@SamCube: Definitely something we would like to do, for all the reasons you cited. Might be a good idea to create a separate idea around this (hint, hint).
There is a release coming soon where we increase the size of some of our text. We could certainly consider giving users a control within the game for changing font size.
Our game mechanics and technology already support a limited version of this, in that we can create abilities whose effects are triggered by certain events taking place. For example, a Riposte-type ability is quite doable. We've held off so far for two reasons: one is the concern that these abilities might be a little tricky for newer or less tactically experienced players to understand and utilize; the second is us wanting to hold certain kinds of abilities back for new, future archetypes. (Yes, you can deduce from the above that I hope we will offer a duelist and/or True Blade-style archetype at some point.)
An Overwatch command as described would require us to set up a new kind of trigger, looking for enemies that enter a certain range, but that is something we could certainly consider. I agree with Gregg that it fits the True Bow well.
Love the "jump in the water to put out the fire" idea. That one should be possible today; I will look into it.
Lots of votes for this new idea! Feel free to say more about what kind of action limiting you would like to see. We have talked for a while about wanting the "restrained" condition to limit the actions you can take; doing the same with certain kinds of terrain makes sense as well.
Actually, the great thing is that the web interface is designed to work well on Android, as well as iOS devices. I often play from my iPhone and my Android tablet, and we know it's common for our players to play Conclave on the go from their smartphones. We hope to create dedicated Android and iOS apps at some point, though, as the notification features these enable are pretty excellent for a game like Conclave
This wouldn't be all that hard to do, as we have much larger versions of the art used on the tokens. Watching to see if this idea gets voted up.
Jere, sometimes I wish we had a way to reveal some of the internal discussions we have had on potential features, as the solution you describe is identical to one we've considered as well!
Ultimately, we want it all: a toggleable view onto "dice rolls", a proper tutorial, a detailed reference, and a contextual help system. We very much appreciate your feedback in helping us prioritize between those informational systems.
We completely agree. The challenge is in finding the right ways to make that information accessible to and discoverable by our players. A rulebook is almost certain to be one component of that effort, but we hope to make it easier for players to learn about the game mechanics as a direct result of gameplay as well. Ideas here are encouraged (hint, hint)...
Yes, I think that's how we would do it if we do it. An alternative would be to let people cycle through possible targeting squares using up/down or left/right arrow keys. That's less efficient for movement (where there are a maximum of six options, and thus it's relatively easy to do a mapping to six number keys), but scales better to situations where there are ten or more possible squares to target. It would be nice to choose an option that works for situations beyond movement.
Interesting. Movement would be tricky because mapping our staggered square grid to a numeric keypad wouldn't be obvious. Numbered actions could well be, however.
I have an update ready that makes the Escape key capable of closing open overlays and canceling actions. Look for that tomorrow morning.
Let us know if there are any particular keyboard shortcuts you'd benefit from. I've been wanting to tie the Escape key to cancellation actions, for example; are there any others you think make sense?
Browser detection may well be sufficient; that's worth pondering for sure. We would love to do a mobile version, but are trying to make the most of our limited resources right now by instead building a single interface that works pretty well for all types of users.
We intentionally avoid mouseovers because many players play from mobile devices like phones and tablets that rely on a touchscreen instead of a mouse. That said, I have wondered whether we should make a few key elements - like the ones you describe - sensitive to both mouseover and clicks. There are some complexities to making both behaviors work in concert, but it may be worth attempting.
It’s very likely we will make a change along these lines. There are some complications to work out, most importantly how to make sure parties don’t get auto-advanced through many rounds while players are asleep (without forcing them to constantly remember to change their time limit before bedtime). We have some ideas here, but also encourage you to post your own solutions.
By the end of this month (August), we will be running a Kickstarter, and voting is one area we plan to enhance with funds we raise – including speedier vote resolution. We’ll have more details when the Kickstarter begins.
This is one we go back and forth on. You are not the only person to ask for this; on the other hand, other players have noted that they'd like complete consensus (within the constraints of the 24 hour time limit on taking action). Also, a player can change his or her vote as long as the vote is still open, so it is technically possible for votes to matter after a majority has been achieved; I have seen this happen occasionally.
You'll find as you play that you need all your stats, no matter what archetype you choose. That said, it may be a common assumption that hyperfocusing on one stat is the right thing to do, as this is so commonly the case in RPGs.