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Chimaka( ͡° ͜ʖ ͡°)

Beta Tester
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About Chimaka( ͡° ͜ʖ ͡°)

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  • Birthday 05/20/1998

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    Russia, Moscow

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  1. NAME: "Connection failed!" when trying to login, and not being able connect again SEVERITY: 1 LOCATION: Login screen REPRODUCIBILITY: Always DESCRIPTION: Error appears, if you happen to enter your password or login wrongly (typo or just improper, whatever). If that happens, then even when you write proper login/password you will still get the "Connection failed!" message instead of "Invalid Account or Password! Please, wait 3 seconds before signing in again" when you do it the first time (write wrongly) (btw, the "Login" button doesn't grey out even the first time). Also when you try to login second time the "Connection failed!" message will appear after game freezes for about ~5 seconds. So: steps to reproduce it are >Start game >Enter wrong password/e-mail >get the "Invalid Account or Password! Please, wait 3 seconds before signing in again" message >write proper Account or Password >Get the "Connection failed!" message and blocked entrance. ADDITIONAL INFORMATION: 'Hotfix' - enter your password on the first try, either restart your client, if you happen to enter the wrong one. Logs are Added (notes for logs) Related bug reports: (literally same cause and i think they are related directly) SCREENSHOT: none log.txt _launcher_log_2019.09.12_49.log _launcher_log_2019.09.12_47.log
  2. Chimaka( ͡° ͜ʖ ͡°)

    BF Memeville

  3. Chimaka( ͡° ͜ʖ ͡°)

    Balance changes Balance changes to game

    We still need to test a possibility of card changes, so if there are possible bugs caused by a principle of card change implementation, they won't be presented in future releases. Although i doubt that a change in, let's say assume, an abstract .xml file (presumably just a number) will be game breaking and/or cause bugs, but changing some abilities' idea completely will actually cause it. Also this might help fixing already existing bugs, aka rezorshards' knockback delay, for example. IMO, right now we are talking about some simple number tweaking here and there to get a grasp on how the game will react. I personally think, no changes - as some people seem want it to be - inhibit, because game will STAY stale (it already is stale in terms of balance anyway). How to balance, and who might be in charge of it: big question, to be answered later in future.
  4. Chimaka( ͡° ͜ʖ ͡°)

    Adding PvE Map Difficulty Modifiers

    These will need a new tooltip modifier, that applies and works outside of the card's tooltip modifier itself. Like this one, for example Easy one: you place regular Wheel of Gifts on the map with special difficulty. Give it to the enemy side, and apply the gift beforehand (which i hardly believe is possible, because i've never seen being able to activate the buildings' ability(ies) via mapEditor, but i think it is possible to connect that particular Wheel of Gifts' buff with a help of script(s), there is certainly an ID of that buff in the game files (ID of the tooltip modifier)... Ye... If Ladadoos and Johnzyna couldn't access those, then those special modifiers probably wouldn't be possible to implement.
  5. Chimaka( ͡° ͜ʖ ͡°)

    Nature T1 PvP Guide by RadicalX

    8146 words, 16 pages in MCword.docx... ,,,( ͠° — ͠٩ジ) now that's something worth reading...
  6. Chimaka( ͡° ͜ʖ ͡°)

    Inconsistency of PvE Scenarios

    what he really lacks is ranged t4 XL, and the Lost Dragon fits perfecly (because it is cheap, otherwise i'd use LSS). I also agree with Treim, there is no need expansive t2, 1 unit is enough, and out of all of them i'd use either lost shade or lost dancers (because of siege). At T3 he can use Lost Horrors and Mo, then straight to t4 only with Jorne+Lost Warlords+Lost Dragons. And spells. Yet, i do not agree no need in towers. He's playing solo rPvE and there routes usually split a lot often and you simply cannot afford yourself leaving part of your army behind (even 1 unit), because you are limited in power. So instead of leaving a unit you can just place one tower to defend, which saves you much more power in long terms + your unit(s) are free to use and you don't leave them behind. I've been using Necroblaster in my solo rPvE deck. Without it i had to leave 1 XL do defend 3rd or 4th monument, depending on the map's seed (especially when it splits like "F" or "T"). And 1 XL is a part of an army (5-7 units), that also costs more than one t3 tower. So one tower is cheaper than XL, and does same job as one unit in the defence, which you could utilize in combat and clearing camps. 1 deck slot is not a thing to worry about, since you usually don't even need that many cards; squads: t1 - 1-2, t2 - 0-1, t3 - 0-2, t4 - 2-3, in total of 3 (perfect) or 8 (worst case) + 1 tower, everything else is spells and utility comboes, that is 11-16 cards in total. In 4player rPvE - true, you don't need any towers to defend.
  7. Chimaka( ͡° ͜ʖ ͡°)

    Balance Changes

    Balance changes might happen, but in a future, when game is released (probably). Before that happens, there are different priorities, which do not involve any balance changes alongside with new game content (cards and expantions).
  8. Chimaka( ͡° ͜ʖ ͡°)

    reverse AH

    Uuuuuhwut? Isn't it already presented in game? People already use it via so called "Direct trading". Remember chat being spammed with all the WTT/WTB/WTS messages? That's what you've just described. And btw prices in trade are usually lower than ones in AH, because, evidently, the one who offers a card is interested in trade right here and now, hence probably will put a better price for you (aka lower than what's minimum at AH at the moment).
  9. Chimaka( ͡° ͜ʖ ͡°)

    Money Trading.

    *slams onto table* "Read" .A) buying cards for real money is forbidden, though cannot be controlled, because, obviously it is done outside of the Skylords Reborn regulations. Plus, project supposed to be Free4All and that fact states that NOONE within this project should gain ANY ammount of real-life money ANYHOW. That was a deal with EA back then. Note that after Ardent Peak there is a bit new course Right now the patreon money goes directly to server maintenance and maybe possibly to something that'd resolve around the project itself (not our business to poke a nose into). Quote about trading from the given topic (look above, pls). Btw, you can be permabanned for just a "suggestions" of doing it... Consider that. .B) NO MULTIACCOUNTING. Again quoting Questions?
  10. Chimaka( ͡° ͜ʖ ͡°)

    (Suggestion) Detailed HP Bars

    Whoa (◕ ›—‹ ◕ ) I think we need standards that show what does each bar mean, etc (details). Also, this should be added as a tutorial tips (somehow...), because people will get the overall idea (many of people has seen that health bar stuff), but not the detailed information. Now last thing is left to do is to allow casting a card through a healthbar (rn you can't). Although it helps to aim a trageted buff to a choosen squad without aiming its model (which is a pain for a flying squad), so i don't really know should it be allowed or not...
  11. Chimaka( ͡° ͜ʖ ͡°)

    More new cards

    Yeah i know all that. Used a bit of blender and such-like programs to make new models + texturing + FXes, long ago. Also modded HoMM5 to some extent too. Just didn't dive deep into that part. Thought it was unnecessary. But ye, we already have access to existing units, and only need to balance them out and make playable. About rebalancing. Same here. I actually lean towards rebalancing existing stuff, before adding more and making an even worse mess. I tried to rework/buff twilight's transformation with The Aquanix, but then we stopped, because all the data is left on his PC, to which he doesn't have access (just not there)...sooo... yeah. Those are the least parts to do. There are actually other useless dirt cards that require closer look.
  12. Chimaka( ͡° ͜ʖ ͡°)

    (Suggestion) Detailed HP Bars

    Whoa. Impresive. The one of XLs' looks better to me, don't know what others would say. But what are the numbers? Seems their bar is devided by 1000Hp with 250Hp in each, right? And if it is below 1000, then it is devided by 100Hp each. Interesting, but single standard should be enough. The least Hp of a squad is 260 (U0 Manawing), so 250 Bar is enough, but maybe devide it by 50 smaller ones if total is below or equal 750HP? I mean, look at the Northguards, there are... counts ... 7 wholes and a small part, which is 720HP = 100*7+100*0,2 , but counting them is painful, because they ruffle in the eyes. All in all it needs a bit of gameplay feedback to see would people like it one or the other way. Maybe even add an option to customise it (the numbers per bar and per unit value), because i think people will fit it to their needs perfectly. I remember doing that via console back in Dota 2, but whatever.
  13. Chimaka( ͡° ͜ʖ ͡°)

    More new cards

    Priorities: From top to bottom* >Reach Server stability upto 99,999% (no random crashes here and there) >Gameplay stability and confortability, which includes: economics (gold rewards, quest rewards and quest themselves, achievements), game content (cards you get, boosters), possibly some UI improvements, etc in those regards >New game content. Includes: New cards, New maps/scenarios, Card rebalance, Gameplay mechanic improvements (if possible, but hardly imaginable), etc. It's a distant future content, sadly. Can't be helped. Let alone we'd need someone to make those new "cards". They (cards) consist of: texts, cards, animations, models, textures, special effects, mechanics. We are lucky if game uses some sort of 'part-compiler' or 'constructor'. Like some spare parts of a car. You can add and take away some of them, change exterior, interior, inner mechanical parts like engine, gearbox, levers, electronics, etc etc. IF it worked like that, then we'd be blessed. Otherwise... welp~... *some intersections are possible, but not with last part.
  14. Chimaka( ͡° ͜ʖ ͡°)

    pvpPlayerMatter Pls make pvp reward higher

    Let's see a current situation. >Most Gold rewarding are cPvE maps on expert difficulty +- some rng of the upgrade drops. Most of them are better for gold mining. There is a table somewhere on forum with 'gold per hour' numbers. All of them are realistic with a proper deck and execution. For example, Soultree Expert can be done within 10-15 minutes, gives about ~2k+ per game, up to 7k if you are extra lucky. The table topic under the spoiler >rPvE can be considered as starter gold mining spot. You need relatively cheap deck (even starter cards are enough to deal with it) and a decent team. That's all you need to beat rpve lvl9, unless you encounter lost souls, which is a pain in the ass no matter what. Gives ~4200 per game and can be done within 12-18 minutes (if it is not lost souls or twilight, and you have decent decks). >PvP unranked gives 0 gold. Abysmal and pointless time waste, unless your purpose was to test a deck or smth else in those regards. >PvP ranked gives 250-1000 depending on length of the game and 'Winner' state (Y or N, if you won, then evidently you get a bit more). I consider low ranks and not higher ones, because there on high ranks matches are played a bit differently, due to skills being matched. Let's look at real situation of regular player. Queue times and skill mismatch are took into account. Here is the thing(s): .A) you lose, hence you likely won't never get that Winner bonus gold coeff. Ok, maybe you once match someone of your real skill level and it will be a game, and you might win a game or two; .B) you play around 10-15 minutes, more common to play shorter then 10 minutes and less often exceed 15 minutes line (about 60% to 40%, but this proportion leans towards 15+ minutes in skill-matched games, which are - again - not our part of the topic); .C) besides 10-15 minutes of actual gaming, you also spend lots of time while queued for about 5-10 and sometimes even more. + if you exceed a certain time limit, then you are matched outside of you league and get rekt => see .A). In total you earn garbage 1-2k of gold per hour of continuous loss (about 3-5 games). Maybe exceed 2,5k if you get lucky. This is less than an rPvE, even lvl9 can be done within 20 minutes+5 for waiting in a random lobby. >Criticise - suggest: A) PvP should be able to compete with rPvE at least to some extent. Let's count under the spoiler, so it won't be all around the place, but i will write total numbers outside of it. To make PvP competable with rPvE it has to give 4200 average gold per match for a losing side, but while rPvE has it as a constant ammount, PvP's can differ according to length of the match, plus 'winner' bonus. This also makes PvP highly rewarding, if you win a lot and consistently. Then you probably will reach the 17k+ per hour, depending on how high the bonus is. Include more PvP quests + related achievements in the near future, and it looks quite fair. Remember that economy will be slowed down by about 233%, i didn't take this into consideration. The real problem i see is that PvP was thought of as a lategame content back in EA. Obviously due to marketing reasons, it was made to be expensive, hence making clearly more powerful cards rare and ultra-rare. Remind a Firedancer and Fire Stalker and say which one is obviously better on total, and not in a specific situation. There are plenty of examples. That's the reason why PvP deck is more expensive then regular PvE (expect speedrunning ones and pure decks, they were always a hecking expensive). P.S. Many words, so that i could have slipped a mistake somewhere.
  15. Chimaka( ͡° ͜ʖ ͡°)


    Yo Yes there is: it follows this path "C:\Users\<Username>\Documents\BattleForge\replays" only depending on how's your main OS disk is named, where all the documents lay at. There might be no replay folder, if you haven't record any replays, but there still have to be at least latest played map. And what do you mean by "Pinging(Sound)"? The ping when someone marks something on a map? Well, i don't realy think it is possible then.

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