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anonyme0273

Alpha & Beta Tester
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  1. anonyme0273 liked a post in a topic by Toggy in PvE Contest#3 Ocean until 30.04.21   
    The Deadline is the 30.04.21. After that I will only take replays with a bribe (no).
     
    Greetings,
    Toggy
  2. anonyme0273 liked a post in a topic by Ilsyde in card creator - How to make a custom card from scratch!   
    The below card creator was made by Arkadij Liebau. The idea is that you can create any BattleForge card by embedding an image as the portrait, then changing and adding further characteristics like colour (orbs), abilities, card name, damage, life points and rarity etc.
    Read below for my short user guide, and/or feel free to tinker with the tool itself.

    Click here, or on the above image to go to the card creator.
    1) first, select from a building, unit or spell card template. this then changes the below options to match your choice
    2) type in the card's name
    3) enter power cost (or any text)
    4) add up to four orbs. once you click this area, a small pop-up window will allow you to select Fire, Frost, Nature, Shadow or colourless orbs.
    click on an existing orb to delete it
    this step determines the card's main colour which can't be changed otherwise
    5) click where the card illustration should be, in order to embed any portrait you'd like
    6) this is where you add the number of charges, card types and classes depend on what you chose in step 1)
    7) enter abilities and descriptins for them. you can choose between activated, passive, toggle etc, including their icons
    8) & 9) these two fields are for attack type, damage, unit size and health. again, options depend on card type you selected in step 1)
    10) choose the cards' rarity. only base symbols are included
    Here is an example card I made 

  3. anonyme0273 liked a post in a topic by Boorinio in card creator - How to make a custom card from scratch!   
    +1 for the example card
  4. Mynoduesp liked a post in a topic by anonyme0273 in Fear of a slow death of a community   
    I will not be publishing any private messages, I respect their privacy. I too was disappointed to having to attempt to continue this discussion in private, since both my public queries went without an answer. As I stated every time, I don't wish for this issue to die and over time I will, as anyone, lose my temper. Though to be frank, I doubt I was disrespectful considering the way the issue was handled from the other side too. We both escalated the issue but my attempts to continue the conversation went without as much as reading the message. Here, I will quote my part of the message as I think it is important
    'But you not being interested in answering reasonable community questions shows your disconnection from it, and that matters'. I believe that phrasing or attitude should not matter in a professional environment. Me acting profesional or not should not reflect on the response. I am not staff, but I am a long time member of this community and project. I did my best to help wherever I could for years and all I wanted was an answer. I truly believe a generic 'We are working on it, hence the recruitment of an event organizer' would've shut me up for good, but alas, I got nothing, which is not what I deserve. So yes, from that point on I purposefully kept the tone a tad aggressive, though in great moderation.
    I should have phrased the quote you mention better. Short term card balances, moderation and all staff action are reasonable, but long term it will all be for nothing if the focus doesn't quickly shift on getting more players active from both registered members and people who never heard of the game. The (from an outsider view) complete lack of this is what made me begin this whole discussion. No matter the work that goes into this, once the player numbers go low, it will be all the harder to get them up. The hype from the launch won't last forever and it should be capitalized on in the sense of using the current lifeblood of this community to grow said community. If new people come and see lively discussions, short ingame queue times and active games, the chances of them sticking around are so much higher than if they come to a half dead discord and noone ingame. Existing players won't stick around forever either, if the only thing to do is grind around aimlessly. The way I brought those points up should not matter if they are valid.
    I did overestimate their usefulness, granted. But the potential to use them has not been used in the slightest, while they are probably the best tools for new player outreach. The release, so long anticipated and worked on by so many people, went almost completely unnoticed by most, because there was one or two posts at best and then silence. Seems like a missed opportunity, but what's done is done. The fact all these accounts are STILL silent is just saddening, when so much could be talked about there - the temporary booster sale, Toggy and his tournaments, new staff hiring, patches, updates...
    In all my years here I always stood by the people volunteering to work on this project and their real lives taking priority. Even now I haven't even thought of telling anyone to focus solely on this, that would be absurd. But with so many people on staff you two don't really need to do everything (as you then mention further in your posts, you don't, but even before a community ambassador is chosen, anyone else could have taken part in community outreach).
     
     
    This was an official post on what to expect from SR and thus I came to take it seriously. Nowhere around was it said the first thing that will be done is card changes, map additions etc. So yes, sadly I take this as of yet for a broken promise. The old BattleForge died because noone cared for the game. You clearly do, but I just think that you are looking the wrong direction. Instead of looking inwards on the game aspects, I suggested looking outwards on bringing in more people.
     
    I appreciate your response, I'd hate to be interpreted wrong. Never did I intend to insult the work done on the project, rather I think the current focus is just wrong. I will apologize for being aggressive if talked to, and to talk to is all I originally wanted. I was denied the opportunity based not on WHAT i was saying, but HOW I did so. That to me seems shallow and unprofessional. I will always want whats best for the game, and I will speak my mind if I think I have something to add.
  5. Loriens liked a post in a topic by anonyme0273 in Fear of a slow death of a community   
    I will not be publishing any private messages, I respect their privacy. I too was disappointed to having to attempt to continue this discussion in private, since both my public queries went without an answer. As I stated every time, I don't wish for this issue to die and over time I will, as anyone, lose my temper. Though to be frank, I doubt I was disrespectful considering the way the issue was handled from the other side too. We both escalated the issue but my attempts to continue the conversation went without as much as reading the message. Here, I will quote my part of the message as I think it is important
    'But you not being interested in answering reasonable community questions shows your disconnection from it, and that matters'. I believe that phrasing or attitude should not matter in a professional environment. Me acting profesional or not should not reflect on the response. I am not staff, but I am a long time member of this community and project. I did my best to help wherever I could for years and all I wanted was an answer. I truly believe a generic 'We are working on it, hence the recruitment of an event organizer' would've shut me up for good, but alas, I got nothing, which is not what I deserve. So yes, from that point on I purposefully kept the tone a tad aggressive, though in great moderation.
    I should have phrased the quote you mention better. Short term card balances, moderation and all staff action are reasonable, but long term it will all be for nothing if the focus doesn't quickly shift on getting more players active from both registered members and people who never heard of the game. The (from an outsider view) complete lack of this is what made me begin this whole discussion. No matter the work that goes into this, once the player numbers go low, it will be all the harder to get them up. The hype from the launch won't last forever and it should be capitalized on in the sense of using the current lifeblood of this community to grow said community. If new people come and see lively discussions, short ingame queue times and active games, the chances of them sticking around are so much higher than if they come to a half dead discord and noone ingame. Existing players won't stick around forever either, if the only thing to do is grind around aimlessly. The way I brought those points up should not matter if they are valid.
    I did overestimate their usefulness, granted. But the potential to use them has not been used in the slightest, while they are probably the best tools for new player outreach. The release, so long anticipated and worked on by so many people, went almost completely unnoticed by most, because there was one or two posts at best and then silence. Seems like a missed opportunity, but what's done is done. The fact all these accounts are STILL silent is just saddening, when so much could be talked about there - the temporary booster sale, Toggy and his tournaments, new staff hiring, patches, updates...
    In all my years here I always stood by the people volunteering to work on this project and their real lives taking priority. Even now I haven't even thought of telling anyone to focus solely on this, that would be absurd. But with so many people on staff you two don't really need to do everything (as you then mention further in your posts, you don't, but even before a community ambassador is chosen, anyone else could have taken part in community outreach).
     
     
    This was an official post on what to expect from SR and thus I came to take it seriously. Nowhere around was it said the first thing that will be done is card changes, map additions etc. So yes, sadly I take this as of yet for a broken promise. The old BattleForge died because noone cared for the game. You clearly do, but I just think that you are looking the wrong direction. Instead of looking inwards on the game aspects, I suggested looking outwards on bringing in more people.
     
    I appreciate your response, I'd hate to be interpreted wrong. Never did I intend to insult the work done on the project, rather I think the current focus is just wrong. I will apologize for being aggressive if talked to, and to talk to is all I originally wanted. I was denied the opportunity based not on WHAT i was saying, but HOW I did so. That to me seems shallow and unprofessional. I will always want whats best for the game, and I will speak my mind if I think I have something to add.
  6. anonyme0273 liked a post in a topic by Zyna in Fear of a slow death of a community   
    It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
    He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
    We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
    The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
    Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
     We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
     
    There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
    This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
    Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
    I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
    You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
    Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
    @ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
    Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:

    We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.

    Best regards,
    Ladadoos and Zyna ~
  7. anonyme0273 liked a post in a topic by Sykole in Fear of a slow death of a community   
    First I would like to clarify that I am not attacking you or the staff members. I know you guys are putting in hard work and long hours, I am not denying any of your progress whatsoever. I am merely talking from my point of view and experience about what I think could be lacking. In addition, I am not trying to act superior or judge your ways. Sorry if it's coming off as harsh or rude.
    Back to the topic at hand though, my point revolves around the following: Even though the project administrators/managers you listed are essential to any game, and I am not denying their work, I personally don't see them as what this game needs at the moment. Sure, map making is important and all, but how many players will that attract? How about faction designing? In my opinion, they should be lower on the priority list, and things like new content should be given more attention. 
    And that brings us to the second point; You said I am not quite aware of your limitations, and although I admit I know less than I would like, I got a general idea from you guys on the call, and was following the development from the very beginning closely, even with Blank on Skype, so I know the limitations in terms of how much you can edit the game, as well as the lack of developers, you made it awfully clear to me hahaha. I am just referring to plausible things, such as making the website more BattleForge-like, increasing community engagement like anonyme suggested, and so forth.
    Yet again, none of us is in a position to judge. We all appreciate your work and just having the game there is awesome; we just wish to help. Which is why I will say it again, I think that things like "faction designing" which is already limited due to implementation issues, should be pushed down a little and be more focused on newer content like the great concept of quests/achievements. One more map or one more card will not make much of an impact the same way a new concept would. 
    Much love.
  8. DieToPlay liked a post in a topic by anonyme0273 in Fear of a slow death of a community   
    Up until recently I was of the completely different stance. For years I stood by the side of staff and before the launch only few times did I have any negative feedback. But the last few months things seem completely different. At no fault of yours, one of the things I miss most in retrospect were the weekly updates on development. Since development of bringing the game back to the state it was is pretty much done, there is only changes and additions. Whether that's good or bad is irrelevant, but except 'done deal, here are the changes', there is close to zero transparency on those. Bringing the game back was an amazing feat that I will never be thankful for enough, but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven. All I want is more communication and connection between the official and unofficial sides of the project and focus on the playerbase rather than changing the game. The development of this project is untouchable for me and likely always will be. But what good is a game if noone plays it and noone knows about it? That's my point, not pissing on the hard work of staff over the years. I hope I clarified my position.
  9. anonyme0273 liked a post in a topic by Kapo in Fear of a slow death of a community   
    @Cocofang „To bring more people in once again the team needs to put in a lot of work to make it enticing.„
    I disagree. My argument is that the game is already enticing to new players, especially for casuals there is months of content there already. One priority should be to get the word out it is back.
    Look at the activity on Skylord Reborn Facebook. I see regular updates up until release - and then everything falls silent. The game is released, and then we dont tell people? I dont get it. The works, from the perspective of a new player it is more-or-less bug free (the map being/getting so slow is the only real issue) and awesome. I agree its an oversaturated market, but there are a multitude of gamers out there compared to 2010. Let them know there is a free CCG-RTS that doesnt compare to any other game and a part of that market will flow in.
  10. anonyme0273 liked a post in a topic by Kapo in Fear of a slow death of a community   
    First, even if somebody doesnt plan on contributing manpower to the game (besides signing up for patreon maybe), I think its okay to critique because constructive feedback is something any good team needs badly. We love the game and we care about it, and we are really, really thankful what has been achieved. But please dont bash people who give those feedback in a caring way to the devs/admins.
    That being said I kind of agree that its not in the best interest of the game if card balance gets on the forefront of development. Main focus in my opinion should be to get the word out that the game exists, is free to play and super awesome. Card balance may be important to those heavily invested in PvP, but what the leadership should want is to get a healthy PvP (!) playerbase of mediocre skilled players into the game. And for those players the game is well balanced enough.
    Same goes for events, it wouldnt hurt to invest just a few hours to get a monthly community challenge going. Those must not be huge all-day events like Toggy is doing, you can make them simple, funny, and low maintenance on the admin side. We even have content creators who would be SUPER-happy if the devs contacted them to host an official event. What I am thinking about is something super-low-key like "Post a replay on the forum, fastest rPVE 1 time wins <something nice>. Funniest entry wins <something funny>. Every participant gets a free booster." I mean I dont know if you agree this would be a fun idea (other people might have better ones), but we can all agree even this half-baked idea I came up with just while writing this would be almost zero work and there would be a serious hype inside the community. And since its basically no work on the players end, almost everybody would particpate.
    To come out of the closet, about a month ago I even suggested to host such a event around the "Tips of the Day" on the loading screen, as long as the devs agreed to review the suggestions and agree to put some of them into the game. That would be something from the community and for the community - to see your or your friends words on the loading screen would be a huge thing. And speaking of manpower, I suggested exactly this because I understood that the dev team was in a bad place at that time, but I though we are speaking of one forum post (takes 20 minutes maximum), one jury session (1 hour maximum), and one winner(s) annoucement (another 20 minutes) - so something that can really be done in no time. I contacted the Staff Mail, but there was no interest - so I shrugged it off.
    To be honest I would be still happy with card balance being the main priority, as long as getting the word out that the game is released, hosting some events and doing community related stuff is not _zero priority_. But that has been the case in the last 2 months, and its not benefitting anyone.
    PS: Speaking of Toggy, it really broke my heart seeing him apologizing that the boosters for the Skylord Open havent been sent out already. Hopefully this ist still constructive feedback, but in my opinion one of the Devs should have stepped up and apoligized, not Toggy who had all the work and now might get sub-conciously a bad reputation for not keeping promises. Thats a shame really.
     
  11. Luke_Meat liked a post in a topic by anonyme0273 in Fear of a slow death of a community   
    Hi, all you weird people who like me still visit the forum for some reason.
    I've come to share my first negative experience with the project and hope to bring more attention to what I believe matters most.
    Now we all are here for the game and its community (can't have one without the other for long). The game is almost the same as when we fell in love with it so many years ago. The community changed over the years since the establishment of this project until now - for the better in most cases, I'd say. There is still positivity everywhere I look and support has seemingly never been stronger, now that we can play to our hearts content. But is playing all I expected from this project? Not really.
    The game is (essentially) the same, you can tell me all about the changes to BFP, quests, balances... I think I know all of those. But the community, in my opinion, is at a standstill. Not because the hype is dead, that is not the case. But there is nothing official happening. We have a few amazing streamers and content creators and honestly praise be onto them, they keep this project fresh for me. Things are happening BY the community FOR the community, while the staff team hires more people to work on the game. Why is that not a good thing? More maps, more stable development, a clearer image of what the game can be - all those are great, but are all for nothing if the life of the game is stale with no official events, tournaments or something to look forward to by the staff.

    I brought this idea up in Discord without much reply, so I took it then privately to @Ladadoos, who ignored the content of the message because of the way it was worded - a rather shallow behavior. I admit, I lost my temper in how I addressed this, but I will not apologize because I firmly believe that map designers, discord moderators, and more developers are not necessary until the word gets out there to both existing and hopefully new players. We can have the best game, but with only ~1000 active players it won't be long until those numbers start to fall and sooner or later the hype dies with it. What we should be doing, in my opinion, is supporting the community, its content creators, the games public image, rather than the inner workings. I believe noone here can complain about the job done until now - impecable! The game works, we can play, trade, talk, strategize, get better, grind. But that won't last forever, unless the community has something more to look forward to - again, tournaments, events, official livestreams, contests of all kinds. I love this game and the community that grew over the years and don't want it to die just because the staff is busy growing itself and the game mechanics when the player numbers are what essentially matters long term.

    So yea, to be blunt and completely honest, in the last few weeks, I couldn't care less about rebalancing cards or hiring new staff and in my opinion @Toggy has done more for the game this year than any other actual staff member. Watching his tournaments and seeing the people root for their favorite deck, player, and generally enjoying the vibes is what I always looked forward to! I am so grateful we get to play the game, and I want it to stay a great place to go to, but not if it's at the cost of the people that came along with it.

    If you disagree with me, please, let me know. Maybe I am missing a big picture, some future amazing prospects and plans that elude me, but for now I stand firmly by my beliefs that if nothing changes, soon this game will be just that - another game, nothing special. And that would be the worst thing to happen after all this work.
  12. MrDanilov liked a post in a topic by anonyme0273 in Fear of a slow death of a community   
    Hi, all you weird people who like me still visit the forum for some reason.
    I've come to share my first negative experience with the project and hope to bring more attention to what I believe matters most.
    Now we all are here for the game and its community (can't have one without the other for long). The game is almost the same as when we fell in love with it so many years ago. The community changed over the years since the establishment of this project until now - for the better in most cases, I'd say. There is still positivity everywhere I look and support has seemingly never been stronger, now that we can play to our hearts content. But is playing all I expected from this project? Not really.
    The game is (essentially) the same, you can tell me all about the changes to BFP, quests, balances... I think I know all of those. But the community, in my opinion, is at a standstill. Not because the hype is dead, that is not the case. But there is nothing official happening. We have a few amazing streamers and content creators and honestly praise be onto them, they keep this project fresh for me. Things are happening BY the community FOR the community, while the staff team hires more people to work on the game. Why is that not a good thing? More maps, more stable development, a clearer image of what the game can be - all those are great, but are all for nothing if the life of the game is stale with no official events, tournaments or something to look forward to by the staff.

    I brought this idea up in Discord without much reply, so I took it then privately to @Ladadoos, who ignored the content of the message because of the way it was worded - a rather shallow behavior. I admit, I lost my temper in how I addressed this, but I will not apologize because I firmly believe that map designers, discord moderators, and more developers are not necessary until the word gets out there to both existing and hopefully new players. We can have the best game, but with only ~1000 active players it won't be long until those numbers start to fall and sooner or later the hype dies with it. What we should be doing, in my opinion, is supporting the community, its content creators, the games public image, rather than the inner workings. I believe noone here can complain about the job done until now - impecable! The game works, we can play, trade, talk, strategize, get better, grind. But that won't last forever, unless the community has something more to look forward to - again, tournaments, events, official livestreams, contests of all kinds. I love this game and the community that grew over the years and don't want it to die just because the staff is busy growing itself and the game mechanics when the player numbers are what essentially matters long term.

    So yea, to be blunt and completely honest, in the last few weeks, I couldn't care less about rebalancing cards or hiring new staff and in my opinion @Toggy has done more for the game this year than any other actual staff member. Watching his tournaments and seeing the people root for their favorite deck, player, and generally enjoying the vibes is what I always looked forward to! I am so grateful we get to play the game, and I want it to stay a great place to go to, but not if it's at the cost of the people that came along with it.

    If you disagree with me, please, let me know. Maybe I am missing a big picture, some future amazing prospects and plans that elude me, but for now I stand firmly by my beliefs that if nothing changes, soon this game will be just that - another game, nothing special. And that would be the worst thing to happen after all this work.
  13. Metagross31 liked a post in a topic by anonyme0273 in Your opinion on Memes.   
    I do like memes. Most of them are funny, some in the f*cked up way, but hey, we want to laugh... but I dislike people who 'inject' memes, share 40 meme pages a day and ruin your date by asking the girl if she likes dank memes (all of these happened to me, I mean it)
    As always, don't over exaggerate, as with everything in life

  14. Jaymy liked a post in a topic by anonyme0273 in 2 VS 2   
    I guess I didn't explain the idea properly. This would be a system feature, not a thing people themselves do. So when/before you queue up, the system shows the amount of people in the queue in the UI for others to see - not specific names. Just as you see the amount of open matches in any given map (sparring PvP, rPvE, campaign maps...) you'd see the amount of enqueued players/teams for ranked matches and thus know if you'd get a match or just waste your time waiting and hoping.
  15. Jaymy liked a post in a topic by anonyme0273 in 2 VS 2   
    To prevent waiting forever, maybe see how many people are in queue so you know if you want to queue up too? And you joining a queue would be visible for others who want to play but are unsure if they'd wait forever? Y'know, keep the game moving forward and making it more user friendly in all aspects
  16. Metagross31 liked a post in a topic by anonyme0273 in 2 VS 2   
    To prevent waiting forever, maybe see how many people are in queue so you know if you want to queue up too? And you joining a queue would be visible for others who want to play but are unsure if they'd wait forever? Y'know, keep the game moving forward and making it more user friendly in all aspects
  17. anonyme0273 liked a post in a topic by Dallarian in The Skylords Rookies #2 14.03.21   
    Thank you very much for awesome matches! @Ultrakool @Majora - MidnaMistfire @DutchyDutchy @anonyme0273 @Geradon @tammassakini
    Well, I didn't really see anymore matches, so don't be mad at me.
     
    Congratulation @imanewb13!
    If anyone looks at the bracket, Ultrakool was 4th and Majora was 3rd. A small mistake by Toggy.
     
    The Wrathgazer play was certainly MVP of the evening.
  18. anonyme0273 liked a post in a topic by Strider in Promos   
    Is this normal or what,back from this 15 mins 5-6 promos droped.There already to much promos,is there way to lower that drop rate because it will kill economic on server...
  19. Sykole liked a post in a topic by anonyme0273 in Expanding lore, adding guilds and more   
    A fun gamemode could be a deck switch - make a deck (fitting some card requirements, so for example 6 T1 cards, four units, two spells/one spell + one building, 10 T2 cards containing the color of the first orb, 4 T3 cards), then you and your opponent switch these decks and try to beat each other with the other persons garbage.
    Pro mode - blindfold on all Power values - costs, Void pool, Usable pool, ya gotta keep a track of that in your head
    PvP with fog of war - against original BattleForge principles, but adds some new strategy making
    Otherwise any BFP and Gold dumps are a good idea - an extremely expensive 'anything' to strive towards, as it was with Promos in the old days - nametag, card, consumable, chat color... definitely in support of that idea.
    Adding spice is fun and nice, why not do it.
    Overall makes the game more lively and modern, seconding this.
    EDIT: nice to see you alive @Sykole
  20. WasWie liked a post in a topic by anonyme0273 in The Skylords Open #3 (2on2) 13.02.21   
    Busy, sadly. glhf all participants!
  21. anonyme0273 liked a post in a topic by Sykole in Expanding lore, adding guilds and more   
    Long post? TL;DR: 1- New card affinities. 2- Guilds. 3- Adding lore. 4- Potion consumables.
    Concept: If creating new cards is out of reach, why not make use of the available things we have access to? Like creating new game systems/mechanics out of thin air with minimal work, just like quests; it's a glorified database with a tracking system, but will that alone be enough on the long run?
    Ideas:
    1 - Creating new type of affinity(s) (if plausible): Just stick another random affinity color; same card model, different in-game effects.
    2- Increasing the ecosystem that have little to do with the actual game mechanics:
    Take Minecraft servers for example. They create something out of nothing with a gamemode like King of the Hill; it's the same game mechanics of Minecraft, but with some spicy Java plugins that track each player's movements, give them points, give them EXP, and so forth.  
    So this brings us to the next point: Why not create Guilds? Why not implement Guild PvP Wars? If you think about it, it's just /guild in the chat to message your guild, a new tab in the Friends window labelled 'Guild', and a leaderboard. As evident by the Quests tab, it appears that you have quite a bit of control over the client editing with graphical drawing (the green reserve thing).   
    3- Adding some spice: Everything in the game has a lore, so why not give Quests lore? Say for example, they are missions given by Moon or Mo, and when completing a quest, it would display a dialogue box with either of their pictures, like they are informing you that you completed said quest with a sound effect? "Good job Skylord, you assisted us greatly" - Moon says, filling the empty void in my heart.
    It's all for the sake of adding familiarity and character to the game, instead of being just a bunch of text about what reserve BFP is or whatever. What even is BFP? Why would a Skylord need that? Give me lore! Give me context!
    Another idea: "Hey Sykole, I see you lost the map Empire twice. Skylords know no defeat! Make sure to do XYZ, it might help you pass the map!" - I see after the welcome screen in a dialogue box said by Moon, for example. 
    4- Consumables and Collectables: Only reason I would open a gold chest is either for a quest or ... nothing else really, I get 4k+ gold every 15min of playtime in rPvE, why care about a 100gold chest? So, instead of just gold, introduce consumables and collectables. A whole new concept to the game. 
    Potions: Arranged in slots just like the in-game deck cards, but on the right side for example. One is called the Time potion, reduces your recasting time by 15 seconds. Want an additional layer to the mechanic? Enter levelling, where the higher your in-game rank, the longer your potions last/increase in power. You could have healing potions, strength potions, anything really. They just have to be rare, untradable and orb-neutral.  
    Enter; collectables: People and myself included love trophies, so just add random icons next to ours names. Complete all the achievements and you get an icon, right next to your PvP rank, or temporary colored names much like that of mods/gms.   
    Why stop there? Add event passes. Each month/season you can purchase a pass with 3000 BFP. This pass lasts for until the end of the season. You get 10% more gold, you get slightly better booster chances, slightly more EXP and so forth. Even get your name highlighted in gold, for example.  
     
    Note: Those are just quick examples off the top, they are not literal but I find that if they are properly implemented (I do not know what your limitations are when modifying the game), the game will thrive even more and will give it more purpose than just collecting the most promo harvesters. 
  22. Speed112 liked a post in a topic by anonyme0273 in Northguard buff   
    Maybe give them Steadfast only once they are under 50% health, as a payoff for putting them in a dangerous spot, where the buff is countered by requirement of skill to use it properly, not just a flat buff for no reason. Otherwise, they are decent fodder I'd say, but yea, hardly ever used
  23. Loriens liked a post in a topic by anonyme0273 in Northguard buff   
    Maybe give them Steadfast only once they are under 50% health, as a payoff for putting them in a dangerous spot, where the buff is countered by requirement of skill to use it properly, not just a flat buff for no reason. Otherwise, they are decent fodder I'd say, but yea, hardly ever used
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