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Autocast for toggleable global effects, or the ability to group 2 into 1 hotkey.


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This refers to shrine cards, "soulstone", "fountain of rebirth", the others like it (not the shadow shrines those cards just screw your team over).
Not cards like "fleshbender", "lifestream", "frontier keep", "ice shirld tower", etc.

These cards are the greatest barrier between "good" and "casual/new" players, mostly on RPVE, with players opting to not run them so they wont get flamed for it not being up every 30s.

Here are a few suggestions for implementation:

a) If you believe its too unbalance or strong you could add a toggle (idk "X") to that it auto toggles but at 50% potency? for those of us without the skillset of a pro starcraft player. (shrine of the martyrs is a decent example)

b) Make it work on RPVE only game modes? and not in PVE or PVP. (another thought would be make shrines in PRVE maps like in ascension to give small global buffs when found [toggleable and untargetable])

c) If both of those options "go against the spirit of Battleforges intended gameplay" at least let us hotkey 2 buildings and press "Z" whenever we finish spamming spells on our units and remember we have a shrine somewhere on the map.

If all these options seem overpowered remember wheel of gifts is a thing just balance it with that card in mind, and that card does 3 things very well and takes up only 1 slot.

If you like the idea maybe "kobolt INC" ,"warden sigil", "kobolt laboratory" as those card barely see use.


TL:DR
Cards with 0 cost actives should autotoggle or have an option to autotoggle at a reduced efficiency.

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I do not see a reason, why it wouldn't be possible to add second ability to buildings, which would do similar thing, the tricky part I see is stacking of those two abilities.

For the point b) there is no usable difference between those maps. And for point c) you can select buildings using hotkey, just asign them to a group, but that will take a group slot from you.

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While its frustrating to miss the perfect timing, isnt this a classic case of RTS-gameplay? 
Unless I misunderstood the question, as Kubik already mentioned, C should be possible. 

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3 hours ago, Kubik said:

I do not see a reason, why it wouldn't be possible to add second ability to buildings, which would do similar thing, the tricky part I see is stacking of those two abilities.

For the point b) there is no usable difference between those maps. And for point c) you can select buildings using hotkey, just asign them to a group, but that will take a group slot from you.

If stacking two abilities is the issue you can make 1 shrine of war run at like 25% efficiency permanetly so its a massive downside.

b) I guess the the artifact route would be only way to implement that but thats not the point

c) So if you put 2 shirines of war in lets say hotkey 9, pressing Z will do absolutely nothing, you need 2 hotkeys (8 & 9) and to alternate between the two.

37 minutes ago, Majora said:

While its frustrating to miss the perfect timing, isnt this a classic case of RTS-gameplay? 
Unless I misunderstood the question, as Kubik already mentioned, C should be possible. 

Setting a barrier to entry for a PVE buff for the whole team because we no longer have the dexterity isnt what i call "classic RTS" (age of empires is what id call classic RTS) im not suggeting the removal of "skilled micro play" im asking for a less skilled alternative, like imagine if wheel of gifts had to be microed, nobody would run it.

If you already have map wide buffs that dont require micro why not make these also accessible to the less skilled, allowing them to contribute in a PVE setting?

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9 minutes ago, Potato_Hoarder said:

would be only way to implement

🤔what other way, than new abilities did you think of?

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Posted (edited)

Making artifacts spawn in RPVE that would give teamwide buffs like a mini Shrine of war, shrine of memory or wheel of gifts buffs when activated, that way its locked to the game mode and a global persistant buff. (like the Amii Switches or the wheels in Acsension)

 

Edited by Potato_Hoarder
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oh you just misunderstood me I think.

What you call "global persistant buff" are at least 2 "abilities". ("ability" the game's terminology for any non instant effect, to simplify the definition, and "spell" is an instant one time effect)
1. ability is relatively simple make another ability apply to all players
2. ability will do the actual thing, but to do actual thing, which might be complicated chain of abilities...

so for a card with 4 upgrade levels (0, 1, 2, 3) such thing is at least 8 new abilities, that will need to be maintained. (Not saying it is impossible, just pointing out the ammount of work)

And as I said before there is no way for ability to behave differently based on map, and I do not think, that we should even try to add such thing, because it would only lead to a confusion, why card does not work on map X like on map Y.

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Posted (edited)
1 hour ago, Kubik said:

oh you just misunderstood me I think.

What you call "global persistant buff" are at least 2 "abilities". ("ability" the game's terminology for any non instant effect, to simplify the definition, and "spell" is an instant one time effect)
1. ability is relatively simple make another ability apply to all players
2. ability will do the actual thing, but to do actual thing, which might be complicated chain of abilities...

so for a card with 4 upgrade levels (0, 1, 2, 3) such thing is at least 8 new abilities, that will need to be maintained. (Not saying it is impossible, just pointing out the ammount of work)

And as I said before there is no way for ability to behave differently based on map, and I do not think, that we should even try to add such thing, because it would only lead to a confusion, why card does not work on map X like on map Y.

Gotcha option B not possible due to an inability to make map specific abilities and it being unviable implemented any other way.
Thanks for clearing that up.

Hopefully A & C see better luck.

Edits

(I didnt mean it as in 4 switches activate 1 spell in levels although that would be cool, just 1 would do a mini shrine of memory, 1 would do a mini shrine of war, etc)

I didnt mean it as a card in this sense, just a toggleable "Amii building" like the switches that toggle doors ,gates and teleporting.
maybe at t3 orbs 1 could have a mini shrine of war and the other shrine of memory, and at whichever % or original to make it balanced, that was my suggestion,
 

Sorry for my lack of clarity.

image_2024-05-13_174047034.png

Edited by Potato_Hoarder
Clarity
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Options B and C are impossible. We have tried to change it so that players can add multiple buildings to a group and still use the abilities but we have been unsuccessful. The reason Bedrock's abilities disappear when you have multiple is because the spawn ability was originally from a building and it keeps the same limitation.

Option A is possible, it is mostly a question of balance and if we want shrines to work like that. We have discussed making Cultist Master having an auto-cast summon ability to enable Furnace of Flesh + Cultist Master to function autonomously though less efficiently, but we have not pulled the trigger on that as an idea we want to implement at this time.

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