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Kallion

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Posts posted by Kallion

  1. On 3/16/2022 at 2:17 AM, Kubik said:

    🤔 "bandit, stonekin and lost souls" , these would be impossible on any official map, because they do not have any squad in T1, and you can not get second orb without a squad.

    Yeah guess i could word it differently for all of it like Majora said. Rather than have it in the deck, summon X unique type/subfaction cards. Or we could go even bigger and do summon X unique {element/subfaction/card type} scaling into more and more cards till all the cards in the card base for a more completionist approach not like "catch'em all" but "summon'em all" instead. 

  2. Hello! My suggestion comes from playing the game from a roleplay perspective. What im suggesting is for an achievement based on the type of the squad cards in a deck.

    An scaling numbers of games won with a deck squad cards sharing the same type. Kinda like the dragons achievement but say, all forestkin, all human, all beast, all undead, all demon, etc. Getting for reward a random card of said type, for 1 a common, 10 an  uncommon, 100 a rare, 1000 an ultra rare, and for 10000 a promo of that type.

    Another option could be to make it a simple repetible or a one time thing for each type and a bigger achievement once you did one with all types.

    Maybe count bandit, stonekin and lost souls as a separate thing as well for a subfaction achievement?

    Thoughts?

    Metagross31 likes this
  3.  

    Quote

    Name: Floating Spore
    Tier: 1
    Orbs: 1 Nature
    Power Cost: 60
    Amount: 5
    Type: Forestkin Supporter
    Rarity: Common

    Attack: -
    Life: 200

    Text: 
    Blessed Pollen (Passive)
    Explodes when being killed releasing curative pollen. Allied units in a 15m radius are healed 10 lifepoints per second for 10 seconds. Up to 3 buff instances may be applied on any unit at any time.

    Tainted Pollen (Passive)
    Explodes when being killed releasing deadly pollen. Enemies in a 15m radius take 10 damage per second for 10 seconds. Up to 3 buff instances may be applied on any unit at any time.

    Self-Destruct (Active)
    Activate to trigger Pollen by killing the unit.

    Upgrades:
    Level 1: +3 damage/lifepoints per second.
    Level 2: +3 damage/lifepoints per second.
    Level 3: +4 damage/lifepoints per second.

    Appearance: Resize and recolor of Crystal Fiend. Slightly smaller model; yellow spikes and center; light brown plates; bright green glow; scaled down regrowth particles flowing down on death during the effect of the buff.

    Concept: A floating grenade/potion. A very cheap, consumable kind of unit that you either save in the back as spare heal to detonate when needed or send to the enemies as a gas grenade. Makes for a good unit for void efficiency tactics, like every other suicidal unit in the game, just that this time it goes with nature instead of shadow, rising the potential use of (future) amii cards (shadow/nature) and other void-related shadow cards. It is intended to be played with and against tier 1 units to make the healing or damage over time meaningful, it can be spammed however to apply several instances of the healing/damage over time which, if properly done, may escalate into greater amounts that may affect tier 2 units. Synergizes very well with Fountain of Rebirth.

    Comparison: Role-wise it can be compared to Crystal Fiend, having no attack and only applying buffs. The buff is very similar to that of fountain of rebirth and envenom, triggered by the active found in bomb cards like morklay trap. 

    Pros: 

    • Cheap consumable
    • Good for void management tactics
    • Spare Heal/Grenade

    Cons:

    • It is not that useful after reaching tier 2
    • Buff has a small area
    • Doesn't contribute while its alive
  4. On 2/9/2019 at 5:22 AM, darklionking said:

    You seem to be pretty new to this game - balancing cards was (and should be) a normal process in battleforge. Cards like Treespirit, Deep one, Voidstorm etc got all changed.

    No, i am not new and i don't see why being one has anything to do with knowing how phenomic was balancing cards. You probably are new if you didn't know that they did not tackle all the cards at the same time but went by time of release, starting with the oldest ones first. Sure all of them received changes but that is only daily balance for obvious things with thoughts like "mmm nope, this one is too expensive/cheap/powerful/weak", but big ones went from oldest to newest. Heck if i remember my game updating every time due to that during the last year it was running.

  5. 9 hours ago, Navarr said:

    To add to this, many cards from the core edition have been nerfed very hard since then. Surge of Light, Tremor, Silverwind Lancer, Home Soil, Wildfire, etc - the list is pretty long ^^

    Iirc, phenomic was "balancing" things in order from older to newer, so the game must have shut down before many cards got a revision? 

  6. Honestly, there is a bunch of other things more important than making amii cost a little more just so people finish maps a couple of minutes slower.

    Speedrunning isnt how the game it is intended to be played anyway, it is just a "challenge yourself to do it uber fast" and maximize the amount of runs you can make in one hour to farm gold (or heck, maybe just for the sake of doing it). So even if it "breaks" the game, it doesn't really matter and even if it was changed, people would find another way to exploit something else. This is no urgent matter and delaying other things just for this so that another one with the same title but a different card can pop up is unproductive. Let the devs finish making the game work first.

     

    Lavos2018 likes this
  7. Alright, i'll use your format then

    • PvE in battleforge is planned from a:
      • RPG point of view, in which you simply follow the story of the game, not needing anything fantastic and you just have to go through the events having fun as they unveil.
      • Optimized point of view, in which you can go for higher difficulties for the sake of challenging yourself and further improve your cards. Meaning that while you are trying to get the best possible numbers you may encounter ways to do unrealistic things, like ridiculous amount of damage, skip mechanics, events and finish maps in time record. This point of view disregards anything resembling balance as people will just find and exploit any little opportunity they find to do it, this is one of the ways the game can be played and it is not wrong. There will always be something to exploit, that is until the dev team focus most of their brain capacity into properly balancing the game (which is something Phenomic was trying to do), but it needs to work and needs to be complete before even considering that.
         
    • Yes and no, i never said he was inexperienced, but I implied that he did not bear in mind the bigger picture. Anyone can focus on the smaller details, but it is how things fit in the big picture that those changes will make an effect on many other things. You change one piece, the whole thing changes, meaning more balance requests and more nerf this and that. Leaving things how they are until the game is complete, stable and working as it should will be better than doing this kind of things now. 
       
    • See my first point about disregarding mechanics.
       
    • Don't be overly sensible and stay on the topic. I'm not here for your emotions.
  8. For one, i didnt use any condescending adjective. Secondly, learning the game is not restricted to the basics but also the advanced things, which is what im talking about here. This stuff has been tested and modified way back in the day by people getting paid for it with a way larger community and much more feedback so they are how they are for a reason. You can speedrun anything you want, doesn't change the fact that the amii monument doesnt need a nerf, it is not powerful nor overpowered, it is just another little piece that takes place in a bigger strategy. It is the strategy that is powerful but it is not flawless and you can beat it, you just have to figure out how, that's for pvp. As for pve, one card slot wasted on that might just be as powerful as it can be useless, some people can use it for something they find better, some don't and that goes different on each person, still don't see any need to nerf it. It is a choice to make, not something that has to be tailored for people, nor made redundant compared to things already existing, differences are there to make things different and that means for either the better or worse.

    If you don't care about someone's opinion then you are welcome to ignore it. But it is offensive if you go out of your way and deviate from the main topic just to aggress me, while none of your comments were productive. Don't be condescending with people who can also make a solid argument against another solid argument, just accept it or not and leave it there. It is part of an argument to have a party saying yes and another saying no, no need to harass someone who doesnt agree with you.

    Lastly, I don't need to convince you and change your mind, the comments will remain here and ultimately the current developers will take the decision of making or not the changes, of which we might not see any in quite some time as they are already busy with more important things like fixing bugs, making the game playable and trying to implement changes so that the game can work in the current situation, and they are not even getting paid for it. So no need to get all heated up either.

    Lavos2018 likes this
  9. Just now, SunWu II. said:

    No, you're not. You come across as angry and condescending. i'm tired of reading the same ,,learn to play'' worded differently ten times, why don't you learn to engage in debates in a respectful, factual manner? Nobody buys your opinions as facts just because you declare them as such.


    Yes, i am. Because it is literally the need to learn to play the game even further when frustrated people start blaming the game because they cant deal with it. It's not enough with just having big units or big nukes, some strategies demand actual effort to be figured out and thought of, that is what learning to play the game is. Apologies if it looks condescending, but it is offensive to the people who put an effort, learn the tricks of the game and figure out ways to deal with challenges when someone who can't do that comes and asks for the game to be softened up just so they can. Learn to play is not an insult, being lazy and stomping on other's effort is.

  10. Blame the game not the player? I literally said the opposite. Why would you blame the game? It is easy to put the blame on anything that's not yourself.
     

    Also, this is not an opinion, it is a fact that you want to change the game because you cant beat it. Try thinking of an strategy to counter it and you will see it isn't a big deal and you were whinning for nothing. 

  11. 6 minutes ago, Karl Lavafeld said:

    Is this allready offencive. I´d say yes. "learn to play" lol. Man this is a frindly community not maybe like your old rts where u are so familiar with.

    And what u say is just wrong. Just read the posts before then u learn something about this rts.

    Kind regards

    If it is offensive to you, then bad for you, it is a game no need to feel offended. But this is what happens when you start blaming the tool and not the user. I am being friendly by telling you to not think of modifying the game to suit your needs and instead, figure out ways to beat it with the options the game itself offers you, and there are plenty of them. 

    Titan likes this
  12. To the forums, yes, to the game, not so new, and to tcgs, certainly not. This is not unique to this game, it also happens in many others; overly-powerful advantages (not counting stacking, glitching or bugs) exist for sure, but they all have a weakness or disadvantage that can be exploited by some strategy. In this case, making an extra orb with less power; it is not impossible to beat, but if people lose because they can't think of a way to do it, they get frustrated and ultimately start blaming the cards themselves.

    Say, if you shoot a gun and you miss, are you going to blame the gun? Guns shouldn't exist because you miss your shots with them? No, you learn to shoot properly, and a good starting point is to not shoot with your feet.

  13. Amii monument works for 5 orb strategies and/or people who really put an effort on optimizing times. For everyone else it is a deadweight/useless card, no reason to do anything to it.

    You beat strategies with another strategy, not crying about nerfing or deleting a card. Learn to play before starting a post like this, there's a thousand ways to do things properly, and this one is not.

  14.  

    Quote

    Name: Thicket Sentinel
    Tier: 4
    Orbs: 2 Nature 2 X
    Power Cost: 120
    Amount: 3
    Type: Forestkin Archer
    Rarity: Uncommon

    Attack: 1700 (M) - Ranged
    Life: 1800 (L)

    Text: 
    Root (Mode)
    Enable to become immobile and gain: Splinter Barrage and Intrusive Link.

    Splinter Barrage (Special Attack)
    Every half second the unit unleashes a barrage of wooden splinters that deal 33 damage to enemies in a 5m radius around its target, up to 51. Deals extra damage against extra large units.

    Intrusive Link (Passive)
    The unit links to a friendly root network. While connected Thicket Sentinel charges up his powers: if he is linked for at least 10 seconds he will attack 100% faster for 5 seconds. This can only be triggered every 20 seconds. As he is not able to generate any support for the network himself he needs to link into a network that already has members other than Thicket Sentinel units.

    Upgrades:
    Level 1: Splinter Barrage +2 damage per target, 3 in total.
    Level 2: Splinter Barrage +4 damage per target, 5 in total.
    Level 3: Splinter Barrage +6 damage per target, 7 in total.

    Note: Intrusive Link's buff is given to the unit and remains on stand-by until it attacks, which is when the cycle starts.

    Appearance: Recolor of Stone Tempest. Stone into wood; medium green on the blue areas, tail and head spikes; light green face and hand-cannons.

    Concept: A nature-based Tempest with benefits from root networks, although they really are not needed. Its role is point defense and anti-XL, it would also be the only direct-hit ranged nature unit. The specific bonus against XL makes it good in late pvp and rpve as you can send a horde of those behind some big tanky units, let them sit down and pepper the enemies at the good range they have (same as tempest). Not slow like razorleaf and spore launcher but not that big either, they are more fragile compared to them. Their damage is also low compared to the latters nuke-like attacks, but it hits fast, and even faster for a little while if its connected to a network. It isn't overly expensive like the usual XL t4 units so it is easier to spam them and build numbers.

    Comparison: Regarding cost, damage, lifepoints and special attack, it is pretty much the same as tempest. While Intrusive Link is more similar to the Sun Reaver's Infused/Gifterd Root. 

    Pros: 

    • Long range
    • Cheap 
    • Fast direct attacks

    Cons:

    • Needs numbers to make up for the low stats
    • Very specific bonus
    • Requires a root network to show its full potential

     

  15.  

    Quote

    Name: Root Hub
    Tier: 4
    Orbs: 2 Nature 2 X
    Power Cost: 120
    Amount: 2
    Type: Hut
    Rarity: Ultra-Rare

    Attack: -
    Life: 1360

    Text: 
    Network Origin (Active)
    The hub grants access to far away networks. Activate to set as point of origin.

    Transmissor (Passive)
    Is able to repeat the root network and bridge the distance from a distant Root Hub origin. 

    Upgrades:
    Level 1: Lifepoints +100
    Level 2: Lifepoints +260
    Level 3: Lifepoints +380

    Notes: Transmissor's range is map-wide. There can only be one point of origin. 

    Appearance: Large sized Root Nexus. Blue-coloured Sylvan Gate healing effect on point of origin Root Hub; Blue-coloured Treespirits sparkles on non-origin Root Hubs.

    Concept: A simple and straight upgrade from Root Nexus; if they are hard wire, this is wireless. Having the entire map with root nexus is all nice and cool, you can even draw things with it, but in late game the smallest random spawn can break it with 2 or 3 hits and when the 2 twilight juggernauts come you'll start wondering why your razorleaves hit like little girls and start tracing it back all the way to the missing root nexus in panic only to find the units that are currently eating them. This is fixed by setting up living towers, howling shrines or some other root unit, but it is expensive and a hassle to do it. By tier 4 one should already graduate from that and build the antenna-like Root Hub to send network power to some other distant important point and not bother yourself with anything going on in the middle of nowhere. This might even make root network useful in rpve and pvp, the strategy with this is to have a bunch of treespirits or living towers working as batteries in one safe base, usually the starting base in campaign maps or the t1 monument in rpve, set up a root hub as point of origin there and then set up another hub on a forward base or some other defending point. Somewhat expensive but you only need few of them; destroy it and you render the network useless so it becomes a major weak point but then again the same happens with the root nexus. It synergyzes well with Sylvan gate as you can send units from the safe base to the forward base with the tunnel and quickly build up the network.

    Comparison: It can only be compared with Root Nexus really, and the differences are very obvious. It otherwise covers the same role.

    Pros: 

    • Not risking the network from getting done in by random spawns anymore 
    • You still benefit from root nexus for short distances from the root hub
    • Better and cleaner root network layout

    Cons:

    • It becomes the new network's weak point, so it is a must to defend it
    • Low amount of charges
    • Not very effective in small maps

     

  16.  

    Quote

    Name: Greenskeeper
    Tier: 3
    Orbs: 3 Nature
    Power Cost: 250
    Amount: 1
    Type: Forestkin Crusader
    Rarity: Uncommon

    Attack: 3600 (L) - Melee
    Life: 2400 (XL)

    Text: 
    Garden's Grace (Passive)
    All friendly units in a 25m radius benefit 15% more from regenerating abilities.

    Upgrades:
    Level 1: Lifepoints +150; Garden's Grace +5%.
    Level 2: Lifepoints +250; Garden's Grace +5%.
    Level 3: Lifepoints +350; Garden's Grace +5%.

    Notes: The unit does not benefit from its own buff. 

    Appearance: Recolor of Avatar of Ice. Stone into wood; ice into leaves of green, yellow, blue colors; brighter vines. 

    Concept: Nature is sort of starved in terms of muscle power, it is compensated by the root network but it still is very short in direct damage. This Oaken Guardian is to fill that niche for T3 along with the Abyssal Warder but on a more supporting role. It technically can fill the role of an Avatar of Ice, but it can also work as support for other nearby units. Nature is rich in heals so it makes great synergy with many spells and abilities, particularly Healing Gardens. There are a couple of simple strategies for this guys; one is to work as tanks for razorleaves, another is to use it as staple T3 offensive unit, and even on T4 it still works due to the buff. 

    Comparison: It can be compared to Avatar of Ice in terms of stats (a little weaker), while the ability is similar to that of Healing Gardens, on a smaller a scale but permanent.

    Pros: 

    • T3 XL nature unit that can actually deal some damage without being rooted
    • Can work as support for T3 and 4 armies
    • Synergyzes well with Healing Gardens for even greater healings

    Cons:

    • Requires 3 nature orbs
    • You need 2 of them if you want them to benefit from the buff
    • Still not the most powerful thing out there for the tier

     

  17.  

    Quote

    Name: Thistlebriars
    Tier: 2
    Orbs: 2 Nature
    Power Cost: 70
    Amount: 5x6
    Type: Forestkin Corruptor
    Rarity: Common

    Attack: 660 - Special
    Life: 780 (S)

    Text: 
    Sap (Passive)
    Enemies will deal 20% less damage and take 20% more damage as long as being attacked by this unit.

    Puncture (Passive)
    If the unit dies, it will trigger a burst of sharp splinters and prickles dealing 200 damage to units in a 10 meter radius, up to 250 in total.

    Upgrades:
    Level 1: Damage +10x6
    Level 2: Damage +15x6
    Level 3: Sap Enemies deal +5% less damage and take +5% more damage

    Notes: Sap's effect does not stack with itself, only one instance of the debuff will work on any affected unit at any time.

    Appearance: Resize and recolor of Stoneshards. Stone into dark brown bark; blue areas into light green; floating shards colored green as leaves; orange details on the tips of the back-spikes and weapon.

    Concept: Its role is that of a side unit applying a debuff, beyond that it is a cheap Tier 2 spammable unit that can be used, for example, along with other root network units to work as an obstacle to not let enemy melee units reach them so quickly and apply a small debuff to make them do more damage or with bigger units to apply the debuff even for a few seconds. It is not something you would summon as main unit as its HP is very low, but may work as that against Tier 1 and small T2 units when using a small horde of them. It is good in general as it always has something to do, if it hits, it deals a little damage and applies the debuff and if it dies it goes out with a small bang, making it possible for it to work as a small nuke if it is summoned mid fight (dazed -50% hp) and let it die quick.

    Comparison: Comparing it with other 5x6's units.

    • Lowest HP - With 750, it is the lowest of the T2's 5x6 units, lower than Twilight Minions (780).
    • Lower than average damage - Deals the same amount of damage as Stone Shards.
    • Sap's effect would work the same way Snapjaws' do but half as effective.
    • Shatter's effect would work the same way Slaver's do with less damage and area of effect.

    Pros: 

    • Jack-of-all-trades kind of unit
    • Only debuffing (weakening) green unit
    • Expendable

    Cons:

    • The debuff and on-death effect are not that much of a big deal for the Tier of the unit, works in numbers but dont depend on it
    • Requires 2 Nature orbs
    • Weak in attack and hp

     

    BurningWorld likes this
  18.  

    Quote

    Name: Twigsprout
    Tier: 1
    Orbs: 1 Nature
    Power Cost: 75
    Amount: 3
    Type: Forestkin Supporter
    Rarity: Rare

    Attack: 400 (M) - Melee
    Life: 250 (M)

    Text: 
    Root (Mode)
    Enable to become immobile and gain: Nourishment and Linked Fire.

    Nourishment (Passive)
    Friendly entities connected to the root network within a 20m radius around Wisetwig will regenerate 5 hp per second.

    Linked Fire (Passive)
    Up to 3 entities connected to the root network suport each other enabling more powerful attacks. The unit will then heal more.

    Upgrades:
    Level 1: Linked Fire +1 units may support the root network, Nourishment +2 lifepoints regenerated per second
    Level 2: Linked Fire +1 units may support the root network, -5 Power Cost
    Level 3: Linked Fire +1 units may support the root network, Nourishment +3 lifepoints regenerated per second

    Notes: The buff should not stack with itself, only one instance of the buff will work on any affected unit at any time. The unit does not benefit from its own buff. Only the unit applying the buff counts as active for determining which are the idle units contributing to the network. Linked fire increases the amount healed per second by 20% for each unit supporting the network. The % is exponential, (with 3 upgrades):

    • 1 entity = +2 hps / 12 hps
    • 2 entities = +2.4 (+2) hps / 14 hps
    • 3 entities = +2.8 (+3) hps / 17 hps
    • 4 entities = +3.4 (+3) hps / 20 hps
    • 5 entities = +4 hps / 24 hps
    • 6 entities = +4.8 (+5) / 29 hps

    Appearance: Resize and Recolor of Spikeroot. Size of Treespirit. Light brown spikes; yellow-ish leaves; light green "skin" bark; medium brown "armor" bark. Half unit-sized faint green mist coming from the unit when rooted.

    Concept: After a lot of meditation, and the idea of making a secondary healer (because Shaman is too mainstream, expensive, ugly, or whatever other reason), the idea is to make a support for root nexus strategies on early game. With Treespirits and Spikeroots being fragile and vulnerable to ranged units or hard hitting units (until they are melted that is) there is a need to support them and so far the only solutions to this issue are shamans, which got single target big heals every 5 seconds, risking the unit to die before the next heal, and heal spells like surge of light or ray of light which are expensive for the amount of wells you may possess in that tier and not sustainable in terms of power. As Spikeroot costs 2 nature orbs, the healing options areeven more limited as surge of light isn't that effective on them, and although by then you should be able to set up a proper root network with blessed root nexus, that is only stationary. Wisetwigs offer a more mobile solution to this problem, and a powerful regeneration source if a full network is built. They are still very fragile however, so it is a must to have something in front tanking for them and be vigilant of nukes and flying units or units with aoe, cleave or multishot; even damage over time spells may take care of them swiftly if a network is not built for them to regenerate and while somewhat small having 1 with at least another one unit linked further back is already enough to allow units like treespirits not to die as fast. This is less noticeable on spikeroots but by then you should be able to produce a full network allowing for mobile healing.

    Comparison: With 3 upgrades on a Treespirit (880) and Spikeroot (1320)

    • Shaman: 150 hp/5s = 30hps
    • Crystal Fiend: (33hps*10s)/2.5s
    • Gifted Root Nexus: 8.8 hps; 13.2 hps; costs less than half, doesnt occupy unit slots, has more radius and more than 3 times the hp.
    • Viridya: 26.4 hp/2s = 13.2hps; 39.6 hp/2s = 19.8hps

    Pros: 

    • Healing over time 
    • Complements root network strategy on tier 1 and tier 2
    • Powerful HoT on full network, for the tier

    Cons:

    • Risky to play beyond T2
    • Requires the network to be meaningful (6 of the cheapest unit -treespirit- = 360 power)
    • Really fragile 

     

    BurningWorld and Loriens like this
  19. What is this?

    A thread where I'll be posting cards I randomly come up with and fully theorycraft when I'm bored. Everyone is welcome to contribute. With some luck, once the game is fully working devs might start to look at new cards suggestions.

    List:

    Quote

    Format:

    Quote

    Name: 
    Tier: 
    Orbs: 
    Power Cost:  
    Amount: 
    Type: 

    Rarity: 

    Attack: 
    Life: 

    Text: 

    Upgrades:
    Level 1: 
    Level 2: 
    Level 3: 

    Notes:

    Appearance: 

    Concept: 

    Comparison:

    Pros: 

    Cons:

     

    Loriens likes this
  20. NAME: No rewards or map unlock until a relog is done

    SEVERITY: 1 

    LOCATION: After each campaign map.

    REPRODUCIBILITY: ALWAYS

    DESCRIPTION: After doing maps I get no reward other than gold from opened chests. That is until i restart the client or relog, where I have to manually go see what i got since i get no system message telling me what i got for reward either. So i have to relog every single time i finish a map to obtain both upgrades and gold.

    SCREENSHOT/VIDEO: After CrusadeAFter Nightmare Shard

    ADDITIONAL INFORMATION: It has been happening the entire day since the last server restart, it did not happen yesterday nor before the restart.

  21. Root Nexus always supports units linked to them due to the link range being the AoE of their buff so anything linked to at least one nexus will always benefit from that nexus' buff at all times, it is passive.
    4 Statues shown, it is also shown on every other rooted treekin except Treespirit, and it still receives it when being healed. The damage boost "without the buff icon" doesn't happen either, i've just tested it.

    unknown.png

  22. NAME: Treespirits don't benefit from Sylvan Gate
    SEVERITY: 3
    LOCATION: Forge.
    REPRODUCIBILITY: Always
    DESCRIPTION: When rooted, linked fire units acquire the benefits from nearby Root Nexus and Sylvan Gates. In the Treespirits case, it works with the Root Nexus but not with the Sylvan Gate.
    SCREENSHOT: Bug
    ADDITIONAL INFORMATION: Due to time issues I haven't been able to reproduce it in a PVE map as it is one last thing i noticed before logging off today, but I'm quite sure it also happens there.

  23. I remember there was a guy from... thailand i think? Was one of the firsts of my actual friends i made through online games, sadly stopped talking when i moved to another province and he was promoted. He helped me understand the game, get through maps that were really hard for me and even got me cards and taught me how the market worked, then i became rich in bfp :D

    I tried to do the same with other people but after the third i gave up since they only wanted free bfp or cards just to quit the game or do nothing...

  24. I remember i tried to figure out the right order of the missions for the storyline to make 100% sense... but i remember i failed since i had to switch from one "chain" to another and since that also depended on the availability of players for the big maps... well you get the idea. 

    So, Does anyone know or figure out the chronological order of the missions?

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