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Kubik

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  1. LagOps liked a post in a topic by Kubik in Is a hard reset really needed?   
    20
  2. MrDanilov liked a post in a topic by Kubik in Is a hard reset really needed?   
    I repeat it:
     
    And what about people that left because they got all the cards and completed all the maps? These should be forced out from the game forever?
    But if you really want technical reasons:
    Do you know what the database is? Have you ever tried to change primary key while there was milions of data? It is not possible to do it live.
    There is much more smaller things in DB that should be changed, that would be much easier with empty DB. And to these changes there are related server changes.
    If all these changes will be done at once they will be untested, so it is possible that the servers will not even start after reset, but some people does not seem to care about that.
    Have you at least try MrXLink's BFP distribution system? Do you like it? Or do you prefere the current one?
    In my opinion there is no way any BFP distribution system will work if we let players keep milions of BFP. If you think it can explain how on following example:
    Player with lot of BFP decide to sell cards for 20 times more expensive than anyone else, to do that he buy all cheaper cards, and he can do that, he have BFP for it.
    And last point to not have too long post. How many % of players do you think experience more than 1 crash per day?
  3. MrDanilov liked a post in a topic by Kubik in Is a hard reset really needed?   
    4000 people is not enough for you? And what about people that say they are waiting for the reset?
    Have you looked at AH prices recently? New players can not buy much there because cards are priced for players with 10 000 BFP or more.
    Do you really mean more cards, or all cards, and fully upgraded, so they can use all the BFP they get to manipulate market in any way they want?
    I will not list technical reasons, because no one want to hear those.
  4. Kubik liked a post in a topic by Halis in New BFP Earning System: Playtime and Reserves   
    If you know German or one of these languages, you can read the following Wikipedia Text: https://de.wikipedia.org/wiki/Marktgleichgewicht

    Keep in mind, that production cost of cards is constant 450BFP. The point, at which you will get on average more than 450BFP worth of cards out of a booster, will let clever player buy boosters and sell the cards, to earn some extra BFP.

    Edit: Found an English source: https://en.wikipedia.org/wiki/General_equilibrium_theory
  5. Kubik liked a post in a topic by Emmaerzeh in How to get back a decent player base?   
    Like @Taker im thankfull you bring the game back. Every suggestion is meant constructive.
    Let's gather some ideas. 
     
    1. Ask gaming-youtubers to make a video about skylords. We should decide carefully on who to ask. And we must write a good text to point out that this is our loved game not a comertial interest.
    2. Support or/and organize pvp and pve tournaments. 
    3. Support map makers, so at least old players not leave cause there is no new content.
    4. Not wait with balancechanges. The game is flawed so why let new players experience the flaws. Just use the main server as testserver and change cards back to normal or to different change if the changes are not good. 
    5. Maybe the devs shoud search a promotion person who takes care of that topic. It could be a lot of work at least in the phase some months after release. 
     
    Maybe I have more ideas I'll add later. 
     
     
  6. Kubik liked a post in a topic by DrPsy in New BFP Earning System: Playtime and Reserves   
    Long post so short version ahead:
    TL;DR -- The Short Version
    -Slowly card and BFP gain is good for pve, fast gain is good for pvp. It depends on focus whats good (i like pve btw... :P)
    -No specific like colour based daily quests. Daily quests all can achieve please
    __________________________________________________________________________________
    Long version:
    Getting BFP for playing sounds good. I know i wouldn't play everyday and i loose the max amount of BFP i could get... but honestly if you play every now and than only you don't have to expect to get everything.
    The thing about buying card packs or just use the AH is: It will balance itself i guess. If the cardprizes get too high you can buy packs and sell them. If the cardprizes get too low you buy cards at AH instead of packs... The question is more for the real rare cards and how hard to get they will become. And that brings me to another question for the focus:
    How important ist min/maxing for the player and how important it is to collect and and develop your deck.
     
    For min/maxing focus it would be good to make it possible to get easy and fast to a ultimate deck by giving much card packs/BFP:
    Pro:
    +It is vital for pvp because it would be bad loosing because the enemy has better cards.
    +You can fast get to the high challenging pve missions for those loving to get fast through a game
    Negative:
    -Fast getting boring for many because if you have everything the motivation to play and collect more drops
    -Fast getting boring if you win the hard maps too fast / early because the deck gets too strong too fast
    -resulting in the loss of longevity exspecially for those playing pve
    All in all: Good for PVP, bad for PVE (expect you are one of those that love to rush threw a game and than don't play it anymore but those are not good for a community)
     
    For collector and deckdeveloper focus it would be good to slowly (how slowly depends on the player) getting card packs/BFP:
    Pro:
    + The fun if you get a good card you spend much time to get, either it be for selling, giving your friend that needs it for his deck or for your own deck
    + Long time motivation of collectiing and expand your collection
    + Having fun seeing you get better and better as you get stronger cards over time
    + Having motivation to become stronger with time, thus wanting to spend time playing the game
    + (for those funny little mad guys among us like me XD) Having fun to try the missions with the crapdeck you only have early and find ways to make missions possibly with it (yeah you could make a crapdeck even with good cards available and not using them but this doesn't feel good), than making this missions with the slighty better cards you collected than and enjoying seeing how smoother it gets but still having to find unorthodox ways to be able to win with those cards, than with the next upgrade of cards enjoy getting it smoother and smoother etc.
    Negative:
    - Bad for pvp as you get beaten by guys that just have better cards than you do
    - Bad for those that want to complete the game as fast as possible to jump to the next game.
    - Bad for those loving to be imba and steamroll things
    All in all: Good for pve (expect for those fast/easy win loving guys) and bad for pvp
    _______________________________________________________________________________________
    The last thing is that i didn't find and wonder if it's only me and my friends:
    We love playing together and thus taking the decision to share the cards. One play fire deck, one frost, one nature, one shadow and than with the mixed cards coming in changing depeding on what we have, leading to the mix of the cards (nature/frost, fire/shadow). The result is everyone gets to have good cards because if you play an element you get all the cards from 3 different players in addition to your own and that is for your friends too. Teamplay rocks and yeah you need good friends you can depend on to do this.
    But with this i plead: Stay with the quests everone can make. No colour based quests destroying friends sharing and those having no good cards of one colour. No expert only or difficulty 9 or higher quests that lead to people not helping the weak or letting the strong dominate the market even more. One time achievements okay, but not daily quests. Daily quest should motivate all to play. And keep the roll new function for those that don't play pvp to change to pve quest and vice versa or just the quest win/play 3pve or pvp mission quest (or to make it fair as pve you can more easily win if you want to, make it win 3pvp or 5pve missions, something like this), that would be nice.
    _________________________________________________________________________________________
    As i am a coop pve loving player i don't need to say what i prefer. But no matter the decision at the end: Thank you making the final reset (when it comes) and letting me and my friends enjoying this game. As far as i seen it you listen to the community, so the result will be a good one, even though it can't be the right for everyone and it will be a hard decision. Realy don't want to be in your shoes there devs ^^
  7. Kubik liked a post in a topic by Pritstift in Is a hard reset really needed?   
    I would appreciate a small bonus after reset for the main player base that was going through the open stress test all the time and worked together with the skylords reborn team even with the knowledge that there will be a reset.
    This could be rated on different values you are already recording for each player (e.g. played matches, time online and so on).
    I hate the players that just wait for the reset and doing nothing helpful - they just flame for the date of the reset and dont see why things need to be tested and adjusted first. Even with just some games per week they could support. After the reset these will be the players that still will not play a lot and will flame about problems they may face with the game or the new market mechanics to earn bfp.
    The Bonus could be a single card or a booster or maybe you could choose one card out of a pool - something like this. There are a lot of options regarding cards, bfp or gold that would be fair and could give some starting motivation for the main player base to start from 0 again and to say thank you for the continoues support. For sure we also have to say thank you to your work and the project itself.
  8. sando liked a post in a topic by Kubik in Is a hard reset really needed?   
    4000 people is not enough for you? And what about people that say they are waiting for the reset?
    Have you looked at AH prices recently? New players can not buy much there because cards are priced for players with 10 000 BFP or more.
    Do you really mean more cards, or all cards, and fully upgraded, so they can use all the BFP they get to manipulate market in any way they want?
    I will not list technical reasons, because no one want to hear those.
  9. Kubik liked a post in a topic by Pritstift in Skylords Reborn Community Challenge #1: New Map "Into the Jungle1" - 15000 BFP price pool!   
    Thats the way of speedrunning - be efficient as possible and finish the map in the fastest most aggresive and still smart way. I was hoping for some more replays and competition like for older pve community challenges - but community is getting smaller and a lot of players just talk trash here instead of working on some nice tactics. The duration of the challenge was also fair for everybody - there was enough time to work something out. Me and Lebo enjoyed to work out some new tactics for a new map. This map should be later in the official community map pool. Thx for the challenge - we will participate also on future challenges.
     
     
  10. Theo1143 liked a post in a topic by Kubik in Skylords Reborn - All you need to know!   
    never, but you can get demo from steam https://steamdb.info/app/24770/
  11. ImaginaryNumb3r liked a post in a topic by Kubik in How to make PvP more attractive (Discussion)   
    As I already said:
    adding/removing "official" maps to/from the ranked pool is literally 1 number, and 1 comma in the code.
    random maps have one (not publicly disclosed) disadvantage for us, but if team decide to add them it is same as above. (Fiki is working on solution to get rid of that disadvantage)
    random maps was not removed from ranked pool, I need to write that pool from scratch, and I did not know EA have them in ranked pool so because of the disadvantage I did not add them.
    adding community maps would be much more complicated, especially because EA's file checking is broken, because each player can have different map just with same name.
    Zyna, and Ladadoos should be already working on converting community map to "official" map, and after that it would be same as above.
    Changing units/cards on test server is not a problem, changing it ONLY on test server is, because of how EA made the game (this one actually is not blame to them). Aviator is working on new updater, that will allow us to overcome this issue. (But MrXLink said no changes before release)
  12. ImaginaryNumb3r liked a post in a topic by Kubik in New BFP Earning System: Playtime and Reserves   
    It is easily possible, but what about players that do NOT play fire, or shadow?
    Forcing players to a specific color seems like bad idea to me. And I think that most people aggree on this.
  13. Kubik liked a post in a topic by Halis in New BFP Earning System: Playtime and Reserves   
    Actually it has some problems currently. The most problems are caused by the current parameters.
     
    One problem is that ~420 BFP (Booster) for 30 minutes playtime is to much. And if you play only 29 minutes you get nothing, except, that the played time is transfered to next day.
     
    I disagree. It took me weeks to discover the hole game. There are every now and then new community maps.
     
    Yes, and one problem is, that you get absolutely nothing after you finished your dailys. (Except gold, but anyone who plays this game for a while has more gold than he needs)
     
    There is still the daily boost
     
    Let me explain it beginner frendly: With the daily boost, you get faster. After the daily boost: the more you play, the rate of BFP will be slowed down.
     
    For me as a speedrunner, there is no favourite color
     
    That's not correct. For earning Gold, you need to win a map. For BFP you need to play long.
     
    They are not getting unified, since you still need to win matches for Gold, while I agree, that taking the daily booster away, could take incentives further away. But you still get booster for achivements. I am not sure, if the fun to open a booster will increase, if you have less of them, but I think it will.
     
    Because you will get nothing for alt-tab. Just try it, if you want to.
     
    You still get boosters for achivements
     
    I also dont know, who you are. But if you throw around with 50 cents just throw it to me. I always need that 50 cents
  14. Kubik liked a post in a topic by LEBOVIN in Nothing works - game does not start!!!   
    I am not part of the team but I can assure you that the project is still very much alive. 
    But I am afraid to get any detailed help you will have to provide more information, like screenshots of what your folders look like, maybe your still missing a file or perhaps you even have any diagnosis files you can provide.
    Usually you get a quicker response in Discord aswell.
     
  15. RadicalX liked a post in a topic by Kubik in How to make PvP more attractive (Discussion)   
    As I said Aviator is working on new updater, that should support having 2 versions of the game (one for main server, and another for test server) based on his feedback he is progressing slowly. After that I think we can start making changes on test server.
    Activity counting is fully under our control, so changes are possible, you must ask MrXLink, he is "Game Lead", and "Design Lead".
  16. LagOps liked a post in a topic by Kubik in How to make PvP more attractive (Discussion)   
    As I already said:
    adding/removing "official" maps to/from the ranked pool is literally 1 number, and 1 comma in the code.
    random maps have one (not publicly disclosed) disadvantage for us, but if team decide to add them it is same as above. (Fiki is working on solution to get rid of that disadvantage)
    random maps was not removed from ranked pool, I need to write that pool from scratch, and I did not know EA have them in ranked pool so because of the disadvantage I did not add them.
    adding community maps would be much more complicated, especially because EA's file checking is broken, because each player can have different map just with same name.
    Zyna, and Ladadoos should be already working on converting community map to "official" map, and after that it would be same as above.
    Changing units/cards on test server is not a problem, changing it ONLY on test server is, because of how EA made the game (this one actually is not blame to them). Aviator is working on new updater, that will allow us to overcome this issue. (But MrXLink said no changes before release)
  17. Kubik liked a post in a topic by LagOps in How to make PvP more attractive (Discussion)   
    Your comments about t1 imbalance, i fully agree with. nature and frost t1 both are not up too par (for different reasons and it would be hard to find balanced fixes for this imo. damn, now i wrote an essay about it... again...).
    still, we should also examine fire and shadow t1 as well as they do contain some quite problematic elements. mostly it's the towers, but i feel that overall, ranged units seem too dominant in t1. in almost any matchup a ranged unit spam is par of the course (with some exceptions in the form of thugs spam, which needs a nerf), where as in t2 you can see much more variety in units being played. as there are 2 primary ranged units per faction, this often leads to a real lack of variety in what is being played and the ranged units matchup is a big part of why nature t1 and frost t1 fail as well.
    this is especially prominent in the nature t1 vs. shadow t1 matchup, where you can't even dare to start with a swift unit as the nature player on the vast majority of maps. you can forget about dryads as well for the most part and you usually start spearmen and hope your lack of swift does not get abused too hard when you so much as dare to take a well. your t1 basically got reduced to two s units, none of them swift (unless you play werebeast but i am not convinced of those yet). I don't see how your suggested changes would fix this. with the amazon buff, fire t1 would be in real trouble tho. I think the cost reduction on the swap is too much to ask for as it can already be quite usefull. I get that you want it to be better vs. split attacks, but this is going overboard. scavangers already need to avoid the unit due to the damage reduction, which helps quite a bit. Main problem with this is also that it doesn't help vs. shadow (pretty much nothing aside from -5 on werebeasts is), which means that we have a matchup specific solution only, which might get a problem if you want to further buff the faction to do better vs. shadow t1 as well.
     
    i'm not saying that counters should not exists, but in t1 it has gotten to a point where you can just entirely forget playing certain units in certain matchups. even in some very problematic t2 matchups, it is rarely this one-dimensional in terms of unit-viability. in t2 you see burrowers being played into pure fire decks and harvesters against frost-splashes. even if viable counters exist, those cards aren't just removed from the game like it is the case with t1 and can turn the game if used in the appropriate situation. T1 tho? Not so much. In some matchups you are basically playing half a deck and that just isn't going to work out. i feel this needs to be adressed if we want to have a properly balanced t1, but i don't think it would be possible to find the support needed to make this happen, so best can likely do is buff frost t1 and nature t1 into viability somehow, which comes with its own set of issues:
     
    nature t1 is amazing when there are 3-4+ units on the field and some power is avialable for spells. cc often gauarantees favorable trades and allows to kite back and heal units without much counterplay in open field. damage reduction, s unit counter spell, mele unit counterspell, units with heals, archers with multishot and a very good healing spell, not to forget shamans, all scale like crazy into mid and late t1. problem is, as you pointed out, that this advantage is gone when split attacks are used and the units are costly on top of it, so you can really abuse the faction hard.
    but what is the fix to that supposed to be like? Make the units cheaper and you will hit the power-spike sooner, making the faction really good in a mid-fight without wells and a terror in late t1. On the other hand, so much of nature t1's power comes from the synery with cc and heals, so you most likely can still chesse the faction as usual. Don't get me wrong, it's entirely ok that the faction has issues when dealing with split attacks or otherwise low power levels. It's just too extreme to properly balance that out considering just how well the faction scales. You often feel forced to just go t2 as otherwise you are pretty much guaranteed to get steamrolled if you don't play t1 towers.
    Personally i think some of the utility nature t1 has needs to adjusted while the units get a bit of a buff to be able to hold their own on low power levels. the t1 heal is really strong, especially considering cc and damage reduction can be used to juggle damage and keep units alive. root and hurricane destory the vast majority of staple units of other factions in late t1, which in my opinion is really out of line. the issues are not as prevalent in t2, where cc is ubiquitous and cost efficient aoe damage spells present some working counters.
     
    frost t1 is so map dependent and passive, it's not even funny. aside from the loss of map control and the voulnerability to swift unit rushes, the faction can barely fight in open field, has problems counterattacking (at large well distances. good luck grabbing a clost well tho, since the enemy would love to fight you in open field and you have no swift) and lacks any sort of meaningful engage to start a fight (if you do it right, you can just mass firesworn vs. frost t1 without giving much of a change for the enemy to go t2 and make them lose because they can't force a fight. it's just really dumb!). In short, 90% of the time you are forced to play reactively and hope the enemy messes up somehow (like walking into an obvious gylph of frost in a mid-fight). on the bright side, any non-cheese attacks likely don't get very far. home soil, glacier shell and ice guardians are so good at defending single wells, most player don't even try anymore. but how on earth do you buff frost? make the units good enough to reliably counter swift spamm cheese tactics? what about large maps? what about mid-fights? what if you want to engage without having your ig kitet around?
    let's say you managed to fix those issues somehow, but then what? how am i supposed to attack frost t1 then? standard attacks are not working out already it will only be worse if the faction is buffed. do i still get to try the swift unit cheese even if failure is much more likely? if that strat goes bad, it tends to go really, really bad. the matches would essentially be very volatile and still very map dependent.
     
    In short, frost t1 and nature t1 are problematic and fixing them without, making them op in situations those decks already excell at, will be much harder than excpected.

    As for pvp maps, i really think we should have a contest, preferably an official one where maps get added to the ranked pool. Making good maps takes quite a bit of effort and it sucks not seing them played at all and maybe just winning a few bfp in a contest. I agree that with some measure of care taken for cliffs, center of map balance, map size and t2 oppertunities, we can make some really good and interesting maps and it would be great to roll out new maps for when the game gets released. This should be really low effort for the devs, since the community is going to be in charge of making those maps and voting for them in the end. Since it was already possible to remove random maps from the ranked pool, i am hoping it should be rather easy to add maps as well.
  18. Kubik liked a post in a topic by Halis in Skylords Reborn Community Challenge #1: New Map "Into the Jungle1" - 15000 BFP price pool!   
    @Karl Lavafeld Is it possible to win 3 challenges with one replay? (Most stylish 1 player run, which is fasterr than the 2 player run)
  19. Kubik liked a post in a topic by Emmaerzeh in Skylords Reborn Community Challenge #1: New Map "Into the Jungle1" - 15000 BFP price pool!   
    Hello fellow Skylords,
    Check out the new awesome map "Into the Jungle1" !!! The map and scripts have been created by "Emmaerzeh", "Kyriel" and "Perendi". Special thanks to all those who helped in testing and translating.

     Description:

    It is a 2 player PvE map set in jungle scenery. Various enemies of the nature faction have to be defeated on your way to the ultimate boss: The King of the Forest Elders. He has blessed some of his nature creatures with a magical aura that prevents your ranged attacks. If marked camps are not destroyed within respective time limits, he will summon swarms of flying units to attack you.
     
    Card Restrictions:
    To ensure diversity and encourage new strategies, some cards are not allowed on the map:
    -Amii Monument
    -Enlightenment
    -Mark of the Keeper
    -Wheel of Gifts
    -Nightguard (both affinities)
    Using any of these cards in-game results in a default loss.
     
    Competition:
    To further promote the map, it will revive and continue the old tradition of community challenges.
    -Competition period: 01 November 2019 – 31 December 2019
    -Prices will be given out at 02 January 2020
     
    Prices:
    -Fastest 2 player run:              3000 BFP (1500 each)
    -Second fastest 2 player run:   2000 BFP (1000 each)
    -Third fastest 2 player run:      1000 BFP (500 each)
     
    -Fastest 1 player run:              1500 BFP
    -Second fastest 1 player run:   1000 BFP
    -Third fastest 1 player run:       500 BFP
     
    Besides the speedrun category, there will also be prices for creative/ stylish attempts. The determination of the winner of this contest is subject to my discretion.
    -Most creative or most stylish 2 player attempt : 3000 BFP  (1500 each)
    -Second most creative or most stylish 2 player attempt : 2000 BFP  (1000 each)
    -Third most creative or most stylish 2 player attempt : 1000 BFP  (500 each)
     
    A big thank you to all voluntary sponsors of the event:
    - 1000 BFP Eudoxos
    -   300 BFP by dersuchti
    -Further donations are very much welcome
     
    Additional Rules:
    -The competition uses the map version "IntoTheJungle1.pak".
    -The map has to be played on expert difficulty.
    -It is not allowed to share monuments in any way in a 2 player run, this means at the given camps 1 of the monuments is for each player, including tier 1 starting orbs.
    -This rule does not apply for 1 player runs in which you are allowed to take available orbs freely.
    -For 2 player runs each team is allowed to submit 2 replays, 1 for speedrun, 1 for style run category.
    -Everyone may additionally participate with a 1 player speedrun replay.
    -Players can only be part of one team for their submission, hence if "Player A" submits a replay with "Player B", he cannot also submit a replay with "Player C".
     
    In order not to limit the speedrun prize pool to possibly only a few traditional players, each player can only receive 1 prize.
    -If successfully participating in multiple categories one will only receive the highest prize money earned.
    -The priority for which category the prize money will be received if you win multiple prizes of the same value is: 2 player speedrun, 2player style run and 1 player speedrun lastly .
    -The prize money for other runs will instead be given to the next best player/team along the ranking, replacing their original reward and shifting all other prizes one rank down.
    -The position in the ranking will not be affected by this.
    -All winning replays will later be published and attached to this post and a selection of the best will be uploaded to YouTube with explanatory commentary by RadicalX.
     
    Participation Guidelines:
    -To participate, you may not violate any of the rules above. This will be verified by me.
    -Make your final replay (file format is .pmv) available to me via Discord before 01 January 2020 UTC+1 and indicate whether it is a stylerun or speedrun. My Discord name is Emmaerzeh#0240. You can also find me on the official Skylords Reborn Discord Server.
    -You can update your replay submission during the time of the competition any number of times.
    -It is not allowed to pressure the event organizer or other participants to publish tips or replays.
     
    Known Bugs:
    -The Burrower and Swamp Drakes show wrong names if you click on them (that is a mistake in the editor which cannot be changed).
    -Replays of community maps sometimes do not show up in the game Replay viewing selection. This issue has been reported to the developers. A workaround is to open another lobby of a Community Map first and then go to the Replay viewing selection again. Or try close the game, copy the replay to another place, rename it and copy it back to the replay folder. If the replay there shows the gear as an indicator of being broken or outdated, try again later and make sure you have the "IntoTheJungle1.pak" file in your C:\Users\<username>\Documents\BattleForge\map folder. (Auto)saved replays can be found alongside the same path in the folder […]\replays.
    -If you find any other bugs, report them to me.
     
    Current Ranking:
    These are the best currently submitted speedrun times. Styleruns will be determined at the end of the challenge. To foster competition early on it is more fun if you tell your best time right away and do not wait until the last second. Of course, both ways are allowed.
     
    2 player speedruns:
    1. LEBOVIN + Pritstift            15:44 min
    2. Douglas + Dersuchti        24:04 min
    3.[Names] [Time]
     
    Styleruns:
    1. DieBieneMaya + Edlend 
    2. LEBOVIN + Pritstift 
    3.[Names]
     
    1 player speedruns:
    1. Pritstift                  23:11 min
    2. [Name] [Time]
    3. [Name] [Time]
     
    Downloads:
    -Attached you will find the map file which you first have to unpack and then save in your C:\Users\<username>\Documents\BattleForge\map folder. Alternatively, the map can be downloaded directly in game. Make sure to have older versions deleted.
    -Later I will add the collection of replays that won in this challenge.
     
    I wish you the best of luck and lots of fun exploring the jungle!
    Karl Lavafeld (Emmaerzeh)
     
    IntoTheJungle1.rar
  20. Kubik liked a post in a topic by Ultrakool in All-time fastest speedrun rankings   
    maybe this will help
  21. Kubik liked a post in a topic by Shimol in Skylords Reborn - All you need to know!   
    hey guys, i just wanted to thank you for allowing me to relive my childhood, yesterday, me and my brother spent 5 hours just exploring the game and honestly enjoying it, so thank you so so much 
  22. Navarr liked a post in a topic by Kubik in RNG from card packs?   
    you want to say you get same 8 cards in every booster?
    you already get 190 different cards from the boosters that include for example: Rogan Kayle PROMO, Enlightenment, Forest's Vim, Wrathgazer, Volcano, Nox Carrier, Grinder, Brannoc, Jorne, Corsair, Mine, Dryad, Lost Shade, Skyfire Drake, Sunstriders, Swamp Drake, Nomad, Giant Wyrm, Eruption, Regrowth
  23. Halis liked a post in a topic by Kubik in Auto Login   
    I would need to disable it but I think Zyna and/or Ladadoos are working on it
  24. BurningWorld liked a post in a topic by Kubik in Would it be possible to add a maximum loading time in the config file?   
    I am using only SSDs for last few years and from my data some players do not load in 15 minutes I can not imagine on what they emulate the PC
  25. EvilCookie liked a post in a topic by Kubik in Skipping animations   
    I am at work right now, so it was surprise the video even open, but the video quality is very bad (may be caused by some settings here).
    I did not see anything wrong there.
    Can you try on test server?
    instructions: https://discordapp.com/channels/173414671678832640/606796207137882132
    https://cdn.discordapp.com/attachments/606796207137882132/628245180637773849/LauncherTest.exe
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