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Navarr

Beta Tester
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  1. Navarr liked a post in a topic by Retria in unfortunate but reality   
    If you create game nobody can kick you.
  2. Dhrkaas liked a post in a topic by Navarr in Church of negation   
    For that matter CoN players use to have 2 churches relatively close to each other so they can split up enemy units with their 2 nether warps. Can't really break through on even power. So as a non-fire splash I'd recommend to take the free win on time and use the 15-20 remaining minutes to flame the church player and laugh at him
  3. Navarr liked a post in a topic by OuhYesPlease in [Seasonal Play] Massively increase gold & booster drop, wipe every # months   
    If you want to know the consequences of you suggestion, look at WC3. They did multiple balance changes, but boosted 2 units so much (KotG, Ballista), that they destroyed the whole meta that was in place for like 10 years. It didn't add fun variety, but killed many strategies instead (to stay with battleforge, imagine a t1 unit gets so good, that it would make no sense to even go for t2 or t3 anymore). BUT, you could achieve something similiar by nerfing, which is less fragile (the worst thing that could happen, is that the card vanishes. You could destroy 1 race/element, but at least the other races/units are untouched).
    Same with Hearthstone, where they use this abusive balancing to promote new seasons of cards to generate money. The majority won't enjoy it, it's the number one reason people quit. If you want to grind, go to the fitness studio.
  4. Neox liked a post in a topic by Navarr in Balancing Discussion: The T1 imbalance in PvP   
    This is pretty much the only good idea I've read in this thread. Instead of making mortar or phase 75+ power we could just remove them from the game. Mine is crap in 1v1 and will always be. And concerning Frost, I don't see the only real problem discussed, which is fmage spam vs nature which makes the latter unplayable. All in all, it's really hard to talk about balance when there is no ranked system where we could see which tactics REALLY lack counterplay, because when i for example see a phase tower spammer in ranked, I will take the free win with fire (or at least make him waste 1 deckslot). Predicting enemy tactics and countering them in advance is a thing I dont see taken into consideration at all in all these balance discussions which kinda make me lose hope on getting to a good result.
    It's very obvious that Phase Tower needs a nerf, but rather than removing it from the game I'd rather see some minor buffs for some counterplay possibilites, TOO.
    Also one point I want to bring up that isn't taken into consideration a lot is that 2v2 and 1v1 differ quite a lot. For example nature + shadow t1 is absolutely broken, still nobody demands a nerf for SoL or Dryad, because nature t1 is so underwhelming in 1v1 due to shadow and frost matchup. So as you can see, this is a rather fragile and really complex system, where it is very much more likely to make it even worse by just nerfing everything we don't like into the ground. Without an efficient mortar and phase there would only be nox/dryad spam in 2v2.
    I think I could go on forever complaining in my mediocre english about the too simplified way of thinking that is propagated by some people here. But let's cut it here and see how the discussion turns out. Sorry if I stepped on too many feet :p
    Edit: Last point I want to mention is that Frost and Nature are very map depandent whereas Fire and Shadow don't have this disadvantage. This is probably where we should start tackling this issue.
    Edit2 bc I cant help myself: Shadow is also the easiest deck to play which obviously make it seem stronger from noob perspective. Similar thing for fire
     
  5. Navarr liked a post in a topic by Ggoblin in Balancing Discussion: The T1 imbalance in PvP   
    Phasetower allows for interesting defense setups but should be punished for going aggressive without support. Maybe if the tower dealt half damage for the vulnerability period. It should probably only be vulnerable for 20s at U3 in that case.
  6. Navarr liked a post in a topic by Futoshi_Play in Why does the game consume so many resources?   
    IS IT MINING FARM OR WHAT? why ingame menu my videocard loads 100% ??? in official version with old video card i played this game without any problem and with low load on my videocard ,,, but now !!! gtx 1060 3gb , i5 7600k . 16gb ram  !!! why this old game on any graphical configurations using all my video card resources ??? this only happens when someone mining !!!!!!
  7. Navarr liked a post in a topic by Eirias in Church of negation   
    Erm, yes it is?....obviously there are still things than can happen (like nether warp)
    If you're playing pure fire, fire dancers might work. You can also try to overwhelm it with units and use a jugger to stomp it.
    After this game, I was actually carrying earthshaker for a while because I was so scarred...(that was only like my 3rd video btw, so sorry for low quality)
  8. Navarr liked a post in a topic by Hirooo in Netherwarp Green bug abuse   
    So thats the topic worthy of your first post Aaabama? No idea why. 
  9. Navarr liked a post in a topic by ImaginaryNumb3r in Executor Rework   
    The biggest problem I see in Executor is not it's ability. The problem is the abundance of (ranged) M counters for Shadow T1. Forsaken and Nox are both fantastic M-counters and Skeleton Warrior's also perform this role well. All of these units are commonly used and Executor can't take away their key roles. So why bother with having another M counter? For Executor to be worth taking, it's ability would need to be borderline overpowered and this is not desirable.
    Instead I suggest this: Make Executor an S-counter.
    Executor could be an alternative to Dreadcharger who trades "swift" for "less power cost". In pvp, Dreadcharger would still be a favourite because it's swift and has amazing synergy with Forsaken. However, Executor with S-counter would make for a superb pve unit. You can use Executor as front-line tanks that kill S-units, while your Forsaken/Nox Troopers kill the M-sized ones.
    It would make for a greater beginner card, since it is common and would combo well with Forsken.
    The goal should be to make each card useful, even if it is only a niche. If a small change can make a unit useful, you should always prefer that to a more exotic rework.
  10. darklionking liked a post in a topic by Navarr in The Stress Test Open#3 08.12.18   
    Maybe a wider prize pool range could help (eg including the 7 best players instead of only 4). Also higher bfp amounts could raise motivation - one obvious way to do this is for example charging Radical 1k bfp joining fee to stock up the prizes.
  11. Navarr liked a post in a topic by Chibiterasu in Puns   
    Why are PvP players always that toxic?
    Because they can Curse Well.
     
    Battleforge is the only game I know that literally has an Easter Egg inside it.
  12. Navarr liked a post in a topic by Fimion in too much grinding ?   
    Yeah there is definitly too much grinding in my opinion.
    I dont have much time to play, only 30-40 min a day, and so far a only have 2000 bfp and a rPvE stonekin deck simply because its relatively cheap and effective.
    Id really like to play PvP again with a pure fire deck but thats not possible becasue it would take me YEARS to get a fully upgraded deck.
    For a fully upgraded fire PvP deck id need 2 Ultra rare cards(Firedancer,Disenchant) and 7 rare cards(Firesworn,Sunderer,Scythe Fiends,Gladiatrix,Windfire,Giant Slayer,Jugggernaut).
    And of course i Need those Cards 4 times each because of charge upgrades.
    And since i dont have the time to trade for hours a day, there is no way for me to get those cards in a reasonable amount of time.
    In the old days i had all Cards and i used a different deck for rPvE almost every game.
    Now every match is basically the same, i have to use my Stonekin deck over and over again,thats really getting boring and frustrating.
    I might buy some Cards to make a ShadowNature rPvE deck but then it would take me even longer to get a Fire PvP deck...
     
    And another thing, Fiki you are way too aggressive and mean to People who dont agree with you, remember
    we are not your enemies.
    We just want Battleforge to be fun and popular, we really appreciate what you and the other devs are doing.
     
     
  13. Navarr liked a post in a topic by Ladadoos in Better visualisation of progress within campaign   
    @Flrbb I kinda think the worldmap is a little cluttered with all those difficulty (radio)buttons to be honest. One possibility would be to extend/modify the statistics page to show this information, although that would turn into quite a list. Definitely possible either way.
  14. Navarr liked a post in a topic by RadicalX in The Stress Test Open on 03.11.18   
    Prepare yourself, Phasetowers are coming!
     
    Btw: After a disconnect a rematch should also be possible if both players agree to it. Sometimes you dc after having a clear lead, where even the opponent realised, that he was losing. 
  15. Navarr liked a post in a topic by ImaginaryNumb3r in Analysis: The problems and implications of player progression   
    @PorousBoat I think those are very valid points. PvP certainly poses different challenges onto a player and the game should address these players and their individual needs. Looking at the challenges of each game mode:
    PvP: The challenge should come from human-human interaction. Understanding the meta of Battleforge is not easy for many reasons. Understanding Void Power, energy advantages, knowing when to go for T2 or grab a well is difficult at first. On top you have to deal with common combos, know how to play around CC and train your micro (because BF is a micro intense game). PvE: The challenge is less about reacting but more about building a strong deck that grows with the difficulity of the mission. You can do this with specialized decks or upgrading cards. Even when you play casually, you need to leverage your deck as the missions get increasingly demanding. In a perfect world, we would have an abundance of cards like MTG, have a stable balance in place and players are free to mix and match their decks to fit their individual playstyles (pvp and pve alike). Now, we can't have that because MTG is expensive. And because Skylords cannot ask for money (thankfully!), the only currency this game has is user-time. And as PorousBoat has described user-time is of short supply.
    Mind you, Battleforge is primarily an RTS game with customization mechanics which are presented similar to a TCG. As an RTS, the usual rules for balancing and fairness must apply in competitive play. However, we cannot neglect the customization part as it is the diversity that appeals to differnet playstyles and player types. The problem I see with pre-made pvp decks that constantly change is that you have to repeatedly re-learn your deck. I am afraid this could deter people from learning the fundamental of the game first. This is even more problematic since you are probably matches with players who know what they are doing. Furthermore, some decks like pure fire or stonekin appeal to very different playstyles and some decks like shadow or bandits require an incredible amount of in-depth knowledge to play correctly.
    Different Formats
    @Eirias I think that is a very sensible suggestion of you, but I'd like to expend it a little bit.
    Personally, I think the best solution for pvp is to have different formats like MTG. You have a restricted mode and an unrestricted mode. Potentially, a restricted mode would allow you to play only with pre-made decks. While the unrestricted mode is pvp as we know it and should be used for expert players. Continuing this idea, pre-made decks should be kept very simple and promote learning the basics of the game.
    You could argue that different formats will disrupt the player base, which I disregard. These formats appeal to different persons and expert players should not be matched with beginners to begin with.
    Having these mechanics in place, people can enjoy pvp and pve from the get-go. However, both pve and pvp have a goal to work and the customization aspect of the game is preserved for cooperative and competitive play. The only problem for pvp players is to make the jump from restricted to unrestricted. However, I think once a player wants to leave restricted mode behind he already has amassed a certain amount of cards and upgrades as well as a good understanding of the game itself. Thus, he is well prepared for unrestricted pvp even-though he does not have certain ultra-rares or U3 on all cards. In EA's Battleforge, people with decent decks also participated in (unrestricted) pvp. I believe that players can live with some elements being uneven as long as they can go back to the restricted mode if they feel cheated because a guy had a clearly superior deck.
    I also think that by the time a player choses to play unrestricted pvp, he has gathered enough cards to form a nice deck himself.
    Personally, I'd advocate for making charges and upgrades to be less significant but I suppose this would be a huge and painstacking undertaking that is out of the question.
    Player Progression
    In this discussion about player progression we are mostly concerned with AH prices, how fast people are unlocking their dream decks that we forget one thing: Progression is not only about cards. Yes, the original BF only had cards but the game business has evolved beyond having mere content. Honestly, I think achivements are the way to go. They provide another external motivation to play the game and could provide a wide range of rewards. They should be separate from daily (or weekly) quests and provide additional long term goals. This can range from faction specific goals like "kill 100/500/1000/5000 entities with Bandit units". Or serve as tool to promote using different factions, like "build 25/50/100/250 orbs of nature, shadow, fire and frost".
    Furthermore, you could also bundle Promo cards to certain achivements. Promo Swamp-Drake could be a reward for winning 250 games where you started a game with Nature. Honestly, making new promo cards should not be difficult. It's just a unit re-texture with some fancy FX. It's something I've done hundrets of times for the game's I've been modding.
    I think promo cards can be seen as different versions to "skins" in usual games. I also think that the option for "visual content" should also be explored further if possible.
    Overall, I think we can be a bit more generous with card distribution if you set other goals in place that serve as an addition to just "building a deck with the cards you want". After all, you are not just maintainers of Battleforge, you are developers of Skylords - an essentially new game.
  16. Navarr liked a post in a topic by PorousBoat in Analysis: The problems and implications of player progression   
    As the one who sparked the discussion over in the discord, I think there's another important point to be made:
    There's a huge difference between "unfair" in PvP vs. "unfair" in PvE. When people play against other people, not feeling like you have the same means of winning as your opponent feels really bad. If you started a chess game with 3 fewer than your opponent because you completed fewer daily quests than them you're not going to feel very good about it. You'll feel like your loss was due to factors you couldn't control rather than skill (even if it was skill).
    When I try to bring my friends who like competitive games into this game, they're really hesitant to play it because why would they invest time in this supposedly "cool and unique game" when they could just download dota or buy SC2 for 25€ (both of which are also "cool and unique") and be on equal footing with everyone else right from the get-go?
    Sure, it's easy to just say "it's a TCG, man. Grind or go play something else!". Just because you enjoy the grind doesn't mean that other people necessarily have to be subjected to it. Keep in mind that only really dedicated people show their face around the forums - Go around and ask your friends. I think most of the would be more inclined to try the game if the PvP was more accessible. I say all this as someone who plays Magic: The Gathering - A game that's notoriously expensive. So many times have I wished that my entire collection (thousands of euros) would tank to 0.50€ overnight if it meant that I could bring my friends into the game without having to explain to them why spending 400€ on pieces of cardboard "...will be worth it in the end. I promise".
    Of course, this isn't as extreme of a case at all. The P2W days of EA are long gone, but as it stands now we're looking at a situation where you might end up being restricted by time instead. I've been having a hard time getting my friends to play by telling them that taking a week or two (possibly more later down the line if the rumors about rewards being boosted right now are true) to even be able to compete with me and other players with good decks "...will be worth it in the end. I promise".
    The difference between these two scenarios is that in the case of MtG or old EA Battleforge, they had to bring in the cash. With this project there is no commercial incentive, meaning there's no reason to "paywall" competitive play with a mundane time investment that just involves logging in for an hour to do dailies for a few weeks. The common argument is "Well what about the players who play this game for the trading? Isn't their way to play worth anything?", and while I personally have more than a few bones to pick with treating games like a stock market, I suppose that's valid. My concern is if the entire economy is entirely built around these people, leaving the lot of us who actually want to "play the damn game" getting the short end of the stick.
    I don't have a clear solution in mind, I think it'd be arrogant of me to champion a single way to do it. I do however have a rough idea that with some tweaking and tinkering could end up serving as an OK compromise:
    What if PvP offered you a "temporary" card pool where all cards where available exclusively for PvP use? If you wanted to use your sick promos you still can, but your deck is never limited by what cards you have or what level they are for PvP use - It's all player skill.
    This still leaves progression for PvE as well. I know the feeling of whipping out your first shiny new XL unit on Bad Harvest for the first time as much as the next guy, and I would never want to take that away from any newcomers, but PvP isn't meant to serve as that sort of setting.
    I don't mean for this solution to be final. There are definite flaws in it. It just serves as a suggestion to get the conversation going. I just want for everyone to be able to enjoy the unique PvP experience this game offers without having to slave through a bunch of grind for digital pieces of cardboard first.
  17. Navarr liked a post in a topic by Medivich in The Soultree - Amii Monument trivialising wincondition   
    It worked the same in "original" Battleforge
  18. Navarr liked a post in a topic by MephistoRoss in Viridya Treespirit Summons capped at 1   
    Hmm, I guess the last bit of that text is wrong for upgrade 1+2.
  19. Navarr liked a post in a topic by Chibiterasu in rPvE Deck   
    Well if you want to use decomposer, you use the units you don't need anymore. But I think insteat of decomposer it's way more effective to use cultist master. His nightcrawler are for free and with fof (furnance of flesh) and embalmer you get pretty much all your energy back.
    For the t1 it's not that easy to answer. I feel like the fastest t1 is frost because you only need very few frost mages to clear the camps. However when you pull the nearby camps while clearing and there are more M- or even L-units, frost becomes pretty slow and unreliable. So in gerneral I prefer Shadow t1. When you think you will have a tough fight, just place a green soul splicer nearby. It will keep your units alive even against lots of strong units.
    Amii-Monument is a viable option in single player to make the t4 easier and in some cases speed up the run. But since it's a legendary card, you shouldn't use it in 4 players rpve unless you know nobody else uses it. Though imo you won't need it even in single player. Ashbone pyros are strong enough to clear whatever there may come and since you get your energy back with fof anyway, it won't give you a significant speed advantage either. It's more usefull for other colors.
    You can't stack wheel of gifts anymore so you can only use one buff of every kind at the same time. They are not bad with LSS but you don't really need them especially for lvl 9 and when you just want to finish the map quickly.
  20. Navarr liked a post in a topic by MrXLink in WARNING: Multiaccounting is forbidden!   
    Greetings, Skylords, Skyladies and Skyfolks,
    We would like to remind you all that we do not condone making multiple accounts in any way, be it for reward/progression system abuse in-game, shadowing your identity, circumventing penalties, or literally any other reason. Multi-accounting is strictly forbidden, Accounts in households, shared computers, or shared dwellings should not affect our system, and if you stick by our regulations, you should all have nothing to worry about.
    To make sure everyone is aware of this, there are warnings in place on our forums as well as in-game, and additional clarification has been added to the Global Rules (Rule 3.1). Also be reminded that this specific rule is a part of our Terms of Service (ToS) and our Registration Policy, meaning that by creating your account, you agree with the risks of multi-accounting and accept the reset of your main account and the loss of your access if you re-offend. Please also note our main warning: https://forum.skylords.eu/index.php?/announcement/29-beware-multiaccounting-can-cause-permabans/
    We hope you understand our concern and abide by the rules to make the forums as well as the game a safe, enjoyable, and wholesome place.
  21. Navarr liked a post in a topic by xHighTech in Global Warming in Pure Fire to counter Pure Frost?   
    Global warming is the best optional card if you KNOW that you play against pure frost. It makes the matchup much easier and makes the opponents desperate.. There is no single reason to not use it.
    Otherwise in ranked its a useless & dead card slot if there is no pure frost meta.
  22. Navarr liked a post in a topic by Treim in Top 50: Underwhelming cards in the game   
    There is 1 anti air tower used in the game. Blaster Cannon has its niche in speedruns against Lost Vigils for rPvE lvl 10's
    I think the Revenant's ability is inherently flawed in that it only activates when you die which is exactly what you try to avoid and as a last stand type of ability it is just way to costly. If you want to keep going with the Revenant type thing i think it would be way better making it either a passive ability or very cheap and change the duration of the effect similarly. So f.e. 20-60 power costs (depending on the unit) and then duration 10 seconds. Or if you make it free go for 5 seconds or diminished stats. or something. I still dont think its good game design to have an ability that requires you to die when that is totally counter intuitive.
    A complete rework might work better. I think f.e. it would be nice to have an ability that would give the units a power up for a period of time but would leave them weakend permanently afterwards. Something like, by offering part of their Souls they can get extra stats/abilities, but afterwards (due to their Souls being incomplete) they can never reach their former peak. That ability would be quite similar to frenzy for shadow but less dramatic which would fit its mixed style of being a splashed faction of frost and shadow.
    I think with Twilight you could do something with a lot of switching forms, which could make their units super versatile. I think that fits the theme of "Mutants" which they are quite well and could offer a lot of strategic options to the faction.

    Obviously both changes would probably require stat changes, the Twilight one more so than the LS one, but still.

    I think working on balance changes in the future is best done in tandem with the community. Maybe let the community decide on a few cards via watch list and then work with high level/experienced PvP and experienced PvE players on changes for those cards (and maybe a few extras). I think that could work quite well.
  23. Navarr liked a post in a topic by Eddio in Open Beta *Memes* Collection !   
  24. Navarr liked a post in a topic by HardwareHeinz in 2 - Create Custom Match Errorcode "1"   
    NAME: Crash when trying to open a game SEVERITY: 3 LOCATION: Worldmap REPRODUCIBILITY: It happens when you try to open a map with someone in your group, who doesnt unlocked that map so far. DESCRIPTION: So a friend of mine and me wanted to play, but I didnt know that he havent unlocked the map Slave master yet that I wanted to start. As I tried to open the lobby my game crashed. SCREENSHOT/VIDEO:  ADDITIONAL INFORMATION: Maybe you could build in a query which checks that all group members have the same maps unlocked when trying to open a lobby.

    EDIT: Got the same bug again without a group when trying to open Sunbridge on Expert. Doenst work with and without a group. Also I've got a new Error:
    Also I've attached the log.txt. log.txt
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