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Sykole

Alpha & Beta Tester
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Posts posted by Sykole

  1. On 2/15/2021 at 11:40 AM, Darcurse said:

    Then you can also go the extra mile and copy more from existing trading card games.
    Like for PvE and PvP add a Draft Mode.
    You get maybe 3-4 card options per deck slot to choose from. You will then go successively go through slot 1-20 to fill it with one of the options. You will never see the options in the next slot until you chose for the previous one. Or maybe give a bigger card pool and have to choose simultaneously for like 5 slots, to reduce the randomness and allow for better planning.

    Issue here:
    Small dev team trying to implement a whole new function into the game which has most likely no base at all implemented by original devs.
    -> Lot of work. Personally I'd first love to see the base game fixed/polished to become a more attractive game for the long term than going directly into adding up layers on a bad groundwork. Same for OP ideas about guilds, lore, potions or new affinities. The last two are also glaring issues balancing wise. The base balance is already borked as it is, don't mess it up with new stuff until that's adressed.

    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. On 2/13/2021 at 2:39 PM, anonyme0273 said:

    A fun gamemode could be a deck switch - make a deck (fitting some card requirements, so for example 6 T1 cards, four units, two spells/one spell + one building, 10 T2 cards containing the color of the first orb, 4 T3 cards), then you and your opponent switch these decks and try to beat each other with the other persons garbage.

    Pro mode - blindfold on all Power values - costs, Void pool, Usable pool, ya gotta keep a track of that in your head

    PvP with fog of war - against original BattleForge principles, but adds some new strategy making

    Otherwise any BFP and Gold dumps are a good idea - an extremely expensive 'anything' to strive towards, as it was with Promos in the old days - nametag, card, consumable, chat color... definitely in support of that idea.

    Adding spice is fun and nice, why not do it.

    Overall makes the game more lively and modern, seconding this.

    EDIT: nice to see you alive @Sykole

    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. 

    anonyme0273 likes this
  4. 5 hours ago, Ladadoos said:

    Sounds interesting, but how would you imagine that to work considering you could I assume just edit your collection before uploading it? Or what exactly was the idea of being able to compare inventories with other players?
    A feature I had started a long time ago but actually never finished was being able to export your decks and import decks in-game, and to make it work together with like the cardbase (as in, you can import decks from cardbase). But considering the cardbase will be replaced in the future at one point, it's on hold.

    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. On 2/7/2021 at 1:55 PM, Ladadoos said:

    These are scripts/modifications a player should not do (editing the client or manipulating the networking), even though they are not ill-minded. There is currently no in-game option to export your cards and unfortunately if we ever were to add it, it would be (very) low priority. Currently there is no feasible option to export your cards in another approved way.

    I can still give you a list of your cards if you want though :rolleyes:

    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. 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? 

  7. 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.

     

    gemeiner Lauch and RayG like this
  8. 23 minutes ago, LagOps said:

    @InsaneHawk While i can understand that you can't talk to everyone, limiting the 50 dollars tier to just 5 seems a bit much. As for those 25 dollars+ monthly meetings, would it be possible to stream those? I mean, sure you can't have everyone in voice chat, but with text chat (from the stream) that issue is being mitigated quite a bit, no?

    What about all those alpha/beta testers? We have kinda been involved for 1 year+ with the devs over discord; will that involvement just end and we will be treated as any other player? If not, what kind of treatment would we expect? Don't get me wrong, we (well at least I...) are very happy for getting an early go at the game, but we were also there trying to crash the game in every way we could think of, writing bug reports, reproducing bugs, showing up on streams, making yt content, promoting the game etc.. All of that is a pretty big commitment for the game and i would honestly be quite a bit upset at getting sidelined as soon as we are no longer needed and don't have the money to subscribe a high tier on patreon.  

    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. 

     

  9. 40 minutes ago, fiki574 said:

    Like it so far (gj on docs as well), though would be good if you treated strings with " " instead of without, I mean it's okay like that as well, but looks nicer with "string". Also, have you though about making your own or using existing syntax highlighter?

    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 

  10. 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

    :D

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