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Buddelmuddel

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Everything posted by Buddelmuddel

  1. Ok, ty. I did download the dragonunpaker and it is able to open the pak files Kubik said, there are 170000 random battleground maps. In the the base foulder there are listed 80 of them, and i could not find a map. file in them. Where would i have to look?
  2. Hello, so i would like to look through all the random battleground maps, 4p. I was able to open the editor. I do find the battleground maps in my battelground folder. But the editor can not open them. Do I need to download, something that the editor can open the pak files?
  3. The more that play lvl 10 the better. I will be back in about 2 weeks
  4. I believe you missread me. Generally the decks should not be shown. But you could enable it to have your deck shown, if you want to. Sometime you played a lvl 10 map, without batariel, lost spirit ships or phoenixes vs stoneskin, or you used the starter deck, then it would be nice to show it. In the way it would be possible to play a lvl 10 map, with a random lvl 10 deck, and people could have a look at it, without that they have to write me or ask me.
  5. 5. Change amii monument and enlightment to 4 orbs cards 6. Offer the possibility to pay bfps to have your deck shown in the speedruns 7. Show if someone is looking for opponents in ranked pvp 8. Offer 2 different kinds Tome decks, for Pve and Pvp: 1. Random preprepared decks 2. Totally random cards: PvE: 2 colours, 5 cards, from each orb lvl PVP: 2 colours, 6 cards from t1,t2,t3, 2 cards t4 9. Show in the friendlist, how long the battleground game of a person still lasts
  6. If you first time lvl 10, you want to play with me and you are not sure what to take, i suggest the following: master archer, frost mage, home soil, ice barrier It is very strong, fast, and save Additionally it would be nice, when you are planning to build a building, that you could show it in the deck preview. I usually have all buildings in my decks, but in lvl 10, every slot that is available is welcome
  7. In short again: T1: all devensive spells that a colour has to offer (hurrican, roots, homesoil, glyphe of frost, motivate, soul splicer, mine, eruption) T2: shadow phoenix, additional anti air card: gladiatrix, amii phantom, stormsinger T3: 1 t3 Unit T4: Batariel, Lost Spirit Ships, Bloodhorns Ask me ingame to look at an rpve 10 deck. Write me additionally the colour you would like to start with. Blue and green are the easist colours to start with. Just join me ingame, I will help you get through the map
  8. I do think blood healing needs to be changed. It is just inconveniend, and too little used. I'm not sure if i have seen it, and i have used it only a little. Would go for a wider range as written, and something like 1000 heal each second for all units in range, for 4 seconds. And the damage should be something like 250 for each second, and as an t4 card. I dont know so changes to martyr shrine, but i would go with a spell over a building, its just more fun, although a building would fit within the blue fraction. And cards like ice age could be used too, although they will probably work on the new martyr shrine too. Generally what Treim said, goes in the right direction, and will be an improvement if implemented. Although i still think in the way i proposed it, it would be more fun, and offer a wider variety and be more attracting to more players. I guess it depends on how you look at it. For me the new "ownership" of the game, just opened possibilities, and i think very little was put into the game from EAs side. I renember like 3 patches, but im not sure. With limit of the game, it also depends on how you look at it. If you are campaing player and you did all campaings with all possible decks its kind of a limit reaching. As a battleground player i have done the difficutlies with nearly all decks, so its kind of limit reaching. But there is still the possibility to play something different. But i rather go with reaching the limits. I did add 2 little tweaks at the top of my proposal list: 5. Change amii monument and enlightment to 4 orbs cards 6. Offer the possibility to pay bfps to have your deck shown in the speedruns
  9. Ok, 2 more replies in a reasonable manner. There might come some more which is, good, i might no reply to all of them any more cause, i think they start to get a little bit more similar, and maybe I'm not needed to explain it anymore. Lets start: True. I did focus on pve i think, and therefore the t4 focus. Standing next to building and wait seems a bit too boring for pve, or at least for rpve although its possible. And yes the healing is there for every fraction already, as i had mentioned, i just wanted ti strengthen it, so taht it would be comprable to green. Atm, 95% and more have a green, orb just because it is so hard to play without it. Keep the the speciality of the healing of each colour, red has to fight , black get damage while healing. But make them stronger and comparable to regrwoth, although a little weakerr maybe, so taht green has still has its stand alone point. Then change the 4 colour cards, because again, they are seen in less then 5% of the decks. For me i just cant stand to play 9 anymore, just becasue if seen all. I would like to try it with the tutorial deck, but past t4 i probably wont be of help for my teammates, so i dont do it. Hmm, on this point you guys seem to be really stubborn. Maybe because atm the cards are so expensive, that everyone is afraid that they will get more expensive. It wont. On a different thread there is a dicussion abaout the reward system, and how much bfp, it should give, and how much a booster shoould cost. This all useful, but the ground on what it is build is not solid yet. First, in my opinion it would be good to know what a booster is worth, and to rely on it for a steady income. The last 3 boosters i did get there rares where, earthen gift, lost shadow, and avatar of forst. So moneywise im fine, but i dont think it useful. I think, there should be a card range of non-promo cards from 20-2000bfps. So the expensive cards are woth 100 commens. Atm cards about 2000 bfps, are nearly all ultra rare, except enlightment, i believe. Take aways teh ultra rare thing, they become cheaper. Then you can start to adjust, if a card is worth more then 2000 bfps, then reduce the rarity factor, expecially if it a fun card which you want people to play with. So in the way i suggested it, shaman would get more expensive, bring it rarity down, to uncommen or commen. This card is valuable expecially for beinngers. Regrowth, worth 100 bfps, for a commen, amke it ultra commen. Als the the ultra rares will be around 2k bfps, i believe if they get down to rare. Enlgihtment make it uncommen, becuase aperently people want to play with this card, and it is actually useful not only for speedruns, but also to creat divers decks, and use 4 colour cards, that would be used otherwise. On the other hand, oracle mask, worth 20 bfps, or something, back in the day it tried to buy all of them to get the price up a bit. Reduce the rarity. You dont want to get a 20 bfps card as your rare. If there are 2 rare, who are worth mony every booster, even better, less scarcity. Generally you dont have to order them by price, cause you basically already know the prices of the cards. But i would start by working on this foundation, in way i proposed, and then wonder about the bfps daily rewards. A little side note, i also dont think the wizards of the coast, know which cards are great beforehand, although the probably do a lot more testing on them then EA. Think we are still in the alpha phase of the game. But maybe this idea will be more inspiring when more people have reached the limits of the game. Not sure what Mr Certainly does, maybe he just wants to create fun champs to earn money, and doesn't care about the balancing. But maybe he is bored of league, and doesn't care how his oppnents fell. Can't say. I also believe that Treim would love more challenging rpve maps. But this is not the goal. The goal is to make a difficulty for rpve players, who want to casually play the game, but in a way it is still interesting. So if you played hunderest of lvl 9, lvl 10 is this still interesting for you. The main problem is that people think it is not fun, and that it is too hard. So what i do, i play full support decks. I build fountains of rebirth at the start. Then switch to red, and help my other player with mines, eruption and the fountains to get to t2. Afterwards i build all the buildings in the game, wheels, incredible mo, shrine of war, and healing gardens, and then i still clear one fourth of the map. This is all fine, but it is a little to much to ask for a single person to do that. And maybe people want to play lvl 10 without me once in a while too. I have to admit, just with this thread, and the offering help for lvl 10 thread, my waiting time has gone down a lot, and if its not at night i usually find players. But there is a demand, that players want more then lvl 9. And it took me about a year to teach, with is all fine. But i believe not needed. Treim can still play the hard maps on difficulty 12, and I'm sure he would not mind to play easier lvl 10 maps casually with friends. I do believe he loves rpve as much as I do. Although he generally focusses on speedruns, but he does play random stuff too. Its good when people write their opinion. I did not try to explain every possible opinion in the first thread. So its good when people write it down here. To what Farinavas wrote, I still dont know what he was on about. I think he missread my first text. And why the aggression, he just seems to be a bad person, or just very young and didn't know better. By the way Damo messaged me ingame and wasn't better, so it aplies to him to i guess.
  10. Ok, so again some constructive reply, i glady answer to this: This is true. Thing when i started out i played like 3 times lvl 5, 2 times lvl 7, and then about 500 games of lvl 9. For lvl 9 only 2 players are needed, so 2 can get carried, expecially with the multi wheeling back in the time. So for me lvl 9 is done, and it was about 4 month beofre the original battleforge closed. Then i started to play lvl 10 regularly. It take about 15 mins to get a game, and it is very helpful to have some people around you who regularly play it like: kybaka, sirtegethof, tinuvien, and now ponni and benina. if you wait for 2 more the time drops from 15 to about 5 mins. So in short for me there only needed to be lvl 1, 5, 7, 9, and then more. I would splitt lvl 10 in 3 difficulty lvls, with the lowest one would be beatable for everyone who suffisticated in lvl 9. No bosses on t3, t4, no t3 camps, no close t3, t4 and no vigils on lost souls at t1. The next 2 lvls would be more difficult, and the last one only for the hard core players who need a challenge. Additionally i would probably keep the full random lvl 10. But like Kubik suggested i will start to sort them, and make like 100 lvl of each new difficutly to start off. Not sure if I wrote it wrong in the beginning, but who gets this idea? There would be no ultra rare cards anymore, and they seem to cost the most in the ah. Then there would be 2 rares each booster, so you get more of the valuable cards, and you wont get a low cost card for your rare in the booster so every rare is a winner. Additionally you could change the rarity of individual cards if you see that they essential to the game. For example regrowth. So i would rather have an ultracommen category then an ultra rare category. Again, not sure if i worte it wrong but thats not what i meant, nor what i hopefully wrote. Every t4 card would stay t4. But the 4 colour cards would change from 4 to 3 coulours. Cards like Moloch or lost warlord, twiligh grimvine thingy, are just seen to little in the game. I would like to see more different cards, and this would help. Additionally the change to the healing cards, because atm you nearly need green. Some make a deck with out it but they have to play very careful. Now i finished reading your second sentence. I nearly have never seen a lost dragon, why if lost spirit ships are so much better. I would take away 1 black from him. Just because double black is played to often, and it would but some incentive to double blue.
  11. Well i only categorize the 4 player maps, and onlylvl 10 maps except when there is a strong demand for 1 or 2 player maps. But i think 4 player map would be enjoyable to play for a lot of players. And are there really 196695 maps? I would believe this is the number for all rpve maps. On 4p lvl 10, after you played like 100 maps they seem very similar, maybe some with some slight changes, but generally the same. I have not used the editor: So when i sort them, this would be an idea you would consider to use? Well this comment does not seem to be so constructive anymore. Think there is no need to answer to it
  12. So, first of all, ty that somebody looked through it, and posted their opinion in valuable manner. Had this in the meantime a little different too. Lets look into it: I dont believe that, for me its very frustrating to open a booster and get oracle mask or earthen strength or plague. With the idea I offered you would get a valuable card for sure, even 2 actually. Tho only card i can think of that would go up in price is shaman, because for an umcommen card, he is really expensive. True, wasn't sure when i wrote it, if 8 or 10, doesn't matter i believe I did read that, although i have not read everything. I do believe that a strong part of the game and other games is collecting cards, although it should be prevented that the start is boring. Here i played like 50 -70 games, mostly 1 per day just get off my boring starting deck. And if I play more, then there was no development, therefore it would be even more boring. The more playing part is addressed in the new booster system. The start would be still boring. Like someone said, it would be good to have at least 3 different decks that you can differ to. Atm it is fun for me cause i have these deck, and when i get new cards I'm happy because i can build more, but I dont need them necessarily to not get bored. I actually would do that. I did offer in a post which i mentioned before the beta opened the way I would do it. There are different categories of lvl 10 maps, within each fraction map. Those I would sort. The time it would take is approximatly 1,5h and I would do that. Atm i wait 15 mins for a lvl 10 game, and after a few games it would be worth it.
  13. Economy suggestion: 1. Card value: For a while get rid of the rare, uncommen commen restriction. In a booster you get 8 random cards. Then you list for which prices cards are on average traded. Then you have a price list. Then you make top 20% rare, 20-50% uncommen, and lower 50% commen. In each booster you put: 2 rare, 3 uncommen, and 5 commens. 2. Starting cards: When you start the game you can choose a cholor: From this colour you get all the cards and all the upgrades, they cant be traded. Additionally you get 5 boosters. This is your pve start - PVP start, you get 2 colours with all the cards and all the upgrades. Every 2 weeks one of the colours changes to another 1. They cant be traded and can only be used for pvp. 3. Card changes: Change every 4 colour 4 orb cards to 3 colour orbs. Additionally you will have an 4 orb healing, protection card in every colour, less powerful and more complicated tehn green but still there. - red: Bloodthirst, all units in a 25m radius get healed when they are in battle up to 4000 Lifepoints -black: Blood healing, 4 orbs, target looses lives, heals all units around it up to 4000 Lifepoints blue: 4orb area ice shield, 25m radius, gives a shield up to 3000 points 4. lvl 10 rpve: Look through all the lvl 10 rpve maps, and order them in 3 more lvls, lvl 10-12 Little tweaks: 5. Change amii monumentand enlightment to 4 orbs cards 6. Offer the possibility to pay bfps to have your deck shown in the speedruns 7. Show if someone is looking for opponents in ranked pvp 8. Offer 2 different kinds Tome decks, for Pve and Pvp: 1. Random preprepared decks 2. Totally random cards: PvE: 2 colours, 5 cards, from each orb lvl PVP: 2 colours, 6 cards from t1,t2,t3, 2 cards t4 9. Show in the friendlist, how long the battleground game of a person still lasts 10. Make a 1 click download button for the game: 1. One that downloads as a rar file 2. One that downloads the whole game, no unpacking needed 11. When a person is added to the ignore list of a matchmaker, make that they cannot join the match of him 12. Add the following achievements: 1. win 1 game of rpve lvl 9 4p map with 3 players 2. win 1 games of rpve lvl 9 4p map with 2 players 3. win 1 games of rpve lvl 9 4p map solo 4. win 1 games of lvl 10 motm 5. win 1 game of lvl 10 random 6. build a t2 orb on lvl 10 with only snapjaws in the deck 7. win 50 games of rpve 8. win 100 games of rpve 9. win 250 games of rpve 13. Allow to choose rpve for daily quest and campaings quests seperatly Edit: I removed the first paragraph Battleground Lvl 9.5.xlsx
  14. Hi, today afternoon there was an update. Before the update it worked, now i get the following: base/ pak-test /directory not found
  15. A bunch of people want to start black. Black is the hardest to play, and you might need some help. If you play with me I will build fountains of rebirth, and help you with fire support, so that you should be fine. A general black lvl 10 random deck, would look like this: T1: Nox trooper, Dreadcharger, Snapjaws red, motivate, soulsplicer green, embalmer maybe: life weaving T2: resource booster, phoenix, shadow mage, army of the dead, nether warp green
  16. Your deck lvl should be at least lvl 80 And the two most important advice pieces: - take your time at the start - try to attack the spawn buildings
  17. You don't, but you can get t2 with just snapjaws, but still its challenging
  18. - Generally try to have half your deck to be t1 and t2 cards - when you play with me you dont need any buildings, i will build shrine of war, fountain of rebirth, healing gardens, incredible mo, wheels; just focus all cards, to make it through the map And some deck examples for the first two orbs: green -green: t1: windweaver, dryade blue, surge of light, fountains of rebirth, roots, hurrican,mark of the keeper, maybe shamans t2: deep one, burrower, curse of oink, creeping paralysis 10 cards, just t1,t2, you can`t go wrong with that in lvl 10 blue green: t1: master archer, frost mage, ice barrier, home soil, glyphe of forst, wintertide blue t2: mountaineer, stormsinger, matter mastery, curse of oink, coldsnap, maybe aggressor 11 cards just t1,t2 you get the idea For t3, t4 the easiest is to go for lost spirit ships, batariel or bloodhorns, maybe abominations, grinder, but doesn't matter to much, to get to t4 takes most of the time on lvl 10 maps Is there a way that i could add in the picutre of the cards, and not just write the names down?
  19. If you are ingame and want to try lvl 10, feel free to ask me to join you. Also, if you need an idea for a lvl 10 deck, just write my ingame, or via mail, and add the colour with which you would like to start the deck
  20. So, I would like to play communtiy maps, but there are so many of them. Is there a rating of them, or can members list their top 3 in the comments, would be great?
  21. Meanwhile questions that arised or that i was asked: - the orb is always from position 4 to position 3 - if there is a tower or flying the general map difficulty will be higher - position 1 and 4 will get incomings on some maps, pls play green or blue here - map difficulty: bandit - twilight -stoneskin - lost souls - position 4 will often not get their second orb, if you are a new player this is the position with the least impact, start here and look how the other play the map - try to build all building as a team that affect all players: start with fountains of rebirth, incredible mo, shrine of war, wheels, healing gardens - for lost souls map generally 2 fire start decks are good - put in a t2 and a t3 unit. Cave: tortuguns at t2 - i did adapt the card suggestions, one bracket ( means kind of playable, maybe even good when you are experienced with it, two brackets (( means decent, but if all 4 of you have a deck like this you wont make it EDIT: Motm is bandit this month again, so i heard - good for practice and starting out
  22. changed my mind, pls delete my post
  23. So, again if you want to try rpve lvl 10 this month motm is very good again. It's a little bit harder then the last one. There are incoomings for the outside positions and also the t3 will be attacked. But if you made it to t4 the rest of the map is easier then a lvl 9 map. It is a very good practice for the start of a lvl 10 map. It is still easier then the other fractions. Be sure to start with blue or green on the outside positions (pos 1 and 4) to be able to take on the incoming. Then you are good to go, gl hf
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