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Messages - Waerloga (48)

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37
Game Suggestions and Feedback / Re: A workaround
« on: January 14, 2010, 05:18:42 pm »
I would like it if you couldn't SPECIFICALLY target immaterial creatures, but effects like plague and rain of fire would still deal damage to them.

38
Game Suggestions and Feedback / Re: Chance to win upgraded cards
« on: January 14, 2010, 05:09:47 pm »
Quote
PVP woud be a bit more sensible IMHO but at the same time it's tough since I have a 12k score and I still lose to a total beginner sometimes because of a glitch that allowed him to firebolt my immortal elite otyugh with quintessence or something of the sort. I think it would be a shame if such cases allowed the other player to win an upgraded card after all the work I put into winning mine from fg farming which was quite difficult.
I don't think this game is so glitchy that new players are going to win shards often because they firebolted your immortal oty, so I don't think that's much of a concern :)  Though I do sympathize with the players who have obviously put in the time to grind to completely upgraded decks, it still doesn't improve the game to maintain it as such that every player must grind in a specific way for weeks before they can look in to building a deck they like.

39
Game Suggestions and Feedback / Non-Trading Suggestions
« on: January 14, 2010, 05:00:01 pm »
I like this game, but I am continually frustrated by the fact that you can't really play it competitively without building specific grind decks and trying your luck for hours upon hours.  I know I'm not alone here.  It's also frustrating how difficult it can be to get specific cards and how it's basically impossible to drastically change your deck on a whim without receiving a large penalty for doing so (since you lose money between sell costs and buy costs, even more drastically with upgraded cards.)

I've been trying to think of a few suggestions, maybe all that have been covered here at some time already and I'm just wasting my time adding to the pile :)  Since any sort of trading bazaar between players seems to open up paths for 'cheating' (that is, having multiple accounts and trading yourself rares obtained from the beginner quest and cards to sell).

1) Sell "packs" of cards
In the bazaar, make it an option to buy a random "pack" of cards, like how MTG or whatever works IRL.  You'd still be paying and playing the lottery for the one rare card per package, but at least there'd be a 100% chance of getting *something* for your efforts.

2) Sell individual cards
Instead of (or in addition to) the donation feature, sell the highly sought after cards for real currency.  I can't be the only one who would rather pay $5 for another pulverizer than spend 2 weeks of my life trying to obtain one through luck.  In turn, this money helps with server costs, and hopefully other features in the game itself, like more people creating more cards, artwork, working out bugs, etc.

As for the arguments against this because there will be more 'elite' decks - good.  Other elite decks will have more challenging competition, beginner players can continue to grind out against the AI like they're basically forced to anyway and (hopefully) people will be able to freely create decks to play how they want to.

3) Have basic cards free.  Basically, drastically discount the current bazaar.  This gives new players a chance to get a feel for the game, try out deck combinations and just generally speed up the learning curve and ability to have more versatility in gameplay.  Being stuck playing more or less the same deck game in and game out is annoying, and creating different accounts for different decks is even more frustrating, because you have to grind FG's with each one before you get anything going.  It's an endless cycle.

4) Have automatic card wins in PVP.  Instead of spins of a lottery wheel when you win in PVP, you have a guaranteed chance to win 1 random card from the loser's deck.  This could either run parallel to the current PVP, where the card really is physically removed from their deck and added to your cards, or simply be another feature where a copy is given to you.  This, again, makes it easier for players to obtain cards and gives a lovely bonus to new players that get lucky and beat someone with a much more upgraded deck.

Flame on, you crazy diamonds!

40
Issue Archive / Spelling Errors
« on: January 14, 2010, 04:37:14 pm »
Liquid Shadow has a spelling error, 'previous' is spelled 'previuos'.  Also, when all creature slots are filled, 'creature' is spelled 'crature'.

Easiest fixes ever! :D

41
Game Suggestions and Feedback / Re: Boneyard + BoneWall
« on: January 05, 2010, 11:06:44 pm »
Things aren't really balanced if they require that specific of a counter, is what I was trying to imply.  Forcing everyone to play a rainbow deck does little to improve variety.  If the only effective counter of bone wall is using adrenaline (which will take at least two cards and two turns to destroy 7 charges) then bone wall is OP imo.

There are options to play creatureless decks, of course.  Poison, direct damage, etc.

42
Game Suggestions and Feedback / Re: Virus and death
« on: January 05, 2010, 10:59:50 pm »
You're not really canceling anything if the sacrifice takes place though.  By that same logic, do you use quantum every time you use an ability and click cancel on a creature too?  Should your cards be discarded if you, for example, use 3 darkness quantum to cast drain life and then press cancel?  I don't understand what you're trying to say.

43
Game Suggestions and Feedback / Re: Boneyard + BoneWall
« on: January 05, 2010, 12:09:05 am »
Sure, it's way less scary if you play a deck with creatures and/or a green or rainbow deck.

44
Game Suggestions and Feedback / Virus and death
« on: January 04, 2010, 10:12:59 pm »
This is a minor issue, but I don't think the virus card should be sacrificed (destroyed) until after a target is selected.  If you choose to sacrifice a virus currently and click cancel, you simply lose your creature.

45
Game Suggestions and Feedback / Re: balancing mono/rainbow
« on: January 04, 2010, 10:06:29 pm »
Quote
I think we can maybe use the system of Astral masters (like someone suggested before).
When you use only one element you need less quantum.
Wehn you use two or three or maybe more elements you have to pay more quanta.
I love this idea.  Even just to shave 1 quantum from the chosen mark off of the casting cost would make a difference.

46
Game Suggestions and Feedback / Re: Mulligan
« on: January 04, 2010, 10:03:03 pm »
It's annoying, but I mean that's why there are marks... you always get at least 1 quantum per turn.  Sucks, but it's better than nothing.

47
Game Suggestions and Feedback / Re: Boneyard + BoneWall
« on: January 04, 2010, 09:59:07 pm »
I'm also onboard with bonewall being a bit OP.  I think it should work more like disappation field (shielding points of damage, not damage sources) and you should be able to sacrifice creatures to it in order to generate more, as well as gaining more walls when creatures die.  Even that is pretty powerful in itself.

48
Game Suggestions and Feedback / Chance to win upgraded cards
« on: January 04, 2010, 09:45:33 pm »
This has probably been covered somewhere here already, and I'm sure 99% of the people that read these forums were early adopters or have been playing for ages and have most or all of their deck upgraded anyway, but starting off in this game takes excruiatingly long.  I have a reasonable successful deck with 7 upgraded cards now, but getting 1500 gold to do so winning 20 gold a game with even rare cards selling for 138 is horrible.  If you are playing against an opponent with upgraded cards and win, you should have a chance to win those upgraded cards.  I've only seen this happen when defeating the gods, and unless your deck is built specifically to defeat the god decks, you often don't have a chance.

So...
Either the upgraded cards should be accessible after a win in top 50 and PVP play, or the gold for beating higher ranked or more difficult opponents should be increased much more expontentially than it currently is.  The more gold players can gain, the more likely it is than there will be a diversity of decks, so the only decks capable of gaining gold quickly (the ones stacked to play the god decks) aren't the majority created and so that players can quickly switch up their decks if they want to.  I hardly see how allowing players to change up and upgrade their cards more often hinders the gameplay.  If nothing else, it should make it more competitive.

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