>>> NPC distributions <<<* Prevent submitting decks with a deck image of a card which doesn't exist in the deck at all: Quite a few times, I've encountered NPC decks with a deck image completely alien to the nature of the deck itself. While a minor issue, it really ruins the fan while battling NPCs. There should be appropriate coding to prevent that.
* We need a greater variety of pre-made decks for testing: I know, we can test our NPC deck by submitting the code of any deck we like, but the trainer oughts to have a greater variety of pre-set testing decks. Right now, we only have "Fire Start Deck", "Std.Vanilla", "Up.Vanilla", "Stormy" and "Poison Dials", while there is free space for at least +10 decks. At the very least, a shortcut button leading to the "Community Recommended Decks" forum section for faster deck code copy-pasting should be made...
* Easier Interface: Once you go back to "change stats" you should be able to instantly return back to the final screen instead of passing through the deckbuilding screen all over again. Moreover, the health of the deck should be draggable.
>>> AIs <<<* Stop Foolish AI decisions that make certain deck ideas unplayable: More accurately:
1) Fractal and Nightmare should target only creatures owned by the AI; why the AI to fractal your Photon when it can create an army of Minor Phoenixs.
2) Mitosis should only be played if the AI has no creatures on its hand.
3) Stop spamming shields on top of other shields; especially replacing upped shields with unupped ones of the same time.
4) Prevent Sundial spamming while AI has a Dim Shield or Wings on play.
5) AI should play Cloak only if there is NOT another Cloak already in play.
6) AI should use CC spells only if it can deal enough damage to kill a creature. Wasting Thunderbolts to Dragons while it could instakill a smaller critter with an annoying ability should be prevented.
>>> Maps <<<* We need more areas: The world's end is easily reached and reduces a great amount of epicness for being able to reach it in mere clicks and less than a minute.
* zoom in/zoom out map feature: Sometimes, I feel like I want to zoom in to see more details of each area or just larger hexagon tiles, while other times I would love to zoom out and enjoy a bigger map view and achieve a greater awareness of my surroundings.
* no world's limit [a.k.a. no more "World's End" stuff]: In my honest opinion, the EtG world should be round and not flat. In other words, if you reach a "World's End" area, you are moved to its symmetrical counterpart in exactly the opposite side of the world map.
* Areas should have actual effect while traveling: Right now, the areas are flat, mountains, trees, marshes, deserts, jungles, hills or water, yet it has absolutely no effect while traveling on them. My suggestion is the following:
1) You can't travel through a mountain without a
creature or an airborne creature in your deck.
2) You can't travel through a water-filled area without an airborne creature or a creature immune to flooding in your deck.
3) You can't travel a forest without a
or
creature, or without a non-airborne creature in your deck.
4) You can't travel a marsh without a
or
creature, or without a poisonous creature in your deck.
5) You can't travel a desert without a burrow-able creature or a
creature in your deck.
6) You can't travel a jungle without a
or
creature, or a buffing spell in your deck.
7) Flat areas have no restrictions of any short.
* Bonuses within an area of a realated element: If a player has the Mark of his/her deck matching the element of the current area, the mark generates 1 more quantum of its element (e.g. A Mind Flayer water deck with an Aether Mark is going to gain +1
quanta each turn while battling at Erebus Flats).
* You sould NOT be able to change your mark/deck in a wilderness: Being unable to change your deck & mark adds greatly to the overall challenge of the game and offers an unmatched RPG feeling while playing EtG (resources while traveling through the wilderness should be sparse). If someone wants to change deck and battle variable opponents, he/she can easily do it by remaining near a palace and instantly face Ai0, Ai1, Ai2, Elders, Half-Bloods, False Gods or the Arena via the corresponding buttons.
* There should be an instant-travel button: The instant-travel button should allow you to instantly go back to the palace matching your Mark. Very useful if lost to the wilderness or being too lazy to travel manually.
* NPCs should definitely NOT appear on hexagons with an arrow: There's nothing more annoying than trying to travel to a different area and, just because there is a NPC on the respective arrow, you click on the NPC instead of the arrow itself. Coding the game to prevent that kind of spawning shouldn't be too hard imho.
* And one last thing:
I've lost count of how many times my game broke due to the appearence of that thing near the Oracle! You can't enjoy the trainer that way!! It must fixed asap!!!