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Messages - homoaddictus (98)

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WoE Archive / Re: WoE - Ideas and Feedback
« on: January 05, 2011, 09:59:36 am »
Does WoE already have a beta test date? When is the final map gonna come out? Are some ideas already set in stone(for beta)?

A tentative schedule would clear some confusion among newbies and even among veterans who don't have the time to read all the mass of ideas.

2
WoE Archive / Re: Starter Decks - Now with 60 cards!
« on: December 20, 2010, 03:18:59 am »
The fire deck has no crappy cards and has immolation rush written all over it. Also, I think giving Air players 3 fog shields + 6 SW makes their starting deck more powerful than the others.

Boosting the starting card vault to 60 cards is a fantastic idea, but the drawback is that with 60 mono cards and a limited card pool, starter decks became more unbalanced.

3
WoE Archive / Re: Actions
« on: December 17, 2010, 09:56:51 am »
I need some clarifications. I posted it here because it concerns the Move action and possibly skills.

1. Is our map round?
2. If so, then a move from hex 1 to hex 160 is considered a legal move?
3. If not, then it's possible that players would have to travel 16 rounds for a skill of a different element (people would want crafting skills, 48days without fast travel presuming they don't die along the way)?

I hope the answers are yes/yes/no.

4
T500 will make Elements +100% more awesome. Can't wait for it to be implemented.

5
WoE Archive / Re: XP requirements for leveling up
« on: December 10, 2010, 09:04:02 am »
Current Quest xp rewards don't really give out much xp. Anyway, since skills are now +1 per level then all is well and good :)
Skills have always been +1 per level. I don't know where you got that other number. :)

Also the quest XP you see there is not final. It will very likely be higher than that. It all depends on what kind of quests our writers produce.

How much XP a quest produces will be determined by time it takes to complete, and difficulty, like amount of duels involved. For example we could give +1 XP for each 3 turns you need to complete the quest, and +1 XP for each duel you need to win.

Just an example.
My bad. You're right skills has always been +1 per level. But the original leveling requirements was 100xp per level. Got mixed up in my head lol.

6
WoE Archive / Re: XP requirements for leveling up
« on: December 10, 2010, 06:05:13 am »
Current Quest xp rewards don't really give out much xp. Anyway, since skills are now +1 per level then all is well and good :)

7
WoE Archive / Re: XP requirements for leveling up
« on: December 09, 2010, 09:57:56 am »
We should recalculate this. If I play WoE like a warrior and I defeat a higher level player every single round, it would take me more than a year to reach level 20. And if skills are still 1 per 100xp then I'd only have 4 skills.

8
WoE Archive / Re: Leveling up and skills?
« on: December 06, 2010, 09:58:35 am »
Skills should be categorized to passive skills and activated skills. Passive skills like terrain bonuses are automatic while activated skills should always require a cost (xp) to prevent abuse. Upgraded skills should also cost more to use. Players should only have 1 passive skill and can learn only up to 5 activated skills from a different element. After reaching their limits, if players ever want to change their skills, they can swap up to 3 skills at the cost of 1 player level.

9
WoE Archive / Re: Capturing and controlling hexes
« on: December 06, 2010, 09:05:20 am »
How about making the player sit on the hex and defend it for a round before claiming that hex?

10
WoE Archive / Re: World of Elements - Organizers
« on: December 06, 2010, 08:44:48 am »
Not as epic as I would have hoped for. :) I'm still trying to keep the swf file size as low as I can.

11
WoE Archive / Re: World of Elements - Organizers
« on: December 06, 2010, 02:10:56 am »
I had time to kill during the weekend so i thought i go make a flash store and suggest it for WoE.

Here's the link.
http://samplemap.hostwebs.com/store.html (http://samplemap.hostwebs.com/store.html)

Only store 1's have data in it and the card images enlarge when you hover on the smaller ones. The rotating logo is just for fun. the swf file is roughly 173KB.

12
WoE Archive / Re: Coding: How to make the map?
« on: November 30, 2010, 08:57:26 am »
@Planplan I would love to see those deck generator codes myself. :D


@All The sample was really just barebones and was just to show that Flash can maintain its ease of customization without making the swf file too large. I was planning to make the data come out when you hover instead of clicking on it and of course some animation to go with it. As Planplan pointed out, XML generated from a database would surely be the best option to use for data in the final design. Since it's already decided, I'm scrapping the flash idea and will wait anxiously for the completed svg map. And we all know that with Planplan making it, the final map is sure to be epic :)

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