Board Thread:Fun and Games/@comment-33556368-20170516165225/@comment-28010522-20170603043150

this one here is on Brobar0786's suggestions, "Anywho....something that would be great is something better than the giant ape thing but similar. Like a Piccolo card that has a 3% chance for an animation where he absorbs nail or kami or something and gains great strength and defense for 1 turn BUT DOESN'T TAKE ALL 3 SLOTS. Or ..."

it's a good suggestion, and it could be nice. from the game developer's end, it would add to additional coding, planning and design. then they would need to take that up to the animator to create/design a new and unique battle animations. and for a 1% to 5% chance, it would translate to too much work for them).

previously, I have sent an email suggesting/recommending them to consider offering a feature to speed up or skip the entire battle animation entirely. foremost, it gets boring after a while. then, they only offers to speed up the battle animation up to 2x, and even with the increased speed (from the previous update), a feature to increase the speed up to 5x and/or to skip it entirely would be highly welcome. nobody lives forever, so why waste time repeatedly watching the same battle animations hundreds to thousands of times, maybe even tens of thousands of times?

last but not least, during World Tournament, skipping the battle animation would help more players in general to get through and clinch more wins faster. those battle animations combined could shave, say, 5 minutes from a single win (prelim to final). at the assumed 5 minutes shaved per win, a player could save 400 minutes for 80 wins, that's an assumed 7 hours of real-life's time. you multiply that 7 hours by 10-15 million players across the world, that's something.

Brobar0786, "How about an indicator for characters that have clocks. Like STR SSJ3 Vegeta. He has 7 turns before his block no longer works. The new PHY SSJ3 Gotenks has a 7 turn limit on his power boost/defense up thing. The AGL SSJ3 Goku that only has 7 turns of 100% ATK up. Lets have an indicator that shows when it runs out.

this idea could be useful.

however, I like not having such a clock. not for the sake of countering your suggestion, or pissing you off. but simply because, it allows me to make use/train of my brain's memory power to be in the active mode, especially short-term memory. I get into a battle, I know what characters I picked for a team. I know what each character's abilities are, and my short-term memory would run in the background, for example, reminding me that this character's ability is constrained by 7 turns, etc.

however (part 2, to counter my previous 'however'), the idea you suggested might be particular useful for players that have, for example, attention deficit disorder, or those afflicted with particular brain memory issue. and it could be particularly useful considering that there is a chance that there are players playing games (not just Dokkan Battle) who are, for example, recovering from a concussion that affected their short-term memories.