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Cocofang

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About Cocofang

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  1. Cocofang

    Important: Open Beta Status Announcement

    I am fine with no dates and I know that delays happen. Whatever happens happens, the only stake I have in this is that I would like the opportunity to play BattleForge again. But honestly, I am getting more worried about the general atmosphere and by the fact that some devs themselves can't keep their hype in check. What's with the in the update? Can you be more polarizing? I understand that there is passion behind the project but it just goes off the far end. People take this whole thing way too personal. And inflammatory swipes like this aren't helping anyone. Neither do I think the heartfelt apologies are having the intended effect. I would mainly just aim for a lower profile, keep it interactive and transparent but don't go overboard either way. What kind of community do you want to foster? I see it steering towards "Us VS Them". Just a hostile environment with angry mobs that attack anyone that dares voice doubts. Do not get your ego involved. Technical issues can be resolves easier than a broken community. And let's not forget that a BIG focus should be on a welcoming and friendly community as it will most likely be relatively small and needs every active member it can get. On a related note, the up- and down-vote system does not help it either. It discourages voicing controversial statements because of the possible retribution of red pixels and encourages just preaching with the choir creating an echo-chamber and generally a more volatile environment for discussion. Especially since it is not anonymous. It also just brands people that may have had one post that others didn't like among other neutral ones to the point where creating a new account is easier than trying to get positive standing again. Again, at this point I am less worried about the state of the game than the state of the community from top to bottom and where it could be headed.
  2. It is a problematic topic. Generally I dislike the thought of an artificial economy that is controlled by a few. That's literally market manipulation. The difference is that the people doing it don't do it for personal profit. But if others buy cards from these listings, it's basically removing points from the game. There isn't really a transaction going on because the staff members don't need points. However a self-regulating market has some major issues as well if the playerbase is small, which it will be. It is VERY prone to monopolies, absurd price shifts and manipulation. Just extremely volatile overall. Even if the playerbase is huge, individuals can still heavily influence the AH. For an economy to function somewhat properly I think supply and demand have to be balanced in some way. If a lot of boosters will get opened by only a small community, demand will plummet because over time everyone is overstocked on everything and all cards will tank in value. If boosters are rarer then the prices will be absurdly high and the market gets very vulnerable to manipulation. Finding a balance is impossible because you cannot accurately account for changes in the number of players. Sure, you can just suddenly change rarity/accessibility of boosters, certain cards or points. But every change regarding that will have a rippling effect that's hard to oversee. Overall I see a lot of issues with the AH either way. I would be very surprised if it ever reached a healthy state. My approach would be to just examine how the AH develops in the beginning and take cues from beta. Despite it getting wiped, people will mostly still act like it won't. Try to influence the AH indirectly by adjusting rarity of cards, supply of boosters and/or cards that players get, amount of points they earn. But directly influencing supply and demand is more risk than what it's worth imo. People could even exploit that to their advantage and play the staff members. Do not make the mistake of being naive and thinking some people won't try to use that for personal gains. You do not want to get entangled in this kind of complicated issue. You can never be so much in control and so much above the playerbase that they won't find a way to profit off of your economy-intervention. People have been building quasi-monopolies and creating massive scale market manipulations in virtual economies against playerbases of tens of thousands of people. I play Path of Exile and it happens every single league (a fresh start for everyone wanting to participate every three months, so the economy starts from 0 again too) multiple times. It is observable. People even write detailed explanations about how they did it. Staff that tries to "fix" an AH by direct supply or mass buying of cards would just be a most welcome tool to them. In theory it could work but in reality you will get into hot water, you don't want to do that to yourself.
  3. Cocofang

    Important: Open Beta Status Announcement

    Has anyone here actually ever considered that is the actual reason people are really bummed out? People as a whole can't manage expectations already, so if you foster an environment where everyone is even more pumped up and then something happens to bring things back down to reality, the backlash will be all the bigger. Everyone who constantly explodes in excitement and is getting all fired up over something that doesn't even exist yet doesn't really have a right to criticize people that are disappointing when expectations are not met because they collectively created those unreasonable prospects in the first place. The devs aren't innocent in that regard either. Of course they need people to get invested because they also want it to be a success and earn some money but it blew up into their faces recently. In a situation like this the divide in the community between the disappointed people and the ones still riding the wave will get apparent. I just sit back here and whatever happens happens. I would love to play BattleForge again but if this entire project bombs, I'd still go "Oh, well. Would've been nice. Moving on." People (both the "SO FKING DISAPPOINTED IN THE DEVS!" and the "SO FRIGGIN HYPED ABOUT THIS, GO DEVS!" ones) get emotionally and personally invested way too easily. Don't forget, a lot of the people now complaining were once just like the ones still celebrating.
  4. Cocofang

    Open Beta Information

    Just wanted to zip in with a quick: Take your time, if you can't hit the deadline you set yourself for open beta release, just take more time. The kids will manage. They will cry. They will lament their broken dreams and hopes. They will temporarily feel betrayed, dirty and used. But they will manage. They are strong souls. Godspeed.
  5. Cocofang

    Happy Birthday Skylords Reborn !

    Does that count as a birthday? It's more like a two year pregnancy anniversary.
  6. Cocofang

    Proposal: Locked, Composed Decks

    Composed decks are a not a good idea because it completely removes an entire aspect of the game: Customizing your own deck to suite your playstyle and strategy. Especially if the cards in these decks are not randomized but predetermined by a bunch of "pro PvP players", then you get a scenario where these guys already have the deck figured out, because they built it, while the rest still has to adapt. Horrible if you want to have some sort of integrity in your PvP scene. Having active competitors decide the terms for the entire field is a nightmare to justify. Worst case scenario is if one (or a few) composed deck turns out to be way stronger than others. So not only do you have the balance of single cards and their interactions, you are just begging for another balance issue. It also opens up the option to build specific counters to composed decks, if you have the cards available yourself. PvP strives on a naturally developing and vivid meta game. Where one strategy turns out to be dominant, so people search for counters and eventually overwhelm the previously dominant strategy, so this counter now becomes the dominant strategy, so people search for counters to that once again. Strategies can come back, be niche or vanish entirely if the scene develops far enough. Different strategies can be viable for different levels of skill. It is just a giant, organic mess and cracking the ever changing code is what a lot of competitors strive for. This is the meta-game. It all happens naturally, provided something isn't completely, overwhelmingly overpowered. It survives on the premise of "If there are enough options, people will figure problems out themselves". If you introduce known quantities in composed decks, you hamper this development and instead force your own vision of how PvP should look like. It makes it feel stale and artificial. Does this truly lower the entrance barrier to PvP? People starting out would most likely pick a composed deck and because they get matched against other beginners, would fight against other composed decks. There might develop a predictable Rock, Paper, Scissors scenario, where you see "Ah, he has that other composed deck which is strong against my composed deck, so the odds are in his favor already". They also learn a different skill altogether: Adapting to the known decks you and your opponent are given instead of creating your own. Once they start playing against people that make their own decks, this won't help them. Giving beginners something to kickstart their PvP experience is good, but it shouldn't be at the cost of so many different aspects. Most importantly deck building and the meta game. No matter the solution, it should never take away from these two aspects.
  7. Yes, there are models that allow to trade money in order to safe time. Those commonly involve unnecessary, forced grinds in order to manipulate people into spending. Either way you don't think the other way around, that there are people that spend time AND money and these pull ahead by a fucking landslide, which can be especially problematic in a game that involves an economy.
  8. You work really fast. I am looking forward to what will become of the site. Another suggestion would be to mark the difference between affinities in color, so you see it at a glace. Provided all the info text for the cards are correct, I could help you with that and summarize all differences so you just have to mark them without looking for them yourself.
  9. Wow, that was fast! But for showing a single card it is pretty slow because it has to load the entire thing instead of just the one card. With the way the website currently works, would it be possible to click a card with the middle mouse button to open a new tab only with info on the specific card?
  10. I like this a lot. Has so many filter options. It's great! Would it be possible to make it so you can open single cards with a full description in a new window/tab to show them to other people?
  11. Cocofang

    Point of Twilight Transformation

    See title. Never got that. You always pay more than straight up summoning the card.
  12. Cocofang

    The Root Nexus

    Roots were so counter-intuitive. Only units that were idle actually counted as support. So it could mess up your entire network if some random unit that was just supposed to connect the supports to the main-unit hogged up the boost by attacking. Root Nexus made that much more reliable and easier to set up. Pretty powerful card that made it possible to clog up enemy spawns on some maps indefinitely.
  13. Cocofang

    which card gives you the most nostalgia?

    Enlighten. It was the most powerful spell at one point and a standard in almost any hight tier deck. It dropped in value after some expansions and it got nerfed too if I remember correctly. But it was an absolute chase-card.
  14. Cocofang

    The New Cardbase and More

    Can you add the option to open cards in a new tab (through clicking middle mouse button)? Would make it much easier to navigate through multiple ones. Right now you can only click on a card, it opens in he same window and when going back you have to sort through the entire list again.
  15. Cocofang

    Boosted Accounts

    It doesn't matter who is behind it from the customer-viewpoint as the product is almost identical. It's irrelevant on my front and on everyone elses who just sees the result. Having to spend on it again after you already payed in the original and possibly had everything that you wanted would leave a sour taste in the mouth. This is a pretty unique situation and something they have to be mindful of. And honestly, who wouldn't enjoy a game more if it didn't constantly try to manipulate you into spending money? Free2Play games mostly work with psychological warfare against their own customers. A bit of unnecessary grind there, a bit of a tease here, a bit of a wasted minute somewhere else or a casual reminder that a paying player has it better. It all adds up to constant pressure in an attempt to get you to just dump money and be done with it. This is how the F2P model operates. Now, the perfect, ideal situation would be if free and paying members were completely even from any gameplay/convenience/functionality/access perspective and support would either be given because of an honest interest in the project or to get superficial goodies that give no advantage. And, yes, people LOVE superficial goodies, these definitely sell. If this can/will be realized with Skylords Reborn? Who knows. But what consumer in their right mind would be against consumer convenience.
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