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Xamos

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  1. Xamos liked a post in a topic by Metagross31 in Quest & Achievement Suggestions - Megathread   
    How about making monthly achievements for the Motm lvl 10 rPvE's? Something like "Beat the 1/2/4 player randomly generated map of the month for the month of Jan/Feb/... of 2021/2022/...".
    This way you can later see, in which months you managed to beat the lvl 10 maps.
  2. Xamos liked a post in a topic by Chibiterasu in Tortugun   
    No. Imo it shouldn't. The reason why I suggested this is because it's especially ineffective to eat smaller stuff. And with many potential supports like Grim Bahir, Infect or even Undead Army it's therefore almost useless to eat the units because the animation of Tortugun is way too long. So my goal was to especially improve the effectiveness for smaller units.
  3. Xamos liked a post in a topic by KserSke in Adding additional options to filter cards   
    Hi! Not sure if this has been suggested but I have a couple of suggestions relating to the card filter. 
    1. Spare cards Filter: The number one concern would be the constant scroll to check if I have any spare/duplicate cards that I either want to give away or put it on the auction house. I am not sure if its possible but i suggest doing a card filter for "Spare cards" this would mean the system will be able to detect if you have more than 4 of the same card (1 + 3 Upgrade charges). By enabling this card filter, you will only be shown the cards where you are sure to have no use of. This would mean that it'll be easier to either give away your cards (Rather than scrolling through your collection) as you will know the spare cards you have, or makes putting spare cards on the auction house less tedious.
    2.  Mixed factions filter: Less important than the first, adding card filters such as bandit/stonekin and lost souls etc. Instead of seeing cards of both factions cramped altogether it'll be nice to only see the cards you want to build e.g Bandit deck. 
     
  4. Xamos liked a post in a topic by Cocofang in Ultimate Card Collection   
    Could see it as an option in addition to "General" and "Free PvP" in the collection tab.
    Renaming "General" to "Own Collection" and adding "All Cards" for this feature. The cards are already portrayed as sitting in gray sleeves of some sort. Unowned cards could be empty sleeves showing a grayed out U0 version of the respective card. But still allowing to check upgrades and mouseover tooltips.
    Maybe @MarcoMaar can explore possibilities.
  5. Xamos liked a post in a topic by Ladadoos in UI Suggestion - Lobby Map and Difficulty Progress Indicator   
    The idea would be to add an option in-game to disable the stars on the worldmap.

    As for certain maps not having standard, I would just not show that star. Another option would be to show a "stone" star, or something that indicates it is there but cannot be achieved. 
  6. Xamos liked a post in a topic by Ladadoos in UI Suggestion - Lobby Map and Difficulty Progress Indicator   
    I would definitely not remove the difficulty names from the buttons: the approach to add the symbols next to the names sounds much more suitable and I think is a good solution.
    Even though I think the initial proposal of using small dots is cleaner, stars likely convey the message better. That being said, I would make them much smaller and always at the same position, like image below.


    In order to make the UI consistent with the achievements, I would make it such that the stars indicate the highest won difficulty and not all the difficulties played. As an example, if the left and middle star were yellow it would indicate that the highest difficulty won is advanced (and not that you won standard and advanced). 

    The exact details of what difficulty you won could be added in the tooltip of the map icon. It's a big widget with little information. The first image is how it is now, the second how I could imagine it being.


     So this shows as  in the worldmap but when hovering over it, you would see that you actually only completed advanced.
    Curious to hear what you think.
     
  7. Xamos liked a post in a topic by JustCoco in UI Suggestion - Lobby Map and Difficulty Progress Indicator   
    At the moment the only way to find out which maps you have left to complete on a certain difficulty, is to check the achievement , but even that does not display all of them.
    Now looking at the indicator for a player's rank, a simple idea came up, although not sure if it's easy to implement given the limit of the development tools.
    When a player completes a campaign map, a small dot or any other indicator that comes to mind can be used to show his progress on that map.
    A clearer way of understanding the idea is in the picture below. Each map will have 3 Dots (in my example) for each difficulty completed a dot will appear, with a maximum of 3, making it easier for everyone to understand which maps they have left to play and on which difficulty.

     
    Can be anything from a dot, to a star to w/e would fit.
  8. Xamos liked a post in a topic by Metagross31 in Community map Challenge #3: "King's Ridge" until May 31 2021   
    Dear Skyfolk,
    the Challenge has come to an end and I am happy to announce the final rankings:
    Gold challenge:
    Fire:
    1. Lebovin - 22:21
    2. Kserske - 31:28
    3. Carofex - 34:13
    Frost:
    1. Wanky - 24:43
    2. Carofex - 34:22
    Shadow:
    1. Treim - 19:27
    2. Vornskr666 - 27:44
    3. Kserske - 32:54
    4. Carofex - 34:19
    Nature:
    1. Pritstift - 23:07
    2. Slyer - 27:05
    3. Carofex - 33:50
    4. Buttscratch - 34:27
    5. Kserske - 34:46
    6. Ignoringya - 46:56
    Silver challenge:
    1. Wanky - 18:44
    2. Kserske - 19:51
    3. Schnarf - 23:36
    4. Vornskr666 - 25:07
    5. Slyer - 25:55
    6. TurnItUp - 29:19
    7. Xamos - 34:48
    8. DutchyDutchy - 39:38
    9. Jucki - 40:39
    Thanks to everyone who participated and congratulations to all the winners! Also, a big thank you to everyone who helped me in organizing this event!
    The winning replays will be presented this friday at 8pm (UTC+2) via twitch. This is also, when the rewards will be distributed. Also, there will be a guest in the stream, who will help analyzing the replays, so look forward to that!
  9. Xamos liked a post in a topic by Cocofang in Organizing decks with folders   
    Drag and drop would be comfortable, obviously. But if that's too much trouble, maybe a right click on a deck could open a tooltip/menu with "Move to:" which features a list of all folders where you can click which one it should go to. You could also add another button where the "Delete", "Rename" and "Clone" buttons are with "Move" and clicking on it gives you a list of all folders where you can then pick.
    Folders themselves sorted alphabetically. A way to minimize them is very important imo. A + and - on the side to open them up or close them.
    If it is at all possible, could add some extra info to a deck tooltip. Like when it was last played or when it was created. The presentation of the decks themselves is also quite barebones. Instead of just a gray slab with a name, icon and deck-level it could also feature the orbs used in the deck. Obviously not automatically but picked by the player.
    Quick and dirty mock-up:


    You could also add the default decks you start out with into the "Beginner" folder.
  10. DrunkenGummyBear liked a post in a topic by Xamos in New game modes   
    Good Ideas, new Gamemodes is what could really improve the long-time fun to keep players playing the game.
     
    Personally I´d also like a PvP-Mode, where Fog Of War is enabled - like it´s the case in (almost all) other RTS-games. 
    -> To then balance this I would also add aother layer of unit-cap (max units you can have in play), bound to the number of Wells you have for example - or even just bound to time. This would prevent overwhelming rushes. This mode could then be about building a nice base - looking for the perfect balance between towers build and units played and so on.
  11. Xamos liked a post in a topic by Ladadoos in Organizing decks with folders   
    Adding a feature to be able to separate decks into folders should be relatively easy. With that being said, the biggest complication with this feature would be figuring out how to properly manage the decks (as in, determine what decks goes where and be able to move them between folders), because drag and drop functionality in BattleForge is quite weird and as of now would require research to figure out if it could be built upon (or if it would require us to build our own drag and drop framework). Or maybe there is a good enough way to manage decks without drag and drop.
  12. Xamos liked a post in a topic by Cocofang in Organizing decks with folders   
    Right now all decks you make are just in a giant dump that you have to filter with names and/or which orbs they contain.
    As someone who doesn't focus on any particular deck not only did I hit the 100 cap a few times and had to clean up, I also naturally have a giant list of decks. But I noticed that there are already something like subfolders present. Namely "General" and "Beginner". My suggestion is to implement the feature of creating such folders yourself and the ability to open/close them.
  13. Xamos liked a post in a topic by DrunkenGummyBear in Timestamps on messages   
    Hello again!
    You could also add some timestamps on messages. Not really a must in the game but would be convenient.
  14. Xamos liked a post in a topic by Kapo in Forging - Skylord's version of crafting   
    Thats a neat idea, I would just have a little different approach.

    What I am thinking, if you really add a new currency, I think a shard should be something rare. We already have Thousands of BFP and hundrets of thousands of gold. So a shard should be something precious, so: Per month (or season), for each completed expert map you get one extra shard. The rest you would have to buy through gold and/or bfp and/or disenchant cards. That would be enough to lure people into doing different expert maps and not just farm one. At the beginning of the month, "lets go shard farming" by taking a tour through all maps could be a thing. Single Player maps that people have long forgotten about cause they already finished them could see some play. New Players would have a easier time finding veterans helping with maps. So basically if you are shard-hungry you have a limited number per month/season you can work towards, the rest will cost you.

    About that RNG thing again: in Youtube/GMTK they speak about different game mechanics, and there is a great one about RNG. What I learned is that depending on RNG to progress makes players really unhappy. But RNG can make players rejoice when it is applied as very rare, positive effect. To apply this to this concept, if the gold chests on maps have a very low chance dropping a shard will make farming them useless, but every once in a while when you open one you get some nice animation, a special sound and a shard, people would love that.
  15. Xamos liked a post in a topic by Sykole in Forging - Skylord's version of crafting   
    Hi,
    Apparently since something like the booster history, which requires a database connection and client modification, can be developed at a time like this when it is (I assume) a low priority project with no impact on the game at all, then you now have a surplus of developers to afford working on such minor things? 
    If so, here goes another idea I had but didn't share due to limitations.
    Name: Forging (Comes from BattleForge, duh)
    Function: Allows players to forge cards, boosters, and cosmetic collectables.
    Features:
    - Shards: Can be forged into a random reward.
    - Enhancers: XP and Gold boosters.
    - Cosmetics: New legacy and time-limited avatars, titles (Like PvE/PvP ranks), name colors on the player list the same way as GMs. It could even extend to the forum where you get a special usertitle.
    How it works:
    - Shards: Winning a game, you have a chance to earn a shard. Three shards and you can forge them into a random reward, which can be a booster, random card or a cosmetic. Of course, it can be far more intricate than this, so if you want my detailed plan, sure. This post is just the basics. All within a single tab in the client. A couple of buttons and a few images, all the magic happens in the background in the server (really basic stuff though, a simple database and an RNG).
    - Enhancers: Super simple yet I don't see why it isn't being added. "You have an XP booster for 4 hours". Can be 1.2x multiplier, or even a more advanced system where it scales with your rank. The higher your rank, the higher the multiplier, but the lower the time the booster lasts for. Can be purchasable with Gold or earned with Shards, or by levelling up. It's temporary boosters of course, noting permanent. The point is to increase play time.
    - Cosmetics: A whole new world. Just add more unique and legacy items, like a golden border your avatar for instance. I assume that can be done. Whatever avatar you have is the same way it is, but if the server's packet for the avatar ID is like, "34_0" -> Then you'd have a golden border, since the "_0" is an identifier for golden border, and a LUA script can pick that up. If not, then just introduce new, limited-time avatars. Crop the face of a character from an oil painting of the game for instance, from the loading screens. 
     
    Honestly, I can't be bothered to make a more detailed or bigger post because it will most likely die like always and go unnoticed. If you want more information about the technicalities, implementation strategy, or the mechanisms and their effects, let me know and I will reply. I can even make a prototype for you. Peace.
     
  16. DrunkenGummyBear liked a post in a topic by Xamos in Friendlist suggestion   
    Yeah good idea, or the possibility to add Notes to your friendlist (or to each entry) would be nice also.
  17. Xamos liked a post in a topic by Majora in Promo Snapjaws vs. Completionists - and a possible solution...   
    A good question, and one I am happy being able to answer:
    The Promo Snapjaw was a celebration promo for the official release, unlockable with a scratch code. On the 18th of May it has been exactly 6 months after the official release of Skylords Reborn. On the maintenance on the 19th, we will make the Promo Snapjaws tradeable.
    We have not yet decided if we will hand out a new batch at some point in the future, but this way you will be able to get your hands on them if people are willing to sell or trade them. 

    This bad boy can soon be yours! 
  18. Xamos liked a post in a topic by Kapo in QoL Change: Community Maps Naming (Conventions), Categories and Rating-System   
    Hi there,
    I didnt have any times yet exploring Community Maps much, but the current Challenge lead finally me to that section of the game. And frankly, the List is a total mess. I just wanted to download and start Kings Ridge, but it took me forever to find it. From what I hear there are some maps that are really good, but I dont want to either test or ask around much, most people just want to "jump into a good game". So long story short, there is a huge accessability wall turning you away when you stare at that list.
    My suggestions to solve this would be:
    a) Enforce Naming Conventions for the map, in part they already exist (e.g. RPVE at the beginning)
    b) Sorting the List alphabetically, right now any already existing naming convention is no help at all since all starting with "RPVE" are still all over the place.
    c) Even better, make colums with categories (type of map, number of players, etc.)
    d) Add some kind of rating information - I know taste is subjective, but a Rating how finished the map is would be very appreciated. Just 5 Starts or something. Not how much you like it, but if its bugged or half-finished or in a polished state, like (0 - unplayable, 1 - still completly unfinished, 2 - half-done with bugs, 3 working with minor bugs, 4 working fine, 5 realy finished and polished).
    If, due to technical limitations, none of this is possible even a Forum Thread or Wiki-Post containing this information would help ALOT. People wouldnt have to dive through the Jungle and end up frustrated.
    Even just a small forum post with 5 or 10 maps that get a "Brannoc approved" badge would help alot.
  19. Xamos liked a post in a topic by Toggy in PvE Contest#3 Ocean until 30.04.21   
    Congratulations to the winner Pritstift!
     
    1st - Pritstift [14:29]
    2nd - DieToPlay [15:19]
    3rd - Wanky [16:02]
    4th - Anske [16:42]
    5th - Donaar [16:23]
    6th - Lebovin [16:33]
    7th - Irysunna [17:19]
    8th - Arabika [18:04]
     
    Thanks for all the entries, the participation was massive and it wont be the last contest. Also, here is the replaypack of the top ~10 to compare/lean.
    OceanChallenge.rar
  20. Loriens liked a post in a topic by Xamos in Shrine of War   
    The thing is, in normal cPvE it´s not that much of a Problem, but in rPvE the Power refund is insane, since there are constantly enemies dying.
    I propose that it should get a cap - a max Power refund during one activation.
    Either:
    1. let it not return more than ~500 Power
    2. or better dynamically: let it not return more that 70% of your void power (from the timestamp when activated e.g. you have 1000 void at the beggining and it can max. return 700)
    3. during one activation your Voidpower can´t go below a certain point (f.e. not lower than 200 Voidpower)
    4. let it cap at a certain count of died enemies - a.e. after ~5 enemies died, it wont return any more void when another enemie dies
     
    What do you think? Since Shrine of Memories also has a max cap (at +20 pwer-refund as far as i know) it would make sense if other shrines had a cap aswell.
  21. Xamos liked a post in a topic by Majora in Underwhelming Affinitys   
    As a community manager I dont have a balancing role, so I can only reply to you as a fellow player (which I still am at heart, i love this game
    In general, the reason affinity's were added was to be able to sell packs, and it saved them the trouble of creating double the amount of cards. However, I do think affinities have more potential than they currently have. Some have effects that are barely relevant, while others have a clear better version. So im always a fan of buffing the lesser used version  I do think the affinities work in a way that only 1 or 2 things are different, however. I cant remember from the top of my head a card that had literally a different ability all together, so if you add something to forest elder, you would probably have to add it to both versions. 
    The suggested change of you, i think,  pushes people into playing a green batariel. You are pushed into only playing the Forest Elder and support it with heels and buffs. I would personally be more interested in something like ''gets effect X for every forestkin creature next to forest elder". I think creature types are underused in the game, and it would be fun to see the GGGG unit care about.. well. green units  
  22. Majora liked a post in a topic by Xamos in Underwhelming Affinitys   
    Good point, I´d love to see more creature-tpye synergies as well.
     
    Dint´t think about that actually, I just wanted to make the Forest Elder stronger and different or even opposite to the other affinity, so that each of them has its own usecase - green being supportive, purple being strong on his own. But if he would get a dmg-buff in addition to his area-damage, that sounds alot like Batariel indeed
     
    Right, usually it´s the same ability that has a different effect, but f.e. Thunder Wagon - red gives siege, while the purple one has a completele different ability: explodes on death. So i think if it´s not too far fetched it´s very well feasable within the game.
  23. Majora liked a post in a topic by Xamos in Underwhelming Affinitys   
    Well thanks a lot for your detailed reply @Majora :]
    It´s great news that ideas from the community (and my ideas) are being heard! 
    I am aware of the fact that this Project is only fan based and worked on in free/spare time, and I really appreciate all of the staffs work!
    For me, i just want to provide as much as I can to improve the project or rather the game for everyone - and that´s just ideas for now, beacuse not available actual free time is a reason (besides probably missing qualifications too) why I don´t apply to become a member in the first place.
    Considering Suggestions - I´m aware that not everything is even possible to implement, so I try to stay in range of what is technically possible and what does at least not sound too hard to implement (obviously I don´t know precicely, but at least I try to).
    Also, I know that only some of these ideas would actually make it into the game itself (if even), but nevertheless I think its worth sharing them. In the first place I want to get feedback to these ideas, so that if there are a lot people liking or disagreeing on something maybe the devs notice it and maaaybe consider implementing something. I´m happy to get any opinion on suggestions.
    I know and expect that many don´t even want to change specific cards, but personally I think a lot changes are worth considering to create a more balanced and fun game. 
    But thanks for the heads-up, I wont expect any of my ideas implemented any time soon xd
     
    On the topic: yes Crystals are niche - but right now mostly due to their weak/not needed abilitys right now i think, and also due to the fact that there are not enought affinity units that profit from them yes. It´s fine if these changes get delayed.
     
    And what do you think on my suggestion for the Forest Elder?  Would you prefer the first or the second ability suggestion? Or none at all?
  24. Xamos liked a post in a topic by Majora in Underwhelming Affinitys   
    Hey Xamos, 

    You have been sharing a lot of idea's recently, and by all means, keep doing that! We are open to feedback, and we definitely try to take as much of it into account. 

    I do want to give a little bit of expectation management going forward however. In the last few months, we have slowly been able to move from releasing the game in a stable state, to fixing old issues and adding new experiences. We have also been increasing the team size, and as you can expect, it takes a while for everyone to be up and running (myself included), as it is with every other job. Everyone is working on this project for free and alongside their studies and full time jobs as well, so time is always an issue. 

    One of the great things about this game is the fact that there is something to enjoy for everyone. 1, 2, 4 and even 12 player maps, multiple difficulty settings, a story, player vs player, trading cards and building a collection, ranked, speedrunning, contests, achievements.. But this is also a double edged sword. People like different things and its a complicated eco-system to keep everyone happy. For example, you mentioned that the PvP changes dont mean much to you as a mostly-PvE-player. At the same time, the PvP scene was in need of a solution to a broken meta. Some people really want us to release new cards, while others feel there are hundreds of cards that can be improved upon first. Some people are looking for new fresh things, while others would prefer the game to stay the way it was. 
    Sometimes there are also things that seem really easy to do on the outside, but cause problems when we try to actually implement them. A good example would be fire/frost cards. We can not add them to the game currently, because there is no fire/frost template card. When you see all the things that have been added that were not part of the original release, its seems bizarre this minor thing is keeping us from releasing a whole new faction, but yet here we are.. Now some of these things get figured out of over time, but there is the problem again: time. We only have so much of it to work on certain things. 
    The reason I am writing all of this is because I see a bit of myself in some of your posts. I too get passionate about certain games and write out one idea after the other. But then nothing happens. And I get sad or even mad, cause I gave all these ideas and nothing is being done. "Clearly just another game where the devs dont care about their community!" I dont want that mindset to happen to you in the future if your ideas dont get implemented. We do care, and we are hard at work on the project. But we have to spread our time in the right places to keep as many people as we can happy. To be a bit on topic: the Crystals are really niche, and there are not many people that care about them. Im sure at some point we will get to them, cause their design space is interesting, but there are so many other areas where we can provide interesting new interactions or gameplay experiences, that I dont see it happen any time soon. But I leave that to the balance developers  
    So please keep sharing your ideas! They are being heard and, where possible, maybe being worked on already. But we can only do so much at once, and there will always be things that we cant get to. I hope you understand and I look forward to reading your suggestions in the future 
     
     
  25. Xamos liked a post in a topic by Majora in Community update #1 - April 23th 2021   
    Part of the idea behind these updates is also to give players an overview of the things they might have missed. You are already a very active member of the community, so im not suprised most of these things are known to you  I hope in the future we can still provide some new insights however. 
      
    The original idea was to have the patch ready at the time of the community update, but we emergency delayed it to not mess with the PvE contest (an oversight on our part). The list and reasoning of changes will be posted when the patch is ready for the live servers  
      
    I will consider this for the future, but I am not sure how feasible it will be. I think the balancing discord with its open channels are a good place for these kind of discussions, and we have seen in the past that if we announce something that is not final, it can cause concern and unclarity in the community. Please note that I read most of the suggestions and ideas but dont always comment on them (right away) because I am A) not in charge of balance changes and/or B, have to check with the dev team if its possible. A good example would be wells and monuments being added to the forge for testing. I can only be the messenger (and i forwarded it to the team who is looking into it right now). 
      
    I can only communicate what is currently ready or at least ready to communicate about im afraid I too would love to say ''hey guys, 20 new cards and 50 changes to older ones" but if those are not available yet, i cant communicate about it ofcourse  All i can say is people are woking on stuff like that every day, so I hope to be able to share some results of that hard work soon. 
     
    As far as I know, happy hours are being discussed internally among the devs. As for the other part, I replied to you in detail here.
    Thanks for the feedback! 
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