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Sykole

Alpha & Beta Tester
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    305
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About Sykole

  • Rank
    Reaper
  • Birthday 02/16/1998

Profile Information

  • Gender
    Male
  • Location
    Canada
  • Interests
    Psychology, Programming & Learning

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12895 profile views
  1. Yeah, I get you. I was just saying that projects administration can also be applied to newer departments, like Events, Mini-games, etc. Either way, I had an opinion and I said it. Whether or how it can be utilized, I will trust your judgement on that. Keep up the good work. Cheers
  2. First I would like to clarify that I am not attacking you or the staff members. I know you guys are putting in hard work and long hours, I am not denying any of your progress whatsoever. I am merely talking from my point of view and experience about what I think could be lacking. In addition, I am not trying to act superior or judge your ways. Sorry if it's coming off as harsh or rude. Back to the topic at hand though, my point revolves around the following: Even though the project administrators/managers you listed are essential to any game, and I am not denying their work, I personally
  3. I speak for no one, but the way I see it is that upper staff has too many different things to deal with at once. They handle staff recruitment, game designing, project planning, community management, client modifications and pretty much everything else while also giving directions to those working under them. With the way things are, the game will die out in a year or two, the same way it did in the past, if no significant updates are rolled out, and I am not talking about new quests or achievements, those are, in the grand scheme of things, very insignificant. One of the fuels of this pr
  4. From my experience in game designing and development of frontend and backend, it really isn't a big deal to "implement a new function into the game", since not much functionality goes into the game itself; it's all in the server (Unless there is some obstacle I don't know of in BF). Plus, if a new mobile team is deployed to handle such implementations on the test server, fiki and the inner circle devs will not have to work unnecessarily and will be able to focus on their main duties. Regarding polishing the game, I'd like to hear your thoughts more on that. What do you mean by polishing?
  5. Yeah exactly. The game needs a constant flow of new ideas and updates, but since the development is limited to how much can actually be changed, we will just implement a workaround. In all honesty, I think the Skylords development team should create a separate team that solely focuses on coming up and implementing changes, while having a clear goal in mind; much like a balancing team, their only purpose is to keep things changing and fresh. When you come to think of it: Is there really any point to the game after finishing the campaign, if you are not a PvP player? Achievements are
  6. Long post? TL;DR: 1- New card affinities. 2- Guilds. 3- Adding lore. 4- Potion consumables. Concept: If creating new cards is out of reach, why not make use of the available things we have access to? Like creating new game systems/mechanics out of thin air with minimal work, just like quests; it's a glorified database with a tracking system, but will that alone be enough on the long run? Ideas: 1 - Creating new type of affinity(s) (if plausible): Just stick another random affinity color; same card model, different in-game effects. 2- Increasing the ecosystem that have littl
  7. To verify the authenticity of the collection, I could just export, run a checksum, and upload it automatically without user input. Sure it might be possible to edit the memory of the client itself to change what cards you have, but that'd be really sad, but fixable by intercepting the server's packets for what cards the player owns. I wanted more than just comparing cards with other players, though. My primary function was the total worth of your cards, which I was going to use the AH API for to get real-time pricing, and a price alert bot automatically notifies you if say, an upgraded ca
  8. Ah, too bad then. Wanted to make a fun little project out of it where players can see what cards they might be missing, compare it with others on a website, etc. Thanks anyway.
  9. Perhaps you know? @Ladadoos @fiki574
  10. Want to make a script to export all the player's cards locally, but can't seem to find the packets responsible for populating the player's CollectionView (?) or an option to export them via the client directly, and doing it via OCR will be a chore. Any ideas?
  11. Thank you, almost forgot about the tournament until you bumped it
  12. Just repurpose any of the channels to allow for all languages to be spoken there freely. Don't like it? Leave the channel. Although, it might increase discrimination if English speakers push those speaking foreign just to that channel. Might or might not work, devs could give it a test run.
  13. Yes? No? I know you guys are busy but at least make me feel listened by rejecting the suggestion or something haha
  14. Hi, been a while Here are my two cents. First seasonal cycles, which is about constantly changing cards' stats and certain aspects of the game. Secondly how to possibly find a solution to reconnecting to games. Let me just say first, I have no idea what you can and cannot change in development, so reject or accept as you may see fit. Seasonal Cycles:- Keeps the game interesting and more competitive, especially in the PvP scene, where players should be encouraged to try out new things. Creating the perfect Shadow deck will not necessarily mean it will stay the best, n
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