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Kubik

Client Developer
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  1. Kubik liked a post in a topic by chickennoodler in Low priority: Reduce decomposer ability range maybe   
    Maybe an ability range of 50m siege range on a building used mostly to speedrun feed or kill void recycle ones own units at close range is excessive.
     
    This is such a minor issue, but the large range is mostly abused for denying allies ground presence. Unless speedrunners need the range that high, reducing the range will mostly only hurt decomposer trolls without hurting functionality.
  2. Damo liked a post in a topic by Kubik in Community update #16 - December 18th   
    If you think balancing cards is easier solution, why not apply for "[Open] Balance Developer" position, to try out for yourself?
  3. Bkingn liked a post in a topic by Kubik in The map generator is one big BUG   
    How are we supposed to fix it, if we do not have source code for it?
  4. Kapo liked a post in a topic by Kubik in [Help Needed] Wav to snr converter   
    As announced in our 11th community update, we decided to open source wav_to_snr (repository link). This is a very simple application that allows you to convert audio files to a format that is compatible with BattleForge called SNR.
    SNR is compressed a lot, and it is lossy compression (over 70% of data is lost). Sample count is the same as WAV, but for most samples only 4 bits instead of 16 bits is used for the value, that means 16 possibilities instead of 65536 possibilities. It is not that bad as it might look at first look. There is some function (difference from previous 2 samples) applied so the dynamic range does not need to be that big, and only precision is lost.
    Currently it works this way: for each block of 32 consequent samples it tries all "configurations" and calculates all samples in the block, then pick the one that have on average smallest difference from the original sound. The problem with this is that if the original audio is decreasing at the end of block, but the compressed one is increasing it, it can still be the one with smallest difference, and if next block start lower than the source, the difference between the last sample of the block and first sample of the next block will be even greater because of that.
    In theory "configuration" should be picked so that whole audio wave is as similar shape as possible, instead of absolute difference for each sample averaged over independent blocks. But comparing shapes of waves is much more complicated thing, requires much more computation time, and what is most important it is much more complicated to write.
    So if anyone will improve the algorithm it would be great 🙂 right now it is kind of unusable for voice 😞 but for some simple effects it sounds kind of maybe acceptable.
    If you want to just play existing file check out:
  5. Kubik liked a post in a topic by Majora in [Help Needed] Wav to snr converter   
    I know this one got overshadowed a bit by the new-patch-hype, but we would greatly appreciate the help from the community for making the implementation of voicelines possible. We already have two cards fully recorded and ready to go, with others in various stages of recordings, but they are currently on hold because of the mentioned issues. 
    Please help us out 🙂 
  6. Demiron liked a post in a topic by Kubik in Community update #16 - December 18th   
    🤔 what "hostility"?
    I personally do not like the reforging, so I do not need to hear how people like it.
    Position of "Balance Developer" does not require any technical knowledge, and usually applicants get to try it before their application is being processed.
    It just need crazy amount of time per card. And there are 1000s of cards.
    I did not ask about position of designer that have more to do with re-balancing the cards. I would say these positions also not require highly technical knowledge (depending on how you categorize math).
    I hope it will not sound aggressive to you (again), but how you can judge a concert if you are not musician? All concerts I heard in television was just some people doing noise, no useful information, no fun, so I have no clue why would anyone want to watch that.
    And to be honest I feel the same about any soccer game, you get score, so you know who win, what else would you want to judge one it?
  7. Soy liked a post in a topic by Kubik in Community update #16 - December 18th   
    🤣 this weirdness is intended, but do not ask me why I was given some explanation I did not understand.
  8. Kubik liked a post in a topic by Soy in Community update #16 - December 18th   
    Intended to make people with OCD go crazy?  It makes no sense....LOL
  9. Kubik liked a post in a topic by Soy in Community update #16 - December 18th   
    I see where Demiron comes from with his observations regarding the forging system.
    I played BF when it first launched and had 10's of thousands of BFPs because of buying cheap retail packs.  Cases of them actually.  I had every card I wanted and many of them.  So many that I had a huge shop selling C and UC for gold so new players could make complete decks.  I would have LOOOOOOOOOOOVED the forge system then.  But what would have happened?  I'd probably have stopped selling my C and UC for gold and put them in the forge.  This would make it harder for a new player to have a dependable path to solid decks.  Instead they would be entirely at the mercy of rng and grind.
     
    Now I'm back to the game maybe six weeks.  I've been buying commons on the AH to fill out my decks and saving toward more expensive cards that I enjoy playing with.  The prices for those things have now doubled or tripled or are simply not available.  The hill new players have to climb just got much steeper.  If I'd been playing for a year or more I would be ecstatic.  A new system that lets me use all my unwanted cards with potential to get something better or different.

    Honestly with how many cards are in the game the time it would take for a new player to have 4< of a card to begin forging is insane.  
     
    Another observation of mine is that the color output does not make sense.  If I put in shadow x3 and fire x1 it would make sense for the output to show 75% shadow and 25% fire chance of the forged card.  Currently it is 25%, 25%, 25%, and 25%.  If I put shadow x4 then it shows 100% shadow output.
     
    Appreciate all the effort that went into this as I think it is brilliant.  Hope we can find a way to balance the newer player's experience though.  It just got much harder to get cards for them.
  10. Kubik liked a post in a topic by Kapo in I cant login   
    Server is currently down for preparation of tomorrows update
  11. Mynoduesp liked a post in a topic by Kubik in Simplify searching cards for upgrades and auctions   
    Improve experience when viewing / auctioning owned cards.
    1. Done... You can filter you inventory 🙂
    2. This would need server support 😞 so I can not do anything about it
    3. Done... You can filter you inventory 🙂
    Item Search
    1. This would need server support 😞 so I can not do anything about it
    DISCLAIMER: I am not sure if these changes will make it to the next path, but I really hope so.
  12. T1421 liked a post in a topic by Kubik in Simplify searching cards for upgrades and auctions   
    Improve experience when viewing / auctioning owned cards.
    1. Done... You can filter you inventory 🙂
    2. This would need server support 😞 so I can not do anything about it
    3. Done... You can filter you inventory 🙂
    Item Search
    1. This would need server support 😞 so I can not do anything about it
    DISCLAIMER: I am not sure if these changes will make it to the next path, but I really hope so.
  13. Volin liked a post in a topic by Kubik in Increase mailbox size   
    fixed client so it can handle up to 127 mails after next patch. (It is still up to server to chose any number that is not higher than this. I guess something round like 120?)
  14. Metagross31 liked a post in a topic by Kubik in Increase mailbox size   
    fixed client so it can handle up to 127 mails after next patch. (It is still up to server to chose any number that is not higher than this. I guess something round like 120?)
  15. Majora liked a post in a topic by Kubik in Increase mailbox size   
    fixed client so it can handle up to 127 mails after next patch. (It is still up to server to chose any number that is not higher than this. I guess something round like 120?)
  16. Dallarian liked a post in a topic by Kubik in Increase mailbox size   
    fixed client so it can handle up to 127 mails after next patch. (It is still up to server to chose any number that is not higher than this. I guess something round like 120?)
  17. Kubik liked a post in a topic by Cocofang in Community update #15 - December 3rd 2021   
    Tweeto continues to do such a bang up job emulating the artstyle.
    As for the name, I would lean a bit into the naming scheme of less serious, rugged names that you can imagine being bellowed across a tent while everyone is getting drunk. Things like "Boom Bomb" from Artillery. Bandit Launchers "Firebug". Corsairs "Big Fat Cannon" and Rioter's Retreat "Uproar". Descriptive, visceral names that you can yell even while drunk on gold and booze. "Treacherous Path" sounds a bit to lofty to catch on with Bandits.
    And a different name would help differentiate the card from "Mine" and Soulhunters "Minefield".
    Name: Desert Carpet
    Ability: Toeclippers
    The idea is based on carpet bombing as the area is similar. It is also something that I can imagine crafty Bandits saying. "Let's lay out the desert carpet for these folks.", making fun of the more civilized nations and their customs.
    The ability itself is the more grounded version and represents a type of dark, macabre humor I see as very fitting for Bandits. Since mines are equally meant to cripple and kill I imagine Bandits might have fun ironically belittling them as Toeclippers. Knowing fully well how devastating they really are. "Harhar, hope they don't mind some Toeclippers."
  18. OwedEvil liked a post in a topic by Kubik in Sudden bad stutter   
    based on your description I would more likely guess ti to be an network issue. But what I can say for sure is that it have nothing to do with .net, because game itself does not use .net.
  19. Kubik liked a post in a topic by Cocofang in too much cards not worth for ah   
    If you were able to trade up lower rarities to higher ones, then the excess of low rarity cards would get diminished to the point where it's actually worth it again to put them into the AH.
    And if it turns out the supply becomes so low that the prices, even for Commons, become unreasonable, then opening Boosters would be very lucrative once more, since even the crap cards would recoup some cost. Which would then increase supply again. Right now the value of an opened booster is determined by just a couple of cards that are valued for more than multiple boosters. Every booster not containing one of the top tiers is a big loss overall at the moment. So with enough economy participants, it should find a new balance.
    But the most important points are that it would stop endlessly inflating Ultra Rares by increasing supply (as people trade up) and the bottom tier Commons/Uncommons become a bit more valuable as the excess gets culled. Being able to trade up should have the effect of lowering the price ceiling while giving every card inherent value (if only as material to trade up), raising the price floor. It would also serve as a soft BFP sink, as cards are just another manifestation of BFP (they get generated through boosters, which are generated through BFP).
    Actually, I think a quick-sell option of turning cards directly back into BFP would be detrimental. It would generate even more BFP, which is the last thing the game needs.
  20. Kubik liked a post in a topic by Metagross31 in Campaign Incentive   
    I like the idea of a random "map of the day" thing. Maybe it could be made, so that reserve drains faster or you get more gold from that map.
  21. Kapo liked a post in a topic by Kubik in Ocean - Crash right at the start   
    kind of 😞 it is much more complicated than that, and I do not really follow what was released yet to main server and what not.
    But simplification can be that 1280 mean allow DX 11 or lower, 1025 mean allow DX 10.1 or lower, 1024 means allow DX 10 or lower, 768 means DX 9.0c (or lower part get really complicated here)
    And one thing we changed is default value in case the number is not know by BF, from fallbacking to 768 (DX 9.0c), to 1280 (up to DX 11). (so using 65535 result in either 768, or 1280, based on if that change is live already)
    problem is that all of these implementations are broken and crash for some people, so there is no value that would work for everyone 😞
  22. Kubik liked a post in a topic by Majora in Barrier to Entry   
    Hey there, and welcome back! 

    There is quite a lot to dive into, so ill try to touch on a few subjects shortly, before this too becomes an info dump. 
    Before I start, here is the link to the Wiki, which also contains tons of information. 
    PvP 
    It is true that the PvP scene is currently quite small and thus has a established meta and most players know what they are doing. I would advice to get a bit more comfortable with the game in general before diving into PvP, but there are a few resources I would like to point out:
    - You can get free, fully upgraded, level 120 decks for playing PvP. Those can only be used in the PvP mode, but it prevents you from having to grind or playing an uneven match. You can find them by clicking the sword on the top right, and you can grab 2 and change them every week if you feel they dont fit your playstyle. 
    - Here is a (slightly outdated but still helpfull) pvp guide. I already requested this one to get updated in the future, but it should still help you get started.
    - There is a PvP tournament this Sunday that gets streamed live. Feel free to drop in the Twitch chat, watch a few matches and ask questions. Everyone is always willing to help out new players. Also, there was a Rookie tournament not that long ago, where the best players were not allowed to join. There are definitly more people like you who are interested in PvP but fear the entry barrier. You can rewatch the tournament here on our official Twitch. Lastly, every wednesday Toggy hosts the BattleForge fightclub, where you can watch or play some matches with commentary and support. By watching these for a couple of weeks, I quickly improved myself, and its always fun to hang out. 
    PvE
    The best advice I can give here is: just go with whatever you enjoy. By playing each day, completing maps and daily quests/archievements, you will quickly find yourself gathering a nice collection. If you have no clue what to play, just pick a card or unit you like or thinks looks cool, and build arround it. Nothing is set in stone, and you can always trade or sell your cards if you change your mind. For playing the game on standard or advanced, you can mostly get arround with basic decks anyway. Otherwise you can quickly find yourself spending hours reading up on the hundreds of cards, and I can imagine that can be quite tedious. 

    General Questions
    Some of the specific questions you have are a bit unclear (there are quite a bit of numbers on a card, which one are you referring? :P) but ill try to explain it with a mockup;

    Affinity
    The outline of another color you are referring to is an affinity.
    Affinity was added to cards from the expansions of the game, essentially making two card types out of each card design and ingame graphics. Each affinity type has separate Abilities, and consequently the utility and value of each affinity of the same card can vary considerably (or not matter at all).
    For example:

    Nether Warp comes in two versions, a green affinity and a frost affinity. This has nothing to do with the actual orbs needed to cast it, its just a flavor thing. 
    Both spells create a teleport zone from A to B, but the Green affinity heals the units that pass through, while the blue affinity slows the units that pass through. This results in the blue version being used more defensively, while the green one gets played more aggresively. 
    Some cards have affinities that drasticly change the use of a card, while others are completely neglectable because they change something about the card that wasnt used anyway. Regardless, it can explain why some versions of cards are way more expansive on the market than their other affinity. 
    What are the differences in playstyles between the factions and which ones should I combine?
    This is very personal, but here are some general tips and descriptions of the factions:
    Frost - Defensive, less micro intensive, units dont have a lot of abilities, easy to understand for newer players
    Nature - Control, healing, great archers, good spells and healing can prevent you from being punished for being out of position. Shaman is a very important card though, and he is quite expensive.
    Fire - Aggresive, more attack than defence, damage spells, decent for starters (just blow stuff up) but you lack defensive spells. I know a lot of new players do enjoy fire, and it can still work quite well.
    Shadow - High Risk, High Reward. Most shadow units use more complicated game mechanics, like sacrificing units, or using corpses. Also, most shadow cards need upgrades (see info below) to be effective. Hence, I would not advice to start with shadow (even though its my favourite faction). 
    The unit combinations mostly lean into what you could expect of combining two of the above. The factions that are the least supported are Fire/Frost (dont have unique cards) and Nature/Shadow (only one unique card), but even they can work very well together (I completed the campaign with Nature/Shadow myself back in the day). 
     
    Upgrades
    Each card can be upgraded 3 times. Sometimes this can be a simple stat buff, but sometimes they gain completely new abilities (mostly Shadow cards). Because of this they are crucial for PvP, and helpfull for PvE. The idea is you slowly upgrade your deck once you reach the harder campaign maps and get more cards. You get upgrades by beating maps, or buying them with gold. 
     
    Well, I guess that still ended up being a lot of info, but I hope it answered most of your questions. Lastly, every day you can buy a booster with a discount if you played for 45 minutes. Be sure to do so! If you have no clue what to play yet, Id advice to not bother too much with the market yet, and just see what you get from boosters: play what you like, sell what you dont. 
    Let me know if you have any other questions 🙂 
     
  23. Kubik liked a post in a topic by Volin in client   
    Why a new thread, why not answering the question that was put: Did you try a VPN? Probably not, but blame the game ... 😕
  24. Kubik liked a post in a topic by Kapo in Easter Egg has a Name Tag   
    NAME: see title
    DESCRIPTION: Easter Egg has a Name Tag, like players have in Multiplayer Games.
    REPRODUCIBILITY: Enter the Forge. Summon a Easter Egg. 😃
    SCREENSHOT/VIDEO:

    LOG: None needed.
    ADDITIONAL INFORMATION: Another total uninteresting, low priority bug. But reporting is my honorbound duty.
  25. Kubik liked a post in a topic by Metagross31 in An increase in game speed as an option.   
    While I think that the idea sounds interesting, there were two things which immediately struck my mind:
    1. Speedrunning. Being able to play the game at say 0.8x speed, it would make it much easier to hit crucial timings and micro more efficiently. This would (probably) make speedrunning somewhat easier, but also more time consuming, since every reset then means 25% extra time loss.
    2. Grinding. Giving the option of increased speed would mean, that people can complete maps much faster, also the typical farming maps like BH and GoL or even rPvE9. They could speed it up to a point, where they can still manage to play correctly and control their micro, but maximize the gold gained per time. Since farming is already usually seen as problematic, this would definitely not help with that issue.
    All in all I am not a priori against such an option, but I would not want it at any cost and make sure, that it does not break anything/make it worse when being implemented.
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