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JustCoco

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Everything posted by JustCoco

  1. The Bonus Awards: Play Solo and stay on T3 -->Don't have more than three orbs at the same time. To win this, you need to be faster than other participants in this category. (This award will only be distributed, if more than two players participate for it) What are the rules for playing solo?
  2. Can we get a clarification on Pure Decks? Viridya, Mo, Brannoc, etc. are they usable?
  3. This sounds great, for every new player that will encounter this and make it easy for them to progress through their achievements. Glad i could suggest smth useful
  4. Indeed, to keep it consistent with the achievement, it is a good and clean idea for the stars to indicate the highest difficulty won filling the prior "grey" stars/markers up until the difficulty achieved. As for the widget, it's a cool addon to it. Regarding the alignment of the stars being in a straight line and smaller, inputs a cleaner aspect and not bloated up, which is indeed the feedback that a player should get from the map/UI. As i mentioned before, the dots were just a placeholder to describe the idea (which was put together in a rush). While the dots are smaller/cleaner on the other hand the stars themselves appeal more to the players subconscious of encountering them in other games making it much easier to comprehend and know what they represent, especially when they are positioned above a map selection point. I mean i myself encountered stars as indicators to a mastery of a Map/chapter/level or what other terms different games use. Overall from the picture you posted, everything seems clean/smooth (positioning, size) and at the same time very easy to understand what's going on on the screen when looking at it.
  5. Never mind it was cleared out on discord, the repair cost of those buildings is 0.
  6. The feature itself would still be useful. I presume next time you would enter a new game/map, it will load up updated with the stats, if you played a map before.
  7. As the title reads, if you use Matter Mastery on a Tower and you start repairing that tower, you will not get the repair cost refunded to your Void Power. I know that repairing a building refunds 100% of the repair cost to your void power.
  8. As the title reads, you can lose control of your Bandit Sorceress when you are using her 'Installation" ability. How to make it occur: In a multiplayer game, if you use installation on an allied tower/building, the player who owns the building can use the ability to evacuate the Bandit Sorceress and he will gain control over her and you will lose it.
  9. I used the "Stars" system for this example as a placeholder, alot of people encounter the difficulty system in games that is pointed out by stars , self-implying that the more stars the more difficult it is. It is self explanatory that each map has 3 difficulties with this example, every colored star points out which difficulty you've done. Now as a further approach to make it easier for players, the lobby could point out the difficulty accompanied by stars as seen in the below example: As an alternate possibility, the difficulty mentioned followed by stars, to make it even easier for players to understand the stars in the global map.
  10. Again the "Dots" were an example, take them as placeholders, i'll sketch up a new draft for an even easier UI feedback towards the player, although my idea will have further modifications.
  11. I totally agree, i just used the book as an example
  12. Well it's self understandable, if you have only one "Dot" that means you need to play it on the next difficulty, it should be the easiest way to indicate the missing maps without too much of a fuss.
  13. At the moment the only way to find out which maps you have left to complete on a certain difficulty, is to check the achievement , but even that does not display all of them. Now looking at the indicator for a player's rank, a simple idea came up, although not sure if it's easy to implement given the limit of the development tools. When a player completes a campaign map, a small dot or any other indicator that comes to mind can be used to show his progress on that map. A clearer way of understanding the idea is in the picture below. Each map will have 3 Dots (in my example) for each difficulty completed a dot will appear, with a maximum of 3, making it easier for everyone to understand which maps they have left to play and on which difficulty. Can be anything from a dot, to a star to w/e would fit.
  14. There were moments where i had brain farts and forgot what daily quests i had, and the first thing that came to mind was why not have a tab button at the top to allows you to access your quest progress , as it can be shown below. This will allow every player to track his progress while in a game.
  15. Was brainstorming around a bit regarding Warlock's ability and orb cost on how they could use some changes and in the end it struck me with another idea. The idea that came to mind was to allow Warlock to have a chain effect on his empowering ability (Witchcraft) similar to Timeshifter's Spirit bounce mechanic, meaning that the damage buff would be applied to other units besides his main target. In the end it hit me, why not already use a unit that's only encountered in PvE maps and create a new card. And thus i present to you: Now numbers aren't exactly my thing, so i used w/e came to mind in the moment and basically the names as well. As for his abilities this is what came to mind. 1. Meteor Shower Based on the fact that in RpVe and in the Campaign map "Oracle" he's using Meteor Shower, he can have it furthermore. 2. Chain Witchcraft Bouncing bolt of witchcraft which targets a number of allies and buff's their damage by a percentage amount. (Upgrading the card could cause the number of affected units to increase, alongside other bonuses to either his HP or damage) Can use the mechanic of casting it every x seconds on units that do not have it.
  16. Taken from the PvE pdf file. "Unity - Iteration 3 - Change to only affect own-units." I think by changing the spell to prioritize your units first would be a much better change rather than that of making it "own-units". This way you can also help allies somewhere else on the map and not be selfish. If units from multiple players are clustered up, then the spell will pick as the first targets your own units, and in case you have less than the limit it can expand to other player's units.
  17. There is currently a bug where if you deploy the Incredible Mo (select the Insidious Mo Aura) and after that you use Mind Control on an enemy unit, the converted unit will maintain the debuff (Insidious Mo Aura) even though it became your unit. The weird thing is that in the Forge this does not happen, only in maps.
  18. DESCRIPTION : On the singleplayer map “MO” after the checkpoint which allows you to go for the Banzai Lord, issuing an attack ground order to MO will cause him to just move to the targeted point without attacking anyone along the way and once he reaches that point, he will stand idle even if he is attacked by enemy units. Until that checkpoint the attack ground works without any problems, Mo will attack any enemy units until he reaches the targeted point. Again this affects only MO, if he is in a group of units, issuing the attack causes every unit in the group to act normal attacking any unit between the departure location and the targeted location, except MO.
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