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anonyme0273

Alpha & Beta Tester
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Everything posted by anonyme0273

  1. Didn't even think of PvE use, but you have a point! And as you mentioned, seeing how the replays work it SHOULD be possible to implement easier than expected. The replay is just steps of commands, not sure about PvE, but still sounds good
  2. The marctplace should be an economic simulation. Wanna ramp up prices? You can. Wanna undercut the others with a low price? You can. Wanna buy all cards and ramp up the price? You can. All these are viable for a short time, but when the new influx of cards from boosters arrive, prices will adjust. So don't worry about it
  3. 20 minutes of gameplay... maybe stop distributing Promos after a while, make them actually rare in the long run?

    image.png.f1be690131ae177fa12c8efee46d59f1.png

    1. Show previous comments  4 more
    2. Dallarian

      Dallarian

      To allow each player to have one promo, around 200 boosters per player must be opened ~2-4 months of progress.

      Isn't that rare?

      Market verifies prices. Apparently people care more about making quick cash by selling Promo for low and buying a deck for that, than appreciate it's skin values.

    3. wisersamson

      wisersamson

      i completely disagree, it seems like promos are perfectly fine how it is. the fact that you are seeing "more" promos than you BELEIVE should be seen isnt proof of anything. if they changed the promo drop rate it would be seriously unfair to new players. its already very hard to get a promo, the low drop rate is working. it is not as if there are cheap promos flooding the market from there being too many promos. 

      What exactly are you suggesting? that promos are sacred and their scarcity should be artificially inflated? Promos taking months and months of every day play to possibly acquire (on average, because thats how statistics work, yes a brand new player COULD get 4 promos their first day, but that isnt how probability works over time) seems like its scarce enough. 

    4. anonyme0273

      anonyme0273

      Drop rate and usefullness impact the market. Right now, if I tried, I could maybe buy a medium priced Promo with some mild trading and daily playing within a week - free BFP every day for anything you do...

      Yes, I suggested Promo drops be halted completely after a certain point, so they actually stay rare. New players will come, but the slower the influx, the less rare all cards are (because thats how maths and logic work). With a limited cirtulation, their prices can only go up, making them a worthy goal to strive towards getting, while now it's either saving up for a bit or just getting lucky, both of which are quite boring.

  4. I'm a big fan of chess, and when someone asks me what BattleForge is, I describe it as real time chess - complex, requires strategy, predicting your opponent and playing accordingly. If you don't like the analogy or think it's just the description of any RTS, ok, but I'm bringing in a closer point. Chess puzzles Many people get better at chess by doing puzzles - being thrown into an existing game environment where they need to quickly adapt to the situation despite not progressing to that current state themselves, then find a few best moves. After making a move, you immediately find out if you did the right thing and sometimes there is a sequence to be found, not just a single move. Except the easier puzzles, the player is either in a disadvantage, under heavy attack, or in a middle of an attacking sequence. Each scenario only has one correct solution, which quickly makes puzzles a good learning experience, though can get very hard very fast. As you can see in the image above, the game already started, but the player (Black) only sees the last move. Now he plays what he thinks is the best move, usually leading to a checkmate, simplification or a serious advantage. For chess fans - see if you can find the solution, I failed my first few tries ^^ Problem with chess puzzles like this is - there is always only one best move. That's not the case for BattleForge most of the times. Usually any situation can be resolved more ways than one, some easier, some harder, but I believe there is hardly ever just one very specific thing to do. BattleForge puzzles I propose a similar thing for BattleForge - though a tad different, because BF isn't turn based mostly and also there can be no action for a while, while in chess you can't skip your turn to wait for more Power to flow to your pool. Still, being thrown into an existing battlefield or game situation where one player is in an advantage gives room for both strong and new players to grow. For example - it's hard to instantly know how to deal against a Harvester if you haven't seen or played the matchup before. It also very much depends on your deck and the map you are playing. So imagine a scenario where a half health Harvester is on it's way, but you have plenty of Power and some standing units to try and defend against this. Writing down all the customization options for this would be too long, could be dozens - Power pool, standing units, deck, own unit Tier... What I'd imagine could work nicely is two (or more) players open up a Sparring match, choose a position in an existing match as in PvE with a very specific map, where both know (or don't) all important values, layouts, units, used decks, and start playing. Once ingame, it's completely up to them what to do - they do what they think is best to win, which could be waiting, attacking, getting another Power well or going T3... unlike chess, there is no right answer, because games vary so much, until the top PvP ranks, where both players likely know exactly what to do. But mid and low elo players like me could learn a lot by playing short scenarios from a position of an advantage or disadvantage against a better or worse player on a map they don't know how to play properly. Another example to keep things not completely boring - T2 Pure Fire vs T2 Bandits, cliffs, Firedancers on their way to destroy your wells, whatcha gonna do if you got units on the other side of the map? Attack a different base and sacrifice yours? Spawn two Skyfire Drakes and try to defend? Is there a right answer, or are both equally good to learn something? And from the position of the other player - you got Firedancers attacking, but the enemy is attacking a different base from a weak side. Same options, defend, focus on attack? Coaches and their students could really use this since getting to a specific scenario is tedious, lengthy and usually not worth it since the game can then be resolved in a minute after a 5 minute build up. This could save time and give everyone something new to try. One more example - a lengthy game that dragged on for twenty minutes, both players have huge Void power pools but no unit charges left, most Power wells are almost or completely empty, few units standing. What's the best thing to do? Wait and try and assemble a larger army, split push with small units, box up and defend until time runs out? Something that's not often practiced in real games but the experience could be worth it. What it means for development This suggestion, if accepted by the community and staff, would probably not be easy to implement. As it now stands in my mind, it would require certain specific things to be created and some to be changed (first one is the most important and also easiest though, and likely the only one really necessary to make this viable, the rest is building on top of that) snapshot option in a Sparring match - a nice feature that would export the current state of the game as a separate playable map, easier than creating a scenario by hand - players play as they would and at a certain point a snapshot is made. The game can then be continued, finished, then replayed starting at that snapshot (with saved decks) - to try different outcomes of a specific fight map editor that only does units, buildings and all important values (unit healths, Power pools, both Void and available), so creators of these puzzles aren't burdened by scripts, map generation and all the other stuff that creates a steep learning curve for the editor itself. Could import aforementioned snapshots to edit them, give one player an edge for increased difficulty a way to play these puzzles in Sparring grounds, so either a list or a manual download, which again, can be a tad confusing customizing these Puzzles in the created lobby - perhaps scaling the advantages of one player to even out skill levels, or create more difficult scenarios to really put the pressure on. Not yet sure how that would look or work, just listing it all out here a lot of time to create a batch of puzzles to be played at first, so the game mode has some varying content form day 1 Actual gameplay Both players join a lobby with a scenario selected, as they would select a normal PvP map. Both players see or know the map and can choose their position (and maybe deck, if allowed), the rest of the settings is global (handicaps that add Power or additional units to one player) Pros I believe this would have many pros when it comes to learning and getting better at PvP trying out new things getting better at ones weak points (playing against Harvesters, Ashbone spam, Mortar spam, walls, Burrower spam) perfecting a specific matchup fight scenario change one small thing and see a different outcome of the whole game (perhaps ya didn't want to miss that Eruption or not take that Well so early?) switch places as your opponent, see things from their perspective TL;DR Players finding the best course of action to win against each other in customizable midgame/endgame scenarios that saves time for PvP practice Let me know what you think, if you like the idea, if you'd add something or just think it's garbage and useless.
  5. Not gonna go to details, did many times before, but overall the trade is much less exciting that it was in the pay to win version. That's not saying the old version was perfect, but iirc, getting 2BFP per day was adequate in my opinion. The card flow was much much slower and buying a Booster was a huge deal. Every card had some value and getting lucky with an Ashbone, a Frost Mage or any semi-expensive card could bankroll you for weeks. Buying a card at 70BFP and selling it at 85 was a nice profit and I remember having bought half of Pure Shadow deck just by getting lucky with an Avatar of Frost, selling it for ~2.5K and then doing good deals for days, best time for me. No longer, sadly, can my endgame be simply trading, since BFP is not scarce, neither are cards or Promos. There is an unlimited and fast supply of everything - play the game for an hour during peak hours and count the Promos, it's... pretty absurd compared to the literal dozens/hundreds of Promos in the old days, especially if you consider one in 200 Boosters should have a Promo (I think) - that means hundreds of Boosters are being opened every hour, that's tens of thousands BFPs out of nowhere, hundreds of cards, and dozen Promos. Thus now I can and will focus more on the gameplay, which is impeccable and still great.
  6. getting gut at PvP Sadly the largest reason I loved this game, the economy of the old days, is no longer really as viable for various reasons right now, so for me it's time to focus on the gameplay
  7. If you are really struggling, you can reroll that one mission and maybe get something better, then get back to this map with a stronger deck later
  8. Yea I really don't feel like playing Sparring or 2v2 matches... quite specific stuff
  9. I understand, and @Dallarian made a good point too. Sadly though, there is just two options 1 - you make a german general chat. I am pretty sure it will become a german LFG, trade, beginner, strategy and all the other chats in once, so that means virtually all germans will suddenly be in their own separate chat. If they don't speak english in the first place, not much changes, as they wouldn't likely partake in the current chat anyway. BUT, when a guy has an LFG to a map with all german players or mixed players, I believe they will choose their native speaking peers over anyone else for convenience, thus you just split the community. Not completely, as I originally believed, but to a significant part that, I will stand by this, is not viable at this point. 2 - things stay as they are. I hope and believe most people speak at least basic english and if not, they can go voice with other german players, settle things via whispers or closed groups. It's not a requirement to speak english in life, but as things are now, the game server is purely english. I'll keep advocating to keep the existing chats an english only place so that a majority can understand, not just the biggest minority. Let's not change things for now and perhaps revisit this when there is a lot more players, then it could be beneficial both ways, but for now, my opinion is mostly unchanged.
  10. Just to reiterate the dozen of times this was suggested before, and I still think this is the case and will be for a while - there is not enough players to start splitting the community into languages, regions, hair color, or whatever really. Maybe once the player count is ten times of what it is now. I think someone said it before but right now we need all the people at one place to lower LFG times, trade offer times and generally all means of any player chat interactions. Don't split the community. Speak english like we all do. It's really just common courtesy on an english server, no matter if the biggest chunk of players is German. Definitely against this idea.
  11. Funnily was thinking about the same yesterday. My idea: After being attacked by the Tempest for 5 seconds, the attacked unit is Frozen until Tempest stops attacking it for at least 2 seconds. Deals full damage to frozen targets.
  12. So every replay from before Thugs update is worthless or just the ones with Thugs actually played?
  13. I think they were a threat to S T1 ranged and melee squads for a good reason - except those, T1 Fire only has the Scavenger, which is nice, but not great at taking down squads alone. Thugs could chase a single unit around making them valuable not only because of their damage but the Looting passive. I think removing that makes them quite a big "meh", since they are no longer a reason to truly run away and not let them hit you. The added pressure didn't make them op, and all it took to prevent them from being super useful was just running away, usually with a 50 Power unit, thus wasting the added 10 cost and giving you a very slight edge in the fight - an edge that was balanced by the threat of if you fail the micro to run away, you put yourself at a Power disadvantage. They had no charge, unlike Strikers, who (if I see everything correctly) still Loot both units and buildings for just 10 Power more. They are the ones I think needed the nerf more, since catching up to enemy units is that much easier with them. Right now, I feel you no longer need to run away from them and its fine to face them even when at a damage disadvantage.
  14. I like the economic side of this, balancing the market a bit, since after the release over time it's not unlikely the amount of new players will start slowing down, which slowly starts oversaturating the market. Anything to help with card prices staying a bit unpredictable is a good thing in my opinion.
  15. Overall from what I've seen the shield cooldown, attack animation and general smoothness is all over the place. Sometimes the shield is applied a second after cancelling an attack, then the attack happens instantly, sometimes the shield takes forever without attacking, then he just stands there and does nothing for 10 seconds
  16. Nice! Could you post a download for all of them here? The wiki download doesn't wanna work for some reason
  17. Happy new year! What a shit year it was, except BattleForge coming out again <3

    1. sylvix95

      sylvix95

      Happy new year friend

    2. Deadman
  18. Indeed, it's quite fast paced now and easy to get boosters, cards and BFP. You can't accelerate the process with money, which is a good thing. If you want to play the game, now is the time, better than ever. See ya in the Forge.
  19. Or you could consider speaking English.
  20. @Eirias good memory! The site was as good as done, I don't remember who else except you knew about it, but someone from staff surely did. I could try and dig the project up, the logic works well, it just looks a bit ugly (never got that good with CSS). Available to share or work on it further.
  21. Will you be implementing a token authentication for auctions, perhaps for a future mobile app on which to follow and do trades efficiently an on the go?
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