Jump to content

Kubik

Developer
  • Posts

    1907
  • Joined

  • Last visited

Reputation Activity

  1. Kubik liked a post in a topic by EinsteinV in Community Update #21 - April 2nd 2022   
    Related to the Nature Deep Dive: very good and well thought-through changes. Except for the Sylvan Gate, the Heal support from the gate was the one thing that made it somewhat useful (the heal was significant enough to keep the front unit alive, for longer). Yes it sucked that it takes the support, but maybe that was worth it? And the red affinity is useful. It is a Rare building, but you made it do even less... What does it actually do now, what is its purpose, why does it even exist (considering other cards), and why would I want it in my deck? Maybe give it a passive heal inside its range (like Root Nexus)? The Tunnel is more a bonus, it is not the reason to build that Gate in the first place. Also the blue affinity is kindof underwhelming, especially now with the 100m range.
    Regarding the Root Network: it is very unclear how the support/battery works (mainly due to lacking info / statistics). The passive ability Linked Fire says, up to X entities connected, which now makes it more complicated with the Thornbark (it now being the only entity in the game providing 3 support; all cards now need to state the amount of support they provide). If your network provides 18 support/battery in total (18 connected entities), does that mean 3 front line units with passive Linked Fire of 6 all do max damage simultaneously? Or is the extra support just not used and thus lost/wasted? Does it actually matter if its only 1 supported unit attacking, or if multiple units attack?
    I would also like to see a preview of the root connection range (when hovering the Root ability), maybe a connection preview graphic that it is or isn't in range of the closest rooted entity. Or maybe as simple as Root Nexus and Sylvan Gate, they have the dotted circle, showing its range of effect. It just sucks so spawn something and that you then have to trial-and-error to find its maximum connection location. Maybe also somehow display by how many entities a building/unit is currently supported?
  2. Mynoduesp liked a post in a topic by Kubik in Expanding on the existing card builder website   
    Well the app I posted uses only publicly available sources, I was considering to obtain the data from the game (including pictures), but that would be super easy tool for someone to reverse, and last information I have from @Zyna was that she wasn't yet sure if she wants to make the database format public or not, if that changes I can easily make it load images from game itself, and all the up to date data (or test server optionally), which should be much easier than getting them from wiki.
  3. Kubik liked a post in a topic by Mynoduesp in RTS - It's ups and downs   
    This is not a video about BF/SR, but one about RTS. Worth a watch for ppl interested in dev-ing and the RTS genre in general.
     
     
  4. Metagross31 liked a post in a topic by Kubik in Ingame guild feature   
    @Kapo I get it confirmed 🎉 this very unexpected place for the tag is doable.
    But Hanna wanted to stress out, that we do not have anyone right now to implement it. We have exactly 0 active people for Game Client Developer position 😞
     
    So if it will be decided to to add guilds to the server, I do not think they will be accessible to players any time soon 😞
  5. Lans liked a post in a topic by Kubik in Ingame guild feature   
    What other ideas? I do not think there was any other ideas for chat 😞
    Well using picture slot is possible BUT:
    what pictures to use? if currently available pictures would be used how would you recognize player image from guild image if new set of pictures would be added, what to do when we run out of pictures? tell players it is not possible to create new guilds right now? have many guild use same image? how would you recognize them? let players upload pictures? That would mean there would need to be an game update on every guild creation. Would players want to lose this customization? still not solves the chat part 😞
  6. Metagross31 liked a post in a topic by Kubik in Ingame guild feature   
    Creating Guilds on server side, with tags for players, basic administration capabilities, and chat is very easy task.
    Shared storage and deck sharing would be much more complicated features, because I guess you did not actually mean "like free PvP decks" that can be used by as many players as they want, that would mean each guild would need every card only once, instead of once per player.
    The real challenge is is the client UI, not only that it needs someone with time to do it, but right now I would even say that to me it sounds almost impossible.
    To be more specific the player tags, there is no place I can think of in the current UI where it can be added. The first obvious place would be before name, but some player names are already too long to fit in these small rectangles, so taking space that is already not enough is not a good idea.
    So even if you find someone who have enough time to do the UI, there is still the design problem where to put the tag, because without it, the guild seems weird (at best).
  7. Dallarian liked a post in a topic by Kubik in Ingame guild feature   
    Creating Guilds on server side, with tags for players, basic administration capabilities, and chat is very easy task.
    Shared storage and deck sharing would be much more complicated features, because I guess you did not actually mean "like free PvP decks" that can be used by as many players as they want, that would mean each guild would need every card only once, instead of once per player.
    The real challenge is is the client UI, not only that it needs someone with time to do it, but right now I would even say that to me it sounds almost impossible.
    To be more specific the player tags, there is no place I can think of in the current UI where it can be added. The first obvious place would be before name, but some player names are already too long to fit in these small rectangles, so taking space that is already not enough is not a good idea.
    So even if you find someone who have enough time to do the UI, there is still the design problem where to put the tag, because without it, the guild seems weird (at best).
  8. Kubik liked a post in a topic by Volin in Ingame guild feature   
    Hello all,
    the proposal has been brought up from time to time in recent years, but as far as I know it has not been discussed or followed up in any detail. This suggestion came again up during a brainstorming with like-minded.
    One of the strongest factors that keeps players in a game for a long time, besides intrinsic motivation, will probably be the community. And this is where this suggestion comes in: Most games (at least) have 2 "types" of community, once the common big whole, in our case represented by forum and the official Discord - and then the small, the circles of friends and families: guilds, clans, kinships, whatever. This binding factor is missing in SR so far. In actually all games I have played over many years, or where I have returned again and again over many years, there was something like that.
    Of course you can organize something like that unofficially in the background but having such a system implemented directly in the game will bring more people into such communities. You do quests together, help each other, master challenges together and chat and spend time together, well organized something like this creates cohesion. This led to long term friendships for me with people I met regularly in RL. And I heard other stories like this from friends here.
    Of course, I have no idea of the technical feasibility, but it would actually not be so much needed here: A small guild window for organization (similar to the Friendlist), a guild chat, a guild tag on the name (creates common) - done. In the long run, many more features would be conceivable, but even this basic framework would be a great start, right? I don't want to overload this with the ideas from our brainstorming, but if you want more input, more features are conceivable without end.
    I just wanted to bring this topic up once again, as I personaly think that this could probably help to keep players longer in the game.
     
  9. Metagross31 liked a post in a topic by Kubik in UI: Show if players are ingame or searching for a match   
    you know what would be also great? If we would have source code of the game.
  10. Metagross31 liked a post in a topic by Kubik in King's Ridge - New story-like-map   
    no pleasee not copy EA's bugs
  11. Kapo liked a post in a topic by Kubik in Nvidia 3060 Ti two complete crashes in same day.   
    I can recommend to try disabling OneDrive for the BattleForge folder in documents.
  12. Majora liked a post in a topic by Kubik in add reset button for reset filters of auction house   
    This is "simple" LUA change, and bit harder part will be choosing place for the button. No hackery needed there.
    I think UI department already have this planned, but priority is very low.
  13. Mynoduesp liked a post in a topic by Kubik in Bloodhorn(p) upgrade2(II) Stampede damage vs buildings too high when buffed with Tainted Enrage   
    it was using overkill damage including all buffs as remaining damage (when hitting buildings) plus exactly same issue as (read as copy paste of same bugged code, I am 98% sure it was copied by human working for EA, and not compiler optimization)
    Fixing the issue specifically for all stampede abilities is possible. (And btw melee attack have exact copy of this issue too 😄 and I expect to encounter the wrong formula on quite a few other places, and each can/should/must be fixed separately)
    Fixing this is quite limited scope, so lets hope designers approve 🙂
    All credit for the formula to @wibryz all his research and testing make this fix relatively easy.
  14. Jolares liked a post in a topic by Kubik in Bloodhorn(p) upgrade2(II) Stampede damage vs buildings too high when buffed with Tainted Enrage   
    some interesting numbers:
    game computes that first building is attacked with 9900 DMG which get boosted to 24800 DMG 😮 (total damage done is 0 -> 24800 + 0 -> 14800 overkill 🤦‍♂️)
    second building is attacked with 14800 DMG which get boosted to 34600 DMG 😮 (total damage done is 24800 -> 34600 + 14800 -> 24600 overkill 🤦‍♂️)
    3rd building is attacked with 24600 DMG which get boosted to 54200 DMG 😮 (total damage done is 0 -> 54200 + 0 -> 44200 overkill 🤦‍♂️)
    4rd building is attacked with 44200 DMG which get boosted to 93400 DMG 😮 (total damage done is 0 -> 93400 + 0 -> 83400 overkill 🤦‍♂️)
    5rd building (with commander) is attacked with 83400 DMG which get boosted to 30020.002 DMG 😮 (total damage done is 0 -> 30020.002 + 0 -> 20020.002 overkill 🤦‍♂️)
    6rd building (with commander) is attacked with 20020.002 DMG which get boosted to 11006.001 DMG 🤔 (total damage done is 0 -> 11006.001 + 0 -> 1006.001 overkill 🤦‍♂️)
    in short WTF???
    not even clue where to start looking for what is wrong, is there at least one number right? 🤣
  15. Metagross31 liked a post in a topic by Kubik in Change Quest more than once.   
    I will post here all the actual logic of of that feature:
    🤣 yes this one line is all the logic. In total 39 lines was changed (including empty lines) because I decided to put it to new file, because that makes more sense to me, and I also added config option to skip/use this one line, and 2 new functions UI can use read write this config option 🙂
    But it is not done, there are two kinds of "Client Developers", and UI (the checkbox) to enable it in game will not be added any time soon, even thou it is most probably low effort task it is quite deep in the priority stack.
    In comparison this feature requires Server developer, and most probably both kinds of client developers, to make it work, so I can not add few lines, to make it working without UI on my own 😞
  16. Volin liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    I never heard about any game having boosters random, and I think it would be stupid decision, to make it random.
  17. Xamos liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    And merged, so it will go out with next patch for the main server, I guess UI will not be ready by then, so in config.json in section "ui", add "randomize_cards_in_booster" with value true, and be surprised when when it starts working 🙂
  18. Xamos liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    🤔 to me personally it sound stupid to not have them in defined order, but designers seems to like to have it as an option, so here is an preview:



  19. Metagross31 liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    And merged, so it will go out with next patch for the main server, I guess UI will not be ready by then, so in config.json in section "ui", add "randomize_cards_in_booster" with value true, and be surprised when when it starts working 🙂
  20. Dallarian liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    😛 no 😛 I made only a config option for it 😛 I am not touching that GUI 😛 you can make it yourself 😛
  21. Mynoduesp liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    😛 no 😛 I made only a config option for it 😛 I am not touching that GUI 😛 you can make it yourself 😛
  22. Metagross31 liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    🤔 to me personally it sound stupid to not have them in defined order, but designers seems to like to have it as an option, so here is an preview:



  23. Kapo liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    🤔 to me personally it sound stupid to not have them in defined order, but designers seems to like to have it as an option, so here is an preview:



  24. Eirias liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    🤔 to me personally it sound stupid to not have them in defined order, but designers seems to like to have it as an option, so here is an preview:



  25. Kubik liked a post in a topic by Ultralord in Adding additional options to filter cards   
    Old thread but with the new filter system you can now do it your self.
    My daily used filters:

    upgrade=1&charges<1&copies>1
    upgrade=2&charges<2&copies>1
    upgrade=3&charges<3&copies>1
    --> That are cards which i can apply a charges upgrade
    upgrade=3&copies>1
    upgrade=2&copies>2
    upgrade=1&copies>3
    upgrade=0&copies>4
    --> That are cards which i can sell / reforge
    (i keep the cards i will need up upgrade the charges to max)
     
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use