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Everything posted by Metagross31
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Hello everyone, one thing I love about this game is, that you don't wait on some boring main menu screen between your matches, but indeed you are in the forge - a huge playground to play around with your cards and test out interactions. There are a few things, that bother me about it though, which is why I want to give some suggestions on improving this cool part of the game. They might hard, if not even impossible, to implement - especially with the release just around the corner - but maybe they can be kept in mind as some long-term goals to implement in the future. 1. The selection of NPC units you can spawn in the forge is very limited. It would be nice, if we had access to a wider variety of enemies to test out interactions or develop strategies for PvE. My suggestion here would be to simply add more units to each faction (and to even include Lost Souls as a faction in the first place). One could go even further and allow the player to spawn PvE bosses in the forge. An idea to avoid spoilers would be to make the unlockable by beating the map they appear in first (Maybe even on expert only, to give an incentive to beat all expert maps). This unlocking could also be considered for some regular units too, e.g. strong ones such as the Twilight Dragon, Stonekin Grinder, Bandit Tortugun etc. 2. There are no Momuments and Wells in the forge. It would be nice to have monuments and wells to simulate some PvP interactions, e.g. how fast can unit X destroy a well. Right now one can use buildings with 2k/3k health to improvise, but since wells have a different behaviour when getting repaired and monuments shoot, this is not a 100% accurate correspondence. My suggestion to this would be to add a monument and a few wells to the forge, maybe in the bottom corners behind the walls, so players can play around with them. 3. The concept of ground presence and well/orb proximity does not exist. This means you can play out any card at any time anywhere. This clearly has its advantages, but limits the amount of scenarios you can test out/pratice, e.g. dazed Thugs vs. undazed Forsaken. My suggestion here would be to add a button, which toggles the "realistic" mode on or off, where the realistic mode would include dazed units, ground presence needed etc. (maybe even the global cooldown), and the "unrealistic" mode would be the forge as it is right now. 4. There is no "fight recap" tool. I know, this is getting quite involved now and is probably impossible to implement atm, but I just like the idea. The idea is to have a small window, which keeps tracks some statistics of what happened, after you last pressed the "reset forge" button. Such statistics would include things like units/spells/buildings used, power spent, units/buildings killed/lost, void power gained, damage done to units/buildings/orbs/wells etc. This would make it possible to simulate more complicated pvp scenarios (e.g. shadow army of a few units, one might get nastied and another motivated, vs. fire army of a few units, a few mortar shots and an eruption) and easily estimate, which side has gained an advantage without having to do the math. Well, those are just a few ideas. Feel free to share your opinion about it. Maybe some of them might make it into the game at some point in the future
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It is open for everyone to play. See this thread for a setup instruction:
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Today I baked a pizza too! This thread kinda inspired me to do this a few days ago tbh...
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PvE Contest#2: Behind Enemy Lines until 29.11.2020
Metagross31 replied to Toggy's topic in Events and Tournaments
Wow, really cool runs and really creative strategies used! I am glad, that I dor once found a strat, at least for T1 that was viable, eventhough the rest was done very inefficient. It's always cool to see, how far some players can push these times down. -
This month's motm (November) is a bandits map, a very easy one on top of that. Therefore quite a number of people were farming it for gold in order to avoid hard maps. For random maps I can neither confirm nor disprove you, as I am not a dev and do not know the code that generates the maps, but my exerience with random maps in the recent past has also shown quite a few hard LS maps too.
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2952
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Here's something that came to my mind recently: When the new balance changes are applied at the official release, will the decklists of the free PvP decks maybe change in the future to account for shifts in the meta? E.g. adding wearbeasts to Nature T1, removing thugs/mortar from fire T1 etc., if it turns out that these cards become (un-)viable to play.
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2950 Can we reach 3k before the release?
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Name: Inconsistency in active ability void return Description: While playing around with infected towers I found out, that some active abilities return 90% of their power cost back to the void, while others give back 100%. Reproducibility: Always, but depends on the card used. Video: Log: See attached file. Additional Information: As I already stated in the video, I don't know whether this even is a bug or if it maybe even is intended. And even if it is a bug, I do not know for sure, which mechanic is correct, returning 100% or returning 90%. _log_proxy_latest.log
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I can confirm, that Kobold engineers will try to repair it, eventhough it is at full hp. But I have to revoke what I said about it always working in the forge. I just tryed it in the forge again and it didn't occur, but in a match it still does.
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Name: Infected Tower repairable with full HP Description: When I spawn an Infected Tower (works with both affinities) It shows the "Repair Building" symbol, even when the tower is built with full HP. Reproducibility: Works always, in games as well as in the forge. Video: Log: (See attached file) _log_proxy_latest.log
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2947 We have to join our forces in order to reach infinity!
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2943
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STO#16, good bye Stresstest 12.12.20 TESTSERVER
Metagross31 replied to Toggy's topic in Events and Tournaments
Nice! I hope I can make it -
Hello everyone, yesterday I was wondering, if there is some place, maybe somewhere in the forums or on dicord, where I can find a list of all the balancing changes, which will be made in the official release or are already in place on the testserver. If there is, can someone please share a link to it? Thanks in advance! Peace!
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First, that's probably still illegal and would get the stuff into trouble if it come out. Second, as soon as some people on Patreon leak the information, everyone can get access. Third, and imo most importantly, this would ruin the whole experience of the project for me. I love that this project is completely free and breaks with the whole pay2win concept of the old BF. Even if it is just coametics, I would feel left behind for not paying money - it would feel like a two class community. And since this game has a great community, this would make my experience with it way worse. I guess I am not the only person who would get turned off by it. I would actually rather donate now when I don't get rewarded for it. tl;dr: just no, please don't do it.
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Wait, is it actually possible to submit own videos to get uploaded to this channel? I didn't even know that! Cool!
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I'm bad with names for these effects, but some ideas: - Friendly units explode/spawn nightcrawlers on death - Friendly units have a X% chance to get CC'ed every Y seconds - Enemy units reflect X% of the damage they take back to the attacker - Friendly units do not get healed near buildings - Every units get spawned with half health and does not heal up to full after a certain duration Might add some more ideas later...
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Forge Play Out Option for Card Upgrade Preview
Metagross31 replied to LEBOVIN's topic in Implemented
I personally would prefer this over U0 tbh. In the end you are probably aiming towards upgrading all your cards to U3 anyway, so I think it makes more sense to test them in U3 rather than U0. -
Forge Play Out Option for Card Upgrade Preview
Metagross31 replied to LEBOVIN's topic in Implemented
I have another suggestion which is closely related to this: When playing cards from the AH or the booster preview in the forge, they are always U0. And as LEBOVIN stated already, this feature can be used to evaluate, if its worth buying a new card. But some cards get such huge upgrades, e.g. U1 of Mountaineer unlocking his shield, that you can only really assess its true value, when you can compare its upgraded version to other cards imo. So long story short, is it possible to add a feature, with which you can also play upgraded versions of cards from the AH/booster preview in the forge? Peace! -
2941 Nothing, and I repeat - NOTHING - is more relevant than this thread!
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Correct, there are no such features in the game at the moment. Maybe you could propose them in the suggestion board, if they haven't been suggested already.
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PvE Contest#2: Behind Enemy Lines until 29.11.2020
Metagross31 replied to Toggy's topic in Events and Tournaments
I really like those challenges! I will probably try to compete again (compete as in compete for last place lol). Btw, can we do it on the testserver, so we have all cards, or is it live server only? -
This is actually a great idea at a first glance imo! The only problem would be the question how to implement it and who wirtes the AI in the first place. But I would love to see it, especially a wek AI for training for noobs like me, but also a strong one, which really puts even good human player to the test!