring these information going through many heroes and memorise them all in order to make a comparison – it is simply to exausting to make as a standard action every time they have to level-up a hero.

After all, why you are so annoyed by the idea of adding a XP tiny bar on some heroes icons?

I’m not annoyed in the slighest, I were just asking because we already have the tools to level up promising heroes and perform a filter on who we should keep or not by locking them as a safety measure:

As you shown the XP bar on the top appear ONCE you have selected the hero to level-up.

So that information is not available when you look at the page in WHICH you choose the hero to level-up.

Sorry man – if you do not understand what I am proposing – it is ok but stop to bother me that in YOUR opinion bla bla. Repeating always the same answer like “but the information is available ELSEWHERE”.

ELSEWHERE is just the point, the main point.

Thank you for your contribution. R.

This is how you know a hero’s point of growth:

I know reading and I got what you are asking for.
Pretty short tempered, are we?

@zephyr1, hero iconification API / library call has been developed for the Battle 1:1 interface as you can see here. So it would be easy to have into the Heroes Roaster.

@fravit93, sorry kid but I have to block your future answers on this thread because at this time it is pretty clear that you have not idea of what we are talking about.

Here is in these images.

This information is missing in the Page of All Heroes and it is useful to have for favourite and in-use heroes to develop a strategy for leveling-up heroes.

Best regards, R.Screenshot_20190122-154757-01 Screenshot_20190122-154902-01

Well, you are asking for a way to see a hero’s exp bar on their portrait, aren’t you?
Yes, you are asking exactly that.

  • I got what you were asking, I’m not sure how did you could be thinking otherwise.
  • If you wouldn’t read my post I’m fine with it, I’m not a “kid”. I’m not sure how did you could be thinking otherwise.
  • Actually in the game’s heroes gallery you could just see a hero’s pic, name, rarity and level: both ascension’s level and hero’s level. Better state again that I know that you are asking for a exp bar, we never know if you wouldn’t get that I got what you are asking for.
  • With the tools we have we can actually select and reorder the heroes we want to level, see the tip here below.

Tip: many players reserves their first team slot to their training’s team, to not have to search after them in their rooster. You could use it yourself while waiting for your sugestion to be implemented.

My best regards :wink:

[edited by Rook]

I bought the 6th slot to have one more for the training – one week ago. Thanks for the suggestion.

However, if you are training 5 heroes, then each time you have to get into each of them to check which one could be leveled-up and how.

I am developing 12 at once but this is not the point. The point is that information is missing in the Heroes Page, but it would be useful to have.

[edited by Kerridoc]