Reputation Activity
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And we are done! (crits are more than welcome)
Let me know if you guys have any preference on which model i should try to paint next (this time ill probably do few concepts before)
and here as a card next to other cards, might need some minor color adjustments and maybe some details in the left part of the background
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I'm a big fan of chess, and when someone asks me what BattleForge is, I describe it as real time chess - complex, requires strategy, predicting your opponent and playing accordingly. If you don't like the analogy or think it's just the description of any RTS, ok, but I'm bringing in a closer point.
Chess puzzles
Many people get better at chess by doing puzzles - being thrown into an existing game environment where they need to quickly adapt to the situation despite not progressing to that current state themselves, then find a few best moves. After making a move, you immediately find out if you did the right thing and sometimes there is a sequence to be found, not just a single move. Except the easier puzzles, the player is either in a disadvantage, under heavy attack, or in a middle of an attacking sequence. Each scenario only has one correct solution, which quickly makes puzzles a good learning experience, though can get very hard very fast.
As you can see in the image above, the game already started, but the player (Black) only sees the last move. Now he plays what he thinks is the best move, usually leading to a checkmate, simplification or a serious advantage. For chess fans - see if you can find the solution, I failed my first few tries ^^
Problem with chess puzzles like this is - there is always only one best move. That's not the case for BattleForge most of the times. Usually any situation can be resolved more ways than one, some easier, some harder, but I believe there is hardly ever just one very specific thing to do.
BattleForge puzzles
I propose a similar thing for BattleForge - though a tad different, because BF isn't turn based mostly and also there can be no action for a while, while in chess you can't skip your turn to wait for more Power to flow to your pool. Still, being thrown into an existing battlefield or game situation where one player is in an advantage gives room for both strong and new players to grow.
For example - it's hard to instantly know how to deal against a Harvester if you haven't seen or played the matchup before. It also very much depends on your deck and the map you are playing. So imagine a scenario where a half health Harvester is on it's way, but you have plenty of Power and some standing units to try and defend against this. Writing down all the customization options for this would be too long, could be dozens - Power pool, standing units, deck, own unit Tier...
What I'd imagine could work nicely is two (or more) players open up a Sparring match, choose a position in an existing match as in PvE with a very specific map, where both know (or don't) all important values, layouts, units, used decks, and start playing. Once ingame, it's completely up to them what to do - they do what they think is best to win, which could be waiting, attacking, getting another Power well or going T3... unlike chess, there is no right answer, because games vary so much, until the top PvP ranks, where both players likely know exactly what to do. But mid and low elo players like me could learn a lot by playing short scenarios from a position of an advantage or disadvantage against a better or worse player on a map they don't know how to play properly.
Another example to keep things not completely boring - T2 Pure Fire vs T2 Bandits, cliffs, Firedancers on their way to destroy your wells, whatcha gonna do if you got units on the other side of the map? Attack a different base and sacrifice yours? Spawn two Skyfire Drakes and try to defend? Is there a right answer, or are both equally good to learn something? And from the position of the other player - you got Firedancers attacking, but the enemy is attacking a different base from a weak side. Same options, defend, focus on attack?
Coaches and their students could really use this since getting to a specific scenario is tedious, lengthy and usually not worth it since the game can then be resolved in a minute after a 5 minute build up. This could save time and give everyone something new to try.
One more example - a lengthy game that dragged on for twenty minutes, both players have huge Void power pools but no unit charges left, most Power wells are almost or completely empty, few units standing. What's the best thing to do? Wait and try and assemble a larger army, split push with small units, box up and defend until time runs out? Something that's not often practiced in real games but the experience could be worth it.
What it means for development
This suggestion, if accepted by the community and staff, would probably not be easy to implement. As it now stands in my mind, it would require certain specific things to be created and some to be changed (first one is the most important and also easiest though, and likely the only one really necessary to make this viable, the rest is building on top of that)
snapshot option in a Sparring match - a nice feature that would export the current state of the game as a separate playable map, easier than creating a scenario by hand - players play as they would and at a certain point a snapshot is made. The game can then be continued, finished, then replayed starting at that snapshot (with saved decks) - to try different outcomes of a specific fight map editor that only does units, buildings and all important values (unit healths, Power pools, both Void and available), so creators of these puzzles aren't burdened by scripts, map generation and all the other stuff that creates a steep learning curve for the editor itself. Could import aforementioned snapshots to edit them, give one player an edge for increased difficulty a way to play these puzzles in Sparring grounds, so either a list or a manual download, which again, can be a tad confusing customizing these Puzzles in the created lobby - perhaps scaling the advantages of one player to even out skill levels, or create more difficult scenarios to really put the pressure on. Not yet sure how that would look or work, just listing it all out here a lot of time to create a batch of puzzles to be played at first, so the game mode has some varying content form day 1 Actual gameplay
Both players join a lobby with a scenario selected, as they would select a normal PvP map. Both players see or know the map and can choose their position (and maybe deck, if allowed), the rest of the settings is global (handicaps that add Power or additional units to one player)
Pros
I believe this would have many pros when it comes to learning and getting better at PvP
trying out new things getting better at ones weak points (playing against Harvesters, Ashbone spam, Mortar spam, walls, Burrower spam) perfecting a specific matchup fight scenario change one small thing and see a different outcome of the whole game (perhaps ya didn't want to miss that Eruption or not take that Well so early?) switch places as your opponent, see things from their perspective TL;DR
Players finding the best course of action to win against each other in customizable midgame/endgame scenarios that saves time for PvP practice
Let me know what you think, if you like the idea, if you'd add something or just think it's garbage and useless.
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Metagross31 liked a post in a topic by VM9797 in Wheel of Gifts buffs get permanently removed by Disenchant+1 on this. Also happens with Lost Spellbreakers. Using Wheel of gifts is pointless on Lost Souls random PvE maps due to this bug.
EDIT: Additional info: The Benevolent Mo also gets permanently removed, which is an identical bug.
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Metagross31 liked a post in a topic by Mynoduesp in Skylords Reborn APIwhich nicely fits the price raise of booster packs from 350 to 450, who would have thought :^)
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I've made a card database, it's also kinda mobile friendly.
I made this originally just for personal and my friends to use.
Now I guess i've should publish it open for everyone.
There's could be bug laying around, just report it here if found any. Thanks.
LINK >> Skylord Companion << LINK
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so after a good night sleep i decided to redo the face entirely plus got lots of progress today
i think were getting there ^^
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Nightmare's End Solo 36:17.5 Hi8Im8Pan
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Metagross31 liked a post in a topic by Blashyrkh in Expert Campaign - Missions Briefing - Among the Old Gods achievementI've asked a similar question in Discord. Answer from Treim was this:
"Tasks on Ascension for each map: Map 1 = Keep Jorne alive Map 2 = Kill waves and Avengers so they don't reach Map 1 & 3. After 15 Avengers are killed you get a energy boost (I think 300). After 30 Avengers are killed Viridya starts spawning and you need to stop her from reaching the portals (Easiest way is to use Coldsnap to immobilize her and then use the taunt ability of lightblade (a single application is enough to root her in place permanently)). After map 3 has killed all the portal guardians, map 2 has to stop all 16 avengers of a wave from reaching a portal (if map 2 has stopped all avengers of the wave before map 3 finished the last guardian, the end is also triggered on map2. Last Goal is to kill the 4 Viridyas in the middle of the map. Without melee unit they can have crazy sustain so at least send a lightblade or sth along those lines to attack her. Map 3 = kill portal guardians"
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THIS IS A COMMUNITY-DRIVEN TOURNAMENT. WE ARE NOT AFFILIATED WITH THE SR-TEAM.
Hello fellow Skyladies and Skylords!
We had one Skylords Open yes, but what about the second Skylords Open? Now you know about second Skylords Open!
Format?
The tournament will be played as a best of 3 double elimination tournament, grand finals will be best of 5, no reset.
Prize Pool!
1st place - 20€ + promo Juggernaut
2nd place - 15€
3rd place - 10€
4th place - 5€
Special prize: Beat RadicalX in a best of 3 and you get 8 booster.
Big thanks to Nachtwolf for the € sponsoring!
Big thanks to NewGuy for the promo Juggernaut and the 8 boosters!
Prizes will be distributed via PayPal.
When?
On 30.01.21 starting on 3pm CET (Berlin time), the stream will start about 30 minutes in advance.
Organisation?
The tournament brackets will be on Challonge, so register and join the tournament there. Please use your in game account name to make communication and finding your enemy easier.
The streaming channel that will be covering the tournament is DasToggy on twitch.tv.
In case of problems contact me or one of my mods via Discord, Battleforge or in the stream.
Twitch mods: LynnTaki, TheFatherJack
Rules!
-No bugabuse, cheating or insulting the other players. Penalties may vary from a warning to default loss.
-Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
-Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
-After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
-The Map Pool is:
1st round: Haladur, 2nd round: Simai, 3rd round: Wazhai, 4th: Elyon, 5th: Lajesh, 6th: Uro and 7th: Yrmia (same pool as in ranked duel). The first match of the round will be played on the fixed map, then it is losers choice. The winning player (who won the last match in this bo3) also has to lock in his deck first.
-The brackets for the tournament will be shuffled before the tournament starts.
-Use your Battleforge name for the tournament. If your Challonge account differs from your Battleforge account name use the "Sign up with an alternate name" feature or change your name for the tournament in the settings. Finding your opponent will be a LOT easier this way.
Reply in this thread if you have questions, I will check it out later.
Best regards,
Toggy
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Yo what about removing quests? Who will be the first crying? Those guys who cry for easy bfp. You dont have enough time to do all the quests? Wow just dont do them then. The game is alive theres no rush if you play it for fun then why the constant crying about quests which are a comple new additions to the Game. Enjoy it ffs. We have been waiting for the game to be playable for yeeeears and finally i can enjoy it. But there are ppl always hating additions which makes the game more playable.
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After sending many emails, and tweet messages to game reviewers, I finally got the first article to be published.
This article was published by Jonathan Bolding a month ago:
https://www.pcgamer.com/skylords-reborn-brings-back-unique-rts-plus-ccg-battleforge/
I hope more will follow.
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Hi,
back in 2009 I made a ReplayAnalyzertool with a friend.
Just found it (still looking for the sourcecode, i'll share should I find it again).
It features playerinfos(deck, apm etc. ), a replay browser, a basic replay function outside of skylords and the possibility to rename your replays (on buttonpress or automatically) from autosave to something that will be kept and includes maps/playername.
have fun:
http://torsten-lueders.de/replayanalyzer/skylords_replay_analyzer.zip
( You will need a Java runtime for the tool and it still misses the maps and cards of "newest" Edition (Lost Units etc.) that will be displayed as unknown card. )
The falso also includes a command line tool (/parser) to get jsondata (orbs, played cards, winner, apm etc. ) from replays.
Used it on my webserver for a replay database and on a battleforge turney page to detect the winner(bfleague.com).
Works on Linux and Windows but you need a (v)server with commandline for it so you can install java and execute the command line.
Feel free to use it.
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No worries my friend. People love our toxic relationship ❤
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Hello Skyladies and Skylords,
The rookies have battled it out and we have a winner! Congratulations to Mirosius for winning the Skylords Rookies#1!
You will receive your boosters within the next week, I will send the BFP until tomorrow.
Big thank you to the mods for helping and the devs for sponsoring!
Greetings,
Toggy
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I just came up with the idea of adding titles to a match. I looked through all the suggestions and and could not find the same idea.
With titles you can tell what you are up to with your game. For example on bad harvest you could tell like i want to speedrun this or with rpve construction meme decks. This way it would be easier to find like minded people and mess around or find people who know the same strategy in game.
Looking forward to what you guys think
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Metagross31 liked a post in a topic by Linvega in free pvp decks maximum number of a player can use them.Nobody demands anything. The reality is just that there will be people like me who have very little time so with free pvp decks I can actually play pvp. Without them I won't. That's not a demand but a simple fact. Or people like several of my friends, who don't care at all about pve, so if I tell them "well, you have to grind pve for several days until you're on equal footing in pvp" they'll laugh, ask me whether I'm serious, and then play another RTS like AoE or CoH2 instead. Battleforge has many unique traits in pvp and gatekeeping them behind a pve grind is just stupid.
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Scratchy liked a post in a topic by Metagross31 in free pvp decks maximum number of a player can use them.You are right in that the PvP decks have an influence on the market by lowering the prices of PvP only cards and mostly PvP cards, such as Giant Slayer or Scythe Fiends.
You have to keep in mind however, that other cards will therefore increase in value, because the average value of a booster will sonner or later fluctuate around their fixed market price of 350, as you can verify here: https://smj.herokuapp.com/boosters
This is just wrong, inappropriate and rude. It has nothing to do with boosting anyones ego. With the free PvP decks, everyone has the same chances of winning. If you don't make it to say the top 50, it is just because you are not good enough. And when you loose, it is because your opponent outplayed you. Getting good is the only way to climb the ranks, and this takes practice and effort. The knowledge you gain in PvE barely even helps in PvP, you have to play PvP in order to get better at it. If we go back to the old system - which btw was not optimized for fair play/fun but for making profit - people who farm more will win more, sometimes even against players, who would outplay them in an even match in terms of cards and upgrades.
The best PvP players are indeed the best, because they spent the most time practicing - just look at the number of games they player, its usually several hundred. I, who has played way less games obviously stand no chance against them. But this is also why we have a - admittedly flawed - Matchmaking System, to pair even players.
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Dallarian liked a post in a topic by Metagross31 in Helft einem verlorenen Spieler / Help a lost player (;(German version below)
Hello Schoenherr and welcome to the game
As @ThomasMann already said, you won't need any T4 cards in PvP. You should also shrink your T3 a little and expand your T1 and T2 instead.
I would also suggest what my melony friend before me said; either use one of the free PvP decks (which can be accessed by clicking the sword icon in the top bar, when you are in the forge ingame), especially because they also provide upgrades, or just use them as a guidline to create your own deck.
For the explicit deck you provided I would change a few things, for example:
T1: Remove Warden's sigil and Northern Keep. Add Ice Guardian, Glyph of Frost, Home Soil, Glacier Shell and Ice Barrier.
T2: Add cards like Stormsinger (g), Burrower, maybe Mountaineer, Stone shards (r), Surge of Light, Kobold Trick, Coldsnap, Ensnaring Roots, Hurricane, Stone Tempest, Crystal Fiend. You maybe won't fit all of them in your deck, so make sure the ones you pick synergize well with one another. Cannon Tower, Mauler and Aggressor aren't bad cards per se, but they are very situational cards. Also, make sure that you are using the green affinity of the Spirit Hunters.
T3: Remove Thorn Bark, Deepcoil Worm, Hammerfall, Stone Shell, Equilibrium. Instead add Timeless One, if you play the Stone Warrior (btw, the blue affinity of it is better afaik). Also, cards like Silverwind Lancers, Tremor and Shield Building are also excellent choices for T3.
T4: Remove T4 completely.
As you see, these are a lot of choices. You can also choose to not play a T3 at all with a Stonekin (Frost/Nature) deck and only play T1 and T2 cards. But again, your best option is to just use one of the free PvP decks, as they provide an excellent base of cards to start with PvP. I am also not an expert in deck building, so keep that in mind as well
I hope this was somewhat helpful.
Have fun!
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RuneSeeker liked a post in a topic by Metagross31 in Helping a New PlayerHave you tried using Maulers yet?
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just as an addition to that you dont need to own the card itself, if you own any of the upgrades those work, too
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Volin liked a post in a topic by Metagross31 in free pvp decks maximum number of a player can use them.Well, if you also want free decks for PvE I suggest you can play on the test server. Just taking stuff away from others to mkake yourself feel better is not gonna help anyone. Also, a lot of people play PvE also for the aspect of progression/deck improvement.
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Taker liked a post in a topic by Metagross31 in free pvp decks maximum number of a player can use them.I didn't "loose" anything, some prices are just shifted around.
Making PvP decks limited in time/usage will only encourage multiaccounting, since people will create a new account, when their free decks run out.
Also, I honestlt don't get what your problem with the free decks is in general.
Somehow you complain, that with them people can farm gold without building a deck, and on the other hand you want people to farm to build a deck.
So, please, explain to me, how and why the free PvP decks concretely make the game less enjoyable for you and also for so many people, that it would be a concern.
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Taker liked a post in a topic by Metagross31 in free pvp decks maximum number of a player can use them.Yes, because it defies the whole point behind the free PvP decks - to have a competitively viable deck without any farming of any kind. Giving them a time limit will force people to use them as time efficiently as possible in PvP instead of just play the way they like in order to ensure that they have a selfmade deck after their time ends. Giving them a limited amount of uses makes people less willing to play with them because it is like a consumable thing. The time/amount of games needed to build a PvP deck from scratch also varies heavily. E.g. a shadow nature deck will need way less expensive cards than for example a pure shadow/frost splash/nature T1 deck, which need 4 copies of a Harvester/Mountaineer/Shaman to bring them to deck lvl 120. Furthermore, if you already want to give them to people for long enough to make their own deck, why not let them keep the free ones in the first place? If they do not last long enough to build a full PvP deck, people who farmed more will have an, in my opinion unfair, advantage again. Aditionally, will people only have access to free decks until they can build a single PvP deck or a deck of every colour combination (10 / 16 decks, depending if you want each combination with different T1s or just one T1)? This would take even longer and bring your whole point even further ad absurdum. Only having one deck after the free deck phase is over will greatly limit your options of playstyle, making PvP way less interesting in my opinion, since you are then for a long time forced to just play one deck.
tl;dr, I don't think this idea is really thought through. The current system is fine and should stay the way it is.
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Taker liked a post in a topic by Metagross31 in free pvp decks maximum number of a player can use them.You are right in that the PvP decks have an influence on the market by lowering the prices of PvP only cards and mostly PvP cards, such as Giant Slayer or Scythe Fiends.
You have to keep in mind however, that other cards will therefore increase in value, because the average value of a booster will sonner or later fluctuate around their fixed market price of 350, as you can verify here: https://smj.herokuapp.com/boosters
This is just wrong, inappropriate and rude. It has nothing to do with boosting anyones ego. With the free PvP decks, everyone has the same chances of winning. If you don't make it to say the top 50, it is just because you are not good enough. And when you loose, it is because your opponent outplayed you. Getting good is the only way to climb the ranks, and this takes practice and effort. The knowledge you gain in PvE barely even helps in PvP, you have to play PvP in order to get better at it. If we go back to the old system - which btw was not optimized for fair play/fun but for making profit - people who farm more will win more, sometimes even against players, who would outplay them in an even match in terms of cards and upgrades.
The best PvP players are indeed the best, because they spent the most time practicing - just look at the number of games they player, its usually several hundred. I, who has played way less games obviously stand no chance against them. But this is also why we have a - admittedly flawed - Matchmaking System, to pair even players.
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Metagross31 liked a post in a topic by SunWu in free pvp decks maximum number of a player can use them.The point was that pvp players dont have to grind PVE anymore. With your idea they would have to, again. Even if pvp gives me the gold to upgrade a pvp deck after some time, unless you play everyday, youre probably still missing BFP (think about how much a pure shadow deck is bfp wise) and more importantly, a PVE rank wich you need for upgrading cards. So the idea is to force pvp players into pve, again, even if they dont want to. This time just after ten weeks when some probably wont expect it...
Also not nice for players like me, who enjoy both PVE and PVP - i spent all my BFP and gold on PVE cards so i can enjoy both modes. With your idea i would once again have to chose, i cant afford both.