Jump to content

Eirias

Game Designer
  • Posts

    1429
  • Joined

  • Last visited

Everything posted by Eirias

  1. Imagine how I feel trying to skip every rpve, campaign, and multiplayer pve quests...
  2. Unrelated to my last comment, I really like having boosters every day. I wonder if it's possible to add a cheaper booster as a 30 min daily reward, in addition to the soft cap system. My wife plays this game because I enjoy it, but the part she likes most is opening boosters. She likes feeling that her 30 mins got her something concrete, so now she can have fun opening it. Without this discrete award for X time, I don't think she would be as motivated to play each day. I think replacing the 450 bfp booster with a 100bfp one would be a nice bonus for players like her. This one could be just a couple of commons and maybe 1 card with 60% chance of uncommon, 39% chance of rare, 1% chance of ultrarare. Or it could be that she gets 1 random card for playing 30 mins, with higher chance of it being valuable (personally I like if the market has lots of cheap common cards; new players can feel special if a player just gives them free windweavers or ghostspears or other useful common cards)
  3. A bit late to this, but any thoughts on my suggestion for locked, composed pvp decks? As a pvp player, I am currently quite happy with progression rate. I think it's a sweet spot where I can learn one deck for a month or so while saving up to buy the next one. I think slowing the progression would kill things for many pvp players. However, if locked, composed decks are available to buy in the marketplace, then I can just spend 100 bfp to rent one for pure fire, and now I don't really care that I can't afford 4 juggernauts and fire dancers. Of course if I want to play pure fire, I will want to buy the cards myself and form my own deck so that I can have cards in my favorite hotkey positions/make one or two tech choices, but until I can buy it myself, the locked composed deck would put me on an even playing field with others.
  4. There is a discord where balancing changes were being discussed. Not sure how to invite you though. However, MrXLink has stated that for nostalgic reasons, he wants to full release of the game to have the same balance as when the game died. A few months after full release, balances can happen. Personally I don't see why we can't start making pvp balance changes now and then reset things once full release is ready, but I understand that reasoning for nostalgia.
  5. Ah, you've forgotten about charges. I remember when windweavers and surge of light cost several hundred bfp. In regards to disenchanting commons, the main issue with that is that it becomes difficult to get all cards. I am probably among the richest players in the game because I've been active for so long, but I don't have all commons. I realized not to long ago that for some reason, I had no defenders. Trying to buy them was difficult because no one wanted to put them on the AH. Imagine how hard it would be to find that one common card you've missed when no one even carries extras. Disenchanting only works when it's also possible to craft. I'm not sure it makes sense to make sure every card has a min and max price, but I'm also not sure it would be terrible. More importantly, I think that common cards being really cheap is great to encourage new players. It's easy to give cards to strangers when it doesn't cost you anything but it still means a lot to them.
  6. Mine is super useful for pve because enemies don't dodge it. A common strategy is tto use nomades to run around, bait enemies into mine, and eruption the spawn camps to kill them quickly. Mutating Maniac is honestly a pretty bad card, fathom lord is simply better I would recommend adding surge of light (for t2) and possibly even equilibrium. IMO ray of light is the worst healing spell, you should probably only use it if you already have the other 3 and still want more. Protector's seal is very situational and depends on which map you are on... And in general, I agree you have too many t4 units. I usually take 2 units, one flying and one melee , but maybe 2 flying and 1 melee is also okay. Some good spells you can use instead are enlightenment (with bloodhorn or batariel), cluster explosion, earthshaker, and thunderstorm. (Also wheel of gifts is pretty strong and you already have 2 nature orbs). Of course I am just mentioning some of the strongest options, and your first deck already looks good
  7. Eirias

    Replay Repository

    Remind me and I'll try to make a quick video on this later today
  8. Wait, the picture is on the wiki page....?
  9. So you see, windweaver, master archer, forsaken, and sunstriders is totally reasonable
  10. Well, I see a lot of charity in the game anyway. If you get 150 bfp for mailing 100 bfp to someone, not sure why wealthy players wouldn't also give it away. But I still think they'd give away to new players. Is it really to much to make players play 1 game mode they don't want, once per week? I think only wealthy people would sell cards for cheap on AH if there is a reward. New players are more likely to be afraid of selling for too cheap. There could be a bonus for actually selling the card on the AH, but imo just putting it up is the best. I don't sell stuff on the AH because I am too lazy If there were some incentive then I would sell at regular price, that's probably true for most players who have the cards/bfp they need and simply don't participate in AH because of laziness. New players probably spend more time on AH than experienced players, so random cheap cards probably benefits new players anyway. Do you know the most-used fire, nature, frost, and shadow t1 cards (or pure cards?) Maybe you can give me top 3 of each because I'm sure surge of light is used a lot, but that's basically a t2 card. Yes, I have no idea how easy it is to lose on standard campaign maps I did them in the old days on my first try with starting cards (way worse than current starting cards) and no upgrades for the first time I played the game. Even my wife can easily beat the first few maps on standard. I think only experienced players would think to game the system by killing their orb and specifically building t1 archer of each faction. Those players can just build new deck though, so not sure why they would. At the end of the day, it comes down to whether we want to encourage players to step out of their comfort zone and achieve new things. If that's not a priority (sounds like it isn't), then we shouldn't do any of these things. If it is a priority, the current reward system does a poor job of it. (Also, some of these rewards could target experienced players and offer massive amounts of gold, which can be used in voting for promos if we like that system)
  11. Well, you can individually do that. But it doesn't matter, load times are still slow even if the filter is on. I just checked with a stopwatch and got 4.3 seconds. Ofc I probably have more upgrades than the average player, but I'm nowhere near having all upgrades (less than half the cards have any upgrades). 41 Unapplied upgrades, so it's definitely looking through the 600 applied upgrades I have. 5 secs is not a big deal but Kubik wanted someone to make this poll before he did it
  12. Yes, but it still takes forever to load the upgrades even if you have that filter. I guess it has to sort all the upgrade cards and then doesn't show the applied upgrades. So I still freeze for several seconds if I accidentally click that tab.
  13. @MrXLink has never said that he wants the game completely unchanged. After all, we are adding a quest/achievement system, removed elements, removed 1bfp booster, allowed upgrades by gold, and many other quality-of-life improvements. This improvement is a similar quality-of-life improvement, with almost no negative consequences. Even getting away from P2W, some players complained that they had to grind instead of just buying cards. MrXLink has only said that he doesn't want card balance changes to happen until the full release. This is not a balance change.
  14. If you have a lot of upgrades, you may have noticed that opening the upgrade tab in your inventory causes a severe slowdown of the game. That's because each upgrade counts as a unique card, and BattleForge's card sorting algorithm is terrible. The proposal is a fix that will prevent the upgrades tab from showing "used" upgrades. In other words, when you click the upgrade tab, you will now only see the upgrades which have not been applied to cards. This will stop your game from freezing when you open the upgrade tab with many upgrades.
  15. Is there a way to fix this? But aside from this, there are like 500+ cards right? So even if we add like 1 card a month, that's a very small relative increase.
  16. When the livestream is done, make sure to save it so we can upload it to the community channel!
  17. We've had lots of discussions regarding gold sinks and what to do with too much gold (this one recently) and I have a (maybe) solution. The idea is that all players could vote on something by spending gold. These votes would be mostly trivial and affect some in-game reward. For example (now that we know re-skinning is easy and we can add new promos), each month there could be a vote for a new promo. Perhaps each month someone (could be devs, or just random decision) chooses 5 cards. All players can "buy" votes by donating gold in the marketplace, and whichever card has received the most donations will get a promo release. The 2nd and 3rd place cards will stay up for votes next month, and 2 new cards will replace the 4th and 5th place card. This gold sink would be ideal because it would be completely optional, but players would also feel proud to know that they saved up a ton of gold and were able to influence the voting so that we now have a promo ice barrier or something Once a player has all upgrades, they have an easy way to spend any amount of gold that they want.
  18. I actually like this idea, and more importantly, I like the idea of weekly quests that grant a sizable reward and only refresh once per week. In addition to "play 100 different cards" (which I agree is high, but 50 might be a good spot where you could complete it in about 5 games without seriously contorting your deck), you could have weekly quests to: -mail someone 100 bfp for free (encourage helping new players) -play 1 pvp game, 1 rpve game, and 1 campaign game (encourage trying different game modes) -place 20 cards on auction (help stimulate the AH) -play 10 sunstriders, forsaken, master archers, and windweavers (encourage deck variety). I like weekly quests because it might help "once-per-week binge" players from falling too far behind "play 2 rpve 6 games per day" players. Another way to encourage deck variety (without weekly quests) would be achievements for upgrading certain cards to U3. If players had all the essential cards for each faction upgraded at U3 they would be more likely to try new decks. @Kubik I think I use all 20 cards in most of my games (maybe not disenchant if there are no willzappers, and mybe no t3 in pvp if I lost already) How did you get that statistic for 1.5 games per active player? That means that on a given day, all players who played a game averaged 1.5 games? Also, the 81 cards from beating the starting quest doesn't count the (50?) starting cards, so all players will have over 100 cards by the time they are allowed to have quests. That said, I think 100 unique cards is still a lot if you only play rpve, since many cards overlap with most rpve decks (everyone will take regrowth in almost every deck, for example). But you won't take regrowth in pvp maps and maybe not in certain campaign maps, so I don't think 100 different cards is especially unreasonable. If people are playing standard campaign maps, they can play basically anything they want. In harder rpve maps nature t1 definitely seems the strongest, but frost mages, firesworn, forsaken, phase tower, mine, thugs, etc are all good and are maybe better than nature (I doubt you'll ever see a speedrunner start nature t1). My wife started nature t1 (because I told her it was the easiest) but then she decided she liked phase tower spam better. She only tried it because I forced her to play different colors (otherwise she just wanted to play with the first deck she became familiar with). Of course, now she's glad I made her try other colors, so it would be cool if there was some reward to force players to try new colors. In PvP, nature t1 is rare So I don't think players will lose because they are trying to play new cards to get this quest. If they really want the quest, they can always do a campaign map.
  19. I remember a long time ago talking about renting pre-made decks..... is this something you guys are considering doing? I really think it's a good idea Back on topic, instead of exchanging gold for bfp (although I would also be fine with a really skewed exchange rate, like 1000 gold for 1 bfp but 1 bfp for 100 gold), we could implement a gold sink. For example, selling a promo card for 10,000,000 gold or something really high, so you'd really have to grind for a long time to get it. Also, in regards to players having stuff to accomplish, I think more achievements would be good for that.
  20. The test server is something totally different. The game is currently in the Open Stress Test, which means anyone can play but there are still some bugs that need to be worked out. The devs don't want a "full release" yet because it would look bad to tell people the game is ready when there are still bugs. I believe there is one reset planned, which will occur when the devs are ready to declare an official full release. This may happen within a month, or it may be more than a year away. No one knows (probably not even the devs tbh). I wouldn't wait to play the game, as long as you're having fun . Don't worry about a reset, the game is fun regardless
  21. I am personally not against increasing deck slots, although a careful analysis would need to be done. It may also not be possible. But about t4, imo there is no place for t4 in pvp. If you really have extra slots everyone will just take earthshaker, but t4 cards are so crazy OP that you can't even consider having proper counters and healthy gameplay. Even in t3, 90% of t3 cards are just basenuking or countering a base nuke. Games won't reach t4 (even if there are slots) unless wells and orbs get an additional hp buff, but then that will mean games won't end in t1/t2..... (btw, random thought but I wonder if it might be cool to have maps with different hp levels for different wells/orbs? That might be a cool way to spice maps up, and might also prevent certain rushing from happening, for example if the wells on wazhai cliffs had like 2500 or even 3000 hp, the person who wins the center fight may not auto win....)f But anyway, even if wells had a ton of health so t4 was the norm, nothing in t4 is balanced for healthy gameplay. There is a community map called something like "maze of survivors" which is kinda cool because you have to t4 fight your opponent, but after playing this map a couple times it is clear that t4 fighting is pretty silly and frequently reaches stalemates....
  22. Hmm...contacted the people who put the link up in the first place many years ago.
  23. @MephistoRoss (or @Kaldra if you're still around) Looks like these links no longer work. Do you have an updated link?
  24. One simple fix to the "glitch" would be to set a minimum distance needed to travel? I guess you could walk back to the start but then even nature could root the mages away from the portal.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use