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Flrbb

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Everything posted by Flrbb

  1. some information I do miss: when will the modification be applied?
  2. As I sometimes see players with "de", "en", "pl" in their names... A way to show (multiple) flags would be nice. Maybe instead of an avatar. edit: or as an overlay to the avatar
  3. I do have my own construct based deck (with battle ships, too) and it has the promo version ^^
  4. what about a (small) buff when no enemy is in range ...just a thought, though
  5. per column or row? xD by the way, how do you deal with flying enemies with the constructs? Imo, Overlord is barely enough to be effective.
  6. Right. The OS is upgraded to Win10, but nowadays the only background programs are Steam and Dropbox within the taskbar. In former times it was at least Skype.
  7. Well, my PC is (execpt a SSD) exactly the same as with the original BF. There was no stuttering at all on that map, even with the graphical features tuned all up the highest setting. Nowadays the game perfomance seems to be worse, that is why I decided to turn all graphical settings to the lowest setting. (This, indeed might be caused by "computer hardware got to old" and also might be a cause for the stuttering on that map.) No, this happens even if you do/did not do anything at all, just pan by moving the mouse to the edge of the screen.
  8. NAME: Game requested to send this SEVERITY: 3 LOCATION: random mission, nothing special. REPRODUCIBILITY: probably not DESCRIPTION: There was a single message like "server restart" (dunno its literally text), but without any count down. Some minutes later the game, while within a random mission, hung. So no screen movement, unit movement etc. possible. Then a pop up came which requested to post the attached file together with a bug report. I do not think this in particular is a bug - just a not-so-well-done-server-restart. But who knows. So heres the log. SCREENSHOT/VIDEO: - ADDITIONAL INFORMATION: - _launcher_log_2019.07.31_542.log
  9. NAME: Stuttering at Insane God (that two player map at the branch where also the 12 player maps are located) SEVERITY: 2, probably LOCATION: Only (but everytime) when I do play the map Insane God REPRODUCIBILITY: every time DESCRIPTION: When playing Insane God the game stutters. Not like lag. The indicator on the right side of the game interface shows a low ping and is green. It is more like the game engine itself has lag. Best example is that even when you do not give the units any commands, just pan the window the view of the game screen hangs/stutter every second or such. SCREENSHOT/VIDEO: I could record something with my mobile, if bug description is not prcise enough. (Where to upload, though) ADDITIONAL INFORMATION: It is just this map. But it was since I started playing Skylords. Did not play that map often. Thought it was a bad internet connection that days.
  10. Here's just another idea for rewards. A daily challenge, the same for all players. The callenge will be assembled from two subsets. 1) a certain map 2) (odd) restrictions for your deck So a a challenge would be like: beat Sunbridge without nature cards. Or beat Siege of Hope just with shadow cards. Beat Guns of Lyr without any cards from t3. Do not use spells. You get the idea. For multiplayer maps a challenge would be successfull, if all players decks meet the restrictions. Depending on how harsh incisive the restrictions to your deck is, the bigger should be a linked factor to the reward - playing a map without e.g. Bandit or legendary cards is not that complicated, copared to playing without e.g. nature cards or without spells/buildings.
  11. Flrbb

    Clan Tags

    ...but you definitely could before relaunch/wipe. I expect that everyone has to register/create account from scratch, so that would be a good timing to reduce the allowed length.
  12. Flrbb

    Clan Tags

    Those, I've seen had 4 chars.
  13. Flrbb

    Clan Tags

    A tag? Maybe like 5 chars? Oh, right. Of course, there is a maximum length for names. I prefer short names, so I hadn't that in mind. Anyhow, you could make that semi-dynamic. Let's say, right now the allowed name length is 15 characters. A player has a fixed name of 8 characters. There should be a (unique) separator between tag and name, like a blank. Then you could allow this player to add everything up to 6 characters as a tag. Another player's name has the length of 10, so that one could only add 4 chars as tag. This is of course not optimal, but under the current circumstances it should give the best yield.
  14. Flrbb

    Clan Tags

    Lately, I've seen some players with a clan tag in their names. Well, they added the tag within the name. But what if another player wants to join? He has to create a new account from scratch, because changing the name is not possible. Also, multi accounting is not allowed. Here is the solution: Use the old menu, where you can create new names/accounts bound to your one and only mail address, to enter an additional clan tag. That tag should be editable or possibly blank. The players displayed in game name should then be assembled from tag plus (fixed) name.
  15. honestly, I skipped reading everything after Killian's long post.in that post he mentioned "taking others' orbs". which, indeed (and imho) is quite funny. one aspect is, for me this is definitely part of the game. it is quite a wellcomned variation to the game - trying still to win. and in the end you have to act as a team. another aspect: Bad Harvest. I guess only very, very few people know that not both orbs at the ship/waggon ( or whatever the thing which you have to defend is called) are meant for player 3. if starting position number 4 is empty, then on that place there is only one orb. at least during the reboot I did not see any player 4 taking a well/orb up there!
  16. I'd say McLongDickson is (basically) right. There is an imbalance between the game modes. But because most players are frustrated when something gets nerv'd, I'd say you should strengthen the loot distribution of the campaign missions. If a player gets a guaranteed upgrade he doesn't have yet (out of the upgrades available on a specific map) then the appeal to play campaign missions would be higher. On the other hand, it might lead also to a ceased player base, just because you get your upgrades faster. If you buff campaign on this way, then there should be a bug to PvP, too. But I do not play that, so no idea how to do so. As a side note; the way BF is conceived it has an end! (Only random mission intercept this a bit) The campaign missions are (very) limited, so is the card pool, too. Probably a new Orb color could buffer this. I am playing roughly since 9 month and I have collected almost all cards...
  17. Yesterday and today I played some rPvE where lots of ppl disconnect during "initialisation". Happend like every 3rd match. One of them was able to chat with the rest of us.(usually all 4 players are listed in the group on the right border, even if disconnected. in this "very early/quick" disconnect the player was missing there, also if I remember correctly, his stating orb&well were empty) So frequency of disconnections is higher than usual. But I got only these connection losses at the end of a match, after you click on that victory message.
  18. Wait. What? You guys are doing Guns of Lyr in expert solo, roughly 9 minutes? I should quit gaming. ps: do you realize, that you need to play it 4 times in a row to get your daily booster?!?
  19. Alright. Tested in forge: With 3rd Inc. Mo active, you can instantly warp your units. Back an forth. Which is nice. Without, there is (better: should be) a 10 second delay. This delay is shown on the unit itself (where e.g. Wheel's symbols are shown, too). Sometimes this countdown refreshes itself back to 10 seconds. I think, this happens when the unit doesn't move out of the target warp zone. I would say this is a bug. Because you then need more than 10 seconds between a warp. I also tested the radius of the warp. Right now it matches the animation of the warp, so it seems correct to me. I swear, the radius was smaller recently because in a random game a few days ago it warped just a few units from the center of the pulk. If a unit walks into a warp zone, it gets teleported. This was not the case recently. But now, everything is fine here. Anyhow, there seems to be some sort of delay of warping units, which do not warp with the cast of the spell but walk into the warp zone. Either this delay is bound to a timer or due to ping. I don't know and don't know how to test properly. This might get me thought that the spell did not work properly.
  20. What do you want to focus upon? Campaign missions? PvP or random battlegrounds?
  21. I do not know the state of Inc. Mo while I played the random 4 player maps. Might be possible that another player had a "unusual" setup. I hadn't any interference with that in mind, so I did not check. In one game, I could only teleport like 4 units out of 5 constructs and 4 battleships and even if I walk the constructs into the animation of the warp, they did not warp. Also, in another game I could apply two NW (both affinities) directly after each other. There was a game with another player, who did also use NW, I warped my units into a camp and he did warp them out. Was kind of confusing. But don't know the name. As my information seems to be not precise enough and I play lots of Construct/NW games lately, I will report back.
  22. NAME: Nether Warp changed behaviour multiple times lately SEVERITY: 1 if you want to use NW, otherwise 2, maybe even 3 LOCATION: probably everywhere, but definitely in random maps REPRODUCIBILITY: yes DESCRIPTION: lately there were a bunch of updates, most of them seem to have impacted on the behaviour of Neather Warp. NWs behaviour changes after updates to a different usage. Usually, you create a warp zone and each unit that gets in contact (even after a short time of existence of the wrap zone) will be sent to the other spot. The behaviour was altered in different ways: the radius of the warp zone was modified, units which did not instantly warp away cannot warp, even when moved later into the warp zone. And the current state is, that a unit seems (sometimes) to be immune to warp for some time, after it was warped. In consequence, you cannot use both NW in random missions to move faster. SCREENSHOT/VIDEO: - ADDITIONAL INFORMATION: I think, it all started when an update mixed up the right-click menu in the forge and noone had access to some entries like show/request decks.
  23. Some thoughts on your nature/frost deck: - upgrade breeding gound to level 3, asap (nature and stoneskin tend to have costly units, the bereeding ground compensates for it) - if you want to manipulate the void in that deck, add shrine of memories (that deck has lots of spells, might worth it) - coldsnap and curse of oink might be a bit much (both serve the same purpose). oink is faster (instant CC), but your rageflame benefits from coldsnap. personally dunno which one to keep - your t3 only has costly units. as result it might take some time until you do have a big enough army to engage t4. - the aggressor serves the same purpose as oink and coldsnap; aggressor does only little damage but is a great CC. personaly, I'd replace it with razorshard - I'd add another t4 unit (you just have 2 to summon until your "long recharge penality") - personaly, I' like healing garden very much. It's ability is global, so each spell get more efective. you just have to build two buildings to keep it up all the time...
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