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Mynoduesp

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Everything posted by Mynoduesp

  1. Damnit, that's the name of my MOBA map in development. Unexpectedly drastic change. Surely good for monitoring and testing, expect prices of most expensive card pool to drop and other rare card prises to rise, thus normalizing the most expensive card prices. My current rough and unbacked estimate for shadow cards is a pricedrop of 15-25%. I'll comment on the prices during the next week, hopefully with some math to back it up. I'm following this topic with great interest.
  2. I agree, more PvP quest - with equal payout/reward to PvE - is the way to go. You're also right there are too few to be an actual option currently, but additional quests is one of many goals for devs to implement before launch. There's already a megathread (by Treim if I'm not mistaken) about new quests where ideas can be posted. I recommend any PvP enthusiast to check it out and come up with ideas there.
  3. New patch, restarting your computer helps on my end. Else try to get technical support in the discord channel or in the proper forum category.
  4. I can only talk for myself here: I cannot stand this games PvP one bit. It feels too clucky, too random, too slugish. That said, I'm fine with PvP balancing and also love to see events (just without me playing). That said, what I really don't like would be high rewards just because it's a smaler playerbase: I'd feel "forced" into PvP. The feeling of missing out too much rewards would be too great. Yeah I could reroll to PvE quests (or disable PvP quest at all), but I am a greedy bastard and wouldn't reroll and sit through shity matches against equaly shity oponents. And that all besides the posibility of wintraiding. I don't think more PvP rewards would make PvP any better, I even thinkt the opposite might come true.
  5. DESCRIPTION: Lost Horror red/infused affinity wrongly spawn the green/gifted affinity of itself as Revenant when Revenant's Doom was activated beforehand. The green/gifted version functions correctly. SCREENSHOT: See below. LOG: None, yet again! :* ADDITIONAL INFORMATION: Checked all other lost souls units with the Revenant's Doom ability, all function correct on the test server (!). Lost Horror buggs on both live and test server.
  6. DESCRIPTION: While the card Green Peace functions correctly the description doesnt differentiate between the blessed and infused effect unlike (almost) every other card with affinities. Would be nice to change "Protect the Environment!" to "Blessed/Infused Protect the Environment!". Other cards I found with inconsistencies in their wording are: Core Dredge - Siege / Shatter Ice Thunder Wagon - Siege / Tainted Death Lost Dancer - Siege / Tainted Blast Forest Elder - Pest Plants / Flower Power Hammerfall - Breeze of Strength / Breeze of Life Equilibrium - Harmonic Heal / Emergence Heal Howling Shrine - Paralizing Shot / Strangeling Shot Amok - Tainted/Infused: Friend or Foe? All cards in this post show the influence of the affinity perfectly (red, green, blue or purple outline). In case of Core Dreges and Thunder Wagons "Infused Siege" ability I can see the argument to leave out the prefix, similar to Nightguards and Stormsingers "Gifted Swift" ability. However, Core Dredges ability Shatter Ice should contain the "blessed" prefix, similar to the "Tainted Death" of Thunder Wagon or "Tainted Blast" of Lost Dancer. Forest Elder, Hammerfall, Equilibrium and Howling Shrine make kind of sence to not name them by their prefix since they're quite different to eachother. A change is still debatable. Lastly Amok is the only card with a colon [:] after the affinity prefix. Wording consistancy should be maintained and the colon removed. SCREENSHOT: Can't upload atm & not needed :^) LOG: None. ADDITIONAL INFORMATION: Searched for older bugreports for Green Peace, couldn't find any. Checked on test servers too.
  7. Considering the PvP playerbase compared to PvE and that these decks are restricted to PvP (and even more restricted to a rotation), I'm certain the market will only experience minor impact. Even PvP exclusive cards should maintain their value.
  8. You're telling me YOU care about who came up with ideas originally? Unfortunately, I can't change that. ?
  9. There's no stealing, it's a group effort to get the balancing right. A good idea should be popularized, in the end noone should care who came up with it originally. ^^
  10. It does matter. Do you remember old BF with preorder promos? Do you rememver how fucked the market back then was?
  11. DESCRIPTION: On the card, the attack of the infused affinity Twilight Creeper should be called "Infused Spit" instead of "Tainted Spit" like it's correctly called while hovering over the card (in library as well as in play). REPRODUCIBILITY: Yes. SCREENSHOT: See below. LOG: No. ADDITIONAL INFORMATION: Have not looked at it on the test server (sorry), but scimmed the forum for an earlier bugreport.
  12. After checking how the "outcries"-script functions, this is a better solution: Instead of the original two OnOneTimeEvent for setting Outcrie-flags true when mv_ViridyaTryCounter increased are now two OnToggleEvents which trigger their OnCondition when the counter reaches 1, 2 or 3. OnAction they set the respective Outcrie-flag true which plays Viridyas voicline. The only OffCondition is the counter moving away from its triggervalue, thus making the Eventblock reusable. The third Event which originaly made the bug occure stays a OnEvent block which additionaly to before resets mv_ViridyaTryCounter to 0. viridyatry.lua
  13. I asked this question during the stream (when they anounced the patch) and they confirmed the same droprates. As well as restricted promos (only from available pool). Additionaly Ladadoos said legendaries are split up between the factions (thematically), my guess being to not overinclude them (which is nice). How they're distributed exactly I don't know. Might be something on the testserver though.
  14. Doesn't matter if they know - until Ladadoos actualy put a pricetag on it even I didn't know. No, no, no, no. The value of a basic booster IS 450. The only argument to be made is about a small playerbase and market activity. With that comes pricefixing/scams, market manipulation, flipping and supplygaps (which you mentioned). You cannot mix value with marketmanipulation. You can argue "compared to the playerbase, boosterprices are too high compared to daily rewards which speeds up progression and market activity" but you cant argue "boosters have too little value for their costs" that simply isn't true. To be constructive here: Your suggestion for a quest to sell on the market is quite nice but also has problems. You're (probably) right, that common cards would get more affordable, because of a supply increase, but what did we learn about boosters? They keep their value which would actualy mean that more rare and high demand cards (which already struggle with affordable prices) would cost more. To be fair, the effect a (random) daily quest like that would be minimal, but would definitly not help if you want fair prices for cards of all rarity/demand.
  15. There is something fundamental you seem to not understand (no offense). The expected value you get out of the booster will always be slightly below its value. In other words: all card prices weighted by their respective chance to get them **will** add up to slightly less than the average booster price. When supply rises, prices drop and the other way, same goes for boosters themself. When supply of cards is low, buying power of bfp is low and booster value rises. The system balances itself pretty well (until we go into long time economy, where pretty much every card is either dirtcheap or expensive as hell. This discrepancy is currently beeing adjusted with specific booster packs to lower its effect).
  16. No, boosters with a ristricted cardpool are priced to lower prices of high demand - low supply cards like infect or harvester. I've talked about it in my post about the games economy. Their prices are a result of lower risk due to a limited cardpool. They are absolutely overpriced if you take the average value of cards (which would result in just below 450 bfp boosters), however they are not the baseline of value. They just lower maximum prices of cards. Damn, guess all those economic classes had some truth in them after all. ?
  17. You don't actually need data to prove this, it's an economics truth. The booster price sets the price for cards sold on the market. The value of all the opened cards will be slightly lower than the booster itself on average, but with the upside of making money with raredrops (promos a.e.). If the booster was priced at 45 bfp, every card would lose 9/10 of its value instantly and you'd still complain booster prices to be too high, bc ond average you got 35 bfp back in cards. The price of boosters controls the progression of players, aka how fast you can access new cards. The value of boosters will always be bound tp their contents. Every argument against this is wrong.
  18. I've made a cleaner solution now which resets mv_ViridyaTryCounter (isn't used in any other way than this in the whole script). She would always do the same outcry on her first try, always the same on her second try and always the same on her third try. New code is from line 96 to 210 which would replace old code from line 96 to 144. viridyatry.lua
  19. DESCRIPTION: On Ascension map 2 on advanced and expert difficutly there is a possibility an outcry from Viridya gets looped endless. She'll say "The giant king shall fall!" (mf_OCViridyaTeleporting03) all couple of seconds, quite annoying after a while. Looking through the scripts told me when, as long as the endfight isn't triggered (mf_EndfightStart) the Viridyas try count (mv_ViridyaTryCounter) will infinitly increase with each try she starts to escape the map (to kill Jorne in map 1). After the third try starts mf_ViridyaTryCounter will be greater than 2 and set mf_OCViridyaTeleporting03 on repeat to true which triggers the annoying outcry. REPRODUCIBILITY: As long as the endfight (have to figure out what actualy triggers it) isn't triggered, this should occur every single time. SCREENSHOT: None. LOG: None unfortunatly. ADDITIONAL INFORMATION: I've got a simple fix right here which prevents repeatingly setting the outcry flag as true. Note: This will stop any outcries to be played after the 3rd attempt starts. viridyatry.lua line 128: Original: Edited replacement:
  20. Quite sure exatly because of the animations there's a missmatch. I don't really care if the damage range will be increased or the range indicator gets fixed, either way a missmatch atm ^^
  21. You can burry the thread, I just tried out everything to give a complete feedback. I'm totally fine how things are right now.
  22. @Ladadoos I can confirm creating or renaming multiple deck with the same name but spacebaar(s) at the beginning or end or both doesn't work. Neither does a deckname with only spacebars. However upon creating a new deck you're greeted with the message "<DECKNAME> already exists!" (DECKNAME being the last deck you've tried to "duplicate"). Additionaly you cannot rename decks to the same name they are. Don't know if intended, but seems bit out of place. (Don't know if it was possible before, I think it was, but I'm not sure)
  23. I'd like this too, but here are my additions: - Dropdowns for specific maps (for more than 1 open lobby) to prevent unnecessary clutter - A searchbar (for mapnames like MephistoRoss mentioned) - A difficulty filter (like MephistoRoss mentioned) - PvP in seperate tabs - Add the community maps section (with again a dropdowns per map) below the "official" maps Additionaly I would not replace the worldmap and keep it as the default tab. As clunky as it is, it's just Battleforge in a nutshell. Maybe this can be done when adding additional "official" maps becomes a thing. I'm looking forward to it
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