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Topics - Chapuz

Pages: 1 2 3 4 ... 7
16
General Game Discussion / About Goals
« on: May 27, 2018, 09:06:58 pm »
So, a completely new players enters the game, they will be eventually introduced to the mechanics, they will know the AIs, Colosseum and Arena on the first day or couple of days of playing. What will keep them interested?
The game must offer different 'goals' the players should aim for. This is probably the place to discuss about that.

The most obvious goal on playing the game is getting a full collection. The tools to do that are already made.
Another goal that cg commented and I expanded a bit is on the portraits, or avatars. These are untradeable collectible things that the player show their opponents when starting a PvP match and they will be won by getting achievements, which will be starting from the most basic stuff to beating quests and making particularly hard challenges like winning games with certain conditions. This goal probably includes 'completing quests' in it, as the quests will be one of the sources for portraits.

What else can the game offer to get the players interested in it and prevent them from quitting after a week?

17
Quests / Questline/mid-level tutorial: Time to learn, Soldier!
« on: May 25, 2018, 04:50:23 am »
There are four advanced tutorial questlines on their way, one of which is exactly what you’re talking about.

Current planned advanced tutorial questlines:
Intro to the elements (battles using monos of each element to show off the cardpool)
Keywords (battles showcasing the various keywords and explaining them)
Strategies and archetypes (what you’re asking for with archetypes, plus a bit more in depth with stuff like poison or deckout)
Ai and economy (goes into detail about ai targets, and discusses packs and upgrading and shinies and stuff)

Following cg's idea of forcing the player to play with and against custom-made decks, I think that in the bold text above he was referring to make the new players learn about strategies by playing with them, not only against. So this is a brainstorm of strategies the player can learn to use playing with them, making them play against other strategies that 'coincidentally' get countered.
All this matches are with both the player and the AI 100 HP, 1x mark and 1x deck & draw.
I liked the idea of giving the player a couple of cards of the deck they just used as reward.
Each match is unlocked when winning the previous one.

I only wrote 3 that I liked up to now, but this will be expanded into a bunch of quests in no time.

Spoiler for Starting text:
*Imagine a Graviton Mercenary yelling to a Private*
Listen up, Private! This is the way you will learn how to think, how to fight and how to kill. Only following this training you will be able to ascend to a General. Wanna know the good news? Privates got good rewards for completing their training missions.

Spoiler for Shaman Back Up:
Starting text:
Stay healthy enough to ensure you will survive till the end of this training. Get a whole squad of Shamans to back your health up!

Your deck:
0c5bs055c1065cu065c9075jm018pn

Foe's deck:
0j5760655l05622018pu

Winning text: If the opponent runs out of cards, he loses. He will also hate you for that. Well done, private! Here's your reward.

Reward:
035cu035c9018pn



Spoiler for Stay hungry:
Starting text:
Good training makes you hungry. For victory! And food.
A good way of winning is not letting the opponent's creatures hit you a lot. Eat them before it gets too late!

Your deck:
0c55k045760356f0455r0655l055lf018pq

Foe's deck:
0h5f0025fj025fm055fc045fe018po

Winning text: I hope your belly is full after this training, because there are more missions to come. Here's your reward for this one.

Reward: 50 Gold +
0355r035lf018pq


Spoiler for The Queen and the Hope:
Starting text:
Get an massive defense by setting up.
Play some Firefly Queens, generate Fireflies, play a Hope and win.

Your deck:
065bs035c6045lk015li0c5oc025on065oj018pn

Foe's deck:
06590095rg085t2055rl065sb018pm

Winning text: If you are going to have a shield, you are going to have it good! Well done, Private!

Reward: 50 Gold +
035c6035oj018pn



18
Fixed Bugs / Quest's foe's name (visual bug)
« on: May 24, 2018, 04:05:44 pm »
The name should be placed in the Y possition of the 'type of opponent' of normal AIs (Commoner, Mage, etc) instead of in the Y possition of their names, because 2-line names end up superposing with their hand.


19
Completed Game Suggestions / Quests submenu intro text
« on: May 24, 2018, 03:29:00 pm »
Submachine didn't understant what was going on when he entered the Quests submenu. Discussing a little bit, we reached the conclussion that there's a need for a little text on the upper box of this submenu telling where to click and what we're seeing.
Something like 'Click on the left list to see the quest lines and on the FIGHT button to chellenge them!
The red marked quests are the ones you haven't yet completed'

20
Decks / Turbo DBH
« on: May 24, 2018, 02:01:54 am »
064sg044vl0656a0255t0356i055680255o02622018pj


The Lockets + Inertia get you enough quanta for a constant roll of Black Holes. Start targeting a Fractal when you got it for late-game when you have your Gravity quanta solved.

21
UI/UX Suggestions / Sound effects
« on: May 24, 2018, 01:45:16 am »
Soverign was saying that is a good idea to have a thread where we throw the ideas for the sound effects we think would be good to have. So this is it: brainstorming place.


Menus:
- Selecting a button on the menus
- Adding and removing a card from a deck (Probably the same sound as drawing a card from a deck)
- Buying and selling cards from the Bazaar (probably some coin sound?)
- 'Soft warning', like when adding a card to a deck that you don't own or putting more than 6 copies of a card in a deck.
- 'Hard warning', when the game wants to throw a label in your face saying "ARE YOU SURE?" or "YOU SHOULDN'T BE DOING THIS" like when pressing the Resign button in a match or trying to wipe your account. I see this one probably like EtG's warning sound, grave with a fading effect of almost half a second.
- Winning screen. Happy sound! Probably there can be multiple sound effects later on, like if the bonuses are shown one by one.
- Losing screen: Short, sad but not so sad. I guess?


Matches:
- Drawing a card (player & opponent)
- Playing a creature (let's start with 1 sound for every creature, something generic I guess)
- Playing a permanent (I imagine something like the sound of a wooden box falling on a dust floor)
- Spells: We can start with a generic one and with time expand to different effects (shockwave, lightning, pierce, rage potion, Fire Bolt... they might sound different in everyone's heads). This can be expanded further on.
- Active abilities: Same as spells. Some abilities and spells might have the same sound if they are related, like the abilities of the Nymphs with their respective Alchemy card or Elf & Owl's Eye.
- A creature dying
- A creature being summoned by any means that's not the hand (boneyard, firefly queen, tesserract, etc.)







22
Completed Game Suggestions / Custom AI clarification
« on: May 23, 2018, 06:44:49 pm »
It would be much more clear to know which deck is yours and which the AI's if we had 2 different text boxes, one for your deck and one for the AI.

Under or above each text box there can be an image of the deck shown for clarification.

At the moment is quite unintuitive to play against custom AIs.

23
Bug: SoI Ablaze skill (the one from Fire Spirit) is shown as undefined.
Image:
Spoiler for Hidden:

Quote from: Fippe in Discord
the ability has undefined cost, becuase the table wants 'ablaze', but the skill is called 'ablaze 1'
so it cannot find the skill cost
so it's undefined

Cheers!

24
Completed Game Suggestions / Little MOTD update?
« on: May 23, 2018, 01:55:16 pm »
What about adding to the MOTD the basic commands? At least the /who can be useful for the new commers

25
New Feature Requests / New feature: Avatars
« on: May 12, 2018, 12:45:30 am »
It has been slightly mentioned in other threads, but I'm dropping the whole idea here.

The programming effort needed for this feature is quite low, while the impact on newcomers can be considerably high.
Avatars are visual stuff, but they are a component that will make the players want to keep playing to unlock.
The Avatar is an image that represents the player. When a player plays a PvP, it should see the name of the other player AND his avatar. Besides, you can see other players' unlocked Avatars watching their Libraries. The available images are so far the cards' art.
Avatars are stuff the players 'collect' by gaining 'achievements' (gold, amount of won matches against a certain level, win a tournament or forum event, arena stuff, quests, colosseum streak, levels, whatever).

How to choose your avatar:
Somewhere in the menu there should be a 'Choose your Avatar' button that leads to a submenu.
This submenu has:
- A text box (explained below)
- An 'Exit' button
- The unlocked Avatars
- The locked avatars
- A 'Chosen Avatar' place that shows your current avatar.

This submenu shows the avatars the player unlocked PLUS the ones locked. When the player mouseovers the avatars, its name and the description of how to obtain it is shown in the text box. When clicking on an unlocked Avatar, the 'Chosen Avatar' becomes that one.

'Common' avatars will be easy to obtain and will keep the players unlocking them at a fast peace when they start playing, while rare Avatars should be harder to unlock, like rare cards, Shards and Nymphs.
An unlocking system for some avatars can be designed pretty quickly if there's support for this idea.


The avatars mechanic will need the game to record some things:
1- End-game state for single-match rewards, like the current bonuses do
2- End-game state for multiple-match rewards, like "Win against 10 Mages with X condition"
3- Mid-game events for single match rewards, like "Win a game using Lycanthrope's ability 6 times in one match"
4- Mid-game events for multiple-match rewards, like "Inflict 200 poison counters on your foes"

Some Avatars unlocks:
- Edit a deck
- Win games with certain conditions (this can also be an implicit introduction to bonuses)
- Win X matches against Commoners
- Win X matches in a row against Commoners
- idem before but with other AIs
- Upgrade X cards
- Win a Community Tournament
- Win Quests
- Make an Arena deck that reaches Rank X
- Win X Colosseums in a row (Different Avatars for different Colo levels)
- Particular or harder challenges for particular Avatars, like a Shiny Skeleton for winning a match against a Champion after summoning 100 Skeletons.

26
Decks / Masso-Byttal
« on: May 12, 2018, 12:24:47 am »
065vc0d61o056220662a018pt


It's a budget deck for starters and beats mages quite flowly. Just posting the idea

27
New Card Suggestions / Biotoxin
« on: May 09, 2018, 07:10:57 pm »
http://elementscommunity.org/forum/level-3-anvil/biotoxin-biotoxin/

   

Instead of "Max 1 per creature per turn", it can be "Target a non-poisoned creature you own. It and foe get poisoned equal to the creature's cost"

Basic effect: Poison at the cost of your creature.
If the creature has more cost than HP (most dragons) it just replaces your creature's attack for sticky damage.
If the creature has more HP than cost it may gain tummy advantages (flying Titan, Voodoo + Adrenaline, Tesserract + expensive stuff...)

Alternative 2: "Sacrifice a creature. Foe gets poisoned equal to the creature's cost." This gets dangerous with Phoenixes only, I guess.




28
New Card Suggestions / Seductress
« on: May 09, 2018, 06:42:24 pm »
http://elementscommunity.org/forum/level-3-anvil/seductress-seductress/

   

I would rephrase it.
Play this card on foe's board.
Each turn a creature you control attacks yourself.

29
New Card Suggestions / Fishing Rod
« on: May 09, 2018, 06:38:16 pm »
http://elementscommunity.org/forum/level-3-anvil/fishing-rod-master-rod/

   

Comparing with Tesserract, probably the ability can cost  :time :time

30
New Card Suggestions / Fertility Sign
« on: May 09, 2018, 05:41:02 pm »
   

I saw this card in the Armory. I think it can make funny iteractions with off-element 1-cost creatures.
The effect is stackable and the creatures' cost can go below 0 until proven OP (Ball of Lightning?)
My only concern is  :life rush, in which if it becomes too strong it may be restricted to non- :life elements.

http://elementscommunity.org/forum/level-3-anvil/fertility-symbol-fertility-symbol/

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