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Posts
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Everything posted by Riviute
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Only did it on advanced so far, played a twilight deck starting with fire, strikers and mines worked pretty well. Went for wheel of gifts, incredible mo and some static defense on every tier except t1. Also fathom lord worked quite nicely for the abominations when they respawned, paralyse them and they are no issue anymore. No clue for expert though. Btw, would have been funny if the boss revived as well :D
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Maybe allow the player to create their own categories, like RPVE or Seasonal, and then you can add a tag to your decks that automatically arranges them in these categories. Then you could toggle your categories and it only shows the ones with these tags.
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Hey guys, I would like to talk About an issue that I feel like gets bigger and bigger, but at the same time its probably something that only affects a small group of players yet I still believe its important to talk about. Now before I talk about the main topic I just wanna mention how grateful I am to the dev team that brought this game back to life. When it was shut down all those years ago I was constantly looking for private servers or similiar games until I found this project. I watched the progress with great joy and excitement and when I was invited into the closed beta it was one of the best days ever. But its not just that you brought back the game, you added new stuff to it as well! New cards, new maps, events, dailyquests, the reservesystem and even changed a lot of the original stuff. The new Ravenheart for example is still one of my most appreciated buffs in the game so far and its only one of many. Sure there have been things that can be seen as controversial, like the Batariel change or the Amii Monument nerf, and even if I miss the old Amii Monument from time to time, I still think it was a healthy choice. And if I really wanna use the old stuff again, thats were the legacy server comes in. So no matter what I'm about to say in this topic, because its gonna sound like I complain a lot and I'm very whiny, just know that this is like the ONLY THING that I could even complain about and I absolutely believe that you guys are doing a phenomenal job here. (Just imagine I'm patting you guys on the back right now, cause you deserve it) Lets dive in, what is that issue that I have in Skylords Reborn. Simply put... the Difficulty. When it comes to RTS games I'm not very skilled, I love playing them but usually I am just as bad at them like in egoshooters where I constantly blow myself up with my own friggin grenades. I love the freedom these games offer, the army compositions, the creativity in approach and the epic battles. Its my most favorite genre, but I'm just not one of those microgods who has an APM of over 9000 and escpecially in more complicated missions where you have to have your eyes at thre or four different spots at the same time I tend to miss out on one of the most important aspects of RTS, the Spectacle. Hard missions can be very hectic and it at times can feel more like a checklist, like ok now I have to do this, then this guy dies, then I have to be at my base for the attack at 3min 40, you get the idea. Even nowadays I always feel that the graphics and visuals of Skylords Reborn hold up, it still looks nice and it sounds great but when things get stressful you tend loose sight of these things. When I play RTS games I strangly play them just for the sake of relaxation or creativity, I still love the impact the inferno spell has, I still love to combine soulshatter + frenetic assault + infect + plague even though I know its overkill or just build a massive rootnetwork that goes across the entire map. I can understand why people enjoy high difficulties in these games, discovering the map, coming up with plan, fail, rework the plan, try again and succeed. There is a feel of accomplishment when you overcome such an obstacle but for these challenges I just have different games like monster hunter or elden ring. So when new maps were added (the two new twoplayer missions) I was overjoyed and a bit disappointed at the same time. Cool new missions, new stuff, new story but then... oh... no standard difficulty. Thats not a new thing right? I mean there were missions already in the game that didnt have a standard difficulty, Behind enemy lines, Dwarven Riddle, Insane God and Guns of Lyr. But just because thats how it used to be doesnt mean it was healthy for the game. (sorry now comes the complainy stuff) Even though the two new maps Unexpected Visitors and Into the jungle have been out for quite a while, I only recently got to play them for the first time with my nephew. I wanted to save this one to explore and experience it together and it was... rough. There is a bunch of mechanics and events shoved into the first one with the lost souls and it was quite overwhelming. Its a lot of stuff after you get your T2, the enemy overall power level was also very high and oppressing. The voice actors (by the way did a great job with their acting) tell you about the mission, but its really hard to keep track if you arent super fluid with english which in this case was my nephew and I had to try to tell him on the fly what was going on but even I couldnt keep track. We reached the amii city but never went T3, we couldnt, we were overwhelmed. Also we ran into the trap with the two power wells on the side that are ridiculously strong defended. So yeah, we didnt make it and lost. Further attempts only lead to frustration until I gave up and looked up a guide online to figure out what we were supposed to do. Appearantly there was even an optional area with frost units that you could go for and get some assistance, I knew that there was more in that area but I just didnt know. Only after looking at that guide we were able to beat it. And quite frankly I dont think thats how it should work, I mean it was an advanced mission so I guess the devs expect you figure it out and there are many people who can do that, but thats just not me. I wished so so so hard for a standard difficulty, just so I can adjust myself to the map. Campaign missions in other games never had a situation were the game just said "Alright buddy, playtimes over, we are taking this big ol hammer and shatter your beloved buttons for easy and normal difficulty, now there is only the hard difficulty and the pain difficulty level, grow a pair of balls will ya?" That is still just so strange to me, I cant imagine I am the only one who played Dwarven Riddle for the first time and was just completely flabbergasted and what the hell was going on, why is it so hard??? The same goes with insane god, that map broke me and my buddy back then, everything is fine until you get to your T2 and then its just complete madness. Experiencing missions that already have a hard setup without lower difficulty options feel problematic to me, I never liked this designchoice and I never will. Why cant we just get used to the map, the layout, the mechanics first and then tackle the higher difficulties, I know there are some hardcore gamers out there who just jump in and go for highest difficulty right away, but I cant do that. (Just fyi, into the jungle felt easier but also wasnt first try) The thing is that the new campaign maps isnt the only place where that happens. I dont really know when it happened but I am also not the biggest player of 12 player maps but those dont have standard difficulties anymore as well??? I mean, I get it, its already tough enough to find 12 players to play ascension, but if you need it on advanced but once again you see the map has one lobby open and its standard difficulty again, that can be frustrating. I think I heard something before (not sure if its a rumor or not) but there was an idea of splitting up ascension into 3 four player maps and passage to darkness turned into a single 4player mission, which I think would still be the healthiest thing to do. Removing the standard difficulty however still felt like the wrong thing to do. I just have to wonder at this point, is this the direction going forward? Are all future missions gonna be advanced/expert exclusives? I mean which game has ever removed a difficulty option? There are games that in fact added new ones just for accessibility. In Warcraft 3 Reforged (I know, this is rough one to think about) they not only added a Story difficulty but also gave the Nightelfs in the Sentinels campaign two new units, a short ranged support unit that can use the shaman spell Bloodlust and a massive Wildkin with chaos damage that is meant to be a counter for the very spooky Naga Royal Guards. I also played the turn based strategy game Songs of Conquest and initially the devs were set on the idea "This is a game for experienced Heroes of Might and Magic 3 players and barely have and handholding." So there were no difficulty options, but even experienced Homm3 players like Lexiav were struggling to beat the campaign, now the devs changed things around and now there are 7 difficulty options, which of course is easier to design in these kind of games cause they only needed to give them like handicaps to their economy but still its impressive and much appreaciated by the community. Now I am aware that difficulty scaling in RTS isnt an easy topic. Sometimes there were just ridiculous jumps in difficulty, like the first mission of the undead in warcraft 3 frozen throne expansion were you have to stop the humans from fleeing in three seperate areas while attacking and destroying the villages. Or the infamous dreaded mission 18 in the original Stronghold 1, where you have to siege the castle of the Pig with almost only melee units and barely any ranged, even on easiest difficulty, many people could only beat that one through save scumming including me and I love Stronghold. Even on standard difficulty in Skylords, Nightmare Shard always felt like a huge step in difficulty same goes for Blight. But Skylords is very different compared to other RTS games, what makes the difficulty here so unique? The biggest difference is the Techtree basically, lets compare Starcraft 2 with Skylords. In the first three missions Liberation Day, Outlaws and Zero Hour you only unlock 3 things, the Marine, the Medic and the Bunker. Thats it. Thats how more classic rts campaigns work. In Encounters with Twilight however (which I will just call the first mission) you technically already have T4, you can summon the Tempests, Emberstrike or even the Giant Wyrm. You can go T4 right from the get go, its like imagine you could go for rip off Battlecruisers without any upgrades in Starcraft on Mission 1. The difficulty has to be scaled around the fact that you always can be at endgame tech and that makes it difficult to balance. On top of that, we also have multiplayer campaign missions for two or four players and that also needs to taken into consideration when it comes to mapdesign and enemy selection. And there is also so many cards that you need to keep in mind that could ruin a map through cheesing or they circumvent important triggers and stuff. But the thing is I dont think it would be that hard to add a standard difficulty, changing enemies to lower tier ones, delay attack waves, weaken preplaced enemies or change map depended timers. (I think I make it sound too easy, but I feel like creating a harder difficulty is rougher than a lower one) The thing is the shift of difficulty is also seen in events or in this current season that we have. First off, I LOVE the idea of seasons and I think its very well done, though I do wonder if it means that all new cards in the future will be introduced in seasons or if we will ever have cards outside of a season again. The point system feels good and rewarding but at the same time, I look at the Nightmare challenges and instantly think... Yeah I'm not getting those. So of course I take a look at the regular challenges and there are some that I can do but others already put me in a bad spot, like slavemaster? on advanved? only fire? NO BUILDINGS? I like playing fire every now and then but I'm not confident that I can beat this one with only fire units and spells. I dont wanna be a burden to other players when attempting it with a random player cause I suck. So I a little bit of these challenges and some of the repeatables and thought, okay I guess I have to rely on the repeatables until I realized that their goals become bigger the more often you complete them its bigger jumps now like at first 30000 power in spells for a couple points, now its 40000 for the same amount. So what does that mean? Is is gonna grow infinitly? Is there a limit? Do I at some point have to destroy 8000 buildings for 4 season points? I'm a Monster Hunter player, I dont mind the grind, but even for me this seems kinda rough. But again, maybe I am just one in tenthousand who thinks like that and cannot deal with these challenges that well. Well what do I hope for? What would I change? Of course I'm not a game designer, but I think would add standard difficulties to all maps just for accessibility and a learning tool. Regarding the season I think would grant the player the option to just cancel one of the challenges through a buttonpress that give him access to a similiar challenge but on a lower scales with lower rewards. Or add maybe one or two more challenges that also could be done on standard difficulty, make them tedious or grindy, I dont mind like beating Ravens End on standard without T4 or Encounters with Twilight on Standard while only using Medium Units. Or maybe let us just speedrun a mission on Standard and give different rewards on how fast you just like with the rpve map. I think there is still a lot of potential for things like that. I am also aware that the season basically just started and there is still a lot of time left, but I just wanted to share my concerns with you. Again, its a problem that doesnt affect many players, and I do respect and love everything the devs did for the game, its in the best state it has ever been in imo. A game that still brings me so much fun and joy, and is completely kept alive by the community and some volunteers is something I have only experienced once, and that was the Horn of the Abyss team that did something similiar to heroes of might and magic 3. I just wanna take the time right now to applaud the devs, the designers, community managers and everyone else for this incredible peace of hidden gem in video game history. PS: I wrote all of this in one go and hope I kept the grammar mistakes to a minimum, thanks for reading and sorry for it being so much. :)
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Are the repeatable challenges gonna reset each month or are they gonna keep growing until the end?
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I dont even know how you have so much gold? It feels like Im always broke when it comes to gold... Using it for reforging also costs you gold, which in return gives you cards that you could sell and thats how you get bfp. I dont think the current system needs a change like that. Its perfect as it is.
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This is nothing big but i still thought it was cool, the youtube content creator perafilozof drops rts new on a regular basis and even though he covers more like new rts games, in this video he also talked about Skylords and its newest patch. Its just nice to see that this game is getting attention like this. :)
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At what time exactly is the update gonna drop?
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Amii monument was controversial from the start and honestly it just invalidated almost every single t3 card. And there are so many fun cards to use from t3. You had to be a little bit more tactical in your deckbuilding. I look forward to that change even though I've used it plenty myself and will certainly miss it at some points. But sometimes more impactful changes are needed for the health of a game. Anyone remembers how back in the days enlightenment was only 175 unupgraded? It was bonkers and got changed, its still being used to this day. Maybe this change that is currently being made is not the most ideal one, I can't tell because I don't know sh1t about balancing, but it doesnt't mean that further changes can be applied in the future. But most importantly I am superhyped for all the new content. Can't wait to see what you've been brewing all this time, and once again: Thank you all for your hard work, I'm very impressed by your dedication to this project!
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Why I think Battleforge/Skylords Reborn has one of the best RTS tutorials. Hey guys, I have been an RTS enthusiast since i was roughly 7 years old, I could barely hold the mouse in my hand back then and of course I was really bad. I played Command and Conquer and Starcraft, and even up to this day I still look around for new RTS to play and enjoy, and especially now is a good time to be a fan of RTS games as we have some very exciting games coming up, like Zerospace, Tempest Rising, Stormgate and D.O.R.F.. And even though I've played so much RTS in my life, which is arguably my most favorite genre, I still always check out the tutorial of new games, and sometimes I even catch myself how I check out the tutorial of a game that I have played a thousand times just to see how they handled the tutorial. Were they doing a good job explaining stuff? Was the pacing good? Did they let you have some freedom in it or was it extremely strict and limited? I still check out these tutorials because at the end of the day, I would still consider myself being a casual RTS player, I don't need difficult challenges to overcome, for me the S in RTS stands for sandbox (took the quote from GiantGrantGames). I just wanna have fun! But in order for that to happen I need a good tutorial. One that teaches me all the unique stuff about this particular RTS. They still can do the little control tutorial part but it shouldn't be overdone. (As you never know if this is a players first RTS or not, so littlebit of control tutorial should be part of it) RTS games that I have played are Starcraft 1/2, Warcraft 3, Age of Empires 2/3, Star Wars Empire at War, Age of Mythology, Command & Conquer (almost all of them except 4), 8-Bit Armies, Battle for Middleearth 1/2, War of the Ring, Rise of Nations, Rise of Legends, Dawn of War 1, SWINE, Arena Wars, Pikmin 2/3/4, A year of rain, Warparty, Stronghold (1, Crusader 1/2 and Warlords) and of course Skylords Reborn. But among all these i actually think Skyloords has the best tutorial out there. Age of empires 2 was fine but also extremely long and slow. Some of the tutorial missions could have been thrown together. Starcraft 2 was also fine but it didn't leave you much freedom to just go and try stuff. It was very limited. Warcraft 3 almost takes the win, but instead of having Thrall explain things to you or a grunt, its just a disembodied voice as a narrator. Dawn of war 1 was basically just a skirmish with an extradumb AI and another disembodied voice. This is where I think Battleforge back then nailed it. 1. First of all, the narrator. Youre being guided through the tutorial by Moon, a character that is relevant for the entire campaign. And shes not talking to you breaking the fourth wall, she talks to you as an equivalent, you are a fellow skylord as well. The way she talks to you is way more immersive than in some other games were they basically remind you that this is a game. 2. The whole control stuff with the camera and unitcontrol is being dealt with quickly. The basecontrols of any RTS games is just never the difficult part, its easy to pick up and doesn't need much explaination. She also doesn't force you to things that you might never end up doing anyway. There were games were you had to spin the camera, or click on the minimap to move the camera but in the actual game you just never did it because its just not necessary. 3. Next is the explaination of the ressource system, its quick and easy to understand, but that is part of the game mechanics itself. 4. The tutorial is actually disguised as an actual mission. You not here in a bootcamp like situation, there are bandits and they need to be dealt with. At one point even Moon was shocked how well equipped the bandits were and she even helped you with an earthquake spell. This was not just a trial or an exam, it was a mission! 5. The pacing in general is very well done, you are not dumped with too many informations at one point without doing too much in the meantime. It was well proportioned overall, a little bit of info, then you got to some stuff again. 6. In the introduction you also had to not only attack, but also defend. Some tutorials always show you just how to A-move and then they are done, but here you also had to defend on that wall. Whats even more interesting is, when she wants you to defend, you are tasked to build a cannon tower, building something takes time. But instead of waiting until its finished the enemy attack wave is already on the way. You are not idly sitting around doing nothing waiting for the tower to be finished you already being attacked, the tower finishes midcombat and then helps you out a lot. There are even more little things that I could point out, like the way abilities were explained, spell showcase, or construction of walls with the right direction. But the final important thing about this tutorial is the ending. 7. Once you have arrived at the third monument, the mission opens up. You can play with more stuff and there is a lot to do. You get access to magma hurler and tremors, which when I played the game for the first time were cool as heck! Moon tasked with the task to take out the remaining enemies and their boss. A BOSS... IN A TUTORIAL! This was awesome, you have access to everything now and can do whatever you want, there is a bunch more enemies to deal with, even with a little camp to the side where you can find more power wells (its not worth it building them up as they wont pay for themselves anymore but its just plain fun, finding stuff and being rewarded for being curious) The choice of your final two units is also well made, you got the magma hurler as pretty good ranged damage dealer without abilities, so you can just A-move them, but the tremor have an aoe that knocks back smaller targets, is it strong? No but it also doesn't need to be, just seeing all the enemies sent flying with the skill is awesome. And then there is the boss, is he difficult? No but he got a very strong healer and if that one isn't dealt with the fight can take way longer. It rewards the player realizing the situation and figuring stuff out. Sure looking back its not that impressive, but newer players will feel good after this. Overall I think of all the tutorials that I have played this is one of the best of all time. I'm curios to see how the upcoming RTS are gonna handle this stuff. If there is one thing that I would add is maybe at least a voice line telling you about the effectiveness of counters and that its a 50% damagebuff. Not everything must be within a tutorial but I think that one would be nice. So this is my opinion on this, again I'm just a casual and probably some people are gonna disagree with some of the things that I said. What did you think of the introduction, or which RTS tutorial did you think did it best?
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Ok, i see, it was just a thought that i had^^ thanks for answering
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Ok, is there a specific reason for it? I just thought it could be a nice tool for balancing, maybe if infect was 3shadow orbs in its baseform and only becomes 2shadow,1neutral once you have U3 unlocked. Or when it comes to the deepgorge, where on U3 two of its orbs become hybrids, so you could go 3 nature 1 frost and still use it. Or is it because upgrades are too easy to get so its not really making that big of a difference?
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Shadow - Amount of Units desintegrated with shadow (Shadow worm, wrathgazer, church of negation) - Amount of frenzied units especially nightcrawlers died (through regular nightcrawlers, infect, cultist master) - Damage dealt with necrofury's special ability - Enemies killed while suffering from fallen skyelfs ability (maybe even just once, but it has to be a boss) - Health restored with Bloodhealing (Spell and Overlords ability) - Exploded own units (nasty or shadow mage) - Amount of Units created from spells, buldings or abilites (shadow) - Killed enemy units with mutating frenzies while deathwish was active with 3 stacks - Health lost due to own units effects (shadow) Fire - Siege damage dealt with units that have the benefit of siege (moloch, firedancer, spitfire, firestalker etc...) - Units healed through ravage and blood healing - Comet catcher damage - Juggernaut stampede used for destroying gates/walls - Damage dealt with emberstrike summons Frost - Damage absorbed from avatar of frost shields - Homesoil damage - Amount of building damage repaired through frost cards (skyelf templar, engineer...) - Amount of "full" damage dealt to frozen units (so stuff like dreadnought, tempest, core dredge) - Total duration of speedy battleships when using shields Nature - Amount of enemies units rooted (nature) - Amount of root networks created (at least with 4 entities, but I'm unsure how you would prevent cheese by just uprooting and rooting again and again, maybe only get 1 progress per mission) - Amount of damage through poison (Nature) - Unit prizes reduced through effects (breeding grounds, forest elder) - Enemies paralyzed Just some ideas that came to my head, not sure how realistic some of these are :S
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I might not be playing this game as much right now as I used to, but the dedication and work you guys put into this still amazes me. Looking forward to all the new stuff thats coming, Everything looks super interesting. Big shoutout to the devs, i really appreciate all of this :D
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This is just something i always wondered, since i dont know about the technicalities behind the scenes... but would it be possible for card upgrades to alter the orbs required for a card? For example that the vulcan card (2 fire orbs, 1 neutral) gets turned into 1fire orb and 2 neutrals. Or maybe a card like emberstrike thats gets reduced from a t4 to a t3 card through upgrading it... (these were just some random examples) Not just changed from the basecard itself but from the upgrades that you can get for it. (just an idea to open up a bit more balancing through this)
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I'd like to say a couple of things. First of all, the animation for that new stoneskin speel is absolutely awesome! Whoever came up with this, great work! Second, when it comes to events, i would simply like events that involve minor changes on the pve missions, for example a temporary new option when you go into a mission like encounters with twilight and you select the event option, something like "all your cards cost 100% more but you will get 100% more gold for completing it. I know some people also already mentioned mutations like in starcraft and i also believe its a cool idea, but probably tough to implement. But maybe something like the treasure goblins from Diablo would work here. That everyday you can find one, lets call it a thief, who randomly spawns on the map (except for boss and starting areas) he will be tough to kill cause he might be very fast in running away, but if you kill him you get a nice pile of gold. Third, i really like the gameplay trailer, super well done. The only thing that i think was missing is that when he mentioned that there are also completely new cards here they should have shown one, like the Wasteland terror for example. Fourth, I wish the new team members all the luck and fun in the world, hope you will have a great time! @Linkz @Vultagx @pierakor @lucas_ansei @Kayrie Fifth, great community update as always, the survey overview was really nice, thanks everyone once again for this incredible accomplishment! Skylords Reborn is a f**king gem!!!
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So i did! I have done so many surveys lateley for many different games, i got confused. 😄
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No i mean i feel like i have done this like last month or so, i even already had the code redeemed. It was a bit odd
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Am I being crazy? Didnt we already had this survey? I think i have now filled it twice 😅
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Thanks @Majora for your explanation. I was also there when the servers were shut down, so I know the feeling, i think its also nice for the devs to look back and think about what you've achieved so far. The game is currently imo in the best state it has ever been in. Very inspiring what you guys are doing, looking forward to everything you have planned. Oh and of course, thanks for everything!
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I just wanna throw out a huge thanks to all the developers on this project. But I wanna ask the devs something. How do you keep going? I mean I dont wanna be the negative dude here but the playerbase has shrunk down a lot, yet you guys just shrug it off and keep working on this. How do you keep up your motivation? Again this is not meant as something negative... I'm just bamboozled by all this
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Is there a recording tool that you would recommend, for the voice acting? Some sort of specific program?
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First of all, big thanks to everyone whos still working hard on this project. I actually would be interested in lending my voice but I'm not sure if my mic is gonna be good enough. For how long will this voice actor recruitment be open?
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The animations for the worldbreaker gun auto attacks seem to be broken right now. It still damages but no animation. Also when you were in heavy snowball mode and switch back, the gun does not go horizontally again, but still functions just fine.
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have "flying attack only" units be able to attack XL units
Riviute replied to TimmieTuinbroek's topic in Suggestions
Kinda reminds of the colossi from starcraft2. -
New card ideas and suggestions - Megathread
Riviute replied to Hrdina_Imperia's topic in General Talk
I know but i want her to have a sword made of roses and thorns. And I think the walking animation of a dryad in XL size would look a little bit too goofy imo