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Gnougnou

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Everything posted by Gnougnou

  1. Hi everyone, After a discussion on Discord with a couple players/devs, we established that the game doesn't have any BF sink, which may result in inflation on the market. Since gold isn't tradable, accumulation of gold isn't much of an issue, beside not being useful in very late-game. We could give them a purpose, but this is not in the scope of this topic. Another long term issue pointed by Mynoduesp is the lack of Card sink, which already results in the accumulation of cards on the market. There are probably a lot of ways to counter that, so maybe we can put our minds together and find some. Give your ideas in the thread and I'll add them to the main post ! IDEA 1 : INGAME LOTTERY - Gnougnou IDEA 2 : PROMO CARD SHOP - Mynoduesp IDEA 3 : SKINS - Gnougnou IDEA 4 : CARD CRAFTING - Tweeto
  2. Hi everyone, We all have those useless cards that cost 3 BF on the market, which already has 5 pages of people selling said card. That would be great if we could trash all those cards in exchange for 2 BF. You basically "lose" 1BF but get rid of it instantly, instead of wasting time on the market. Because a lot of people will rather destroy the card than bother selling it, the supply of the card will decrease and its price may go up. This will fluctuate until demand/supply even. What do you think ?
  3. That could be a nice addition IMO, especially for rPVE when I see 5 games of 9/10 opened at the same time with 2-3 slots on each. But I'm not sure the playerbase is big enough for this feature to be worth it... Yet.
  4. It should only be the one with modified units. RTS games work by registering inputs and playing a simulation. It's basically a chess board where you registered every move of every units and replaying them. If you change what moves a tower can make, then the simulation cannot be replayed because the output won't be the same anymore. That being said, maybe there is a game version on the metadatas of the sim that blocks it even before starting it, I dunno, haven't tried.
  5. I don't mind the grinding. What I would like tho', is the ability to choose which daily missions I want to do. Playing everyday isn't an issue, but being forced to do this stupid "Bad Harvest" mission every 2 days is driving me crazy. Sometimes, I don't mind doing missions that *I* pick, like when I try to make an Expert difficulty. Sometimes, I wanna chill on rPVE. But no, I gotta do whatever the game tells me to do, otherwise I'll sit on a huge BF income. Sure, I can reroll, but what if it is even worse ? Currently, daily missions are a chore that I'll do until I can't anymore. I don't wanna spawn 65 shadow/frost/whatnot cards just because. I don't wanna play Bad Harvest 5 times a week. Let me grind the way I want, that will make me play the game even more, and very probably stay longer in the long term.
  6. Gnougnou

    Buff Tempest ?

    Not sure if I would ever use it since I don't really need AA only unit (so far), but at least your idea would give it a role. T3 defensive long range AA. Maybe for some specific campaign as you said or in PVP that would work.
  7. Thanks for your work. Good update.
  8. I proposed this idea here a long time ago : I didn't receive much love, but I'm glad someone else is trying again. I'm all in for a defensive gamemode ! More diversity in the PVE would be really cool. With the BF coming the longer you play, a survival gamemode would fit like a glove.
  9. Gnougnou

    Buff Tempest ?

    It could indeed become a really powerful PVP card. The reason I wanted it to be 3 orbs is so it doesn't have to compete with the XL. Maybe no shield/resist and the range increase could only work next to a building, like White Rangers or Lyrish Knight (even tho' I don't like the whole "put a piece of wall here or else your units will be useless" gameplay of Frost...).
  10. Gnougnou

    Buff Tempest ?

    Hello everyone, Since EA era, I've been disappointed with the Tempest (frost). Unless it's somewhat useful in PVP and I've never heard about it, this card is just plain useless. It costs 4 orbs, 90 power, to do basically nothing. You have to micro manage a unit that does 0 damage and isn't particularly tanky. In PVE, at the point where you have 4 orbs, there is absolutely no reason to use this unit. Maybe it's good in squad, but at this point, why would you spawn Tempests rather than any XL ? 3 of those cost 270, that's more expensive than a Grimvine or a Lost Spirit Ship... What I propose : - Requires (-1). - Gain a passive when deployed : -25% damage received in sentry mode (or a shield that refill over time or whatnot). - Big range increase. I'm aware this is a huge buff, but that would make it a good defensive unit and a good artillery unit against the 4th orb base. That would fit with the whole "tanky/slow/long range" gameplay of Ice (Battleships, Constructs, WBG, Fortress, etc...). I like the "flak" idea of the Tempest, but I don't see any reason to play the card. Again, maybe it's a PVP card and I'm not aware of that. Let me know what you think !
  11. Thanks for your work ! I brought back two old players back to the game today ! I'm doing my part.
  12. BF is not an exception, I just don't have has much free time as I used to have back in the days... Life happened, priorities changed. Well if the community maps work with the BFP gain, then we at least got that. I had no clue and frankly didn't expect "unofficial" missions to give any "official" reward. If the team doesn't want new maps or/and game modes before release then this thread can be deleted.
  13. Ahhh yes. You and your "" smileys that don't bring anything to the conversation except useless sarcasm. FYI I almost always used the map editor of whatever game I played. Hammer Editor on CS and CSS, UE4, Unity, Red Alert 2, C&C3, C&C Generals, AoE, CryEngine on Crysis, etc... including a lot of scripts, not only static maps. Not trying to flex, just saying that I know what these kind of editors usually look like, and that if it's not coded like complete crap, it should not be to hard to make simple maps and spawning scripts. Also note the quote on "easy" because I don't know this specific editor, I'm relying on my knowledge of other games editors. I'm not talking about good level art, for which I'm indeed terrible. I'm really talking about level design. I bet some players are artists in the making and could make good looking maps out of those mechanics. I didn't know. Well, this is even better if maps like these already exist ! The goal here would be to make them official with a dedicated gamemode that would be added to the PVE rotation. People, including me, tend to play maps only if they bring you rewards, since the game is mostly based on grinding your cards and buying more. I take that those non-official maps do not give you any reward, do they ? (I could be wrong, I actually really don't know). If this game was built like really old games where stats didn't matter and you got nothing to unlock, it would be fine. Now, think of Battlefield and the Ranked servers. Almost everyone always want to play on a ranked server to get stats, medals, unlocks, etc... This is the same here. If these game modes (I'm talking in general here, not only survival) were to become official, be displayed on the forge page, and be a way to get the daily rewards, that would be even more content for the game, and more things for the player to play with. If I have X amount of games to play to be able to deplete my BFP pool, I'm certainly not gonna play 3h on maps that are not gonna bring me anything ! Sure I would get some fun, but I above all would have lost a lot of time during which I could have earned BFP, to buy new cards, which is half the fun of the game ! I'll be honest, I stopped playing Skylords a couple months ago because I got really tired of those offensive PVE missions. I know that 2 friends of mine quit for the same reason. That means that probably other players are also experiencing this frustration. I'm here to propose a solution. If the community is already doing other game modes, maybe it could be interesting to bring them to life officially.
  14. Hello everyone, I don't know if it has been suggested yet, but I'm here to propose a new gamemode that could be fun to play : Survival. The player(s) spawn at the middle (or side) of the map, and have to protect a neutral building against waves of NPCs. While this gamemmode isn't especially original, it brings some good content to the game : New meta : The way you play this gamemmode would drastically change from your usual offensive PVE/PVP decks. Here, you have to defend, so building and slow movement cards, which are not used that much, would be for once of great help. Those cards would gain some value on the market. More diversity to the game : In addition to the missions and PVE skirmishes, this would be an additional gamemmode to earn credits. Also, as stated before, we would see more cards played. Maps would be "easy" to make : You don't need cinematics, voice acting or whatnot. Once you have the spawning mechanics and the winning/losing events set up, you only need new maps (where the community could help) to copy/past those events on. Some maps could have the neutral building in the middle, while some could have it on a side with enemies all coming from the other. NPC faction could change depending of the maps. In addition to the difficulty level that would increase the toughness of the waves, another difficulty switch could limit the player orb level. Instead of having 4 orbs, some maps could limit the player with only T2 or T3 units. Victory condition could be either based on wave amount (you win after x waves), or, you are FORCED to lose at some point, and you earn credits based on how long you survived (could be probably exploited so maybe not the best solution). Also, a PVP variant of this gamemode could be fun : One player, with a huge pool of resource, is in charge of spawning the waves with his own cards or/and has an interface similar to the Forge where he can spawn and control NPC factions. The attacking player is out of reach and vision from the defending players, so they don't see what's coming, and from where. Again, the attacking player might use some cards that are almost never played, since he is basically attacking a huge base, and has a lot of time and multiple angles (depending on the map) to execute his attack. The only issue I see with this mode is the potential lag of all the blobs of units. But if the game is able to handle it pretty well, then it is, to me, a good addition to the game. Considering the blobs we see in the current skirmishes and how well the game is able to run, I'm guessing this could work. What do you guys think ?
  15. Fixed as in definitive. As the thread is old, maybe you guys have already decided how it will be at release, which amount, etc...
  16. Quoting myself from another thread : Topic is old, so I dunno if incomes have been fixed by now.
  17. I'm not sure about the "earning BF every 30m, halves every 1h30" thing. 30mn sounds like a lot, and I would rather have half the amount, but every 15mn. It gives a better feeling of constant progression and will allow people to take a break between games to look at the market. But in overall, I would prefer a system based on victories. Something scaled on the level you are playing on. For instance : RPVE : From 1-6, no BF reward. From 7-10, scaling, taking into account difficulty and number of players. PVP : Even tho' i almost never did PVP, I would fully agree on making PVP the best way to earn BF. BF amount would scale based on your elo : the better you are, obviously the better your enemies are, so the match might be harder and more stressful than a rpve or mission. Mission : Like rPVE, easy difficulty won't get you any BF. Intermediate and expert level will increase the amount of BF earned. It could have a soft cap applied to it too. Also, what about gold allowing you to buy a booster for BF incomes ? Like with X gold you can purchase something that gives you 25% more BF on your daily quests and/or winning incomes for a certain duration ? That would allow people to grind gold and then decides between getting some extra BF indirectly if they need cards, or upgrading those cards. That would give gold even more uses.
  18. Well I honestly don't remember a mission where I told myself "glad I had the construct !". After I switched them for Grinder (legendary that I got from inviting a friend on the game), I never switched back, mission or PVE. Faster, immortal, self healing unit that have 100% siege damage instead of 50%. If I want a slow defensive unit, I rather go for the world breaker gun, and then switch it to artillery mode if I attack. So again, I don't see ANY use for the construct as it is right now. Same for Battleship, I see no point using them while you can have the Corsair with 3 orbs with a cool passive at level I (Inspirational Call), or the lost spirit ship that knock your army like crazy. Like, c'mon, the Battleship doesn't even knock, it's just a slow HP bag... You are right, a unit shouldn't work everywhere. But it should at least fulfill one role, which they don't. The only cool thing with the Construct is that is requires only one blue orb, so you don't have to full commit to the ice faction. Again, their XL knock is pretty useless if your friends are 2km ahead.
  19. I dunno, there is probably a balance to that. The best solution and the fairest would probably to have an active that cost money and boost your Construct speed for a long enough period to be useful. You could unlock that active at level III for instance. I haven't really compared speed/damage/splash/knock of other factions' equivalent of the Construct, but I've played well enough rPVE back in EA era to know that those units are never used in 9-10. Only dragons, Grinders, Overlords, Lost Spirit Ships... They are sometimes used in 7-8 like I did until you realize you just can't keep up with your mates... Sad time I don't know what to do with the Battleship tho'. It's just a weird card overall.
  20. While reading the title of the thread, i thought "Yeah like Construct and Battleship". And then I clicked the thread. No joke. That was funny. I'm a big Frost player, and back in EA servers, I craved those units ! When I played solo, I was amazed by the construct, and dissapointed by the Battleship (slow, weak damages). But then I started playing PVE level 7 to 10 and realized that the Construct is just plain bad for team play, because it's way too slow. I ended up selling the Battleship and removing the Construct from my deck and replaced them by giants (I don't remember the name) and other stuff that matched every other factions speed. With those units you are always behind your team, being completely useless. So yeah, speed boost would be really great... Being incapable of playing one of the strongest unit of your faction because you are always behind is really sad. Using the "faction weakness" as a reason to render a card unplayable is plain stupid. I would trade damage for speed to be able to stick with my team... Again, this card is fine as long as you are a lone wolf, but not for PVE with steamrolling clusterf*ck.
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