Exit button is only reachable through the settings menu.
It is placed together with the previously existing ‘credits’ button but is positioned out of alignment to the point that it gives off the impression that it was tossed in there as an afterthought after someone belatedly realized that removing the title screen also removed the only normal means with which to close the application.
Next to the credits button is now an otherwise unlabeled ‘?’ button, which contrary to its normal meaning is not an FAQ or help button but a ‘contact support’ button. This button pops up a browser window to a website that in turn pops up the user’s default registered e-mail program. (No, I am not making this up.)
(Whoever is responsible for these UI changes needs his or her decision making authority over the UI revoked and needs to attend a few classes on proper UX modeling and common UI expectations.)
Well that explains a lot: the game’s terrible performance, it’s penchant for hogging resources, and the limited cardboard cutout player graphics.
Smells like it’s not just the UI that is being rendered with Iggy here…
The title screen is also gone on the Android version, but since it offered no functionality on the Android version other than having the Settings menu button at the top, it’s not nearly so much of a loss.
Is it just me or are TUs not dropping anymore AT ALL?
Regardless of space, neither TUs nor Boosts are dropping for me and I know I haven’t accidentally clicked anything post-game to reject anything, either.
Found something: the info button to see what a teamup ability does, while a good change, currently displays the ability stats at 1 cover, even when the teamup is a 5-cover one.
Also, if I understand this post correctly, every time I finish a battle, I have a chance of getting a boost or teamup, meaning neither is guaranteed to drop. This might explain why people are getting nothing despite having an empty teamup slot.
Then that means a stealth update to the drop rate of TUs and Boosts was implemented in R62 without the players knowing which I’m sure a lot of us - especially those of us who updated - don’t appreciate.
This wasn’t mentioned in either release or discussion notes from what I remember.
• Streamlined the launch to get you into the game faster.
• New FAQ to help answer your questions. You can find it by tapping the Settings icon on the Chapter select screen, then tapping the “?” icon.
• Credits, feedback and version number have also been moved into Settings.
• Events now correctly show their complete time remaining.
• Boosts may now drop after missions. Team-Ups drop less frequently.
• “FIGHT” button now correctly appears when a required character for a mission returns from being away.
• Fixed a bug that allowed stunned characters to move the board if they had fired an ability that indirectly resulted in them getting Stunned.
• When a Critical tile is part of multiple simultaneous matches, it now increases the damage of each.
• Fixed a crash when a Control Shift Team-Up is used by a 1-person or 2-person team on a Countdown Tile that affects the character that placed it.
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Text in red highlighted by me.
Also, there were several posts in this thread stating that the chance of nothing dropping would exist.
Team Ups ? Are they supposed to be seen prior to a game, or just in game? It’s not clear as the release says if there are no team ups then there is no tab. I have checked my last six games across the PVE and the PVP. And each time no team ups. Then all of a sudden one appears in game. Additionally does the number of boost and TU’s affect the drop rate. So if you have a few boosts but no TU’s, you get none of either till you have got rid of some.
A good stealth change (hopefully):
Teamups that place countdown tiles (like a MNMags iron hammer teamup) now display the animation as if they were cast normally. No more sneaky countdown tiles exploding on you without you knowing they were there.
*Note: I said “hopefully” because I have only encountered it once so far, so it’s 1 out of 1. But I hope it’s fixed now.
The chance of getting TUs or boosts to drop at all must be less than 10% for these reported numbers to even make sense. I suspect it might be even lower than that.
I have had boosts and TUs drop, but not very often, and I think this is a good thing.
I feel that if TUs didn’t “flood the market” when first introduced, it would have been helpful. Putting aside the other problems that came with TUs, if they were rare drops, people would have been excited about getting them, and also how to strategically use them for most gain. As it was before R62, the market was flooded, people cared so little about them that looked to delete somewhat useful TUs to hoard the great ones. And why not, they were EVERYWHERE. Now they seem like a bonus, and if you want a TU edge, people will start trying to use the TUs they were lucky enough to get, instead of hoarding level 365 RoP, CtS, and Prehistoric Bite.
As for Boosts, I feel that they should be removed completely. People argue that they need boosts to beat the high scaled opponents. But I argue that the opponents are high scaled because people are boosting through the fights that should be a challenge. So instead of removing boosts and pissing off alot of people, they are now rare drops.
And before anyone says that making boost drops rare will make boosts P2W, that’s why I feel they should be removed.
or
And before anyone says that making boost drop rates will make boosts P2W, yes, yes, it will. Because the people who spend money on the game so that ANYONE can play for free should get some benefit for their spent money. If people insist on keeping boosts in the game, spenders should use them as they see fit.
Pick either sentence. As a mostly F2P player, these are my 2 cents.