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FinallyForged

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Everything posted by FinallyForged

  1. Where the monuments go is one of those critical design decision for any new game mode, I feel that having them in the jungle area would turn the map into any existing PvP map. Fighting for one monument outside the bases might be an option. This would need some careful consideration since teams would just rush to get the highest unit available as a reward if it is just a free for all, so you would need to restrict the reward of a unit to those who have the equivalent number of orbs. I'm probably barking up the wrong tree since such a thing might not even be possible, I was imagining the 5*20 cards visible on screen at once (the other side's cards should not be visible). Mostly people would just control their units as a group but if someone feels they can micromanage units on different paths they could do that. Regarding the teleportaion, I had given that a fleeting thought but sort of dismissed it since similar concepts in MOBA games do exist, yeah it's not like for like so there could be issues. It's sad that that population limitations cannot be applied since we could take that and other limitation to create rules specific to any new game mode - such as banning specific cards. I'm not really saying here that we recreate a MOBA, but just that we can take elements from other games to create a new game mode so as to give the game a refresh. But these are really moot points if there are too many restrictions on changing the game in order to create a new game mode.
  2. I haven't tried the map editor before but I'll give it a go. The NPCs are there primarily as a way of gaining rewards, so it's all down to implementing those rewards and the value they add to game-play. Regarding the other point. There would be choke points that need defending with maybe some statues/orbs/wells and some simple ready build defenses that would need to be overcome to get to the base, naturally players can opt to bolster the defenses here. The need for a teams defenses essentially all comes down to card selection, so I don't know how feasible it is to alter the pre-game interface so that all the team's cards are displayed on-screen for a quick overview to help make selection easier. Together with this feature also add a timer (say 3 minutes) for the team card selections, this is something that works well in other games. You mention the character population and I do see that being an issue in this type of game, so is it possible for a character control limit of such as say 5 XL max for each player (with variation for a mixture of the other sizes)? I guess what we're talking here is more or a new game mode than just a new map.
  3. The biggest issue with the game is the lack of PvP variety, I used to play this back in the EA days and I think people drifted away from the game for this reason, preferring the matchmaking of RTS and MOBA games. I would suggest adding more PvP variety that will allow newer players to practice with their lowly cards and have fun doing so (hopefully some day when there are large enough numbers we can get matchmaking). To get this going I propose a casual PvP non-ranked 3v3 and 5v5 maps that people can practice and have fun with since 1on1 against experienced fully decked out players isn't much fun. Later on these maps can be made into ranked versions. Here are the details for such a specialized 5v5 map. a) The map is designed somewhat like a MOBA but without minions. b) Just like a MOBA players spawn at opposite sides of the map near their base and like a typical sports game that requires you to score a goal at the opposite sides' end, you're goal is to destroy their base. c) The defenses are put up by the players themselves, but walls exist between the player bases and the 3 lanes. d) Like a football game players will decided whether there are 2 players on defense & 3 on attack or any other variation such as all 5 on attack (like i said it is meant to be a fun map). e1) There are 4 "jungle" or NPC areas (1:Desert, 2:Jungle, 3:Grassland, 4:Tundra); these are either side of the 3 lanes which have strategically placed access points. e2) The jungle areas contain NPC bases that when conquered offer rewards (eg. a juggernaut that can you can control). Such an implementation should hopefully spawn lots of strategic variety which is somewhat the intention so as to draw out some fun from the game. A very rough sketch of this idea:
  4. About a week ago when the all auction mails were being returned as being canceled after a expiry or a sale. Now I don't now if this was a "free gift" or if one of my cards transmuted into an easter egg
  5. Simulation will never feel like the real thing whether positive or negative. But using the Booster Simulator here just felt way off with the amount of promos it was generating coupled with the fact that cards that are no longer offered in the actual Booster still show up in the Simulator. Hence my reason for creating the script. I pretty sure that the algorithm I've used in the script is not going to be like used in the actual Boosters, so it's certainly not perfect. For one this will generate duplicate cards, but I've no idea if the real thing does so. Anyhow with that in mind, the last dozen actual boosters pretty much are on par with any random dozen generated with the script. Sure it's not like you having an endless supply of real boosters with this, it's might be the next best thing
  6. I tried the simulator but there seems to be way too many promos - 4 promos in my first 10 tries, though this included Santa Claus which along with Easter Egg is no longer included in Boosters. So here's a Booster Sim I've put together as a simple Autohotkey script to fix the issues with promos. Also useful if the website cannot be reached. Download here - https://2giga.link/d/KrpwOLY This contains AHK script and a compiled version for those without Autohotkey installed. Screenshot:
  7. I randomly received easter egg in a email a while back when mail system was bugged.
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