Jump to content

JericoHellsangel

Member
  • Posts

    12
  • Joined

  • Last visited

Everything posted by JericoHellsangel

  1. 1. Speedrunning could be solved by stating that in order to be a speedrun it has to be atleast 1x and it could be seen in a replay which was the base speed by force. But if that is that much of a concern, then don´t include slower but just faster speeds. 2. Yeah, that is a nice secondary thing. I wouldn´t mind having an easier grind. If that is to bad the amount of reward cash you get would be lowered the faster you play. While faster grinding would be nice, my primary reason is to have a faster game experience.
  2. Hello everyone, after playing skylords since it´s beta and before until it shut down, i´ve been thinking about increasing the game speed. While playing and watching other games like Starcraft, age of empires and similar games to these series, I´ve noticed a returning theme. There is a normal gamespeed for everyone at which everyone can enjoy it and there is an option to set it higher. Star Craft 2 has 5 which are 0.6x, 0.8x, 1x, 1.2x and 1.4x and in Age of Empires 2 there are even 4 options. 1x, 1.5x, 1.7x and 2x. I would like to see something similar in Skylords aswell in the future. If you are playing Singleplayer, you can simply do whatever you want with any speed. Are you a very new player or an older who need a bit of time? Slower it down. Is the game to slow? Speed it up. Do you want to really go crazy? Speed it up even more. This would affect ingame times aswell. So if you would put the speed to 2x if it would be possible, a 30 min timer would suddenly be a 15 min timer in reality since it would tick down faster so you couldn´t just simply abuse that part. Now i fall into the category that i´ve played my fair share of games and i have a decent understanding and mechanical skill and the game just started to become a bit to slow for me. I would love to see how it would be on different speeds like 1.3x or 1.5x, maybe like Aoe2 where the norm became 1.7x since the game was slow to begin with and with all of the mechanical things going on in skylords like unit turnradii, acceleration, slow reaction time, a faster speed would maybe benefit the game as a whole. Now which speeds would i like to see? The basic ones would be 1.5x and 2x. But if we want to be more advanced then adding 1.3x and 1.7x would be very nice. Would i want slower speeds? No, not really. The game is slow as it is and decreasing it further would hurt it more then helping, then again, maybe it would be a good for new, younger or older players to slow it down to 0.8x or even 0.6x. Accessibility is never bad. But how would this work in multiplayer? You open a room, set the speed and people who look at your room can see the speed and dicide wether they want to join in or not. Same with difficulty for rpve and campain maps. Now pvp however is an entirely different beast. The way that Aoe2 and SC2 handled it was to let the community dicide what gamespeed should be the default one for matchmaking. I don´t know how it was in SC2 but i remember in AoE2 it started at 1x, then people opened lobbies with 1.5x and found it more enjoable. With the improvement of the game over time people started to enjoy 1.7x the most and is now the standart for matchmaking. This would be the most obvious and quickest solution to that. Now to the possible problem. If you would speed it up, that means you can complete missions faster, grind faster, get your quests done faster and this speedup may or may not affect the 45m timer aswell. From an egocentric point, i´d love that. Getting those done quicker would be a delight. Right now i am at a point where i´ve done things i wanted to do and am waiting for the nex update. Doing my daily quests and maybe 1-2 more rpve matches and going out for the day. Having this be done faster is something i´d like. However obviously that means that i spend less time in the game in real time. Meaning that i engage less potentially with the community and with the rest of the content. Now i don´t know how much the devs care about actual time spend and engagement itself or if they just say "aslong as people are playing it, we are happy". In that case the ingame speed could potentially not affect the 45min timer. I don´t know how much possible with the engine but i´d like to see something like that implemented.
  3. But isn´t it the point? When the game sees that it is out of range, then they move towards the desired point until they are in range and then start firing. So even with minimum range you could have the same. Walk into the opposite direction until they are out of minimum range.
  4. While i like the idea of them, they do feel clunky because they only cast their ability when being in range, which makes sense but you also have to cast their ability in their range. So what if there would be a change to it that if you click the ability outside of their range, they would move into range and then fire instead of the game telling you that you cannot. This would also make managing groups more fun and consistant. I understand that the reason for it is the fact that you need a building check for it to even work but if you destroy a building while the ability is ongoing, they stop their firing instandly so there is a permanent check on if a building is present which tells me that my suggestion would be possible.
  5. Those altars could be the ones to pacify the Lost and either make them ally for this mission or make them spawn units for you against the Nox. The ultimate goal is to drive away the Nox and the enraged Lost is a "side" mission that gets easier the less Nox bases on the map but then the Nox mission is easier the more Lost are pacified. It would be a pick your Poison type of deal. And when it comes to expert difficulty... Well we haven´t seen overlord npcs as far as i know so they could be commanders of the bases while the lost could attack with warlords after a while. I mean in Skylords the difficulty actualy ramps up significantly rather then with small steps. In the mission where you have to save the pirates from Blight while twilight attacks, on standard you can build a couple towers and you are safe from the twilight permanently, that is impossible on advanced alone and you have to migrate with artilery waiting for you. On Expert it´s worse so yeah, you may need to work together in my mission more then usual.
  6. We currently have a couple campains, one that is about the Ice and Twilight, rogan becoming a king. One with Bandits and Fire with Mo becomming a king. One with... something something kings and oh the lost are there somewhere. So right now we only have 1 mission where the shadow faction is involved and they are the dark monsters and since the Nox heavily remind me of the Nod in C&C i kinda want to have them as the enemy faction in another campain. I really would find it halarious when the mission starts and your / or your allies walls would get completly wiped out by Nox carriers and multiple nox trooper squads behind them as they invade and then create a big base with towers and alot of useful buildings for themselfs there. The reason they do that is because there is a big mausoleum of the lost that was guarded by Rogan kayles army with the help of some nature factions that he got to be allies with after varidia died since she was friendly to him and his folk and they use mostly shamans and other ogre units. The nox want to create ashbone pyros and necrofuries by using necromancy. You have to not only drive them away but also manage and calm the lost, by assisting and defending the shamans, since they are furious about the invasion. Something like that would be fun in my mind. It could even be a 2 or 4 man mission. If a story expension means also a new faction then maybe the mausoleum/graveyard could be guarded by the new faction instead of Rogan and nature friends and it´s your job to ally them over the campain. This mission initialy came up just because i love the nox trooper, ashbone pyros and the concept of the nox carrier. I love their voicelines and it´s such a funny thought for me to see the nox carrier do their thing and me wanting to actualy see it play out and then it went from there. This is not a refined suggestion and just a redicilously rough draft of a mission but hope it actualy is something more people would enjoy.
  7. Can we get a more clear UI? For example: 1. How much maximum unit capacity we can have. 2. How much a unit takes up capacity. 3. The actual damage numbers on the units themselfs (i know if you hover over them you can see the damage and how often they shoot but the "attack value" left of the "health value" is kinda missleading when you see something has 500 AV but then in the unit it says "every 2 seconds it deals 50 damage". Why not put this information as the attack itself? Alot of Melee units don´t even have that information. It just says 880 AV and thats it. Why is it written as 10x the value? To make it consistant with other card games where attack and health are in similar scope? In that case why is the shadow pheonix 1500 AV while it´s attack description says 500 per unit upwards of 2000 total damage. It´s not an average and it specificly says that it´s a suicide bomber and can´t attack like other units. The values are inconsistant and should be changed so that everything is clear from the start. 4. Lost launcher: Increasingly more damage the longer it attacks. By how much? Is it multiplicative for every successive hit or is it additive? Is there a cap or is it infinite? Now we come to something spicey: I´ve tested recource booster and juice tank. If you put juice tank on a powerwell (PW) then everything works fine as intended, the ticks take 110% longer to happen while recource output is the same. However when i put a recouce booster on a PW then every tick takes 3 instead of 1 recource, which is expected but instead of a 35% more recource output it seems to only give 17%. What i´ve done for testing is start at a chosen recource count and then start the timer, after 2 min i stopped it and counted how much it gained. I did the same with the recource booster, both tests multiple times and it never went even close to 20% and stayed around the 17% mark which means either the building itself is bugged or the description is wrong. Now i put both of them onto a PW and it gave again, 17% more output but instead of doing 2 3 3 ticks (thinking the -55% is additive) It actualy went 1 1 2 ticks which is insane and definatly not intended. So the juice tank reduces the entire 300% by 55% not just 300%-55%. That is not clear that recource booster has priority. Next up: Hitboxes. They are unclear and gigantic. I want to click on a unit but since some hitboxes are so huge they click on a building and i have to spam it until i actualy hit the unit since units move obviously. I´ve posted a screenshot of it where unfortunatly you can´t see my mouse cursor but i´ve marked the position where it was. And it constantly marked the building on the left while i aimed barely outside of the right one. This is a frequent happening and it annoys me. Especially since in alot of cases i want to prioritize a unit in a group but it keeps clicking on the hitbox of a larger one that i don´t want. So can we get more commands for units like patrol and follow target unit? It would be amazing to be able to let healer units like the crystal fiend follow a friends army while i concentrate on another part of the map. What is also up with the chests in this game? Why are they build so that melee units need to not be occupied for 5 days to be able to claim them? Why not just grab them when a melee unit is near and be done with it? There are alot of things that need to change to make it a better game because right now it´s clunky and unwieldy. The units already have a turn radius, command delay and get slowed by enemy units near them, there doesn´t need to be more clunky things.
  8. While i was playing with a friend i could dicide to scrap the upgrades for gold or take/assign them. Could we get the same for Singleplayer? I would love to scrap alot of the upgrades for some easy early gold since i want to focus on 1 decktype and i want to rush the upgrades asap and buying the upgrades with gold helps obviously. Being able to get the option to scrap/sell the upgrades in singleplayer campain would be amazing.
  9. I did not forget about having more charges when you use duplicates. The thing is also that before Skylords reborn you could just buy packs for money, which all whales did therefore there were alot of cards in the eco system going around. Right now, there are only a limited amout if ways to get BFP. Either Quests (of which there are 2 as far as i have noticed) which give you around 100-150 BFP and 1 booster per day. Also the "achivement" that keeps getting higher and higher but gives the same reward. Which means BFP is way more valuable then before. I want to save as much money as possible to get as many booster packs to have as high of a chance to get the cards that i want. Or even being redicilously lucky and getting a card i can sell for alot of BFP in the market. Every BFP is worth alot and therefore is not an incentive for me to buy them. When i played back when EA still were running the servers, yes, i did buy copies, i did make decks and traded because i knew they were cheap, alot of whales had massive amounts of them and would sell them on a regular basis for basicly 2 bfp instand buy. If i recall correctly there were also more then 1 type of booster packs, i might be 100% wrong however, as much as i remember 0% of how much they cost and what they actually had in them. Also, the player base was WAY larger so that alot of new players existed, which isn´t the case right now. The smaller the community the more dedicated they are and the more time they have invested into the game compared to a bigger group. More people, bigger market, more stable prices. I also read that the devs are working on a new system to get more BFP which let some stones of my heart since i had this worry that now that you can´t buy booster, will the daily system stay, will a new system come etc. Dailies, weeklies, more achievement, milestones etc etc. When we get the new system and we can get more reliable ways of getting packs and BFP to get more packs, i will hold on to my cards, give them to friends or would still like to sell them for gold. A crafting system would also maybe be a nice idea. It would imo also fit for this game compared to something like hearthstone. Having not only requirements when it comes to the recources but maybe certain conditions like playing a certain amount of Lost Souls cards to then be able to craft the Lost souls card you want. But then again, the more i write the more answers come with "but then the market would be destroyed and it would not be a TCG" Well atleast Eirias would have his Defenders if we had such systems XD Oh btw, i have some questions regarding other topics when it comes to development (the annoying guy being more annoying i know) any specific threads i should go to regarding the game after the 12 man maps are open and the quest/achivement systems are implemented?
  10. no one buys basic cards, yet we keep getting them though the booster packs, i litterly mentioned them as the prime example for it. well 3000 is obviouly an overexaggeration but hey... Someone who has Thugs like 3 times and the average price to buy them is 5... Frostbite, northguard, to some extend stone shards, bandit sorceress... all these cards i see constanly in my packs and buddies packs, and they get sold on mass in the market for 5-10 BFP, nobody wants them, everyone has them in spades, and if not, only by opening around 10-20 booster in total you will allmost garantueed have half of them. I am not for selling every card for a fixed amount of BFP or for other booster packs, but i specificly mentioned that it would be a good idea to transform them into Gold. A currency which doesn´t buy you packs or cards from the market. Unless you will implement it that you will be able to buy boosters with gold, but so far i am not seeing it, therefore i think it is a good idea. But even IF we say ONLY Starter cards can be sold back for gold, like i specificly stated in my post EVERYONE has them since they are starters. And getting duplicates is somewhat of a punch in the gut since you can´t use them in any way. Letting people Sell Basic Duplicates would litterly hurt no one, it would only improve. I still see no problem how this is a valuable idea to bring to the game.
  11. I know i am very late to the party but i jzst recently started out and was asking myself how i get rid of the duplicates. After i read everything in here i wonder if some people actually think of the entire game. "this won´t work because we have a trading system" So what you are saying is that duplicates of the basic cards we get in the beginning should be here forever, even though nobody would ever take and trade them, because this would cause problems in the market? i can´t follow the logic here... i want to get rid of my duplicate cards which on the market wouldn´t even get me 5 BFP. If a card is so common to get and everyone has 3000 copies of it, and even after getting rid of it with a "disenchanting" or "selling for a fixed gold price to an npc vendor" people still get those cards on a regular basis and nobody wants those cards... would that still cause problems? I still think that this is an excelent idea, even if BF is a TCG not a CCG. If a card is highly desireable and rare, obviously people will go and try to sell it on the market, makes sense, and if nobody wants certain cards, obviously everyone will have a stock of them, why not give an option to atleast get rid of them for some bonus gold? You can´t buy booster packs with gold, only basic upgrades. So again, what problems would that entire thing cause in the specific situation of BF?
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use