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Mynoduesp

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Everything posted by Mynoduesp

  1. Idk if forcing player into a specific expert mode is ever a good idea. Forcing players to play certain difficulty (depending on their PvE rank) is okay. You still leave the player the choice where he*she wants to complete the quest. Forcing players to play certain maps I can get behind. Going back to an earlier map in the story (which I normaly don't play) is always fun and forcing a bit of story progress isn't hurting. The problem lies in the combination. It's quite restrictive, especially to newer players. This will be even more apparent after the reset.
  2. Random deck something alike "ultimate bravery" from League would be hype. One would need to write a code for a playable deckrandomizer (with game logic, aka. orb requirement logic etc) though. Which might be quite a challenge on its own. ^^
  3. - Infected: Squads spawn 1/2 Nightcrawler with activated frenzy (global or only for enemies, spawned units belong either to enemies or to neutral enemy) - Powerless: No/less energy/void evergy at the start - Onslaught: Generic buffs for enemies (squads and buildings): reduced/increased damage taken, reduced/increased damage dealt, enemies regenerate x% health per second - Scorched Earth: Buildings take X% more damage (already mentioned) - Shared Pain: damage friendly units recive is also dealt to surrounding friendly units - Befallen: Friendly squads cannot be healed - Disenchantment: Friendly squads cannot be buffed (both buff and debuff) - Spellblock: Squads cannot use their active abilities - Martyr: Squads cast a neutral-enemy spell on death
  4. They appear when you select a specific Type:
  5. @Maze I gotta be honest... When I commented "I love it!", I played around for like 5 minutes on the site. I've played around a bit more now and have to say, this whole thing is amazing. I love the possibility to toggle on multiple choice for just one filter and how you implemented it: I love the possibility to set individual filters for cost and HP (damage really dosnt make sence, but that is not your fault but just how the damage number is calculated): I love the over the top sort options: Even though I'll never use it, I love the integration of upgrade drops (although I have no idea if it is accurate): Well and there's that: Out of all the changes you did, the Toggle Ability Tags is the one I'm both most impressed and most dissapointed. The Show All button not only shows all abilities, but also all the reasons why Battleforge is as unintuitive as it is. I think the collapes view (as shown above) should have the most frequent occuring options shown. What they are... I unfortunatly don't know ? But I guess that was your sort criteria as well and works pretty good for Passive Abilities. Not as much for Autocast Abilities, Switch Abilities and Effect. The 9th option of Autocast Abiliteis: Acherontic Jet already is at 2 sources and the 2nd option of Switch Abilities has only 2 sources which are two affinities of one card. I suggest only show abilities which are mentioned on 3 or more individual cards (exluding affinities and promos). I think else... I have nothing to complaing about... It's funcioning great, looks amazing, is user friendly and (at least for me) very intuitive. I didn't check it out on mobile yet, but honestly it could be terrible and I'd still love it. The most improvements to be made are not up to you, but up to devs to change Hamstering Rage into Rage and Cripeling Bite as example. Keywords are godaweful in this game and you did the best out of it. I'll continue to follow this project with great interest and curiosity. Kind regards, Myno
  6. @Maze Holy shit dude... Are you single? I love it!
  7. While a hardcoded AI (similar to AoE2 first generation AI) would be technically possible, it would require a whole lot of effort to make one which would still be terrible at the game. An AI coded with a neural network would be possible, but couldnt be implemented in gamescripts as far as I know.
  8. When you control a "Spikeroot Automode change (SquadId: 2000856) on the map Titans and put it into a control group it will show (in my case) as a Magmahurler. It is shown correctly as a Spikeroot when in a control group on his own. I have experienced this behaviour not only on this combination of mind controlled PvE units. It seems that only one type of PvE unit gets an image in the control group. The number of units is displayed corretly, it just shows one icon for all different mind controlled units.
  9. @Pigslord @gemeiner Lauch Here's the vod:
  10. The titel, don't tell me i need to click the blue star :'D
  11. I'd never imagined someone would optimise a BG MotM lvl1 run XD
  12. I get linked to the first post instead of the latest, new or unread post as well. I'd wish it would link to the oldest unread post in the thread, but doesnt.
  13. Reference to Balancing Discord decision: https://discordapp.com/channels/604212371828899851/768046886812647454/772973578881990696
  14. Reference to Balancing Discord decision: https://discordapp.com/channels/604212371828899851/768046723448307722/772969620000473099
  15. @Maze I find myself using SMJ again and again as a card database since it includes more datapoints than any other I've found so far. Species, Class, Off/Def/Att/Mov Type, Building Type and Spell Type are just great to for the kind of searches I use it for. But I miss the option to have multiple choices selected. It may not make much sence to a marketplace search function though... That's probably why you didn't add it. I'd just love to see a box I can check to allow multiple choice. Also, IMO the reset placement is a bit unintuitive. Maybe left or right of "Name" would be more intuitive, especially when you select a "Type". If you're interested in making a seperate card database with more search options/features check out this thread: Anyways, still love the project.
  16. Giant Slayer's Stalwart passive ability (Unit cannot be knocked back) is just Steadfast, but somehow got its own keyword. Hamstring Rage is a combination of the Rage and Crippling Bite abilities. Unlike other cards like Corsair where one ability just isnt mentioned on the card here, the original devs chose to combine them in one note. :shrug:
  17. While hunting some inconsistantcies i stumbled upon Revenant's Doom (active ability from the Lost Souls tribe). Unlike its counterpart Transformation (active ability from the Twilight tribe) from, Revenant's Doom is placed last in the ability list which makes its shortcut inconsistant when the unit has additional active abilities. Units affected by this are: - Lost Dancer - Lost Reaver - Lost Grigori (further inconsistantcies when mode switched) - Lost Warlord - Lost Spirit Ship Since it isn't a real bug, not even a real inconsistantcy, I thought I'd ask here for opinions. IMO Revenant's Doom should have first priority thus being always on the same shortcut (Y/Z). The same "issue" occurs with other tribe active abilities like Tunneling. While Burrower has Tunneling as the primary ability, Deep One has it as the secondary. Same principal can be applied here, Tunneling should have first priority thus being always on the same shortcut. Tribe abilities with same thought process: - Revenant's Doom from Lost Souls tribe - inconsistant (Lost Grigori mode switch) - Tunneling from Deep One different from rest of Tunneling tribe - Stampede from Mo/Promo Mo different from Juggernaut & Bloodhorn - Root from Sun Reaver different from rest of Root tribe (exception Treefiend which is both Twilight and Root tribe) - Selfdestruct from Morklay Trap & Fire Bomb - Transformation from Twilight tribe - consistant on primary shortcut - Sacrifice from Lifestealer, Shadow Mage, Mutating Frenzy & Necrofury - consistant on primary shortcut
  18. The target for an additional money sink is not to increase booster values (which always stay the same). The taret is to reduce the pricegaps between highvalue and low value cards recived from boosters. In our current economy more and more bfp and thus cards are pumped into circulation and since boosters are boud to their value the only way for cards to retain their combined value is to increase high rarity (and demanded) card values while low rarity cards (and undemanded) drop in price until they're basicly worthless. This will generate an economy with ultra rare cards being ridiculously pricy while common cards can't be sold even for 3 bfp. The current faction boosters help to keep supply of certain cards in check and the effect is spread evenly between all cards instead of just a couple of cards (like it was before with Infect etc.). All in all: An additional money drain does not prevent this from happening, but it slows down the process by keeping the rich occupied with draining the economy instead of flooding it. The rich ppl in the economy have the biggest impact on it and could excellerate this process by buying a lot of boosters at once, basicly flooding low rarity demands and therefore raise prices of high rarity cards.
  19. "All ranged attackers" In game: All ranged allied units Expection could be: All ranged units
  20. When summoning two Dryads and swith one of them to "Nature's Wrath" and then select them as a group the abilities for "Switch back." and "Nature's Wrath" aren't consistant for both affinities. While the frost affinity prioritises (shortcut Y) "Nature's Wrath", the nature affinity prioritises (shortcut Y) "Switch back.". Tested on both servers: live and PBE. Same results.
  21. Just want to correct myself, I missread this part:
  22. The rewards will be distributed on the current live server. And therefore be lost during the wipe. (edited) The booster is after the wipe, missread the original post. Other rewards are not.
  23. PvE community challenges! There's a lot of restrictions and bonus objectives just waiting to be made. Back in the days I've participated on the tutorial deck challenges like the one linked below. Love'd them and am looking forward to you as a host for these events.
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