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Ponni

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Posts posted by Ponni

  1. 3 hours ago, Kapo said:

    In line with requiring 2 orbs of an element, maybe I should have specified - I ment shrine of war as RRX.

    Sure, figured that out too, still these shrines only share initial part of their name. Otherwise they are completely different to one another. Power cost, tiers, abilities, etc. Not sure why they would need to be in line with each other in this respect?

    Also, until recently Shrine of Martyrs was a shield-providing building, not a void-returning building...if I am not mistaken, have honestly never used it...

    // Ponni

  2. 1 hour ago, Cocofang said:

    Jeez, a lot of text...some good parts...

    So what if void gets returned within seconds, there are still things which holds stuff back, like charges and recast time. 

    Also, most people "waste" the power by summoning another unit binding the power.

    Also, you bind 300 power into two buildings, I would expect that to give a boost right?

    Also, deck is limited to 20 cards with different tiers, not all of them will be viable once SoW is in place.

    Also, as mentioned above there is another way to get void back, in some cases it is even better than SoW as void can be returned without enemies dying, eg. on the way to next camp...

    But, I will offer you a slight decrease in void return percentage again, but I will not hesitate to withdraw that if more über-nerfing comes into discussion.

    // Ponni

    DieToPlay likes this
  3. 59 minutes ago, Kapo said:

    a) Bring it in line with the other shrines in regard of orb requirement (FFX)

    In line to what? Shrine are as follows: :natureorb::natureorb:, :shadoworb::shadoworb:, :frostorb::frostorb::neutralorb:, :fireorb::neutralorb::neutralorb:, should we then reduce all to T2? Or set all to T3? Only then would they be in line, right?

    A lot of in this game can be "op" as long as you know how to do it and of course that you in the end can execute it. Taking away these "op" things will not make the game better, sorry.

    Btw, I vote we ban SoG from people who have not taken a course in how it works, especially then for rPvE runs.

    // Ponni

  4. 1 hour ago, Darkroy said:

    Oh boy, I don't want the game to burn xd

    but seriously, SoW gives you 0 void power left during rPvE runs, meaning it returns all your void power. This just doesn't seem right. FoF + cultists can do this aswell right? 

    I'd also love to see this mechanic spreaded more, but taking the current Shrine of Märtyrs as a healthy example rather than the op SoW seems better. 

    Yeah, lets be serious here, I could accept a slight decrease in void return percentage for SoW, nothing else, otherwise completely agree with DieToPlay. Because, enemy troops need to die in order for the void to return. I have experienced many cases in game where no enemies die hence no void return and Batariel (or whatever) dies fighting a camp. 

    For some reason all these discussions tend to always be around how simple things are with this and that, but how hard should things be then? Even with SoW a lot of people are struggling finishing off camps in rPvE...

    No, I take back my comment on slight decrease in percentage and vote no for this "suggestion".

    // Ponni

    PS. Yes, FoF + Cultists does this too, in fact, most rpve 1p levels 9 and 10 are done fast without SoW... 

    Timer and Loriens like this
  5. 9 hours ago, SunWu said:

    If you go without ground unit, revenge is really nice. Besides motivate and shadow buffs it is the only way to deal extra damage if i dont forget anything else.

    Well, there is Flame Crystal also that could give you a damage boost. An overweight of red aff ships is needed for that though...or possibly ok anyway, 5-6 ships giving increasingly more damage during 30(?) secs maybe is enough...

  6. 16 minutes ago, Dallarian said:

    Mynoduesp. His name is Mynoduesp. Feel free to thank him on Discord.

    If it wasn't for him, I wouldn't even notice myself.

    Ok, then thanks for bringing this piece of info also to the Forum, I will be sure to check in Discord in the future too! :)

    // Ponni 

  7. 9 minutes ago, Ultrakool said:

     

    There are snapjaws normal and snapjaws promo. I haven't looked carefully but they should look different. Not sure why the non promo version has the promo artwork thouThere are snapjaws normal and snapjaws promo. I haven't looked carefully but they should look different. Not sure why the non promo version has the promo artwork though

    Yeah, these are the 3 Snapjaws available, artwork is different between the regular ones and the Promo (very nice artwork btw!). What I did above was to edit the Promo Snapjaws to have the star in the upper left corner too, which I thought was the marker for a Promo card? 

    image.png.da5591686e4e410cbc4a8ba49abd5782.png

    // Ponni

  8. Not sure if I have missed if there has been a discussion somewhere in the forum (not checked Discord...) but cannot really find anything on this subject:

    Is the Snapjaws Promo a Promo?

    image.png.e01d19c9afd1f26f1d392f94dc72f5fc.png

    The one in the game is the one to the right, but should it not look like the one to the left if it is a Promo?

    Not the most important question I suppose, just curious to know... :)

    // Ponni

  9. 10 minutes ago, KhaorvaK said:

    I mean, you can think that, but you're wrong :)

    The game is and always has been a hybrid RTS/CCG.   There is no "necessary evil."  It's what makes the game unique and it's what brought the playerbase.  No ranting necessary. 

    If this makes the game "evil"  to you, then I'm not joking that you're playing the wrong game.   That's like willingly playing MTG and complaining that the game is P2W.  -pointing out the obvious nature of the game that has been baked into it from it's inception does not change the obvious nature of the game.  Play it or don't :P

    I have not claimed the game to be evil, only that the CCG aspect is a "necessary evil", e.g. something you need to do that you do not want to do to reach somewhere you want to be. Because it is a pain to actually get somewhere in this game. To me the CCG only hinders people from actually playing the game with all options available. Why is that bad and why do I have to choose from playing or not playing? I want to play a burning Batariel warped into a camp obliterating it in seconds! 

    Actually, since re-release I am pushing 100+ hours until date and now finally again starting to have some nice decks to play with...with that said and in the speed I am picking up cards now it will take me maybe 300 hours to get where I want to be. Crazy amount of time I would say.

     

    11 minutes ago, Dallarian said:

    You are wrong in my view. Battleforge is first of all a card collection game. It is RTS as well, but a very poor one.
    Normal, successful RTS games do not hide your tech tree behind grind and paywall.

    If all cards were allowed, I believe the game would be more boring, and card gathering aspect is very important to keep activity. In RTS aspect Battleforge does not have a lot of to offer - very little PvE content and poor PvP mode. It has great ideas and awesome base for mechanics, but it did not receive enough love during initial development.
    Atleast thanks to excitiment from discovering new cards, there is a bit more live in the game. For example deciding between buying cheaper card than can still fill a role, or saving for more expensive and stronger other card.

    If we had access to all meta things from the start, we wouldn't even look at half of cards. If many gets get redesign, and we get more PvE content, then diversity would be great and unique experience. However, a lot of development must happen before fraction of this enter the game.

    Twice in the game's history I have grinded my way to a complete collection. It will happen a third time I can promise you. Also, with time everybody in the game with perseverance enough will be like Scrooge McDuck, right? Why drag it out?

    I disagree on your statement that this is a very poor RTS game, to me this is one of the best RTS games ever, perhaps my experience in the RTS world is a bit limited but the gameplay with all the combos available, to that considering, with what you say above, the limited content it is amazing.

    So, I believe there is no need to hide anything behind grinding and pay-walls, the RTS part is as good as it can be. And I know I am right, in my view. ;)

    // Ponni

  10. 14 minutes ago, KhaorvaK said:

    -the answer to that is:  you're playing the wrong game, then.  The random nature of the boosters and the fact that there is a marketplace at all is essential to what this game is, at its core: a ccg.  If you don't like it, there are other great RTSes that have no market element.

     

    Sorry, but this answer is plain wrong, it is first and foremost a RTS game, the CCG aspect is just a necessary evil to be able to play the game in all its glory.

    Now you can rant back if you want claiming that grinding like crazy to get an excellent deck should take weeks and weeks (or even months!) is the way this game should be "played".

    No, I say stop the imprisonment of cards, they deserve to be free!

    // Ponni

  11. 7 hours ago, Metagross31 said:

    Hello everyone,

    recently I have seen more and more threads about reworking cards, that regarded greefing potential.
    For example, some people were complaining about decomposer being used to greef, while others wanted offering to work on your teams units, which would again allow for more greefing.

    While there are arguments for both sides, I hereby want to make a proposal, that might be satisfying to both sides of the medal.
    The idea is, that spells/abilities, which would sacrifice your teammates units now no longer directly kill them, but instead give them the ability to kill themselves. This could work as with Skycatcher's Twilight Infection: You use decomposer/offering/whatever on a unit of your teammate, then this unit gets a new ability to kill itself which then triggers the corresponding effect, i.e. transferring power/refilling charges/.... This way you can no longer greef with those cards, since your teammate can always decide not to sacrifice the unit, but it also does not break speedruns/tactics, which rely on the use of decomposer. It would only make those a little more micro intensive, but since the players, which have their units decomposed, usually have a bit less microing to do, it should not be the end of the world, but I am interested in hearing, what the speedrun community says about that last point.

    Anyways, this is my idea on how to fix this issue. Let me know, what you think about this idea.

    And also, is this even possible to implement? I would guess so, since it works for the Skycatcher...

    I would argue there is no problem with Decomposer. If someone "steals" your troops using Decomposer I argue that is a violation to the rules of the game, e.g. not ok! Important though is that every person joining a lobby for a match also need to ask/understand the nature of the match to be played (speedrun or not...). With that said, sometimes crap happens and you might decompose a fellow team mate's unit, then an apology should be enough to sort that particular situation out.

    There are however other cards in the game that in certain match setups (PvE and rPvE at least) is only really used for sabotage or in some cases even greefing.

    If there is a need for a solution, here is my suggestion: Put those players on your ignore list and never play with them again. Simple, effective and in the end the only one who looses anything on this are those douche bags...

    // Ponni

     

    Volin likes this
  12. This is funny, nah, lets have nothing for free, not even BFP, then we can grind for nothing instead, it is so much fun to grind. (/ranting...)

    Actually, I have an offer for you, I can help with your grinding efforts by taking 50% of everything you "earn" then it will take even longer for you to get where you actually want to be, I would be really glad to help here, really-really glad...then once you have collected all cards and leave the game, please send me everything you own and I can distribute it to lesser fortunate Skylords.

    // Ponni

  13. On 12/12/2020 at 7:02 PM, Zyna said:

    I encourage everyone to try the code PROM-OMOU-NTAI-NEER after the release. You'll get something nice! ;) 

    Ha ha, received a Promo Snapjaws card! Not what I had hoped for, but thanks anyway! : )

    // Ponni

  14. 14 hours ago, Chibiterasu said:

    Promo Mountaineer doesn't exist. You probably just misread it.

    Unless the Person who drew the Promo Mountaineer was Zyna. Then you might just discovered a leak for a potential future promo card :D

    I read it once, twice and even a third time... :) So, I lean to the discover part you mention above hoping some new stuff comes with the release! 

    // Ponni

  15. The other day I was playing a round and a promo message popped up, not very uncommon I know, but I was a bit surprised when I saw for which card. It stated Promo Mountaineer! I asked some friends online the next day but they just stated, nah, you must have misread or such...I am still quite convinced though I read it correctly. Unfortunately I did not take a screen of it...

    Have checked the forum a bit but cannot really find any information around this, so now I ask my question to a wider range of people, is there a Promo Mountaineer? Or was this just something happened in a dream?

    // Ponni

  16. 4 hours ago, Rankerz said:

    I'm happy the balance aspect is not getting ignored post release and hopefully you can make Battleforge great again :kappa:

    Congrats to @ImaginaryNumb3r.

    A question to the comment above, has BattleForge ever stopped being great? Obviously part from the fact that one publisher, they-who-must-not-be-named, decided to shut it down...for me the game has always been great, even now in the test phase!

    // Ponni

  17. 14 minutes ago, Zyna said:

    We actually will not be giving out such starting boosters anymore, since those heavily encourage multi-accounting. Although keep in mind there'll be plenty of achievements to help new players in the start. Slightly adjusting the booster rarity distribution could certainly be a consideration before the release. The current booster drop rates were designed to be similar to what EA had, but are supposed to be slightly more generous in regards to giving out rarer cards.

    Ok, good to hear on the distributions. Would it be possible to share details on how many boosters a single user could earn doing achievements or which cards you perhaps are considering as achievement rewards? Or is this a secret until the release? ; )

    I know there is a megathread on achievements, but I am not sure I have read any details in the forum on detailed things for after the release.

    // Ponni

  18. 6 hours ago, VolvoxGlobator said:

    But "lack of UR cards" have always been the case, right? Even in EA era, wasn't it? Plus cards just keep on accumulating, the only sink being people stopping playing

    You are correct, there are less UR cards for a reason and that is normal when it comes to trading card games, eg. some cards are more common than others. But, if you then restart things from scratch, everything will start from 0, people will however get a starting kit with things to kick-start everything. Then every day people can complete quests and even achievements to start building the wealth again in the community. However, point from my side here is whether this will go fast enough to keep the interest at a level which is acceptable?

    Most people joining again after the reset knows the game, it is not like game is completely fresh on the shelves, right? That means everyone (read most people) know which cards are good and those which are bad and for a number of UR cards it will be like a fire sale rush initially. In the first two weeks then roughly 110 people (counting starting boosters 3 per Skylord and bought boosters based on the data from Zyna above) out of 25000 (if that would be the 10-fold increase I mentioned above) could get an UR card fully upgraded. That means ~0,05 % of the total population will get it in two weeks, then for another two weeks that will be doubled to ~1% of the population will having fully upgraded UR cards. Will that be enough?

    I for one would not feel it worth while to only be on the market hunting cards I want, no, I want to play the game...I really hope though I will be lucky enough to be among the 1% in 4 weeks who actually will be able to play the game with all the good stuff it has. 

    // Ponni

  19. 5 hours ago, VolvoxGlobator said:

    The main message is that amount of opened booster remained the same, which is critical. Assuming same player count.

    Therefore I wouldnt be concerned that there are too much/few UR cards available due to reward system change

    Perhaps not, but if we say user numbers will increase 10-fold after the release and apply statistics provided so far, we would then see 270 unique copies of a UR card in a 2 week period, which would mean 67,5 Skylords would be able to have a UR card fully charged or 135 the card plus one charge (this then out of the number from Zyna above where 2500 unique players would be 25000 and 120-150 concurrent users would be 1200-1500, and boosters opened ~92000). With that said, all users after the release will start with receiving 3 boosters initially (is that number correct?) and that will of course help at start, but not much...in the long run I am not sure it will help at all...and this is concerning. 

    // Ponni

  20. 12 hours ago, Mynoduesp said:

    Thanks Zyna ?

    Without interpreting too much of this data, it's just amazing to see how a large enough group of ppl create a state of equilibrium on their own (given a fair playing field).

    Thanks for the data @Zyna. I agree with you @Mynoduesp to some extent, but I will also top this with a question, is it enough?

    Because, theoretically:

    Every 5th booster will result in a UR card, as there are 68 UR cards it will mean (in a perfect draw) ~340 boosters needs to be opened for 1 specific UR card to be pulled. Given the number of boosters bought (9209, also assuming all boosters were opened) the total number of UR cards pulled during this period is around 1842. For each UR card it means 27 unique copies. This for a lot of popular cards like Infect, Enlightenment, Disenchant, Nether Warp, Mountaineer, Harvester, Avatar of Frost, etc. This also means in last ~2 weeks 6,75 Skylords have been able to get a UR card fully charged or 13,5 Skylords the card + one extra charge, assuming that all cards pulled will be put on the market.

    I have a hunch, but will leave it here for now. Hoping though we can continue to get this data and follow it up as we go along.

    // Ponni

  21. 11 minutes ago, fiki574 said:

    Lots of claims, none of facts.

    There are technical reasons for the reset, which have been discussed internally and externally since the start of the OST 2 years ago. Don't jump to conclussions about something you have no clue about.

    Can you supply your statement that the reset will result in even less players? Cause I'm aware of few 100k+ YouTubers that are just waiting for the release to happen to start playing. Now imagine how much players they could bring. I'm also aware of certain Polish and Russian communities, each with few thousand members out of which maybe a few hundred plays while rest waits for release.

    To get many players playing doesn't seem to be a goal for our project? Lol what? Bold statement, won't even try to give a proper response.

    Grave store for this genre? Lmfao, yea, we did that, not EA and other Triple-A greedy companies. A simple community revival was the nail in the coffin.

    Lots of nonesense in your post, but hey - this is the Internet, right?

    Wow, so thousands of players will join after the reset, that you are sure of? How will the servers cope with that?

    // Ponni

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