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tbpeti

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Everything posted by tbpeti

  1. About "better" rewards i thought higher rarity, 'cause in the end it will only come down to the tokens you earn from them and this is mostly in line with the new player experience, what @Ultrakool mentioned. There were also specific maps to farm, i.e. PtD - if someone wouldn't know, the PtD gave more tokens compared to a lvl 9 rPvE and it was faster and easier - the only reasons why people played battlegrounds were 5 things: 1. the points in the end of the month 2. the enjoyment of the random maps 3. the token-boost on new accounts, which didn't get to the 12p maps 4. it wasn't too likely to have enough players to make the map sufficiently 5. they didn't know about the fact what i wrote just before (about the more token-drop) I'm also coming from the UI and from my memories: - the leader could decide before starting how he wants the loot distribution (random, or assigned) - after picking assigned he could assign it to anyone within the group, who decided what to do with it: keep or turn into tokens (if he chose the 2nd version, all the group members got the tokens, but if he chose the first, it was only him who got the rewards) - unfortunately it seems like my idea backfired: i start to think that except a few of us everyone thinks of these maps as nuisance and only wanna play them for the rewards and when they get the rewards they would leave these maps forever (not talking about the pvp players, but the pve players here, who keeps getting back to a very few specific maps, i.e. Bad Harvest... And this is exactly what i'm afraid of. I wanted to find something that makes people want to play these maps more and not less because if the same amount of people left then like noone will play them... Right now I also think this would be the best case, but even if it is possible to do, i'm pretty sure messing with it and implementing will give a headache to the programmers. My only concerns are that this would make the 12p maps less popular 'cause of the higher droprate... After thinking so much about it, maybe the best choice for these maps would be to make 1 loot-list for the first period and an other when there are less active players for the sake of those who start to play the game later. I know it's only theory and thinking ahead into the future, but maybe leaving the whole lootlist as it was would be the best for now and remodeling/reworking it later when we'll have a given number of players and fresh statistics about the popularity of the maps would be the best choice.
  2. Definitely a good thinking, and in my opinion this thought should take priority if you can and want to manipulate the loot-system. On the other hand I also would like to see a reward-system where the harder maps are rewarded better, and here I mean i.e. the Behind Enemy Lines was one of the hardest (if not the hardest) 1p map. Giving out better rewards for these maps would fit the concept of rewarding the better players (and here i don't mean that the ones that are deeper in the tree should give better upgrades, but the ones that really makes people sweat while they're doing it). Also about the loot on the 12p maps, well, they were quite the mess... If the leader took them all (or didn't make a dice-roll for them) or simply used the random distribution and the one who got it by random did not turn them into tokens the rest of the players were totally screwed and nobody could do anything about it... Simply getting 4 card-upgrades for 12 players is just cruel. My advice would be to move the card-upgrades from the Ascension and the PtD and replace these upgrades with a high, but reasonable amount of tokens (with a higher rate compared to the rPvE for rewarding the players to be able to come together and beat the 3 maps). This probably would make people to still want to play these maps, but the distribution wouldn't be random. P.s.: i loved the 12-p maps, especially ascension because it was a quite hard map either - even with a good strategy, to be able to solo the map (well, with 3 players alltogether) needed indeed both skill and luck.
  3. Well, I'm like 99% sure that my skills already faded away and I'll drop out of the tournaments after 2, max. 3 rounds, but still, sign me up for all the cathegories, I won't fall easily! Also looking for a 2v2 partner for this tourney. P.s.: I'm pretty sure that I'll work around the time the game goes online, so cannot garantee my participation, but hopefully I can manage. For those, who doesn't know, my IGN was and will be TBPeti.
  4. tbpeti

    New cards

    [quote='WatcherOfSky' pid='8344' dateline='1437434712'] I made some cards, IDK if they are any good, but I like them: [url=http://www.bfcardcreator.com?task=quicklink&cid=9508]Floating Lifetree[/url] [url=http://www.bfcardcreator.com?task=quicklink&cid=8930]Twilight Unite[/url] [url=http://www.bfcardcreator.com?task=quicklink&cid=8929]Twilight Hulk[/url] [url=http://www.bfcardcreator.com?task=quicklink&cid=8931]Bandit Mine[/url] [/quote] Out of these the Floating Lifetree is waaay too weak, the Twilight Unite and the Bandit Mine are extremely overpowered and the Twilight Hulk is kinda fair i'd say. The problem with the Floating Lifetree is that it's way too expensive for a t2 turret, and has way too weak abilities, spawning a werewolf on t2 while the tower itself costs 275 is just useless... And pure nature already has a very expensive t2 tower, what's called living tower. To be honest i don't really like this concept. Twilight Unite: t2 spell, heal 1600 over 20 seconds. Compared to Ravage, what heals 750 over 20 seconds and only costs 10 less power it is just something that would be insane... On the other hand to deal 50% more for 60 mana is a little bit too weak in my opinion. The Warlock card in pure fire gives the same buff for free, and the minion only costs 5 more (65) power. Bandit Mine: knocking back S, M is probably ok and still would be used in all bandit decks, because the bandit doesn't have any other cc, but 30 mana for knocking back the L units as well?! I believe it would be used even without dealing any damage, because this ability in controlling the field is that crazy! Not to mention that knockback is not counted as a cc in the game, so the units will get knocked up every time and won't have resist against this... Twilight Hulk: I think this card is quite fair, but only because it has 3 fixed orb-colors. Without 3 fixed orb-colors it could be used in other splashes that would make the card little bit strong in my opinion. [quote='veryhasted' pid='8304' dateline='1437425226'] Tried to make a card: [url=http://www.bfcardcreator.com/?task=quicklink&cid=10884]http://www.bfcardcreator.com?task=quicklink&cid=10884[/url] That happened. [/quote] Sorry to say that, but i don't like the concept of a M sized M counter in shadow splashes due to a really good card called Nightcrawler. And especially do not like it in a Shadow-Nature, where we already have the Amii Phantom as well. The "Rush" ability is also something the shadow-nature cannot use to it's full potential, that would be much better in a bandit deck, where you can use banner of command to take your minions down with full hp after making this teleport. If you really want to make a shadow-nature card I would advice you to make something cheaper as well, 110 power is too much for a M unit and if you make it into a L minion, well in the S-N it has to be very expensive, or too weak, because other ways it will simply end up with huge nerfs (see what happened to the Deep One, the S-N was one of the main reasons it became a pure nature card). L sized unit in S-N on t2 would be even more OP than the lost reaver due to the support spells. I honestly believe the S-N is the class that has the most potential, and if it would get some other decent cards (don't need to make any OP cards, just decent would be fine) it easily could become the strongest deck out of all.
  5. [quote='xHighTech' pid='7891' dateline='1437341352'] Im thinking about to create a guide for t1 fire against every t1 color. i would do it with some other experiend pvp players. [/quote] If you need an experienced player just give me a shout. ;) By the way my answer to the poll is a definite yes, because altough i was an eperienced player with shadow t1 - also played nature t1 on a slightly lower lvl -, with fire t1 i always struggled in pvp.
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