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Buddelmuddel

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Posts 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. 32 minutes ago, Pritstift said:

    100% No.

    Create your own ideas and dont steal from other players without their permission.

    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.

  4. 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

  5. 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

  6. 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

  7. On 8/19/2020 at 1:25 AM, Treim said:

     I think Blood Healing does that pretty well and is definetly playable and enables a lot of fun decks already.

    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.

    On 8/19/2020 at 1:25 AM, Treim said:

     I think with the changes to Martyr shrine currently proposed Frost has a reasonable way of defense as well 

    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.

    On 8/19/2020 at 1:50 AM, Mynoduesp said:

    No, skylords reborn is not in alpha phase where core gamemechanics get changed. This is a rerelease of a decade year old game. I don't know where you got that Idea from.

    About "reaching the limits of the game"; what do you mean? What limits?

    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

     

  8. 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:

    On 8/17/2020 at 5:55 PM, Flrbb said:

    each fraction allread has its own sort of healing. Bloodhealing for shadow, minor heals for fire (because .. hey, its agressive fire, not save n' secure nature) and blue has shields and a shrine and spells for damage reduction. Also, each fraction could stand near a building.....

    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.

     

    3 hours ago, Mynoduesp said:

    1. There's a lot to lern here from experienced game designers such as the guys at wizards of the coast who are not flawless in designing Magic the gathering, but I'd say they're making a good job. I just recently linked to an article about "why do bad cards exist" and I cannot reccomend anyone who's interested to take a look at their design philosophy. Bad cards exist, this includes bad mythics (ultra rares in MtG), and does not exclude commons from beeing overpowered.
    From a new players point of view your suggestions makes total sence: Rare equal pricy. But you actualy worsen the problem by additionaly limiting the supply of high demanded cards which will result in a fuckload of players abandoning the game immediately after checking the price of that sweet Shaman (a.e.). If you think im talking boogus here, there's a better example: Infect.

     

     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.

    3 hours ago, Mynoduesp said:

    3. Change is good, right? Yes, to a certain point.
    This suggestion can be made in an alpha phase of a game, there is no point to discuss here. I feel like you're the Bradford 'CertainlyT' Wenban of Battleforge, and this is the wrong place for a guy like that.

     

    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.

    3 hours ago, Mynoduesp said:

    4. I'd like to see additional rPvE difficulties too, but nothing like what you discribed. Make them even more challenging, what am I talking... make it mindblowingly overtuned (I'm sure @Treim would love to see a challenge for once) dont worry about the reward, this will only be possible to compleate for the top 0.01%.

    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.

     

    3 hours ago, Mynoduesp said:

    Hope my feedback helps

    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.

  9. Ok, so again some constructive reply, i glady answer to this:

    11 hours ago, Flrbb said:

    for example, having 10 different levels in rpve is allready to much. who plays all these?

    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.

    11 hours ago, Flrbb said:

    making the top wanted cards (those who costs the most) all rare would rise their prices even more. very, very bad.

    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.

    11 hours ago, Flrbb said:

    droping every card from tier 4 to 3 would destroy the current meta (for sure, a new one will rise, but at which cost?). besides that, pve would get much easier. on second thought, you most probsply ment to change one orb to colourless. but which colour to take from cards like Lost Dragon? why do you want so much extra secutity?

    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.

     

     

  10. 1 hour ago, Kubik said:

    :thinking: how exactly you @Buddelmuddel plan to sort 196605 maps in 1,5h? And why exactly you did not do it already? You can generate all of them with editor.

    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?

    34 minutes ago, Farinavas said:

    If you want to thank us that someone read your proposal and made the research that you obviously did not do, then you are welcome ... why would you propose something that you did not look into???

    Are you for real?? Read this quote below again and pay attention (or were you not able to count to 2) 

    why would shaman go up in price he is one of the cards thats worth the most even tho he is bad. Do you even have an idea how many cards are in the game and how much the top 20% priced cards cost? I guess you do not. Stop throwing random numbers and „facts“ around and defending this idea because its just bad. 

     

    It is your own fault if you tell us you played 1 game each day and didn‘t progress: there ist the daily boost which requires 60 minutes of playtime (the daily booster before which required 30 minutes of ingame time)

    The start is boring and no one can really change that if the game wants to have a healthy economy over a long time. 
     

    Another proposition where you have no idea what you are talking about. 
    Thanks to Kubik i do not need to comment on this any further


    Just because the forum offers you a platform to make your absurd suggestions, doesn't mean that you should use this opportunity. And stop making up random numbers that support your argumentation in the situational context, which on closer inspection are completely valueless

    Regards

    BlueBerryBoy

    Well this comment does not seem to be so constructive anymore. Think there is no need to answer to it

  11. 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:

    6 hours ago, SunWu II. said:

    Why should popular/strong cards become rare and unpopular/weak cards become common? Makes it even harder to get a good deck at the start and everyone will accumulate even bigger piles of cards he doesnt use. The only reason i can think of to implement such a system would be generating more money wich isnt an option for SR. Getting new players on the other hand is an aim, wich this sytem wouldn't help at all.

    From the beginning the relation of card strength and card raritiy had been rather random, but i think that's just because the original developers had no idea wich cards are actually stronger than others. I wonder if the rarity system does any good at all these days where profit doesnt play a role. Maybe there's some psychology behind it wich lets the ,,collector'' type of player get more enjoyment out of the game this way, i don't know. For me it's an (in skylords reborn case) outdated money making mechanism wich confuses some new players cause they think rare = strong.

    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.

     

    1 hour ago, Farinavas said:

    1. your math is wrong: 2+3+5=10 not 8

    True, wasn't sure when i wrote it, if 8 or 10, doesn't matter i believe

     

    1 hour ago, Farinavas said:

    To the PvP start idea: if you would have followed the recent events you would have noticed that there is an other idea which gives every player access to every PvP deck for ranked at deck level 120. 

    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.

     

    1 hour ago, Farinavas said:

    Great idea! You can start by checking all seeds for battlegrounds for their "true" difficulty level yourself.

      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.

  12.  

    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

  13. 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

  14. - 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?

  15. 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

  16. 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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