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Cocofang

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Everything posted by Cocofang

  1. A clear case where terrain obviously intended to be inaccessible can be accessed and the entire design of the map crumbles because of that. Easing the pressure by granting more Walkers sounds like good compensation. Buuut I am guessing the issue you want to solve isn't actually inaccessible terrain being accessed. Otherwise the Nether Warp shenanigans on the "uncrossable" barriers would be on the chopping block too. It's the out-of-map part that is deemed unacceptable, no? But even if you are no longer able to block walkers out-of-map, a big point is that the middle part of the map is presented as being inaccessible and exists as an essential mini-game within the map that players can influence with the artifacts. But going inside this normally restricted area not only undermines that completely but is also unintuitive because everything about the design suggests otherwise. The difference we have to look at is: Normal run (assuming no exploits, no skipping, no NG takeover on T3 units) VS Normal run + accessing the middle. The map get a lot easier if you just enter the restricted section in the middle and directly help the Walker with units. And that is on top of the map being played in a way that corrodes the underlying mechanics instead of engaging with them.
  2. Main Issue: Mana Wings trivialize the map by going for the camps soft underbellies and taking out spawn buildings. Context: The time pressure on this map is intense and the attacking waves are massive. To avoid being overrun and being a burden to the team, players rather opt into not heavily engaging with the bases and simply taking out the spawn buildings with Mana Wings. Fix: Move the spawn buildings into more heavily defended positions or add more anti-air, including CC. Approachability: Make the first camp less well defended so players can easier reach T2 and muster a defense if they don’t manage to clear T3 in time. Grant players a small burst of energy upon taking a base so they can move on more quickly. Could instead add this to the small side camps. Split the spawn for the attacking waves into two separate spawn buildings. One of them more in the front of the camp where it can be more easily accessed and destroyed and one in the back, more heavily fortified. That way players could at least try to rush one of the spawns, avoiding part of the attack wave and easing the pressure.
  3. Main Issue: A medium-execution speedrunning strat makes sub-4 minutes runs easily achievable for pretty much anyone. And while perfecting the strat and going for a top time is hard, learning and executing the basics isn’t. Context: A situation where people, when looking for players, have to specify that they want to play a map normally is far from ideal. Reducing gold or XP rewards wouldn't solve it because people could still farm valuable upgrades. Fix: Add an additional Stonekin Lord that has to be defeated for the final boss to appear. Located far to the North in the last camp that can be reached by passing the wagon.
  4. Ascension - Map1 Main Issue: The map is completely dominated by one singular, low-interaction, low-execution strategy. Context: Mark of the Keeper and Mana Wings trivialize the map to a laughable degree. Mark of the Keeper negates a big part of the incoming attacks and makes them a non-factor the player no longer really has to interact with in a meaningful way. Generally, players are extremely afraid of their starting wells losing undue power, even if the lost power is relatively inconsequential. Meanwhile the elaborate defensive set-up that got designed for this map should be the star of the show. However, Mana Wings circumvent it entirely, being able to clear key locations in relative safety and defend Jorne without issue. A huge hurdle are the Living Towers behind walls. Even if it wasn’t for Mark of the Keeper and Mana Wings, Nature would probably still be the most dominant start on the map because you have to grind up against such strong defenses with heavy damage. By no means insurmountable, this poses a big enough challenge that players rather not engage with it. The whole map crumbles around two cards. Because of that it might as well be completely empty plains with Jorne in the middle. This can’t be an acceptable state. Fix: Remove half of the Energy Parasites that attack the starting positions. Replace them with melee units that require more attention than a single T1 building. Put down a few Primal Defenders in anti-air mode so that Mana Wings can’t reach Jorne relatively unbothered. Implement magic gates that block entry to Jorne and need to be opened with ground presence. This way Mana Wings could still circumvent the fortifications but need to help at least one ground unit to reach the triggers. Could also make it multiple switches that all need to be activated before the gates open. Make ranged units spawn around Journe that pose a threat to Mana Wings so they can’t go AFK in there. Accessibility: Soften up the fortifications a bit so that foot troops have an easier time. The Energy Parasites seem to aggro straight onto the wells, mostly ignoring units. Changing their behavior to aggro to the first player unit that damages them would ease the pressure on the starting wells and make Mark of the Keeper feel less required. Ascension - Map2 Main Issue: This map is the most common cause for failure because it is rather unclear how to correctly handle Viridya. It’s also subjected to a taunt-bug. Context: It is counterintuitive that certain kinds of CC work on Viridya while others don’t. Also, despite being clearly M sized, L-knockback is required to stop her. Less experienced players also sometimes miss that she is on the map. Fix: Lightblade being able to permanently brick Viridya is clearly a bug and should be addressed. Change Viridyas model size to L so it’s clear M knockback does not work on her. Accessibility: Make all CC work on Viridya. Maybe with reduced effect but nonetheless functioning. Leave Viridya M-sized but also make her susceptible to M-knockback. Make Viridya slower. Make the effect when Viridya is running towards a portal more visible than a slight hue of green. Unselect entities and auto-lock a players camera onto Viridya for a moment when she spawns. Announce her with a screen wide message like if a player draws a Promo. But with bold, green letters. Make the passive lightning storm surrounding her weaker and have her actually stop/slow down and engage whenever she kills or destroys something. Like actively casting a powerful bolt. That way players could at the very least slow her down by throwing bodies at her if all else fails.
  5. Wrath of the Souls Percentage damage for units, flat damage for buildings. If you want to incentivize juggling the wrath, make it gain strength relatively quickly but it resets to its base value every time it gets switched. To avoid abuse adjust a minimum timer until it can get switched again accordingly. However, right now PtD is one of the maps where everyone feels comfortable to go for pretty much anything as far as decks are concerned. It's basically just a big sandbox to roam in. It would really suck if a more dangerous wrath makes nature the go-to faction because it can heal against the buffed damage. So I would probably just slightly buff the damage, maybe even not at all, but instead add an additional effect. Like: Stacking damage debuff on player entities. Which could lead to more spells being used. Stacking damage resistance on enemies that gets so high that progress becomes neigh impossible. Stacking HoT on enemies. Enemies have Unity. Global, Aura of Corruption. Damage effect still only within a certain range and only affects player units. Increases in backlash damage. Global Spell Block. Enemies being able to severely debuff player entities on hit or as an aura if the wrath is on one map for too long. Like: Apply Sobered (Spellbreaker debuff). Although that would also nudge people into using nature. Apply Crippled. Apply a ranged block. This would be quite interesting and a game changer as it would incentivize using melee units instead. Something that's commonly not as popular as ranged. Stack up a debuff that freezes after a threshold is reached. Befallen's Curse. Basically, a mechanic that the player has no easy means to compensate for in order to avoid a scenario where everyone just switches to a counter and we get a stale, boring meta. Of course Incredible Mo would have to be considered. I'd straight up just state that the wrath is too powerful and cannot be prevented through Inc. Mo. Boss Make a top right boss spawn on purging all harbingers and make it the final quest. Maybe a Hellhound. Would slow the map down a bit but make the giant T4 army that players built up by that point worth something. Make it a real epic battle where all 4 players commit to an enormous assault on a powerful base.
  6. T4 Pure Fire and Pure Frost feel so fucking smooth to play now. Dreadnought, Winter Witch, Ironclad and Battleship work amazing together. Frost Shard is an amazing utility tool, especially with Shatter Ice it feels great to use. Batariel P stacks brutally with Fire Dragons for insane DPS. Bloodthirst and Unity finally keep a fickle fire T4 topped off. And Shadow got another potent tool for camp clearing and bosskilling with Plague, which has the highest damage potential in the game. Not to mention Void Maw now being an actual menace. All pure decks now have amazing, thematic sustain on T4 and a few new tools to wreak havoc. One step away from nature-splash supremacy. Quite a few new things to consider when building a deck. Long forgotten cards suddenly being back on the menu.
  7. Why? 🤨 It's hard enough to even sell commons because the game is flooded with them. Nobody needs to buy more commons. Except maybe people starting out. That's doubly true for starter commons where literally everyone has them. And having some fixed starter cards that are account bound doesn't strike me as particularly unintuitive. So what's the benefit that's supposed to justify the change? Is shuffling together maybe less than 100 additional BFP from selling them all in AH and trade chat really the goal? Or is it some OCD thing of wanting to have a super clean inventory? In that case opening boosters must be hell.
  8. That's an incredible idea. All current cPvE maps could be uploaded to the custom maps under names like "LEGACY Nightmare Shard". But obviously with upgrades and gold removed, just like it's the case with other custom maps. Maybe add an extra sub-category for legacy maps. Now, they would obviously not be exempt from changes to cards and mechanics. But this way people that are truly and honestly simply all about wanting to experience the original versions these maps offer, exploits, bugs and all, could seek each other out and still play them. This is something that should definitely be looked into.
  9. Well, that line is murky as hell, isn't it. Does the fact you cannot buy cards anymore detract from the nostalgia? Promos from boosters? Buffs to bad cards? Balance changes in general? Quests and Achievements? New cards? New game modes? Fixes to exploits and broken mechanics? And had the game not died it would look drastically different today too.
  10. Guess I don't feel like being able to solo a map is a very defining characteristic seeing as almost all maps can be soloed. But like I said, I also don't think it's something that should necessarily go, was just spitballing mostly. I'd me much more interested in ways to entice people to engage with Dwarven Riddle in ways that don't entail a flyer bouncing from trigger to trigger. An additional orb might be a step into that direction but it really depends where it is. And if it wouldn't simply make carry plays even more efficient.
  11. Convoy A big point is that the middle part of the map is presented as being inaccessible and exists as kind of like an essential mini-game within the map that players can influence with the artifacts. But going inside this normally restricted area not only undermines that completely but is also unintuitive because everything about the design suggests otherwise. The difference we have to look at is: Normal run (assuming no exploits, no skipping, no NG takeover on T3 units) VS Normal run + accessing the middle. Doesn't the map get a lot easier if you just enter the restricted section in the middle and directly help the Walker with units? And that is on top of the map being played in a way that corrodes the underlying mechanics instead of engaging with them. Crusade That doesn't contradicts what I have been saying though? My point is that if people manage to clear the paths before the timer but have not yet fortified top then they are punished for following the quests by having to face the final wave unprepared. In that case the final wave would be an option and it'd be up to them to trigger them before the timer. Sunbridge Yes, I was aware of that video. Is your point that everyone should play exactly like that? Or just that it's indeed possible to do? You say that expert maps need to be hard but with the gate exploit the map is almost easier than on standard difficulty. Clicking the gate every 30 seconds is not an execution heavy, intense strategy that elevates gameplay. It's a chore. You can literally just set a timer and click whenever it goes off if you have trouble remembering. I feel like the two positions of "Expert maps should be difficult" and "Widely used, low-execution exploits that break expert maps and make them super easy are fine and should stay" are not compatible. Dwarven Riddle If removing the possibility of a solo-carry was a goal it would be rather straightforward, wouldn't it? Just adjust the map in such a way that the middle becomes uncrossable for flyers, warps or tunneling. Would that really stop "Dwarven Riddle" from being "Dwarven Riddle"? Is the possibility of a solo carry that essential to the map? If anything it can be argued that the map would be more "Dwarven Riddle" than before if players would actually have to engage with the camps instead of a flyer simply picking off triggers. That wouldn't be achieved by simply sectioning the map of course. But I don't think it's totally necessary either. For now I am just interested in the implementation of the additional orb. Whenever this topic about reward penalties is brought up only gold and XP get mentioned as if it was that easy. Upgrades are just another form of gold. How would you penalize those? If you pay out only 2/4 upgrades for 4/4 people then half of them will get nothing. And a situation like that would arise every time the necessary quests are not completed. What about maps with an uneven number of objectives? Round down, round up? Scrapping upgrades as rewards altogether would be a rather awful decision too. You can't just slap such a straight forward penalty on rewards and call it a day. It doesn't work that easily in practice. Overhauling rewards will be necessary in any case but it has to be more elaborate than just a % penalty. And it will also not be able to address all problems. There are exploits that need to be addressed directly. An important question is: Why do people resort to these exploits? And I am not talking about speedrunners whose entire gameplan consists of straining mechanics over the limit. I am talking about the guy that gets crushed by the map, asks in chat, gets suggested the exploit and then goes "Well, that was as easy as it was dumb". It is always a big issue when speedrunning strats seep into general play because it totally twists the game.
  12. So first off I would like to say that there is probably not a single player in this game that thinks that card balance is in a good place. At the very least everyone agrees that there are many vastly underpowered and useless cards that need help. With that in mind, why should the maps be sacred? Why should they be considered in the best state they could be in? What are the odds that card balance is in such a shabby place but the maps are fine? I would actually argue that flawed map design, ill-considered triggers and enemy placements are a big factor in the issues that the game faces as a whole. Ascension Flying units should definitely not be able to activate ground-based devices. If a device had such a feature, it should indicate it clearly be being airborne itself. Like a weather balloon or something. Could be a reskinned Magma Spore that can then be activated by a flying unit and pops in the process. It can simultaneously be tied to a ground-based device that can be activated by ground-entities. But that is only if it is deemed appropriate for the device to being activated by flying units. By default, ground presence should be necessary. While the endlessly repeated line of Viridya is annoying, her reaching a portal is also the most prominent cause for failure. So maybe it's not that bad that she endlessly screeches to draw attention. If anything mix up the lines a bit. Map 3 being crossable for flying units is a major change that would greatly influence the dynamic on the map. But being able to help the other side out with air-support is definitely interesting, obviously also opening up the potential to solo. Definitely something to keep an eye on once implemented, so that "get on with it already"-solo-carrying doesn't become totally oppressive, but sounds good in general. The changes to Map 1 are intriguing. While usually not the cause for a loss it is quite the uphill battle. Because you are facing such tough opposition the sustain and utility from nature reign supreme. While creating a bit more space for alternatives to breath is good it would do little to close the gap to the mentioned meta strat. Convoy A clear case where terrain obviously intended to be inaccessible can be accessed and the entire design of the map crumbles because of that. Easing the pressure by granting more Walkers sounds like good compensation. Buuut I am guessing the issue you want to solve isn't actually inaccessible terrain being accessed. Otherwise the Nether Warp shenanigans on the "uncrossable" barriers would be on the chopping block too. It's the out-of-map part that is deemed unacceptable, no? Crusade Just because players managed to clear the paths doesn't mean they are already in a position to defend against the final wave. This would create a situation where stopping just short of accomplishing your goal becomes the ideal approach if you are unable to fortify the top in time. This is counterintuitive. I would give players control over that by keeping the timer but also implementing a device at the top that becomes usable once the paths are cleared. Akin to the screaming stone on Encounters with Twilight it can be used to call the final wave prematurely upon the condition of clearing the paths is met. The concept of the "secret" boss sounds interesting. Something to do. Not a fan of it only actually creating an incentive a single time though. What about the gold-pass? Reevaluating gold rewards and chest contents? Putting a big, chunky chest in the middle that's worth grabbing. Put a side-quest marker on it. Or tie a payout to killing the new boss. Empire This map always stroke me as having a lot of potential to be more interesting but falling short of that by being obscure and having worthless sections. The proposed fixes sound great, teleportation control was always tricky. Don't have anything interesting for the Engineers and the Midwinter. Aside from maybe making the fortifications in the present more powerful and the Midwinter too. From what I have seen the Midwinter even tends to die without accomplishing anything. Could give it more HP and more Oomph. Like a slow glacier that moves up behind the progressing players and therefore serves as a minimum progress meter since it slowly but steadily cleans up. King of the Giants The problem with the Midwinter is not only that its slow. But also that it is comparatively useless if you consider that there are up to four players waltzing down the path with T4 armies. There is just no point in it even being there at that stage of the game. Players don't need it. Even if it was powerful. Just dumb to even put it there in the first place. Nightmare Shard I see the first camp as the biggest issue of the map. It's such an overloaded camp and it is the first thing that players tend to engage with. Also that Maelstrom cuts off the retreat path. So the big question for me is how to make the first camp more approachable without Mine or Mana Wing. Of course you can also skip the first camp and attack the second one behind it. While that is an counterintuitive approach, it wouldn't be tied to map mechanics, just how to approach the given circumstance within the limitations of the framework. So maybe the second camp could be toned down a bit to make that the more attractive attack point for off-meta approaches. The intervals at which the wild spells spawn could also be adjusted, easing the pressure. Nightmare's End The thing is: Destroying the power shrines is the maps objective. Players are supposed to destroy them, so obviously they will attempt that asap. Grabbing T2 without also destroying the power shrine right next to it is counterintuitive. It's only really a thing that people think of doing once they understand and use the hidden, underlying mechanics of the map to make it easier for themselves. I don't like the thought process of leaning into hidden, counterintuitive mechanics at all. If anything it should be other other way around. Moving the top left shrine into range of the orb so it will inevitably be destroyed once players claim it. Not destroying the shrine is the exact opposite of what the map tells players they should do. And that is supposed to be the optimal approach? Reward players for following the path intended by the map's design instead. If you want players to build the orbs without destroying the shrines, then move the shrines into the middle part of the map, which is currently only holding wells. But also mark the location of the orbs with some other objective. So players are enticed to first clear the orbs and then go for the shrines separately. Do not obfuscate things unnecessarily and create situations where players are compelled to ask others what they are supposed to do and the answer ends up being that the game basically lied to them and they ought to do the exact opposite of what the game it telling them. Passage to Darkness Make a top right boss spawn on purging all harbingers and make it the final quest. Maybe a Hellhound. Would slow the map down a bit but make the giant T4 army that players built up by that point worth something. I am also for LEBOVIMs suggestion to move a gold chest there. Although it has to be considered that it would end up being an additional source of frustration for players that do want all the chests but the map finishes before they can get to the top right one. A mandatory boss would solve that. Sunbridge I am certain there are people that don't even think the map is possible to do without the gate exploit. That is a horrendous state for a map to be in. The gate exploit is pretty much the first thing people learn about this map and, as noted, it trivializes it. Even without the Twilight Dragon, which is the apex non-boss enemy in the game, the waves are still quite tough. Maybe further adjustments have to be made and playtested with non-meta approaches. The Dwarven Riddle I would very much like to see the map going into a direction where every player can pull some more equal weight. So that is a very welcome change, in theory. It will make the map easier obviously. But wouldn't it also simply serve to accelerate a carry player and the go-to approach for the map would remain the same? Especially with Amii Monument in the picture. I like the direction but the execution will be very important. The Guns of Lyr As noted in the community update topic, another thing to look at is the fact that the final wave can be forced by destroying the main twilight buildings. But probably only after the proposed changes are through if it turns out to be troublesome. The Soultree Amii Monument anyone? The Treasure Fleet Now that is a really interesting change. Could the times achieved by this more dangerous route be faster than the current top times achieved by exploiting triggers? Titans Seem like all around great ideas for the map. It's madness that one quarter of the map, and therefore a player, was actually completely isolated and useless up till now. Which, I guess, brings me back to my initial statements. How can maps be in their best spot when something like this exists?
  13. With the release of the now third official document I made a wiki page dedicated to providing an overview of the various pieces for quick and easy access.
  14. Sounds similar to the suggestion here with implementing deck folders and the likes. The client and the UI are silently getting worked on in the background but we'll have to wait for official announcements to learn what's in store.
  15. That's ironic. I made no assumption at all, I merely stated that you should focus on thinking about overarching achievements instead of time sensitive dailies. So that it doesn't become possible to disproportionally pull ahead by simply sinking more time into progression paths that expire. You made the assumption that I was talking about you only wanting more dailies. You repeatedly talked about being dissatisfied with both. I said, you should be focusing your efforts one one rather than the other. I am starting to think there is a language barrier or something. One misunderstanding after the other, this is tiresome. You are not even limited to the constraints of "dailies", "achievements" or "BFP boost system". Come up with something entirely new if need be, present its benefits and where it falls short. So instead of you and Ponni bitterly jerking each other off, go come up with some specifics, do a breakdown for pros/cons and start your other topic already.
  16. I said that your frustration about progression speed is apparent. You said I wasn't even listening and that it's not about getting stuff faster, it's about being rewarded for your time. But it is absolutely about getting stuff faster because for you more rewards for your time is better. If you think players should be able to make more progress on the day, you are absolutely talking about increasing progression speed. So it's bizarre that you would be so adamantly denying that this is one of the core issues you criticize. What the current progression system wants to keep in check is that disproportionate time investment does not result in disproportionate progress over somebody with less time investment. Keeping the required time investment for close to optimal progression speed moderate to low is one of the major goals. And that should be preserved. Otherwise the daunting need to play excessively in order to fully utilize progression becomes another deterrent. The video gaming market is over saturated with games courting attention and time. Skylords has no reason to engage in this as it is a passion project without the incentive to force monetization on players. It's also unwise to do so because games that want to tie players down usually either do so with a constant stream of updates and/or an endless amount of time intensive busywork. The former being unfeasible here, the later having the potential of showing wear rather quickly. So instead of enabling faster progression on the day, which brings many issues, there could be more ways to progress for players on their own speed and terms. You should be thinking into the direction of overarching achievement instead of time sensitive dailies. Something that can be done whenever and finishing it asap doesn't give an advantage. Leading to faster progression overall but without time pressure or the ability to massively accelerate ahead. Additionally, if you want to speed up progression you must have a solution for people with excess resources in place. Because the point of having everything they want will approach sooner and then they need something else to do with their rewards.
  17. If you get 4 dailies for 75 BFP each instead of 2 dailies, then by doing them all you gain 300 BFP in a day instead of 150. In other words you made more progress in a day than you currently can. Your suggestion directly leads to that. You would be affecting progression speed, making people gain more stuff faster. Now, I am in no way dead set on saying the current progression speed is perfect by any means. But be it your primary motivator or not, you are most definitely arguing for higher progression speed and you repeatedly expressed frustration with the current progression speed.
  18. You repeatedly bringing up how long it take to unlock things must have fooled me. More rewards for your time equals faster progression, surely you considered that? But now you are saying it's "not about just getting stuff faster"? With how heavily you protest me linking your issues to progression speed, it seems like you want to empathize that you do not want to get things faster than it is the case now. You want to feel like you are "being rewarded for your time". We can test this by going into the opposite direction: Would you then be okay with, say, taking the rewards for current achievements and daily quests and spreading them across more achievements and daily quests? For example, instead of getting one 75 BFP daily, you get three different dailies that net 25 BFP each. Or instead of directly getting 2 Boosters for draining your reserve below 50 BFP, you have to drain it below 50 two times and get one Booster each. Instead of draining your daily 250 BFP boost in 45 minutes, it takes 90 minutes. That way it would feel like you are getting rewarded more consistently. A constant trickle of rewards albeit slower overall. Problem solved, right? It's not about speed after all. Your friends would have to keep playing the game in order to gain all the rewards. If you wouldn't be okay with that because it would take longer to get the same resources even though you would be more consistently rewarded then, indeed, it is about progression speed.
  19. @MarcoMaar Do you happen to have any updates on anything that's currently going on in the background regarding your work? I am always really looking forward to some UI and QoL improvements on the client side of things.
  20. Not to mention Activision Blizzard is more than happy to let people use multiple accounts because that means multiple subscriptions. They are multi-dipping individual power users for extra cash. And even then they eventually decided that they have to at least crack down on automated multiboxing because, you guessed it, it provided too big of an advantage over anyone not doing it. Sure, in their case it was purely a business decision. They probably noticed increasing dissatisfaction among the population with only one account that threatened their bottom line more than the multiboxing population benefited it. This simply proves the point that multi accounting that is tied to progression can be extremely troublesome. You already got an answer from me regarding that but if you want more, I enjoyed the restrictions of having to work with unupgraded and random cards just as much as I now enjoy having a wealth of resources to build decks from. I even often intentionally restrict myself during deckbuilding, using cards that don't normally see use. I liked trying to make what I had work. Overcoming the difficulties despite suboptimal cards. The short- and mid-term goals were really enjoyable. What progression is more lacking are long-term goals and something to do with excess resources. Please stop pretending like people are getting banned because they innocently want to play the game more. They are getting banned for actively and intentionally undermining the intended design of the progression system in an extremely drastic fashion that would have them advance many times faster than someone that does not. They are not needlessly getting banned. It's not like they are merely trying to get the most out of the progression on their own account. They want to circumvent it entirely. The example about someone wanting to start fresh because they invested their resources into things they didn't end up enjoying is a bit outlandish. You won't get more gold on a new account, so in both cases, you'd start from 0. On the contrary even, you won't be able to do the content that nets more gold in the beginning, so you'd be even slower. And the "failed" collection can always be liquefied into BFP to buy something else. That scenario you try to sell as the "innocent rookie case for multi accounting" doesn't really exist in that form. But one big issue I am seeing from this thread is the disregard and lack of understanding for the underlying psychology that game design strives to adhere to. Almost reducing it to surface level statement like "more stuff faster = better" with little context. Psychology is an extraordinarily important aspect that the current design aims to take into account. What is also missing is, more specifically, an analysis about what the current progression system aims to do and how it tries to achieve that. There are also too few to no critical examination of what the issues of proposed adjustments would be. They're merely presented as being "better", which isn't the case at all. Everything has pros and cons, it's a matter of priorities. One can definitely feel the frustration about progression speed but then it's mostly unguided ranting. It lacks elaborate specifics. All in all, I don't really feel like a lot of helpful thoughts can be salvaged from this. Best anybody can take from this thread is "dissatisfaction noted, guess we can try to figure out something reasonable, maybe". Which, to my understanding, is something that's already actively being worked on.
  21. The current system is meant to reward players with more BFP for playing after quests. But without enabling the possibility of more time investment resulting in insurmountable advantages for progression. How would you design a system that rewards players for playing more without having it feel exhausting, mandatory or it resulting in massive advantages for people that play more, making everyone who doesn't have as much time, feel like their efforts are meaningless? Which boundaries would you set so that people can't exploit the system by simply artificially stretching their in-game time? Which achievements in particular? And how would you stagger them so people don't just do them early on and then still have none to do later? How would you design the dailies so that PvE players don't feel forced to participate in PvP in order to have good progression even though they don't enjoy it? Otherwise this would result in people cheesing PvP missions with faux matches where players search each other out to complete the quests. Which is more tedium and helps nobody.
  22. So what specific changes and additions would you make to the progression system so that, again, there are interesting long-term goals that don't trivialize card and upgrade acquisition yet constantly provide something worth striving for? While taking into account that people need something worthwhile to do with their resources when their collection is nearing completion or they have everything they want. You are only taking about broad concepts. Multi accounting will not happen. So how would you realize those goals on only one account?
  23. No, you don't ... go figure that one out yourself. As to what I am doing, when I feel like it, I am building some whacky off-meta decks and approach problems from a different angle than the established meta way while still staying within the games boundaries. There has to be a balance between intrinsic and extrinsic motivation at some point. Feels like you want to lean way more heavily on the extrinsic side. You know, how about we try to steer this entire thing into a more productive direction because, frankly, allowing multi accounting would undermine the entire progression system. You would then have to rebalance everything under the assumption of everyone having multiple accounts, multiplying their progression speed. Which, in turn, would royally bumfuck anyone that isn't twinking. At which point, as a side effect, you'd also start seeing people burn out from having to manage multiple accounts. A silly notion all around. As such it simply will not happen so you are wasting your keystrokes. Instead, give some ideas on how to improve the current progression system, offering interesting long-term goals that don't trivialize card and upgrade acquisition yet provide a constant, juicy carrot on a stick that's worth striving for. Also, take into account that people need something to worthwhile to do with their resources when they collection is nearing completion or they have all they want. But do it under the premise of only having one account.
  24. id love to see someone complete the entire game on 5 different accounts in a single day completing all the color/unit specific achievements in a single day. looking at the rankings most missions seem to be around 10-20 minutes+ and the game has 27 missions not to count extra time assembling decks/transfering cards to new accounts ect. basically a full time job working at max efficiency to be able to buy a single promo firedancer perhaps. what is the player doing wrong? actively playing the game? not allowing players to work harder to get stuff quicker will only lead to them doing things like buying from players via black market. Those numbers come from only the by-the-by achievements that I listed. Not finishing all maps on expert. Not boosting your deck level to 120. Just the straight-forward ones I listed. There are relatively quick maps that can be done with any color, especially on Standard. That means in like an hour or less all the Mono-color Boosters are done. The T4 Building, Shrine and Dragonkin achievement can all be done in one go on a single map, netting 750 BFP in, say, 20-25 minutes. After that it's time to simply drain the reserve, which can be done in the background. Could also just skip the much longer below-25 achievement and haul 3 instead of 6 Boosters. Might even be more time efficient. One such haul per day for each account. And once all those twinks are set-up, they could be drained for their daily boost and Booster discount without any effort at all. Might as well just play on the testserver where all cards are unlocked.
  25. I'd prefer the ability to mark multiple auctions and cancel those for more control. Like you'd mark files in a folder. With Shift-Click to mark everything from the first to the last clicked item.
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