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Everything posted by Flrbb

  1. Flrbb

    reverse AH

    These kind of restrictions should apply to normal AH, too!
  2. Flrbb

    reverse AH

    I haven't really deep thought about market regulations. From the heart, I cannot negate nor agree this thesis. Anyhow, an easier way to regulate (better in this context: control) the market is not the right way to go. On second thought, I think you get me wrong. That what I had in mind will not directly regulate the market, but because it is another option/tool to buy/sell cards it will -indeed- have some impact. Let me explain my idea with more detail: I defenitly do not want an auto-buy feature. That would lead to above mentioned questions like: what happens if more than one person has an agent running; which tries to buy cards at the same price... and so on. Instead, I want the user to make an entry in this "reverse AH": a fixed price, to instantly buy a certain card. So person A adds an entry "willing to buy 1 copy of Windweavers for 100bfp". If that user wants another copy, that user has to add another entry. If you regulate, that an account can only add up to 4 entries for the same card, and also these entries do have only a certain lifespan, the impact on the marked should be acceptable. Sooo, if a player B browses through this reverse AH and sees the entry (end of course owns a WW), he can click on a button, so that he loses the WW from his collection and instantly get the 100bpf per mail. To the thoughts from Ultrakool: 1) Will not apply here, because there is no bot which scans the market. It is a user driven decision who gets the card. 2) I would not let the normal AH and the reverse one interact with each other. So, nothing would happen (nice feature, though :-p) 3) The bfp player A offers should then be blocked or substracted from your account. Because my idea of this revers AH is user driven and also no interactions between both AHs the "logic" should be not that much. But I definitly think that it is a worthy feature: my experience with the WTT/WTS/WTB is not that good. Just because somewone who is willing to sell a -lets say promo constuct- has to be online at the same time likw someone else who wants to buy it. Either it is me or this happens not that often.
  3. With the game beeing up and running without any account restarts, and me playing (and hunting bfp) more than half a year, I think I do own most (if not all) important cards to build each deck I like to play with. That beeing said, I tried to prevent BF from becoming boring to me, so I "invented" a new game style which I now want to share with you. Join a 4 player random pve level 9 game, request any other players deck, clone it and play with it - no matter what. As a pro tip: do a request from the other side. (If you are on position one or two, do request from 3 or 4.) If that player on your side does have a deck which doesn't suite you (I do not want to write: is a bullshit build), you'll have a very hard time to reach t3. So far, I had a lot of fun, some troubbles and I definitly learned a lot about other deck building skills! For instance, players with just 19 cards in the deck (and 18 cards in my clone) do make the game interesting again. And I learned about other players ideas what a good deck should look like. Play-wise, it gets even more interesting, when you got someone who does not have the resources to built a perfect deck for the chosen orbs. Have fun!
  4. Flrbb

    Addition to deck cloning

    When you clone a deck you cannot really tell which cards you miss. You have to ask again for the other deck to search manually for missing cards. A short notification (via chatbox) which cards are missing would be cool!
  5. Flrbb

    Addition to deck cloning

    Whoop. Didn't notice. Thanks
  6. Flrbb

    A new game style of mine :)

    Well, I do play them. If someone uses wheels, it is something like "shared resource ballance" if not just one has to store 3x180 energy in buildings. If someone uses amii, then I try to race to T3 first anyhow, there are decks out there which require 5 orbs. Don't ask me what to do then...
  7. Flrbb

    A new game style of mine :)

    Well, I do. Anyhow, not all decks do use Spirit Ships. Not even all frost/shadow decks. That is only one thing I've learned the last days.
  8. Flrbb

    Improvement to Tortuguns AI

    I've tried to play a pure bandit deck, but the play-style of Tortugun doesn't feel "smooth". Here are two suggestions. 1. in Amok state if no other unit nearby, it seems to run to any direction until it hits a wall. Then it stays there. You cannot control it; meaning you have to send another unit to "rescue" it. How about a better "seek" AI? 2. In my deck I had both Tortuguns and a Bloodhorn. Because both Tortuguns have different ranges of attack and the bloodhorn is melee, my army had three flocks. With the result, that the Tortuguns do consume each other (instead of the Bloodhorns). An improvement, that they do not eat their own kind would be great! (Especially, because they choose their target very randomly. It happens, that they consume the Tourtugun with the most stored life points. What a waste.)
  9. Flrbb

    Please fix the Bell

    I thought it is a bell, too. But somone (recently in this forum) pointed out that it is some sort of thumbtack instead.
  10. Flrbb

    Loot List / card upgrades (2018)

    I think the goal was to assign uprgrades to maps where their cards come to an use. Also, starting missions are easier than later missions, so common card upgrades are mostly on earliers missions..
  11. It buggs me that you have to play a "pure fraction" on T1, even when you want to play a "mixed" one later on. For example, if you want to build a "full Bandit deck", you still have to use fire T1 or shadow T1. What about some (few) units (and buildings) which are in the favour of the mixed fractions? As designing cards takes lots of time I like to suggest to take just some basic T1 units (like Forsaken, Sunstriders, Master Archers or something even more "generic") and apply a themed skin to those units, as well as the usual benefit from that fraction. (eg. the heal for the Bandits) A tradeoff to use these mixed units on T1 should be, that you are forced to have a certain orb colour when raising your T2.
  12. During matchmaking; it can be frustrating if everyone is ready (has the check-mark to start playing) except one. This might happen, when a player still seraches for a deck he/she/it wants to play with. A notification, that a player has the "select deck" window open for the other players would be a good addition here. Such message could be a "pending..." instead of a actual deck name and an invalid deck level - you could name your deck like "pending ..." to confuse people. Before adding this feature, there is a bug which might have to be fixed first:
  13. Sending a pending notification when a player opens the deck selection window and sending the selected deck name, level and picture id to up to 3 other players. Somone has to open/close that window like a maniac to raise the overall tranfer data volume by a reasonable ammount. Compared to in-game data when someone moves units one by one, this could not be much, I'd guess..
  14. Flrbb

    Auto-OK to request deck

    I like to suggest a feature for the in-game "request deck" function. As I do have no secret decks and I also do not really care if someone wants to see my deck; a checkbox for an automated "ok" to show deck would be a nice addtion.
  15. If you get your unwanted card back you receive a mail. When you offer many cards this gets messy. Especially, when having a mixture of valuable and 3bfp cards in the AH. You just do not know really which cards came back and which were sold. Also, it takes quite some time to open/read each single mail. Can you add the name of the card to the title? Or even better: add a picture of the card to the overview?
  16. Well, then that happened to me.
  17. Recently, I put auctions to AH until I reached the allowed limit. The next day I had only the return-messages from AH in my inbox and got a note that more messages are stored on the server. So I doubt that these limits are both 40.
  18. There allready is a "collect all" function. If you delete the mails, their content is added to your collection. Besides: There is a limit on the allowed auctions, but the limit of your in-game mails is lower. After each hosted auction (successful or not) you'll get a mail. I would appreciate, if these two limits would be aligned.
  19. NAME: Bandit Sorceress leaving ally's building SEVERITY: 3, also client sided (but cannot create topic in that subforum?!) LOCATION: in game, tested in campagin missions REPRODUCIBILITY: always DESCRIPTION: Player 1 spawns a Bandit Sorceress (we did it with red affinity) and sends it to a tower of Player 2. Now, that player has the control of that unit. First, the "leave builing" button is only available to Player 2. Second, after leaving the buildind, the unit belongs to Player 2 (with resources and unit count and everything) and cannot be controlled by Player 1 anymore. SCREENSHOT/VIDEO: - ADDITIONAL INFORMATION: this behaviour might be a disign choice and not a buged behaviour. Also, it might would make sense, if the building gets destroyed (on purpose) the Sorc will first be sent out automatically.
  20. Sorry for not using the template - I am writing from my mobile. Chosing "assign" as loot distribution method for a campaign mission. Then winning a game. Assigning some upgrades to players, but "disenchant" the rest doesn't give gold to players. (The box where usually "player xyz receives upgrade as reward" is printed, stays empty too) I don't know if this is intentional, but at least in original BF you got gold then...
  21. Flrbb

    2 - not assuming loot doesn't give gold(?)

    Title should be "assigning" not assuming... Also not capable to record a video.. Anyhow, using need/greed (with 2 players) and chosing to skip all upgrade (both players) doesn't give gold, too. Well, except that from the chests in game. Even after a restart the gold amount does not rise.
  22. Probably there are slmany threads around here addressing this topic... Personally, I think that having to play several hours to get the first boosters ( and thus the first variation to the game) is quite long. To be honest, this is where the fun of the game and its originality comes from. How to introduce new players to a game, when the core mechanic of the game doesn't show?!! As I understandthat there was/is an issue with multi accountings I like to suggest that you reduce this first time span and make these "starting boosters" (and their cards) untradable. To improve this, you could grant different themed boosters to chose from.
  23. Flrbb

    Boosters for new players....

    Okay, I do see you have taken you time to (deeply) think on this issue. That's good to hear and I appreciate it. Still, introducing new players at the very moment is kind of difficult (or complicated) under this circumstances. Also, as the reboot has no set time ( which itself is good, if you'd ask me) it is not an option to say that things will get easier/better soon. So, maybe a slight change for the moment might be a good thing... I understand that a mix of tradable and untradable cards is confusing but there are allready untradable cards. You could circumvent this ifyou use my initial suggestion, but set all untradable cards to tradable after a certain amount of time... anyhow, thanks for reading!
  24. NAME: Mail symbol does not stop flashing until you've closed the mail window SEVERITY: 3 LOCATION: in game Mail window REPRODUCIBILITY: always SCREENSHOT/VIDEO: When you do have new unread mail, the mail icon on the upper border of the game screen flashes. I would expect it to stop flashing when you've either read all mails or you've deleted all your mails. But it still flashes then. It stops, when you close the mail view. It doesn't start flashing when opening again. ADDITIONAL INFORMATION: this is by far not a major bug, but it kills me and my OCD

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