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Darcurse

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  1. Can't find anything about that in the patch notes. Someone provided the rang from 2009-12 but it's highly cluttered. Like I said, depending on the standpoint it's not a bug at all. Disenchant removes buffs period. After that it can also add a timeframe, where a unit can't be rebuffed. It doesn't remove buffs with the pretext of them reappearing after Disenchants effect ends. If the buff doesn't have the incentive to be reapplied, then it won't How the permanent buffs react to that is a question of interpretation. Not saying, that you're ultimately wrong here, just saying that it not working might not be a bug. Doesn't matter if you like it or not.
  2. Was already mentioned a couple of times. Just going by basic IT logic: It was never implemented this way, that's why it's not a glitch per se. Regarding the disenchant, it wouldn't make much sense if the buffs renewed themselves, since it would make disenchant less powerful. Second Chance on the other hand is a so-so... Do units repspawning with this spell be counted as new spawns or the unit being "brought back" without ever leaving the game? I'd assume that they also lose every other buff/debuff which makes it logical, that they don't keep wheel/mo. If we go with the basic assumption, that those buffs are a one-time only thing and simply don't expire by themself, the current way is correct.
  3. you mean sth like borderless windowed mode. Not possible with just the game, since this option was never included back then. I believe there are some 3rd party tools which can help you turn BF borderless. http://westechsolutions.net/sites/WindowedBorderlessGaming Dunno if thats the best tool out there, but it seems ok/free. Also dunno how BF will react to it... the game has some issues. For me, if my computer goes into energy saving mode while BF is up it gets kinda stuck in white screen...
  4. Congratulations! You realized, that the game is heavily imbalanced and that people in general will always try to cheese their way through things. Even in video games, when there's nothing to gain from it. On the contrary, they actually cut out the whole reason why they "play" the game. Wait till you stumble upon the guys trying to play the auction house/other players in order to increase their bfp even while there is actually no endgame for doing this except for sitting on a mountain of bfp which you can't use for anything other than getting new cards to sell again to get more bfp.
  5. The descriptions is a little borked here... Instead of "of only frost, nature or frost/nature cards" it should actually be something like: "of only frost and nature or frost/nature cards" But if you compare it with the other achievements, you'd notice that this one like the others is meant for the mixed decks, otherwise it wouldn't make sense. If it wasn't you could fulfill the achievement for pure frost, nature and frost/nature by simply playing a frost/nature deck.
  6. 6) Seems you just wont the complete Card base? Look at the top tabs of this website. There is the "CardBase". https://allcards.skylords.eu/
  7. Implementing a new mode into the game that isn't really supported would take some doing in my opinion. Just going by the draft idea: 1) Implement an alternative lobby for the mode 2) Implement a system which substitutes the regular deck with the one from draft 3) Implement the actual draft system and balance how the cards are choosen 4) Implement countermeasures for people abusing the system like rejoining the lobby to redraft over and over again 5) Implement all the small stuff around it, like ranking system for example Doesn't seem that much, but seeing the size of the Skylords dev system, I'd bet this would take some time. ---- Polishing the game: 1) Balance the cards 2) Balance the maps 3) Get rid of the smaller bugs / exploits 4) Redo the resource system to be actually worth something. 5) Buff the base content: Maps, cards, ways to synergies cards and give an actual "tcg" experience. I don't know if there's something that can be done about the bfp, but the gold and upgrades are just grind. Something that was recognized to be abysmal by allowing card upgrades to be bought with gold. To be honest this is not a solution, but burning an open wound to treat it. A grind on the 5) same maps which are the exact same on 3 different difficulties with 2) horrible balance in place that force you to do 3) exploits or build straight up 5) certain decks to manage. The game can be fun playing it for like 20-30h don't get me wrong, but to me and most likely a lot others this is no long term entertainment. You play everything on standard, you get through advance, learn the game and do some expert maps and *badabing badabom* you know everything there is, you have seen everything. What's left? 1) PvP in a horrible balanced gameplay with bad matchmaking 2) Getting steamrolled by a couple of expert maps which then force you to study that specific map (look up a walkthrough basically), gather resources to redo your deck (which you actually like to play) and use exploits (because you don't want to waste hours on it trying to do it the legit way). 3) Farming every card and upgrade there is... Everyone who has fun with that: OK. You do you. But don't expect others to see this as "content". And all of that without having any incentive to do so. And this comes from a guy who loves to play games like L4D, Warhammer Vermintide, etc. Sure, different genre, but you basically do every map over and over again without any merit.
  8. Still, at the very *best* this would make good players do rpve and bad players PtD over and over again. Yes, it is slower, but the balance of PtD is so incredible bad, that players who are able enough to learn how feeding works, would manage there too. Just good enough to block the waves from reaching the start t1s.. which is all they need to do (honestly some player with a decent deck and good micro could do a map on his own). You wouldn't shut it off, you'd simply make it a little bit harder and less diverse. Balance this with the fact that you'd take something away from the player base they like to do and you might end up chasing them away for good. And to be honest, I see no issue here. They get gold to upgrade their cards. Big whoop. Sure, not having it makes the resource more valuable and means a bigger time frame in order to reach that next upgrade which then means some long term goals to work towards. This is not something that would benefit a game like BF, though. The game lacks content, very much so. The whole reason people can buy upgrades with gold was implemented because the different maps don't give much incentive to play on repeat. With this the players have at least something they can do. Otherwise they will simply end up doing the maps they can do, getting frustrated doing the same maps over and over again to get the gold/upgrade they want and burn out before even reaching their goal. Also they don't get like some adavantage over other players since it's mainly PvE and PvP (and PvE) is completly messed thanks to glaring balance issues anyway.
  9. Then you can also go the extra mile and copy more from existing trading card games. Like for PvE and PvP add a Draft Mode. You get maybe 3-4 card options per deck slot to choose from. You will then go successively go through slot 1-20 to fill it with one of the options. You will never see the options in the next slot until you chose for the previous one. Or maybe give a bigger card pool and have to choose simultaneously for like 5 slots, to reduce the randomness and allow for better planning. Issue here: Small dev team trying to implement a whole new function into the game which has most likely no base at all implemented by original devs. -> Lot of work. Personally I'd first love to see the base game fixed/polished to become a more attractive game for the long term than going directly into adding up layers on a bad groundwork. Same for OP ideas about guilds, lore, potions or new affinities. The last two are also glaring issues balancing wise. The base balance is already borked as it is, don't mess it up with new stuff until that's adressed.
  10. Yeah, same here. Just fixing decomp won't solve the issue that ppl will exploit the everloving s**t out of any map to get gold faster here. You want to fix the issue with ppl doing that? -> Fix the overall imbalance in this game that forces ppl to rely on exploits to solve maps -> Then fix possible exploits used -> Restructure the current resource system to make it actually rewarding/useful
  11. Complete connection lose to the server. Doesn't have to be on your end. Since Battlefore (or at least the server) can't reconnect you thats basically it. When it happens you have to force shut down the game. Doesn't happen that often
  12. Just for the need/greed part: This might (?) not be a bug on your end, as the system is not as clear cut as "Need over greed and when multiple players chose the highest picked option, it's randomized between them". From the skylords wiki: "Every player has greed power and need power. The more power a player has, the higher the chance to get an upgrade. The more upgrades you need, the less need power you have. The more upgrades you greed, the less greed power you have. The more upgrades you greed, the less need power you have. The more upgrades you need, the less greed power you have. Need power starts three times as high as greed power. For every upgrade we make a pool of power that is the sum of the players current greed or need power, depending on whether a player greeded or needed that upgrade. If this pool has no power (everyone passed), it is a guarantee disenchant. A random power is chosen between 0 and the pool power. A reward is chosen, an upgrade is chosen: (NOTE: I believe on of those should have been "a player is chosen") - If that player has more need power (and needed that upgrade) than the random power, he gets the upgrade. - If that player has more greed power (and greeded that upgrade) than the random power, he gets the upgrade. - If that player doesn't have enough power, the random power is decreased by the players greed or need power depending on what he chose for that upgrade. Another player is chosen to attempt at acquiring the upgrade." Meaning (if I interpret this correctly): a) Every player has 2 power pools, one for greed one for need. (Need 3x times Greeds value) b) Choosing more Needs/Greeds will reduce your power pools for both c) For every reward 1 power pool is created, adding the need/greed power respectively of what the players chose d) The system chooses a number between 0 and a rewards pool e) The system then chooses one player at random (?) and checks if his own power is higher than the random number f) If his power is lower than the selected number, the number gets reduced by his power and another player is choosen to run through e) again. Example: For a reward Player 1 and 2 chose "Need". Since they didn't need/greed anything else, their "Need" is a power of 30. For the same reward Player 3 chose "Greed". Since he didn't need/greed anything else, his "Greed" is a power of 10. Player 4 passes and doesn't count for this reward. The pool for this reward adds therefore up to 70 (30+30+10). The reward will be distributed by the system, it first chooses a number between 0 and 70 (e.g. 35). It randomly chooses Player 2 first to see, if he might receive the reward. Since his power is 30 and the check 35, he doesn't get it. The random number is then reduced by his power to 5 (35-30). The next player is chosen for the check and since both the "Need" and "Greed" player have a power above 5 (30 and 10 respectively) it soley depends on which player is chosen at random. To be honest... big question mark for me too here. Up until c) this looks ok but then it gets kinda wonky. What I get from this explanation: "Need" gives you a higher power than "Greed" and also increases the possible max number rolled for the reward check (makes it harder for the lower "Greed"), but if the number is rolled low enough and a greed player is randomly chosen first (or a Need player is before him, but his power is lower than the random selected numer and only ends up reducing it), he can win it, even if all other player chose "Need"??? Is that right? This would mean "Need" is never a certainty but only a higher chance on something. Like having "Need" player roll a dice from 1-30 while "Greed" player roll one from 1-10. In the worst case scenario (if not something else is in place) this could also mean, when Player 1,2 and 3 each "Need" a different reward and pass on the rest while Player 4 "Greed" all of them, that Player 4 has a slim chance to get them all. This would pretty much defeat the whole purpose of "Need and Greed". Hopefully someone else can clear this up...
  13. This is not just for the windhunters. This happens in general with knockback and ranged squads (small x6 or x4 units) Maybe it's only if the attacker is flying, not tested that. This is not that much a bug as it is an "oversight" of the devs. The knockback pushes the unit from it's original position, without it "moving". The attacker will then target the new position of the unit with a splash attack (an aoe that deals damag on the place of impact rather than to the targeted unit). But the units hitboxes is still in it's original position before being pushed. Due to the squad being ranged, it also doesn't rerange automatically by moving, since the attacker is still in it's range. This situation, depending on how far the target is pushed from it's original position and the splash range of the aoe, results in what you see in your video. You will notice in video, that when the windweavers (seems to be some forced auto rerange, that doesn't always work) try to get back in their original position, they'll get hit again (Around 0:22 for example). This can't be that easily fixed I fear, you can only move your units out of range to force the target to rerange themself by following you.
  14. Allowing the seleciton of multiple buildings in some way, so that you can group them -> Yeah, sounds neat and not game breaking. I'm pretty sure the fact that you can only group one building was not a deliberate choice, but a simple oversight by the devs. Maybe due to the way they handled how units get selection priority over buildings -> resulted in only one building being able to selected -> resulted in grouping being impossible. Adding new abilities/costs for easier use ... -> What? "I'm to lazy to micromanage in a game about micromanaging, could you please change the game for my convenience?" -> No.
  15. I dont know if theres something easier: Select existing unit, hold SHIFT to select the additional units, use CTRL+<1-0> to recreate the group with the new rooster. You can combine holding SHIFT with any other form of simplified unit selection (like doubleclicking on one unit to select every copy of that unit close by)
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