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Flrbb

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Posts posted by Flrbb

  1. 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.

  2. 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!

  3. 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.

    Navarr likes this
  4. 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...

  5. Nah, don't get me wrong. You do not need more randomness. But a map could have lots of parameter to add randomness to. With that "few" combinations I assume that there are not many parameters they add variance to.

    For example, you could have a set of pre-defined camp layouts with just one orientation. Or you could add randomness to those camps (let's say an optional additional unit of each kind) and rotate it, too. Assume there are 5 different kinds of enemy units to add (or not to add) per camp and a total of 10 camps to which this modifier could apply, as well as 4 possible rotations then you would get 2^(10*5)*4 possibilities alone.

    Well, at least if my math is right.

    4503599627370500 alone on this minor change. That would be waaaay more than the previously mentioned map count. 

    What brings even more variance to randomness is the general layout (pathes) with a map. There easily could be an almost infinite number when you move each camp a bit to increase/decrease the distance between two camps. So this seems not to be the case - looks like given layouts to  me. Which is what made me wonder and made me to write my above comment.

  6. 23 hours ago, fiki574 said:

    We've made a tool that let us "alter" the game.

    So, either you just edit some databases, or you can at least see parts of the code lines and alter/add them?

    I am only a spare time programmer, but somewhat interested in general technical possibilities...

  7. In that mission you do not have to kill everything. We did tear down all the walls completely. The win condition usually triggers when Jorne&Rogan disappear. The condition for a lost match is, when Rogan is down to 0 HP.

    I did not enable the "save all replays". So everything is lost. maybe you should make the saves as a default. :)

    If I am not mistaken, the end of match was not much (like 5 minutes) before the bug report. Cannot remember any names.

    Also, that bug was common/known in original BF.

  8. Map was King of Giants.. cannot remember much else. At the last set of orbs we were only 3 players. Reaching the end of the map, killing everything... We waited a minute or something like that. Then I quit the match.

    Edit:

    If you need specific information then ask...

  9. NAME: Wrong Gold Count (somewhere)

    SEVERITY: 3

    LOCATION: Upgrade Screen

    REPRODUCIBILITY: just once

    DESCRIPTION: See attached Picture. And Additional Infomation.

    SCREENSHOT/VIDEO: yes, explains most of this bug...

    ADDITIONAL INFORMATION: Happend after a multiplayer match, which did not finished (I think that was because of one Player got a disconnect earlier). Basically we did won, but the game did not end. I quited the match (not the game), so I recieved no loot, exept some Gold from the chests (I guess). Probably this Gold was not be taken into account. After I restarted the game, I had the same amount of Gold diplayed in the upper Corner and the upgrade did work.

    golds.png

  10. +1

    Each party member do have the same buffs. Right now I cannot think of a buff that appears in that upper left corner which does not count to all players. (At least in non-pvp) So one symbol per buff would be enough - leaving space for up to 5 different buffs...

  11. Currently, the end game statistics (2nd tab) are showing your values, the total and the best value and that player. If you have e.g. killed the most enemies, the you'll miss some information on how many less another player has killed. What about to add more columns to this table? Like, showing each players values, but no sum (at least I wouldn't miss that column).

    Also, at least for non-pvp games, there are some rows which are uninteresting. These could be removed when not playing PvP.

  12. NAME: Gained Upgrades as reward to Cards/Uprgrades I allready own

    SEVERITY: 1, maybe 2

    LOCATION: Post-game (when you get your rewards from campaign)

    REPRODUCIBILITY: Tried just once but it is very clearly a bug, which is new since the last update

    DESCRIPTION: I do own the Swamp Drake upgrade Level one, dunno if I own level 2 and 3 also. Level one is applied to the card. As reward from Crussade I got all upgrades, no gold. I am quite certain that I do own all Upgrades from crussade by now. In the upgradescreen none of those is visible.

    SCREENSHOT/VIDEO: attached. It explans everything better than words.

    ADDITIONAL INFORMATION: - The swampdrake is just one example. This is related to all(?) cards

    Unbenannt.png

  13. There are several waves coming. But they are triggered from different effects while playing. The following might not be 100% accurate, but it should be close enough.

    1. Lets call it a "constant stream". This is the basic attack of enemies. I do not know how they are triggered (by time or after the last wave was destroyed), but basically after you killed one wave you'll have a short time to recover and then the next bunch of enemies do come. After (roughly) 5 minutes, if I remember correctly, there is a decent "upgrade" to the enemies which are coming. From now on, you'll face some units which have a spell blocking aura. Also, enemies are up to "L", so they hit quite hard. As all (?) of them are not ranged, flying units like Mana Wings are a good way to go. There are some more "upgrades" to this enemy waves, but they are not as crucial as the first increase, just because your mates on 3 and 4 should be ready when these hit your wall.

    2. After each of the countdowns runs out, there is a bigger wave of enemies (up to XL units).

    3. This one is the final wave. After you killed all the dragons and everything big the Twilight has on its side no other (null, nada, zero) enemies follow from that side of the map. If on both side all units from this wave are dead, you have won the game (you do not have to clear all the camps). They spawn as soon as a certain building is destroyed. These two buildings can easily be identified. Near to the starting places of player 1 and 2 is a wall, which your units cannot cross, to the corner. There are lots of buildings in red (fraction-wise) and just one in orange (or the colours are vice-versa). You can ignore all the red stuff, only the orange one counts.

    As a side note: usually players 3 and 4 have to kill the 3 bases to the left and right side of the map to open up the gates to reach the orange building. With some tricks - e.g. Rifle Cultists - you do not have to open the gates, because you can destroy the orange building over the wall. This speed up the game play.

    Another side note: after a period of time, if the 6 bases on the left/right sides are not destroyed, they also emit waves of monsters. If players 3 and 4 are really fast (most are not), you finish before these waves are coming.

    Anyhow, position 1 and 2 are quite easy. But you have to plan with T1 only. All you need are some towers, some units to mount the wall and maybe some crowd control or spells to inflict damage. On the other hand position 3 and 4 need a specialized deck. No a specific one, but it has to fit this map and strategy. With that and some planing even positions 3 and 4 are at best medicore.

     

    JarodDempsey and Eudoxos like this
  14. 23 hours ago, Marvvster said:

    Hi, its me again :)

    I'm trying around few cards ans came to the card Fountain of Rebirth. 

    my Plan is a short t1 and t2 in rpve. For that i would pick up my fountain to support my mass windweavers. Is the card "worth it" in your opinion?

     

    From a non-nature players perspective:

    Its a nice bonus to have. Like, another good team player. And whatever your fraction is, you are not meant to have heals on t1. So a good plus. With one downside; with a bit luck you've done your first camp until the nature player starts attacking (because the built time takes quite some time until it is ready to use). If there is some pressure from t3 and the nature player is still standing at his t1... not good.

    From the natures point of view:

    Recently, I tried it myself. (To be honest: it was not upgraded at all.) You get a constant but slow heal. This, again, is a nice bonus to have. But it does not help you if one specific unit is under attack and will die soon. Then you'll need Surge of Light anyways. So I would question the overall use of it.

  15. 13 hours ago, Marvvster said:

    Maybe you could explain me, why is healing gardens a strong card. Most of time i dont use it... but many other players recommend me this card. Most heals are instant heals so it must be the regen aura, but 20m isnt't that far. Maybe it's good for sustaining fights?

    The building has two effects. That 20m aura, which is quite nice when you have to defend stationary (for example Empire), especially combined with Dreadnought and/or Silvian Gate (? dunno if that is the right one). Also, this aura can help you out when charging Deathrays (when they fly over the building) The other effect is a global thingy. You need two Healing Gardens anywhere on the map to have that effect constantly activated. By its own it does nothing. But as Treim said, it buffs every other healing ability. Use Regrowth on a bunch of almost dead T4 units. Without Gardens you hardly see any difference on their health bars, with the effect all units are completely healed.

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