Recent Posts by deadwolf
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Jan 10, 2010
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Topic: News / New Cards & Rule Changes I like the recent card additions, but I want to encourage you guys to do more of the basic resource cards — I think just getting the basic infrastructural layout of the game operational will help to make it more playable (and make all the creatures and items make more sense). |
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Jan 10, 2010
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Topic: Open Discussion / brainstorming Hi guys: I think it might be kind of interesting — and also unique among online “card” games — to have cards gain experience by being played and living through a battle. So, at the end of any game, if you will all the cards you own on the field get 2 experience. If you lose, all your cards get 1 experience point. You can manage your cards and “spend” the experience to raise the level of a card. When you raise a level, you could increase the power, armor or health, reduce the cost, maybe add abilities (from a tech tree). That way, in a game where all the cards are available, there’s incentive to use the same cards and “invest” in a deck. And it would lead to differentiation between the same kinds of deck. With the new power rating system, you could still preserve decks without too many experienced cards by putting a cap on deck value… What do you all think? |
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Dec 11, 2009
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Topic: Ideas / Resource Limits Hi guys: Back to where this all started: I think it might make sense to make the beginning cap for Gold 2 or 3 — any respectable kingdom got to where it is through having gold… And, in terms of the game itself, it offsets the fact that it’s by far the most difficult resource to produce. And, to echo and alter some of the talk around the early storage capacity increases, it might make sense to have different starting Castles — some might have beginning storage capacities that differ from others. So a basic one could have 1 of each resource, a Woodland Enclave might have 0 stone, 0 metal, 2 wood, 1 gold, an Imperial Outpost might have 0 stone, 2 metal, 1 wood, 0 gold, etc. It might lend itself to more duo-decks to have this kind of foundation… |
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Dec 11, 2009
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Topic: Ideas / ideas for 1 storage units How about a 1 stone Gargoyle? It could be a 2 attack, 1 armor, 1 health with flying — maybe the one stone card with that ability. 1 stone + 1 wood might provide the basis for Catapult. Like the Elven Archer (or whatever it’s called) but with a more limited range and higher damage. 1 stone + 1 iron seems a little weird… Maybe Bronze Bull (like the Greek KHALKOTAUROI) — fire breathing bulls that Jason fought? |
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Dec 11, 2009
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Topic: News / Three new cards & a sort option Hi Everybody: Well, let me clarify what I was thinking about: The “increase one resource at the cost of another resource” cards can be quite different from one another — one might be an event, one might be a resource providing card, one might be a creature — it’s up to the logic of each of the resources. So it might make sense that Stone has a Strip Mine: it provides 1 stone per 24 seconds (or whatever), increases stone storage by 1, and reduces wood storage by 1. Gold might have an Imperial Currency event — increase gold storage by 1, reduce metal storage by 1. There’s options… And the 1 resource creatures shouldn’t be game breakers — they should be filler, but filler that helps flesh out the game in interesting ways. There might be a mono-tendency, but that can really only be unsettled by having duo- or trio-decks (or whatever) that are worth the potential setback of needing more than 1 sort of resource-providing card. So that too is a burden of card creation. I think — to that end — it might be nice if some of the resource providing cards were dual-providers (produce Wood or Stone, Metal or Stone, etc.); and it might also help to have some of the resource providing cards have the ability to “discard to draw a card” — that way if you have a bunch of Mines in play, you can discard the ones you draw in hopes of a Forest of some sort… It might be interesting to have cards that affect resources globally, e.g. Recession: No player may store more than 4 gold. Or Tectonic Shifts: No player may produce Stone for 3 minutes… (There could be Forest Fire that does the same to Wood, and Mineral Impurities that does the same to Iron.) That way people could shut down mono decks pretty quickly. Excelsior. |
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Dec 8, 2009
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Topic: News / Three new cards & a sort option Hey guys: The game looks a lot better now — and it’s flowing a lot more smoothly. I really think you’re onto something now… And: I mentioned it a while ago, and want to remind you of some card ideas: It would be particularly useful to have some cards that increase your storage capacity of one resource at the cost of another (e.g. increase wood storage by 1, decrease stone storage by 1). It would really help to get some bigger creatures out more quickly, and for mono- or duo- resource decks it would be really helpful. No one could have too many of any of them, but a couple in each deck could be great. And: It would also be great to have some “basic” cards for each resource — creatures and effect cards that cost 1 resource. They don’t need to be great, but I often think that these foundational cards become the basis for later developments. So an Iron creature that has 2 armor and 1 life; a Magic creature that you draw a card after casting; a Stone card that replaces the resource it uses; a Wood card that moves & attacks quickly; a Gold card that does something… Thanks! |
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Nov 14, 2009
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Topic: News / Fantasy Cards gets more interesting! The updates are great — and game play is getting better. But: there seems to be some kind of glitch. Whenever I try and play with my own deck, I’m forced to use someone else’s deck… Maybe the tutorial deck? |
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Oct 25, 2009
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Topic: News / Hello Anton & Decksize Minimum So, on the subject of minimum deck size: 1) Could you adjust the AI decks so that they all abide by this rule? 2) Can you make another iron producing resource, maybe on the order of Large Quarry? Right now, it’s hard to run an iron-heavy deck without something else that produces iron. Thanks! |
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Oct 2, 2009
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Topic: News / More Decks available Would it be possible to get these — and other decks — set up to be played by the AI? It would be great, in lieu of having a lot of other players around, to have more AI variety… |
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Sep 30, 2009
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Faster is better… But I still think it can be even faster… I think the main castle functions could be a little quicker — since resources are being produced more quickly, being able to draw faster would make things flow better… |
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Sep 9, 2009
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Topic: Ideas / Can You Speed it Up? So far, the best I can get is 399-405 seconds… |
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Sep 9, 2009
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Topic: Ideas / Can You Speed it Up? So far as I have seen, the only creatures with 5 second abilities are the traders who exchange wood or stone for gold. They’re dependent upon other, much slower cards to have that ability count for anything. So, even though their ability is fast, it actually takes much longer for them to be able to do anything when you take the other cards they need to have in play into consideration. More importantly though, it’s all relative. A half-second activation is to 6 seconds what 5 seconds is to a minute. And — personally — 6 seconds can be a long time to stare at the computer screen waiting for something to activate, let alone a minute… So, this all makes me curious: How fast can you win a game? What’s the fastest deck you can possibly build? |
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Sep 9, 2009
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Topic: Ideas / Can You Speed it Up? I think it’s all slow — even when I have a bunch of creatures on the field. A game should take no more than 5 minutes — unless it’s particularly heated — and right now, most of my games are 10-12 minutes, and sometimes 20-25 minutes. That’s just not something that I want to come back and do on a regular basis — not when there are games like Elements, which take 3-5 minutes. Or even Battlegrounds, which takes about 10 minutes… So I say speed everything up by a factor of 10, and see how it goes. You could always have the tutorial go slower, but I think it has to be faster to become popular. |
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Sep 7, 2009
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Topic: Ideas / Card Suggestions I’d love to see some resource management & production cards, things like: Lumbermill [Stone and Iron could have the same kind of card] Felling Trees [Again, Stone and Iron could have the same kind of card.] Caravan More cards to get things going would really help to speed up the game, and might help develop resource-specific strategies. |
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Sep 7, 2009
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Topic: Ideas / Can You Speed it Up? So I started playing the game yesterday, and I like it — but it’s soooo slow. Could you just divide the time to produce card effects by 10 seconds (so that 1 minute becomes 6 seconds, 10 seconds becomes 1 second)? If that makes game play too fast to keep track of, maybe dividing by 5 seconds would be sufficient to speed things up? |
