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Sykole

Alpha & Beta Tester
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Everything posted by Sykole

  1. 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? My experience with the game, starting from EA's beta up until now has been really good, all things considered, but that's just me. And yeah, of course it will bring balancing issues, but those can be sorted out. This is just a baseline of what COULD be implemented in the game without changing the core game mechanics. It would also help if one of the team would reply, because it feels like I am a blabbering toddler at this point haha
  2. 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 meaningless if you have BFP. That's why I find that it is not a good thing to have everything revolve ONLY around how much BFP you have. Imagine this for an example: The top player creates a guild. It's only natural that everyone else that is good will only join that guild. Now, what if the rewards are distributed 60/40, and only the leader gets the fancy collectables? Players will want to create their own guilds rather than following someone, which creates competition. <-- This is what I mean by creating an ecosystem that is run by the players. Other games focus their attention on earning money from microtransactions, but this is not the case here. So the question to the current game designers is, what do you seek? Playtime? Enjoyment? It should be made clear to the players, or nothing will change from when the game was managed by EA. And yeah, I am glad to be back
  3. 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 little to do with the actual game mechanics: Take Minecraft servers for example. They create something out of nothing with a gamemode like King of the Hill; it's the same game mechanics of Minecraft, but with some spicy Java plugins that track each player's movements, give them points, give them EXP, and so forth. So this brings us to the next point: Why not create Guilds? Why not implement Guild PvP Wars? If you think about it, it's just /guild in the chat to message your guild, a new tab in the Friends window labelled 'Guild', and a leaderboard. As evident by the Quests tab, it appears that you have quite a bit of control over the client editing with graphical drawing (the green reserve thing). 3- Adding some spice: Everything in the game has a lore, so why not give Quests lore? Say for example, they are missions given by Moon or Mo, and when completing a quest, it would display a dialogue box with either of their pictures, like they are informing you that you completed said quest with a sound effect? "Good job Skylord, you assisted us greatly" - Moon says, filling the empty void in my heart. It's all for the sake of adding familiarity and character to the game, instead of being just a bunch of text about what reserve BFP is or whatever. What even is BFP? Why would a Skylord need that? Give me lore! Give me context! Another idea: "Hey Sykole, I see you lost the map Empire twice. Skylords know no defeat! Make sure to do XYZ, it might help you pass the map!" - I see after the welcome screen in a dialogue box said by Moon, for example. 4- Consumables and Collectables: Only reason I would open a gold chest is either for a quest or ... nothing else really, I get 4k+ gold every 15min of playtime in rPvE, why care about a 100gold chest? So, instead of just gold, introduce consumables and collectables. A whole new concept to the game. Potions: Arranged in slots just like the in-game deck cards, but on the right side for example. One is called the Time potion, reduces your recasting time by 15 seconds. Want an additional layer to the mechanic? Enter levelling, where the higher your in-game rank, the longer your potions last/increase in power. You could have healing potions, strength potions, anything really. They just have to be rare, untradable and orb-neutral. Enter; collectables: People and myself included love trophies, so just add random icons next to ours names. Complete all the achievements and you get an icon, right next to your PvP rank, or temporary colored names much like that of mods/gms. Why stop there? Add event passes. Each month/season you can purchase a pass with 3000 BFP. This pass lasts for until the end of the season. You get 10% more gold, you get slightly better booster chances, slightly more EXP and so forth. Even get your name highlighted in gold, for example. Note: Those are just quick examples off the top, they are not literal but I find that if they are properly implemented (I do not know what your limitations are when modifying the game), the game will thrive even more and will give it more purpose than just collecting the most promo harvesters.
  4. 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 card of yours that is missing a charge, goes below a certain price. And yeah, exporting/creating decks as well where they can be accessible, like localhost/empire/ to show the player-recommended decks for the map empire; fun stuff like that.
  5. 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.
  6. Perhaps you know? @Ladadoos @fiki574
  7. 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?
  8. Thank you, almost forgot about the tournament until you bumped it
  9. 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.
  10. Yes? No? I know you guys are busy but at least make me feel listened by rejecting the suggestion or something haha
  11. 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, no. Throughout the seasons, cards will receive a buff or nerf in terms of speed, damage and health. Think of it like in League of Legends. However, this will also be beneficial for the economy as well, since prices will not stay the same. As cards have their stats changed, their prices will drop or increase respectively. It will create a more interesting, to me at least, environment. When you think of it, prices right now in the AH are the same as they were like, a decade ago, so bringing a new dynamic element would definitely aid a game like Battleforge. It died out for a reason after all. Client Handling:- Yet again, I do not know how BF handles clients, or how the server does it either, but disconnecting for a moment just to have my 45 minutes progress go to waste is getting frustrating, so why not have a workaround? I assume the game does not accept new client connections, hence the no reconnect option, so why not create a ghost client for every player, and that ghost client "fits the player's shoes" in case they disconnect? Basically it would be one of two things: 1- Ghost client (A) where it is the proxy of the player's client's (B) actions. So (B) takes action -> (A) takes the same action and plays it. Now, if (B) disconnects, and tries to reconnect, it still can (assumingly, do not know if it is possible to send a client into an ongoing game), since the player technically never left the game to begin with, since (A) is still in the game. 2- Basically 1, but without being the proxy. So the moment the player's client disconnect, a ghost client takes place (of course, units will be brought to a halt), until the player's client reconnects. 1 minute to reconnect, if player does not reconnect by then, they surrender. (Assuming any of this is plausible) Happy new year.
  12. Not that it is forbidden, I am not the creator of the quote; but on forums members tend to not take what others already have, a way of respect.
  13. Is there a reason as to why you chose to copy my signature quote and not having your own .. ?
  14. I have no problem with you whatsoever, but are you serious?
  15.  

    1. BionicReaper

      BionicReaper

      What..... did I just watch?

    2. Sykole

      Sykole

      Haha I love that guy, check his channel it's great

    3. Deadman

      Deadman

      A network change was detected... okay then 

  16. While I do understand your point and would understand why it may bother you, I believe it's also necessary to acknowledge that gaining early access is a reward as is. Early alpha testers were chosen on streams without signing up, however they were not forced to stay.. Anyone who had received their status could have given it up, in other words we were not forced to do bug testing. While it was frustrating to deal with constant bugs and issues, we also got the chance to enjoy the game as well, which many others had dreamed about doing. I honestly would be content with just having the alpha/beta tags on the forums as a form of gratitude, but beyond that; I don't think they are capable of providing us with more. Not to mention it is necessary, to keep the project alive, to give somewhat a higher importance to donors, which on the long run encourages people to donate and keep the server alive, it's a way of business really and you can't blame them for that really.
  17. I agree with the Eddio statement.
  18. 3/10 I'd go with the Kung Fu Panda animated series, or if we are talking about regular movies, then it would be The Imitation Game.
  19. 4p34WQtjT3iyc3Kt5QiS2g.png

    it's a side project. allows for sharing music with others by creating playlists or saves music locally for later use. supports sc & yt. authentication and data sync are fully functional. it's not much i know, it's for a friend and does the job well. suggestions/opinions? (started 5 days ago, around 3h of total work) 

    1. Show previous comments  2 more
    2. Kaliber84

      Kaliber84

      The problem with a crosslink database is that the best ones are based on user information, thus requiring a lot of people to actively use the program to work well. Obviously it's also possible to do it via genres and tags but that will either require a lot of work (as in manually registering similarities between bands or assigning subgenres) or an amazing algorithm able to automatically create an amount of precise tags for each and every song.
      I suppose it's possible to use YT's suggestion bar to find similarities between bands but even that isn't amazing.

    3. sylvix95

      sylvix95

      Look at this, he calls himself the "Admin".

      Did you also remove 2 of your ribs recently ? :kappa:

    4. Sykole

      Sykole

      @sylvix95 i created it so that makes me the admin, feels good :kappa:

      @Kaliber84 yeah I thought about that, however, it is possible for me to have the user apply tags to the video manually when adding it to their list, or simply retrieve the video's tags myself using Youtube's API and store it in a database.

      It would require me to have a DB structure based on genres, this way the criteria would run faster & more efficiently.

      Say for example the following is how it will look like:

      electronic:[

      https://www.youtube.com/watch?v=gS4domW0_yQ

      {

            users:<list of users with this song in any of their playlists>

            songgenres:<list of other genres this song belongs to>

            familiartags:<tags/genres similar to electronic to show in suggestion if wanted>

            familiarvideos<id of similar videos>

      }]

      So yeah, it's either manually done, or will take some time to fully automate it. Will require an algorithm either way to decide whether a video suggestion fits in or not

  20. Sykole

    My Project v2

    Yeah, the original example required strings to be surrounded by " " but when I showed it to people who have no prior experience in coding, it caused them confusion which was what led me to simplify it in that way. My idea is to have it as flexible as possible, meaning whether a string is treated with " " or not, it will still parse, or do you think otherwise? Also yeah, thought of making a "script builder" where it highlights the syntax & pre-parse the code (without executing) to show if there are any errors
  21. Oh hello there onii-chan

    2rhuyhv.jpg

    1. Show previous comments  3 more
    2. Shotty

      Shotty

      Welp, there I go logging into the forum to see if anything major happend recently, and I get to see this.
      This is why I love you <3

    3. Eddio

      Eddio

      He lives!!!! :o

    4. Sykole

      Sykole

      A habit out of sheer boredom on the forums :')

  22. Sykole

    My Project v2

    Update - Had just a bit of time to be able to work on the scripting engine the past two days and this is the start, created a documentation to help mainly me in case I set the project aside and decide to return to it later . (Total hours: ~6h, Total Lines: ~650) By no means this it the final product, still has a long way to go. Posting it here to get suggestions and feedback on improvements. GitHub documentation: https://github.com/Mayion/fileinspect/blob/master/README.md Simplified the actual scripting compared to the prototype I had in the main topic a bunch to help not make things complicated. I'd love to hear back from you; @fiki574 @anonyme0273 @sylvix95 @Eddio and anybody else interested in giving their input on anything related to the project
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