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Messages - Ignion (246)

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229
Game Suggestions and Feedback / Question about nightfall
« on: January 09, 2011, 06:25:50 pm »
Hi,

This is not really a game suggestion or feedback, but I couldn't think of a better place to post this question.

I noticed that playing 2 nightfall does nothing and the creatures still only get +1 instead of +1&+1. Is this by design? Just wondering because it doesn't make sense to me personally. There are many field effects card that can be played more than one at a time like boneyard and stuff, but how come nightfall doesn't get that priviledge? It's not like it's a powerful card or anything. I'd love to know the answer to this.

Thank you,

Ignion

230
General Discussion / Does Bone Wall work on Spark?
« on: January 08, 2011, 09:34:46 am »
Hi,

Just a small question. I would like to know what happens if I used Spark card against a user who has Bone Wall up. Spark card is supposed to hit LP directly, but will Bone Wall absorb that too?

Ignion

231
On the PvP match screen, please change the location of "Back to Menu." It is way too close to the location of "Start the Game." I've clicked on it by mistake many times and lost games that way.

Thanks,

Ignion

232
Issue Archive / Unstable Gas Ignite destroys weapon?
« on: January 07, 2011, 06:36:31 am »
I'm not 100% sure, but just now my opponent used Unstable Gas's Ignite, and it destroyed my weapon. I don't think it's supposed to do that...?

233
Design Theory / Re: Rainbow Bridge Card
« on: January 06, 2011, 07:35:20 am »
Hmm, sorry if this is not the right section. This section is rather confusing to me, even after I read the guideline.

Anyhow, I'm not sure why it should fall under an element. It requires all quantas, so it should be an other card that can be used by any deck. If you are too hung up on the name, rainow (which is by the way not named based on any element on mind but rather appropriateness for the rainbow deck as well as the colors of those elements), then just change the name to whatever makes you happy. That's not the most important point when creating a card. Who cares what it's called. Shards could have been called stones, rocks, blah, blah. It would have made no difference. I've seen many of your posts by now, and you seem rather excessively critical of other people's posts. I'd respectfully encourge you to chill a little. When we have cards like SoG, far over-powered card, I don't see why this card would be a no go.

And, of course, it should be destroyable (I didn't write anywhere that it was indestructible).

234
Design Theory / Rainbow Bridge Card
« on: January 05, 2011, 07:13:50 am »
I think it'd be nice to have something like Rainbow Bridge Card.

Cost: 2 of each element

Effect: Creatures on your side ignore shield effects (reason being, they are using the rainbow bridge to bypass shields).

Ignion

235
Game Suggestions and Feedback / Just a point to make
« on: January 04, 2011, 06:09:01 pm »
I know some people may think this post belongs to another section, but I believe this is the right place to post this because this pertains to every discussion I see in this nerf section.

It seems that every time someone points out a card that needs modifications, there are always people who counter-argue by saying, "we need that for FG farming."

To me, that is a ridiculous reason. Since when did this game become about False God? Isn't that more an "extra" feature of this game? I thought the whole point of an online card game like this was so "people could play the game and enjoy it together." And, if there are cards that ruin that experience for users, that supercedes whatever reason you may have about False God. They are meant to be a challenge, remind you, so stop wanting it to be easy to beat them.

Let us all remind ourselves what the life of this game is "it's the players playing together" NOT BEATING RIDICULOUS CPU.

Ignion.

236
Game Suggestions and Feedback / Re: Elemental Strength/Weaknesses
« on: January 02, 2011, 10:55:55 pm »
I never said they needed to be "hidden." Of course new players are confused with those stuff you mentioned. I don't even know some of them. It's a whole different story if you "inform" players of rules before hand. What they don't like is not complexity but a surprise that feels unfair to them. So, elemental uniqueness can be explained in depth at the first screen where they choose an element (that way they are fully informed and aware. Nothing hidden or unfair about it). Complexity is not a bad thing, especially when developing a game. Of course, I realize that you don't have enough man power given that this is a free game (and thank you). However, if you look at other more successful games, granted they cost money, are constantly implementing "more creative elements." Without it, players will soon see the limits of this game and fade away. It's easier to dismiss an idea calling it unneeded. After all, who needs/wants more work, right? But, then again, why did you even decide to create this game in the first place? Were you aiming to create an "OK" game and just stop there?

237
Design Theory / Re: Exchange
« on: January 02, 2011, 10:43:23 pm »
But it's not the same thing at all. Exchange will play out very differently because it's not just about the opponent's permanent. Just because there are "similar" cards don't mean it's not a good idea.

238
Design Theory / Exchange
« on: January 02, 2011, 04:45:32 pm »
Hi,

I think it would be interesting to have an "Exchange" card. Basically, if you use this, your shield is exchanged with your opponent's shield. You are not destroying or stealing the opponent's shield, so it works with any shield. This can also be used with Weapon. I think this would make the game more fun.

Ignion

239
Game Suggestions and Feedback / Re: Elemental Strength/Weaknesses
« on: January 02, 2011, 04:06:22 pm »
You mean in terms of programing?

240
Game Suggestions and Feedback / Elemental Strength/Weaknesses
« on: January 02, 2011, 09:26:44 am »
Hi,

I have a suggestion to make this game even more sophisticated. I think each elemental property should be emphasized through relative strength/weaknesses to opposing elements.

For example, perhaps "fire creatures" are immune to "ice" effect (or only freezes for 1 turn). I mean, it makes sense given that those creatures are "hot." Conversely, perhaps "water creatures" receive "1 less damage" from fire spells such as rain of fire.

Some other examples:

- Light creatures cannot be turn into vampire (immune to liquid shadow's vampire effect, still receives poison). They are also immune to mutation for the similar reason.
- Boneyard & Bone Wall effects are not triggered when "non-living creatures" such as voodoo dolls, gargoyles, immortals, mummies, etc are killed (because they are technically not dying).
- Air creatures can ignore Burrow effects (birds eat worms, don't they?). They are also immune to Flooding (they are flying!)
- If you use devour to eat a fire creature, you can eat and kill the creature but you receive damage on your HP instead of gaining (doh, of course, you just ate something burning...).
- Gravity creatures can ignore Wings effect (if they control gravity, they can pull down the flying creatures and attack, right?)
- Entropy creatures gain HP instead of losing when poisoned (they are evil creatures like demons, so toxins are like beverage to them).
- Time creatures never receive more than 1 poison counter (if they control time, they should be able to stop the poison from spreading, right?).
- Time effects such as rewind are able to target Immaterial/Immortal cards (I mean, immaterial/immortal can only mean they are immune to "physical intervention," but time should not be included by the literal definitions of those terms.)
- Quintessence does not work on inanimate creatures (I don't need to explain this one, do I?)
- Aether creatures can paralyze water creatures for 1 turn (electricution effect?).

These are just examples. I think stuff like this would take this game to a higher level. What do you think?

Ignion

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