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anonyme0273

Alpha & Beta Tester
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  1. anonyme0273 liked a post in a topic by SunWu in Easing Cards Color Restrictions   
    I totally agree with you there. I have always wondered why some really strong cards have less restrictions than weaker cards that play the same role; overlord vs lost warlord, frenetic assault vs amok etc... reason is probably that the priority was having a nice theme going, therefor not so many splashable twilight, stonekin and lost cards (still doesn't explain spirit ship being splashable though)
    Where i don't agree is making more PVE cards splashable, i already don't like how some decks dominate battlegrounds. Now make batariel and we have 40 batariels running around in every lvl 9 bg. I'd rather like to see some underplayed pure/theme PVE decks buffed carefully.
  2. anonyme0273 liked a post in a topic by waywardstrategy in Looking for competitive 1v1 replays in order to do gameplay commentary   
    Hey Skylords! 
    I have a little (less than 300 subscribers) YouTube account where I mostly do competitive gameplay commentaries. I don't think I'm really anything special, but I do have fun with it. Right now I'm mostly doing Grey Goo, Universe at War, and C&C Remastered Collection matches, though C&C Remaster is wearing a bit thin and I'm not really getting Grey Goo replays anymore. In thinking about branching out, I thought it might be fun to try to do some Skylords Reborn/Battleforge replays. I liked the game back in the day, and am trying to get back into it now via Skylords Reborn.
    I'm not sure where to find replays, so I thought soliciting on this forum would maybe help? 
    Here's my channel if you're interested: https://www.youtube.com/channel/UCX7gt-iHfOMtVI1XqmYYBKA/ 
    Thanks in advance, either way.
  3. anonyme0273 liked a post in a topic by Eirias in PvP "Chess" snapshot puzzles   
    I've been trying some speedruns and I think the snapshot option would actually be soooo useful for practicing the runs. Like if you consistently fail the aura placement at Bad harvest (which I do), I'd rather not make 3 other people feed me for 3 minutes so I get one opportunity to practice it. At that point I don't even need feeders (or there could be the option to manually add +1000 power in a "snapshot editor") so that I can practice just the final part of the run by myself.
    It seems like this should be possible to export a timestamp of a replay into a map editor, so does this already exist and I just don't know about it?
  4. Metagross31 liked a post in a topic by anonyme0273 in PvP "Chess" snapshot puzzles   
    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. Eirias liked a post in a topic by anonyme0273 in PvP "Chess" snapshot puzzles   
    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.
  6. AddAcc42 liked a post in a topic by anonyme0273 in PvP "Chess" snapshot puzzles   
    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.
  7. Loriens liked a post in a topic by anonyme0273 in Shrine of Martyrs   
    perfection
  8. anonyme0273 liked a post in a topic by Dallarian in Shrine of Martyrs   
    After the redesign, Shrine of Martyrs excellently fills Battleship Shield playstyle, which is more spell heavy than just Ironclad spam - benefits from the building are great and awesome, allowing me to cast spells, Barrage, and keep shield almost indefinately at the same time. For me the change is perfect and nicely fits other recent changes.
     
    The idea behind all Shrines is to return void power. Old Shrine of Martyrs did not fullfill the goal, and thanks to the change now it does fit in the archetype.
    If you liked old Shrine of Martyrs in non-void-manipulated rPvE, and now new variant is useless because every time you have better manipulations always in play, then, both variants are significantly weaker, regardless of change. Please separate those situations, strength of both variants is weakened if mentioned Shrines are commonly in a match.
     
    The idea with void manipulation and length of freeze is interesting and may be strong, in sense strong = used. However, I'd keep the idea for some useless Frost Building, for example for Frontier Keep redesign - affinities could work similarly to Time Vortex's affinities, or could have separate, different effects (shield from old Shrine of Martyrs and longer freeze, for example), and let Shrine of Martyrs do it's job and be Frost equivalent to Shrine of Greed, Memory and War.
     
    No need to apologise for England, I have forgiven it's deeds long ago. And your English is decent enough to communicate clearly your intentions, mission successful.
  9. anonyme0273 liked a post in a topic by Dallarian in Skylords Reborn Team Reorganization   
    Can we have update on the list please?
    There are a few new faces and I wonder in which cathegory they fall.
    Also some pictures do not work.
  10. anonyme0273 liked a post in a topic by Gnougnou in Choosing Daily Missions - Tired of the chores   
    No one is forcing me to wake up in the morning to go to work either. Too bad I kind of need that since it's a huge part of my income !
    Why would I need to get out of my comfort zone in a game like that ? There are plenty of hardcore games to do that, I don't think being annoyed and forced to do tasks I don't wanna do is getting me out of my comfort zone. I already plan in doing a shadow deck for instance, and to do the game in expert. And don't get me wrong, the reason I wanna try shadow is not because I've been forced, again and again, to spawn 50ish cards in a 5/10. It's because I've played expert mission and 10/10 willingly and seen that they have some cool options. Also reading a lot of https://allcards.skylords.eu/. Forcing people to do something to get them out of their comfort zone is arguably one of the best way to make sure they will never ever do that thing again on their own unless forced again.
    And as for the mission, I'm sorry but since I did that mission in expert already, where am I getting out of my comfort zone in redoing the same mission again, in the easiest setup possible allowed by the game so I can get it done as fast as I can ? Maybe I could have selected manually a specific mission to do in expert since this is what I plan to do anyway ?
    And after I'm done with expert missions that I would have selected manually ? I'll proabaly go into PVP, and maybe someday we will have a defensive rPVE and I'll enjoy that too, and select my daily accordingly.
    See, I don't mind achievement sometimes asking you to do weird stuff, but dailies that are a big part of your income, and random ? Please no. I wanna have fun, not do chores again. If this was gold reward, I would completely ignore those missions everyday and do whatever I like to do.
  11. anonyme0273 liked a post in a topic by macabi in Skylords Mentioned on PC Gamer Website   
    After sending many emails, and tweet messages to game reviewers, I finally got the first article to be published.
    This article was published by Jonathan Bolding  a month ago:
    https://www.pcgamer.com/skylords-reborn-brings-back-unique-rts-plus-ccg-battleforge/
    I hope more will follow.
     
     
  12. Madmax7 liked a post in a topic by anonyme0273 in German Chat   
    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.
  13. Danol liked a post in a topic by anonyme0273 in German Chat   
    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.
  14. anonyme0273 liked a post in a topic by Deadman in Battleforge streamers   
    I'm one of the best Battleforge streamers and video creators  Well Probably not but I plan to stream and do vids... just sorting out my setup and equipment and other stuff 
    https://www.youtube.com/channel/UCoMj6l3-13epJUyk6P2T-gw?view_as=subscriber
    https://www.twitch.tv/watermelonoverlord
    Thanks 
  15. anonyme0273 liked a post in a topic by LEBOVIN in Battleforge ost   
    Added the remaining faction sounds, the wiki contains now all 32 faction themed streams. + for each one a more agressive version with more drums (played if in combat).
  16. Metagross31 liked a post in a topic by anonyme0273 in muito ruim a jogabilidade   
    Or you could consider speaking English.
  17. Deadman liked a post in a topic by anonyme0273 in muito ruim a jogabilidade   
    Or you could consider speaking English.
  18. anonyme0273 liked a post in a topic by Eirias in PvP Replays Site   
    There is not one, although I recall @anonyme0273 was trying to build one a few years back?
    I support bringing this back, especially if it's built right into the forums  I guess the devs can now focus on things other than release now, so we may see an official response on this now (fingers crossed)?
  19. Eirias liked a post in a topic by anonyme0273 in PvP Replays Site   
    @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.
  20. anonyme0273 liked a post in a topic by sylvix95 in Skylords Reborn Team Reorganization   
    One of those changes in particular was greatly appreciated and expected at some point
    Overall good decisions friends.
  21. Chimaka( ͡° ͜ʖ ͡°) liked a post in a topic by anonyme0273 in We have a release date: December 18, 2020!   
    We've all grown old but the time has finally come. Can't wait, gj over the years
  22. Deadman liked a post in a topic by anonyme0273 in We have a release date: December 18, 2020!   
    We've all grown old but the time has finally come. Can't wait, gj over the years
  23. Chimaka( ͡° ͜ʖ ͡°) liked a post in a topic by anonyme0273 in UPDATE: Free PvP Decks and upcoming livestream   
    Yay, Tomes 2.0. A welcome addition
  24. sylvix95 liked a post in a topic by anonyme0273 in Cards and ranked PvP   
    Could be a way of bringing Tomes back - as a separate PvP only gamemode with full upgrades and all cards unlocked hmm. Though splitting the playerbase with more gamemodes just increases queues which are already quite a pain.
  25. kaom79 liked a post in a topic by anonyme0273 in השרת אינו עובד כראוי   
    Don't start the game with the launcher but use the updater. You can read everything necessary to run the game in the Stress test thread here -
    Also, please keep this Forum in English. The small amount of people who visit here will appreciate it.
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