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Posts posted by BoltyGER
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I really like the Mini-Infect card idea. This one should getting a closer look.
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Yeah but the point of this Thread was to aim for an Option for Fog of War that would be in every mission or in all RPVEs, not exactly PVP.
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10 hours ago, Majora said:
Fog of War is a tool used in PvP to reward scouting. Knowing what is coming to resposition your army, or seeing a build order to know if you should build anti air/stealth, etc. But since BattleForge can spawn an army in the blink of an eye, it would mostly add frustration.
The game is also not balanced around it, take for example firedancers: the moment you figure out where they are, your base is already under attack and probably lost. Or imagine a tier 1 situation, where you move out your unit/army, but go left, where you opponent goes right and heading straight for your base, and suddenly their whole army is in your base, while you were still scouting the map.
The discussion for Fog of War in PvP comes up every so often, but it just wouldn't work as well for this game.As for PvE, with 3 difficulties, I dont think new players would need this, and if they really want to know a map's layout, they can always watch a replay 🙂
Yeah, it was more meant for PVE and RPVE, and helping people to see enemy camps and what to make to deal with them afterwards, i myself do not have PVP experience, so i cannot speak about that particular part. But your Point has made sense.
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6 hours ago, Kubik said:
feel free to create community maps for that
Its a suggestion for the whole system, a whole new selection that would needed to be added to allow Fog of War or not. Otherwise it wouldn't make much sense why PVP doesn't have Fog of War but PVE/RPVE has.
6 hours ago, Bkingn said:The idea is cool! What about pvp with fog of war that would some next level thing! 😄
True same thing could go for pvp
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We all know it, the Fog of war which is everywhere, beside PVP.
So my idea is, Make Fog of War for Missions or Rpves an ON or OFF Option that is able to be ticked off with a box, for people to decide if they want it or not. with this way you can decide if you wanted to have a challenge to play with Fog of War or practise/ play without Fog of War, and have more information to what you would Face against. This also would help people who just started this game, or people who struggle beating those missions or Rpves, making it easier to understand how this works, since no fog of war means more information, and you could adjust your troops while doing that, or even restart the mission to adjust your own deck.
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9 hours ago, Nukie said:
Other than looks the cards arent much alike 😛 I think this is what you were more hinting towards 😉
Magma Hurler is a much better card in my opinion even as a T3 compared to Aggressor as a T2.It was all about the looks to be honest haha
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2 hours ago, Hrdina_Imperia said:
Let's be honest, we are all waiting for promo Magma Hurler
technically "Aggressor" is kinda like a Promo version of Magma Hurler
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17 hours ago, Kapo said:
I think in the case of Mana Wing, my long term guess is that more achievement-related promos will appear over time – one for each pure faction.
ah okay, beside from having given away promo snapjaw with a code a few years back, there is no other way to get it then trade/buy it from someone i belive
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What i hope for is that the promos Snapjaw and Mana Wing, will be in packs, so you got another way of unlocking them.
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I play since Stress Test and in my eyes i don't know why it is such a problem having bug fixes, balance changes and else, the game has reformed pretty good, new content is what thrived me to have more fun with this game, since if you completed everything theres not much to do then farming gold and bfp. New content with the recent card changes and the new cards itself bring in more farming and more enjoyment to work and test out new deck combinations and as we know the game is actually being worked on, instead of keeping it on one spot all the time. It may be extensions but its still a so called DLC content which gets added to the game. Custom Events or Season Events also give it a nice touch which i really liked already just like as the Special Halloween Event which was very fun to play! It was something new and challenging and i hope you guys never stop,
Additionally i would like to know what kind of playerbase is leaving and not liking the changes are people from PVE so mad or PVP people? Since i know theres always this huge problem of nerfing/buffing cards since affects PVP and PVE matches. -
On 11/8/2022 at 3:49 PM, Kapo said:
Informed sources suggest it is already being worked on 😉
oh that is great news!
Kapo likes this -
I am glad you guys liked this one, i saw it way to much, and thought it might be an ideal idea to bring in. The question is.. is it possible to be worked on since it may be in the core game set?
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I was wondering if it was possible to add more Set time to the Auction house.
We currently have Short, Medium, long and Very long.
a few games i played offered 3 days, 5 days and a week, so if it is possible to do such thing, then i would recommand extend the time ltime limit and add 4 days and a week to it. of course the gold cost will be risen up for the current set time.
Name ideas could be:
Very Short (2h)
Short (8h)
Medium (24h)
Long (48h)
Very Long (96h)
Super Long (168h) -
On 6/12/2022 at 11:35 PM, Bini Inibitor said:
If feasible of course.
Not much to add here. I put certain people on my ignore list for a reason, either because they can't keep their mouth shut or grief the game. Unfortunately putting them on ignore doesn't disable their pings and some of them have the tendency to make obnoxious use of it. I suggest either adding such functionality to the ignore list or allow muting chat and pings separately.This might me a bit not what you wanted but muting the Game sound could help temporarily with that issue.
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13 hours ago, WindHunter said:
While people should feel free to continue to offer suggestions and theory craft on how to make this work, there are no plans at present to release any hybrid faction cards for T1. We plan on continuing to flesh out existing factions and combinations for the foreseeable future. Making new cards takes a lot of time and resources and we still have the Amii faction waiting with only 4 cards to its name.
yep, that is why i said this is a thing for the future, Shouldn't be rushed down or anything like that, but im glad you guys bring new cards in, it makes some peoples childhood dreams come true ^^
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8 hours ago, Kubik said:
So if your enemy would be green-ish and you would be green, wouldn't that confuse you?
All colors are configurable:
Friends: https://www.color-hex.com/color/00b464, https://www.color-hex.com/color/0078fa, https://www.color-hex.com/color/c8ff00, https://www.color-hex.com/color/00e6fa
Enemy: https://www.color-hex.com/color/ff0000, https://www.color-hex.com/color/ffc800, https://www.color-hex.com/color/ff00c6, https://www.color-hex.com/color/ba0046
Allied: https://www.color-hex.com/color/e2e2e2 (4x)
Neutral: https://www.color-hex.com/color/e2e2e2 (again)My Heal: https://www.color-hex.com/color/00ff00
My Hit: https://www.color-hex.com/color/aa0000
Enemy Heal: https://www.color-hex.com/color/ff0000
Enemy Hit: https://www.color-hex.com/color/00aa00These are the default colors from the config.
It wouldn't confuse me much, i am used to fight multiply colors, if you ever played Warcraft 3 who has 24 colors or red alert 2 with 8 colors in their disposal, people go in lobbys and select their color, of course there is a setting where you can set your own color "Blue" your allies become "Light Blue" and enemies (all of them) appear red.
in a 2v2 pvp from vids atleast i seen that 4 different colors are used, so its not like Green vs Red
and configurable, does that mean i could just change friendly colors into enemy colors or is that meant for the whole game launcher? That would be cool tbh -
This is my last idea for today.
So far from what i seen we have Green, light green, blue and light blue. in PVP i seen White, Yellow orange and Red as additional colors, some of these are used in Campign aswell, Is there a possibility to choose any color you would like? Instead of having 4 limited colors, what if you were suddenly purple or yellow yourself, is that even psssible with this gaming system?
I also checked if anyone already made a topic about ingame color and so far none had. -
1 hour ago, DefAnske said:
I thought the general idea of this kind of "sand" orb sounds great, but I was thinking about it in an other way:
If you play a t1 bandit card your first orb will be spawned as sand orb, that is a somehow unstable orb between fire and shadow.
With the sand orb you are able to play any bandit/fire/shaddow cards, but as soon as you play a fire or a shadow card, the sand orb transforms into its color, so you can only play shadow or fire cards along with your bandit T1 cards.
This way you could still go pure bandit, but are also able to fill with spells or fillers from one of the colors.
I have no idea if something like this would even be possible to programm, probably super complicated, but this is how I would implement this kind of mixed t1 orbs.
That was pretty much what it was meant for, i cannot explain it well, but yeah i wished the mixed factions were its own thing, then they will be completly used just as the 4 main factions we got.
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2 hours ago, Kubik said:
Any + Starter = Any + First orb on card (For example Shadow + Starter + Banditos = 2x Shadow)
Starter + Starter = 2x First orb on card (For example Starter + Starter + Banditos = 2x Shadow)But the orb i chosen based on first orb on the card, not what card was actually played.
How is that easier solution? It would require change to mechanic no one have a clue about how it works (internally).
Such faction to be usable should have similar amount of cards as existing factions, which is about 90, and from converting mixed factions you would get only about 40 cards. (not counting affinities, just using numbers from filters on wiki https://skylords-reborn.fandom.com/wiki/Cards)
It might take a while but theres ton of Bandit and the other mixed faction pve enemies, that just wait to be a card 🙂 its a slow process but a huge one for sure
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36 minutes ago, Kubik said:
🤔 so you would want to replace existing mixed faction with pure factions and limit deck possibilities this way. You can try applying for designer role, but I doubt there is any chance to redesign few thousand cards, with so few people to actually implement these changes, so I recommend checking out
i will think about it, this does require alot of changes that is true, and like my aim isn't to ruin that its more like to add new pure factions somehow
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55 minutes ago, BoltyGER said:
yeah i know, that is why this might be something in the future or probably never, its also kinda sad to see that the rare play of the few cards like twilight minions or banditos, they aren't often used, and this thread might give them hope haha, my sand orb idea is for all mixed ones where everyone has their very own orb to use, which is a big thing too, but i get your view how it may have sounded like, the hybrid ideas wan't good i totally agree on it being to strong
Well my last attempt would be if we had additional pure factions such as stonekin, bandit, twilight, amii, Lost Souls then they basicly work just like the 4 main pure factions that we got, it would not require any mixing so pretty much the sand orb is basicly a completly new orb added to the game and another thing to be added to monuments
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2 minutes ago, Kubik said:
it seems kind of over-complicated compared to how few cards are there.
yeah i know, that is why this might be something in the future or probably never, its also kinda sad to see that the rare play of the few cards like twilight minions or banditos, they aren't often used, and this thread might give them hope haha, my sand orb idea is for all mixed ones where everyone has their very own orb to use, which is a big thing too, but i get your view how it may have sounded like, the hybrid ideas wan't good i totally agree on it being to strong
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34 minutes ago, Kubik said:
So do I get it right that Sand orb would be 7th type of orb and it would allow you to play any color?
And you would be able to select it when creating second orb (and later). So at T4 you could play Abomination, Wasteland Terror, Lost Dragon, Grinder, Transcendence, Ravenheart, ... with just 4 Sand orbs? Would you want Amii Monument to get this overpowered option too?I can not imagine designers agreeing to something so powerful.
If we maybe take it that way, If you had a sand orb you could play bandit cards, the hard part is how it would continue, since it kinda adds a whole new line of element, just like the 4 pure ones we got, but ideas would have been if a t2 card had 1 sand 1 neutral or 1 sand and 1 fire/shadow/frost or Nature orb then those combination could also happen, just like if you had a fire nature deck, and you mixed fire and nature cards and some who need both orbs to work. Not entirely a multi use orb, making it turn into something was another idea.
It does not give you all orbs for free dont worry, it was an idea for the hybrid function but it doesn't very good, more like that if other mixed factions were to become pure, they would have a difficult time mixing with others, unless even more card theme and mix ideas were created, that also means alot of work
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15 minutes ago, Kubik said:
🤔 @BoltyGER have you already checked https://forum.skylords.eu/index.php?/forum/89-contribute-to-the-project/
Im actually kinda "back" to the forum since i had been busy with work and life my bad ^^
5 minutes ago, Dutchy said:thank you!
Official Card Design Contest - CLOSED - Winners Reveal inside
in Events and Tournaments
Posted · Edited by BoltyGER
Well here is my Attempt at T1 Bandit cards haha..
I Introduce you the first T1 Melee Card! Desert Rats, They are a Gang of Rats (funny name) who thrive to charge at their opponents.
Name: Desert Rats
Tier & Orbs: T1 & (1) Fire Orb
Type: Unit
Power: 80
Hit points and Size: 580 S
Attack value and Type: 480 S
Spell Effect: None
Passive Abilities: Charge [The default ability that will charge at enemies, just like thugs, Vanguards etc], Life Stealer [Like all other Bandit Unit cards Lifesteal with %]
Active Abilities: None
Explanation of idea behind the card: This card is supposed to be a weaker Version of Vanguards, and serve as a T1 Unit instead.
Introducing Desert Rats!!
Balance of course can be adjusted!
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Then i got the second T1 Bandit Card which is a ranged Group!
Name: Raiders
Tier & Orbs: T1 & (1) Fire Orb
Type: Unit
Power: 60
Hit points and Size: 460 S
Attack value and Type: 380 S
Spell Effect: None
Passive Abilities: Life Stealer [Like all other Bandit Unit cards Lifesteal with %]
Active Abilities: None
Explanation of idea behind the card: This card is supposed to be a weaker Version of Vanguards, and serve as a T1 Unit instead.
Introducing Raiders!
Considering them being very Basic, they share their balance with their main Life Steal ability.
As always this card can be adjusted for balance, and i belive 60 cost might have been a bit to low, maybe 75 to 80 would be better, but i like your Opinions.
Artwork_Bandit_Vanguard.webp