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DaveTheDebater

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  1. Achievements on the Test Server In the last weeks I have logged into the test server a couple of times and it was always empty. This leads me to the conclusion that the number of players to test your iterations on the test server might not be high enough. Maybe that is because playing on the test server does not do anything for your account on the live server. Since this is also a community driven project why not reward players for helping in the development process. I know that the live server and the test server are two seperate instances. So maybe you could run a routine that checks fulfilled quests on the test server at midnight and sends an ingame mail with the rewards on the live server? Players use the same login credentials for both servers, right? So you should be able to match the accounts. You could then control testing by making the corresponding quests, e.g.: Play 3 sparring matches on Gorgash each lasting at least 8 minutes (Map Testing Gorgash) (70 BFP, 1000 Gold) Play 3 sparring matches using at least 3 of the following cards A,B,C,D,E,F,G (arbitrary reward) This could also be a motivation for players that have already fulfilled their daily quests and want to grind more. And if you don't want players to be too much on the test server you can limit the player numbers and set a maximum monthly/weekly reward.
  2. Nice tool, I know things like that take time and energy, so the following is feedback and not meant in any negative way at all: Does the code run in a python environment natively or are there some dependencies? If so you might want to add a requirements.txt Also people probably do not want to install python on their computer just to run the program. A solution for that would be to create a html file for the gui and do power calculation and other functionality in javascript. This way everyone could just open the html file in their browser. Or you host a webserver and people could load the website from there. A python backend can be done easily with FLASK. However, this tool is an interesting toy, so keep up the good work
  3. I agree with you that this reduces the aspect of a trading card game. But I think a major issue at the moment where a solution needed to be found, is the low number of active PvP players. I personally love the pvp expierience but if you have to wait a long time to find opponents it takes a lot of fun out of the game. In the EA Version of this game, it was really hard in the beginning to get into PvP because of the use differences in deck levels because even if you were better than your opponent you might have lost the match because your deck level was lower than his. Imho this feature makes it a lot easier for players to start playing PvP and I really appreciate it. Nevertheless you still need to level up your PvE decks, so the trading aspect is preserved. I think this is a very nice compromise.
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