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Kubik

Developer
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  1. Metagross31 liked a post in a topic by Kubik in Girl power, what are male/female units?   
    you can use inventory filters "class:female" and "class:male", but I think there is no way for players to figure it out for NPC enemies (even if same-ish card exist as playable does not mean EA make it consistent and set this class same)
     

  2. Mynoduesp liked a post in a topic by Kubik in Girl power, what are male/female units?   
    you can use inventory filters "class:female" and "class:male", but I think there is no way for players to figure it out for NPC enemies (even if same-ish card exist as playable does not mean EA make it consistent and set this class same)
     

  3. Kubik liked a post in a topic by Bini Inibitor in Add an option to mute pings   
    If feasible of course.
    Not much to add here. I put certain people on my ignore list for a reason, either because they can't keep their mouth shut or grief the game. Unfortunately putting them on ignore doesn't disable their pings and some of them have the tendency to make obnoxious use of it. I suggest either adding such functionality to the ignore list or allow muting chat and pings separately.
  4. Kubik liked a post in a topic by Kapo in Defending hope buildings only achievement bug   
    Any chance we will see this fixed?

    I had the same expierience, and I think having a "buildings/spells only" that requires a workaround to have a unit is rather lackluster.
  5. Xamos liked a post in a topic by Kubik in Patch #400033 - 5 June 2022   
    @Carofex but you could already do that since last year 🙂 and you probably want "copies > 1" instead
    if you want to read more: https://forum.skylords.eu/applications/core/interface/file/attachment.php?id=11412

  6. Pablo Snackobar liked a post in a topic by Kubik in I sort of fucked up the Resolution scaling and cannot change it back due to the screen eating up the options window   
    you can either try to change the resolution, but based on you saying you do not know what to do with that information, you can can just delete the config file and new one with everything default including the resolution will be created
  7. Metagross31 liked a post in a topic by Kubik in 3D models for printing   
    🤔did you look at this topic?
     
  8. Ultralord liked a post in a topic by Kubik in Expanding on the existing card builder website   
    main.rsCargo.toml I do not mind these 2 files `card_templates.rs`contains enum `CardTemplate` which I take out from the proxy, so that contains some `secrets` and I am lazy to filter that out 😛 it also derives `strum_macros::EnumIter` which should be enough for Rust programmer to imagine what it is, and for non Rust programmers the source code would be unreadable, because it is generated with macro.
    [WARNING] The code looks terrible, because I did the main logic it in just few minutes 😄 and especially the part that obtains the images is terrible, which was actually harder that the main logic itself 😄 and it contains really hack for mapping IDs.
    https://cardbase.skylords.eu/Cards/GetCards is useless because it does not have all cards, like "Amii Paladins", "Bandit Minefield", "Bandit Sniper", "Banzai Lord", "Coat of Protection"...
    And fixing that page would not be an easy task 😞 I know because I did looked at it, but if @T1421 want to help... we can talk about it 🙂
  9. Metagross31 liked a post in a topic by Kubik in RPvE Enemy Selection Options   
    options are multiple.
    The most complicated one would be to create selection with sliders in the UI, then send that selection to the server, server would send it back to the game, and game would modify the probabilities based on that, but it would also require to change replay format 😞 so some work on server, lot of work in the UI, and lot of work in the client (because I have no clue how to change the replay format)
    Rewards could be proportionally decreased.
    Another option is to create an UI with check-boxes, then send these check boxes to the server, and server will be skipping seeds until it find one that have that have the wanted. Small work on server, and not that much work in UI (if you can find place for it), that would require no changes to the client because replay would already have all needed information.
    Rewards could be proportionally decreased. for example 0 if you select only 1 option, and 100% if you select everything.
    And another option I can think of is for test server only user config file that would define this. It would be only small change in the client, and test server replays are not guaranteed to work for others anyway.
    And one more option is to open the editor and generate the map yourself, and then play it in the community map section. (No changes required)
  10. Lans liked a post in a topic by Kubik in T1 cards for Twilight, Stonekin and Bandits etc.   
    🤔 in MTG you need to play the mana, by "your human action" there is no "mana will be auto-magically played when you try to play a creature".
    It would be confusing mechanic at best, why some T1 can be played and some not, not sure if we can even enforce it, but then you would most probably get even more confusing error message.
  11. Deadman liked a post in a topic by Kubik in T1 cards for Twilight, Stonekin and Bandits etc.   
    half-orbs are possible, but which orb would you want to get when first card you spawn is half-orb card? you can not select that orb, so it could create an situation in which it would be the only card you can play on T1, just because all other T1 are for the other orb. That is the reason why half-orb T1, or neutral T1 will not exist.
  12. Kapo liked a post in a topic by Kubik in T1 cards for Twilight, Stonekin and Bandits etc.   
    🤔 in MTG you need to play the mana, by "your human action" there is no "mana will be auto-magically played when you try to play a creature".
    It would be confusing mechanic at best, why some T1 can be played and some not, not sure if we can even enforce it, but then you would most probably get even more confusing error message.
  13. Metagross31 liked a post in a topic by Kubik in T1 cards for Twilight, Stonekin and Bandits etc.   
    half-orbs are possible, but which orb would you want to get when first card you spawn is half-orb card? you can not select that orb, so it could create an situation in which it would be the only card you can play on T1, just because all other T1 are for the other orb. That is the reason why half-orb T1, or neutral T1 will not exist.
  14. Kubik liked a post in a topic by Lans in Community Update #21 - April 2nd 2022   
    I totally get that and that is why I said "ideally" (actually should had been there day 1 pre-SR days) and "nice to have".
  15. Lans liked a post in a topic by Kubik in Community Update #21 - April 2nd 2022   
    And I would like to see the source code of the game, but unfortunately I think both of us are out of luck 😞
    "they have the dotted circle, showing its range of effect" that is not correct 😞 the circle is different size, than the range of the effect 😞
  16. 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?
  17. 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.
  18. 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.
     
     
  19. 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 😞
  20. 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 😞
  21. 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).
  22. 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).
  23. 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.
     
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