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VolvoxGlobator

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  1. Or maybe going more abstract - like "mana" or similar But I assume it would be just shitload of manual and tedious work to replace all the text references, GUI elements etc.?
  2. I fully agree. I think there is already a limit for how long a match has to last (is it 5 min?) So this would prevent a cheesing (plus the difficulty of getting matched with you cheese-buddy). What might be the issue is for sparing matches, as people then might just quite match after 5 min, ruining whole 2v2 or even 3v3. Not cool. For ranked the winner gets the points, so this is counter value for dick move. For sparring no such thing. So easy solution is to remove win condition for ranked only. Is it possible to detect disconnects? But even then it is probably impossible to distingui
  3. Interesting. I have proposed to devs month or two ago that it might be interesting to build an interim server (e.g. elastic or whatever), which would sync with their main server in a civilized manner (not overloading it). And this interim server would then be open to external applications, like exactly what have you created. In case it will get bombed/overloaded etc, it wont harm the main server They didnt mind the idea but said that things like these (assuming they will be given a go) would have to wait after the release
  4. "Scrapping" (or any other tool) is not allowed?
  5. This would defeat the purpose of having comparable decks with the "elite" - U3 upgrades are the most expensive, and often are "step change" like cost reduction - thus important. And you couldnt fix that just by upgrading to U3, because card is not yours, so to fix this gap you would have to buy and level up from very beginning.
  6. You are not alone, I also like the collecting aspect - and initially thought that free PvP decks might be bad idea. But the matter of fact is that PvP is almost dead now. And if you find match it will be with 120 lvl player - so you get veteran and with better deck - again many people dont find this challenging (or lets say challenging too much). Even in EA times the PvP was quite struggling compared to PvE - and most likely after release we will have smaller population than back then. PvP makes very bad impression for newcomers. As a newbie you somewhat design reasonably viable deck and
  7. But "lack of UR cards" have always been the case, right? Even in EA era, wasn't it? Plus cards just keep on accumulating, the only sink being people stopping playing
  8. Any actual data for that? I have only anecdotical feel from PvP ingame chatroom, that it is more or less still the same (desert)
  9. The main message is that amount of opened booster remained the same, which is critical. Assuming same player count. Therefore I wouldnt be concerned that there are too much/few UR cards available due to reward system change
  10. Hello, would you mind posting data for another 14 days? Ofc, assuming retrieving these is not too annoying...
  11. Personally, I find PvP much more interesting than PvE (which i still like anyway). I understand your sentiment, but you have to also considered, that there are currently much more PvE quests than PvP. And you fulfill multiple of those simultanously - e.g. PvE match & gold loot & multiple players - all go together How many PvP quests there are? 1? Of course, duble reward might give exactly the impression you are describing. Easy solution - more PvP quests.
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