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LagOps

Alpha & Beta Tester
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Everything posted by LagOps

  1. It was the right decision and nobody can say you didn't try really hard. Even if it is "just" an open beta launch, it needs to be in a playable with minor bugs remaining. Launch may be delayed, but that's definately better than having a dissapointing launch. Thanks for your dedication! Edit: I am not so sure about the two free boosters tho. i would be more happy if players were to start with more untradeable stuff, primarily gold. 2 boosters might get players to multiaccount. Just give us plenty (fixed) starter commons and gold for upgrades and we will be just fine.
  2. @BFlove123 I am not sure where you are getting this from. I suggest keeping both currencies to promote deck diversity and deck viability for new players. How hard it will be to progress afterwards depends on how much bfp and gold players gain while playing. I just want the new player experience not to suck while not affecting the long term progression.
  3. I really think we should stick with gold and bfp; one tradeable and one untradeable. The main reasons for this are multiaccounting and new player experience: the npe in the old battleforge was pretty bad. you were stuck with starter cards and no gold etc. for upgrades. For the new skylords reborn, you could start with a lot of gold and 4x all starter cards (you can get them 4x anyways with multiaccounting and players will use that if you give them upgrade currency but no cards for charges) and so you could upgrade and charge a basic deck to some extend. this way, you could play pve, and maybe even pvp, without being a total liability to your team. Alternatively you could try to get bfp while saving some of your gold if you have a specific deck you want to transition to early on. Gold gives you choice in how you advance in the game with cards that you allready own and bfp allows you to aquire more cards. If you only had one currency, you couldn't be given any of it at the start of the game due to multiaccounting=free money. of course with gold+bfp you could still do dayly quests on multiple accounts, but your main account only has limited amounts of gold. While you could get many costly cards, you still wouldn't be able to upgrade them without playing on your main account (especially since rare cards need more gold to upgrade). While this doesn't get rid of multiaccounting entirely (this is hard to do in an open economy) it at least disincentivizes it to a certain extend. Additionally having only one currency and taking the importance of upgrades and charges into account, players would be incentivised to upgrade existing cards over trying to expand their collection as this would slow down upgrade progression. why spent 10 bfp on cards if you can upgrade 10 cards by one level and be more competetive instead? What if you are a new player and screwed yourself over as you didn't realise this?
  4. The card database is really nice! I would like it if you could generate code to have the mini-deck link to the full deck as it may be hard for players to differentiate affinities and know the card names from the artwork.
  5. @YT Tobbezockt Xlink's feedback he has given you in that thread has summed things up pretty well: Overall just try to calmly accept criticism instead of starting arguments. Getting feedback is not about you being right, but about getting a second opinion and possibly inspiration. There is no need to defend your position. Wether or not to follow that criticism is your choice in the end and it's perfectly ok to do things your way if you feel that the criticism was unfounded or a poorly informed opinion etc.. I would suggest to respond to criticism only in case you are unclear about what exactly is being criticised, need further information or many forum users have the same/simillar criticism to offer. Please refrain from acting passive-agressive, making fun of others or any such things as this will only lead to arguments and not a constructive discussion. I hope this helps
  6. i wasn't aware that there was any sort of problem... maybe you can link threads where ppl complained?
  7. There allready is a community-run youtube channel here! Have fun checking it out!
  8. @Krugbeer Am 28. wird das release date der open beta angekündigt (also: es wird gesagt ab wann wir spielen können) und es wird wohl auch ein wenig von der schmiede gezeigt. Was es sonst nocht gibt ist nicht näher bekannt. Translation [Added by Kiwi] : "On the 28th, the release date of the open beta is announced (ie: it is said from when we can play) and it is probably also show a little of the forge. What else is there is not known."
  9. @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.
  10. Donations are back... finally... I didn't use patreon for donnations yet, but patreon is for monthly donations only? Is it possible to do one time donations as well? As for the rewards... i am not quite sure about the "meet the staff" rewards for 25+ dollars/months. So far in alpha and beta, i could have some talk with the devs on discord every now and then about developement, the game, game design, future plans etc. without much of a hastle. Is this more casual attitude not going to continue past open beta? I don't have the money for monthly donations, at least not for the 25+ dollars tiers, but would still like to have some talk/input on game design (simillar as to how it was in alpha/beta). What are my options in that case?
  11. Yes, the player has a huge impact but in high level pvp it becomes very obvious that some decks can just totally be absued. The main reason why you can do whatever you want in lower elos is because nobody knows how to abuse certain decks... to be honest, one of the main reasons why i win in high elo is because others just have no experience against bandits and if they knew the matchup better i would have a much harder time. So as long as you can take the skill out of the equation by playing an "autowin" tactic, player skill won't save you... however if you don't/can't do that you will not have much of an advantage. Aside from bandits, nature and some isolated matchups (fire vs frost), player skill is much more important than the deck, but the deck still matters (at least in high lvl pvp). i agree with radi here, his tier list is pretty legit.
  12. The next time i am in a 3 player group i will test this. Not sure when i will find the time for it tho.
  13. ah yes... the Kevin syndrom. the stereotypical kevin is from a backwater place and uneducated. the main feature ppl usually associate with the syndrom is that Kevins usually waste their lives and amount to nothing. That's basically the internet meme if you will, but i really can't confirm any of that.
  14. a simple solution is to create a black and white texture on which power wells/orbs are marked in white and then use that as a mask for another texture ingame. everywhere you see that texture is where a power well is supposed to be. In terms of actual map symetry, i draw an inital rough hightmap in gimp and modify it a bit. the map will be roughly symetrical this way. you can also use that map later on as a mask such that you can get the playable area right.
  15. i actually planned on making some yt videos about some of my "controversial/unpopular" opinions about ceratain cards/combos or the general state of balance. maybe i should get my ass up and just do it... @topic: - defenders are a bit underrated, they are quite a strong card. i agree on this one. - thugs are not required in t1, but i think anyone with a micro not at the level of top players should have them since they help quite a bit vs. shadow t1 in some situations. - i think you can do fine without aggressor if you have defenders. i can see your point about t2 vs t3, however they don't exactly help against some cards stonekin struggles with; most notably giantslayers. aggressor is a "nice to have", but not required.
  16. NAME: Locked out of trade SEVERITY: 2 LOCATION: In the forge REPRODUCIBILITY: 1/1 (can not retry since i am locked out of trade) DESCRIPTION: When two players send a trade request to another player, only the first trade request shows up and the second request does not get handled as well; it doesn't time out either. This prevents the player who sent the second request from sending new trade requests afterwards (option greyed out since request is still pending) ADDITIONAL INFORMATION: Possible fix: autodecline the second request
  17. i don't think there is any real activity here anymore. i kinda played a few matches, but that's the most we managed to get together.
  18. Can the suggested fire-frost deck with frost t1 really handle the havester (it has no lyrish, so i am guessing you use drakes instead?) signifficantly better than the fire t1 version with gladi (+disenchant ability)? without a way to get rid of live weaving, the live weaving passive will deal quite a bit of damage to your units and possibly the well while making the kited harvester really tanky. on the other hand, with the fire version, you can disenchant and then dps the harvester down while you stall with cc (glacier shell if well gets low to force target switch, then cobold to keep the other well alive long enough). if your base gets too low, you can freeze and force the enemy to netherwarp out, which at least can be used to buy more time. against l units i don't see much of an issue with the fire version either, you have high dps l counters with gladi (and if you really need the burst, firesworn) combined with disenchant ability and protects+cc to stall. at most you should lose one well, but then the enemy is likely to lose at least as much in the counter offense. offensively, sure having home soil is very nice, however fire/frost allready suffers from needing tons of power for a proper offense and you might not have the power to be able to use home soil in enough scenarious to make it work picking. you propably are more concerned with keeping the units alive in an offense by using ravage/shields/cc than dealing enough damage. in t3, sure enough home soil+slayers is really nice to have. for t3 the frost start is really better. while i am not quite convinced of the frost t1 build, i can see the idea behind it and i guess it is at least semi-viable. would have to test it a bit to see if it is really worth playing.
  19. Why would you consider going frost t1 in fire-frost? frost t1 is having a really hard time on some maps and can often be bullied. to me, such (map dependened) highly disadvantagous matchups are something i wouldn't want at all, fire t1 can deal with any other t1 given that you are skilled enough.
  20. My vote is on cyrix, BUT the alpha channel seems very messy, the font needs some manual shading work to make it pop and the logo kinda ends appruptly at the top and bottom (there deffinately needs to be something more, not just cut off to full transparency). What i DO like, is the colour combination and the inclusion of the "sky" theme into the logo. It deffinately does represent the project itself better than the alternatives in my opinion. I honestly would only say it should be seen concept for now, there is some work needed before it looks professional.
  21. i agree the fathom lord is really, really strong and unlike giant slayers, it actually properly counters xl units. i can see enough incentive to go f/n/n, especially with the popularity of brannoc, who is just roasting giant slayers.
  22. yes, it looks really good, but did you take that tree on the "S" from another image? it kinda looks like it, also looks like it is cut off because of that. i don't think using 3rd party art is allowed. to the more positive: the readability seems okay and i like the colour palate a lot, seems very professional to me. i am guessing the the white and featureless spots will get some texture as well. looking forward to it.
  23. purple feels kinda useless, would be nice if it would last for 15 seconds, that way there should be more of a use for this card (same total poison dmg, only takes longer).
  24. rip fire frost. allready forgotten.
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