Recent Posts by Wupstomp

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Jun 19, 2009
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Topic: Open Discussion / Anyone home?

Anyone still around? Been gone for a while, but I’m back trolling the net, and seeing if anyone is still around here.

 
Feb 24, 2009
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Topic: Open Discussion / way off topic

Seems pretty cool from first glance. Advertising done by players, all ordering is done On-line. Means low overhead, means cheaper cards. Its just being released this week, so orders are just going out. I’ll let ya know if its all its hyped up to be when my cards get here in a few days.

If anyone goes and checks it out, I’m Abyssal on the site, gimme a buzz.

You guys get your cards yet Rakashun, or you had to wait like us?

 
Feb 23, 2009
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Topic: Ideas / Game Board

I agree with that for the most part. Only thing your going to have to watch is Mana/Pop. The above setup, greatly reduces the ability to create a ‘rush’ deck…. except for Mana/Pop. Yato is still possible, and the Vampire is still possible. I’m still of the opinion that Yato/Vampire should be fixed by Magic Mushroom either being removed from Starting decks, or limited to perhaps one or two per starting hand. There is no real Pop only rush, they all require mana. So fixing Magic Mushroom and with that resource fix, I think will way more balance the playing field for Rush decks vs non-rush decks.

 
Feb 23, 2009
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Topic: Ideas / Typo on Alexandro

Ah, cool. Yea, personally I’d change it to Attack Bonus vs Human. Sounds more accurate.

 
Feb 22, 2009
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Topic: Ideas / Typo on Alexandro

I’m confused then. It says Attack:2 and it says Attack vs Human: 7.

Does it do the Attack 2, then in addition if target is human it does the Attack vs Human? So it does 2 damage, then it does 7 more damage?

I read to me, like if Target = Human then its going to Attack Vs Human instead of Attack. Is that incorrect?

 
Feb 22, 2009
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Topic: Open Discussion / way off topic

Lol. Its like.. half CCG, half Pyramid Scheme.

 
Feb 21, 2009
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Topic: Ideas / Game Board

  1. All basic resource (forest, iron mines, stone querry) will get the ability too upgrade their storage over time.

I’m still of the opinion that the starting ‘Library’ should be upgraded to a ‘Castle’, or ‘Base’ or something, or just flat out add, the storage capacity for 1 of each of the standard (Wood, Stone, Iron) resources. This might actually help out some rush decks, but I think it makes more sense. I believe you should always (Unless someone actually manages to destroy your starting library.. in which case your probably done anyway) have storage space for one of each of the standard resources.

I much prefer my solution to the ability to upgrade the current Iron Mine, Stone Quarry, Forest. I’m quite satisfied with the way the ‘base’ resource generators work right now, especially considering you can build warehouses, and secondary ‘resource generators’ that store more, or produce faster, etc. I think its too early in the games progress to really mess with those yet. They work well as is, in my opinion and think we should leave them as is, unless something is seriously broken with them, that I’m just not seeing yet.

 
Feb 21, 2009
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Topic: Ideas / Game Board

  • a minimum of 30 cards per deck.
    * only 3 zero-cost cards can be in your starting hand. (would hinder rushes)
    * All basic resource (forest, iron mines, stone querry) will get the ability too upgrade their storage over time.

I don’t like the first two of these rules. Of the two dozen or so decks I’m up to now, I think maybe 3 of them have 20 cards in them, and I honestly think only one of them has 30 cards in it.. and its a deck that sucks right now, cause I’ve yet to figure out how to make the deck with that many cards in it, viable with the current set up. lol.

I’m not opposed to a minimum deck size, but I think 30 is too much. The counter to that is, most ‘rush’ decks, have their starting 7 cards, and the rest of the deck is largely irrelevant, so having a deck minimum size would literally have zero effect on most of the current rush decks.

The 3 limit on zero cost cards… now that is something that will require more thought on my part before I give a solid answer (I’m mostly drunk right now.. but mostly drunk for me, means I’m also mostly coherent.. but anyway..) That would destroy most of the current rush decks.. but that would also destroy almost all the decks I have built right now. All Land is ‘zero’ cost.. so only 3 ‘land’ in a starting hand… that would require a complete change in how all decks were built right now. Not necessarily a bad thing.

 
Feb 21, 2009
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Topic: Ideas / Game Board

“The columns are currently limited by low resolution monitors”

Honestly I never even thought about it from that perspective. The computer I use right now, is probably over the 5 thousand dollar mark, if bought retail. I pay about 1/3rd of retail for computer stuff I get due to my former job, so I honestly forget about those kind of limitations sometimes. I have a top of the line mostly custom computer, with a 24 inch monitor and I use Firefox. I just ‘zoom out’ twice and I can see the whole playing board, so I never thought about actually having to scroll around to see what was going on. I actually meant to talk to you about how all that worked, because I have to ‘zoom out’ twice, to see the whole board, and I wondered if that was something that could be easily fixed… never even thought about people not being able to see the whole board at once.

 
Feb 21, 2009
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Topic: Ideas / Draws

Ah, I wasn’t really watching my population, other than to make sure I was ‘alive’, so I probably had less population than the NPC which is why I lost at the hour mark. Yea, I’m sure its at the bottom of the priority list, just putting it out there as something to do, when/if you actually get that bored. heh.

 
Feb 21, 2009
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Topic: Ideas / Draws

Although apparently the game time limit is 1 hour, after which you lose. lol.

 
Feb 20, 2009
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Topic: Ideas / Game Board

We’ve talked about this a couple of times in chat, but nobody has put it down here in the forums so people can really sink their teeth into it and see if they think its a good idea or not.

I think the Board should be larger. I’m suggesting it be setup as a 6 column x 8 row Grid, or perhaps even a 6 × 10 grid. It would add several dynamics that are lacking right now, in my opinion.

First off, it would slow down the rush decks a bit and give the currently almost useless Boom decks a chance to compete. Boom decks are decks that are slower to build, because they require lots of resources like most victory point decks, resource heavy creature decks, etc.

Second, this would give us 3 extra spaces in our Kingdom. I’m not sure if the limited space was intended to be a factor, but on several of my non-rush decks, I have to either be very careful about what I put down, or I have to discard some stuff towards the end, because I run out of room in my kingdom.

Another dynamic this would facilitate is something I’ve been milling around in my head for a while now, the use of ‘larger cards’. Meaning, actual Wall (or trench) type cards that take up two spaces. As it stands now, you need 5 of your starting 7 cards to be ‘walls’ for it to be effective. With an even number of columns, you could use wall cards that take up two columns, and only need 3 of your starting 7 to make an effective wall. Leaving you room in your starting deck to actually do something with.

Now I know these are changes that aren’t going to be rushed in over night, but this is something I think would add more strategy to the game. This is a game with tons of potential, but to be honest, right now its really all about whose rush deck is faster.

 
Feb 20, 2009
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Topic: Ideas / Draws

Playing devils advocate today, I decided to bait a draw, to see what would happen. Answer.. Nothing.

Game doesn’t seem to have any mechanics to detect a draw. I setup a creature kill deck, and then discarded my creatures at the end to see what would happen. Probably not high on the priority list, but at some point you might want to setup a detection method for the NPCs to figure out a draw situation. Neither deck had any means left to do population damage to the opponent and it just sat there. lol.

 
Feb 19, 2009
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Topic: Ideas / Guess what?

Trebuchet. Same type of typo, with the +5 damage to buildings

 
Feb 19, 2009
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Topic: Ideas / Melon, the Saboteur

Same deal, does he have 18 damage to buildings or +18 (Total of 20) damage to buildings?

 
Feb 19, 2009
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Topic: Ideas / Typo on Alexandro

Alexandro, the Assassin

Unit, inflicts +7 damage on humans, moves fast
He knows exactly where the vital organs are.
Attributes

Attack: 2, Attack Vs Human: 7, Health: 5
Actions

Move (10 sec), Attack (30 sec), Play (15 sec), Attack Population (30 sec)
Tags

Unit, Human, Organic, Male, Weapon Wielder
_

Same deal as before, 2 + 7 isn’t 7, so either the plus or the total human damage is incorrect.

 
Feb 19, 2009
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Topic: Bugs / Two heads are better than one! [fixed]

Copied from drovalt’s profile. Seems his awards are out of order too. He got the Igrim High Speed before the normal Igrim. Not sure if its just an odd order, or if this is part of the same bug.

  1. Resources Tutorial High Speed Award (5 Points)
  2. Head of Teeraal Speed Award (15 Points)
  3. Head of Teeraal High Speed Award (15 Points)
  4. Head of Igrim High Speed Award (15 Points)
  5. Head of Igrim (30 Points)
  6. Head of Igrim Speed Award (15 Points)
 
Feb 19, 2009
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Topic: News / New Opponents

I noticed it was essentially my first mana kill deck. Its cool by me, didn’t someone famous say something about Mimicry being the best form of flattery or something? heh. Thanks for the compliment.

Plus, you make me chuckle every time you ‘say’ my name in the forums, cause you spell it different every time. lol

Also, thats cool that it keeps track of who got the points first, and that might actually be better or worse than my suggestion depending on your point of view. My suggestion would separate older players from newer players by giving older players the opportunity at points that newer players could never get, where as your way allows new people to take number 1 if they beat the old dogs to new challenges. Being an old dog, I prefer my suggestion, but honestly your way is probably more fair to new players. heh.

 
Feb 16, 2009
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Topic: Bugs / Two heads are better than one! [fixed]

If you go to my profile or whatever, that lists my awards. You notice the following order…

  1. Head of Igrim Ultra Speed Award (20 Points)
  2. Head of Theeraal Ultra Speed Award (20 Points)
  3. Head of Igrim High Speed Award (15 Points)

Despite getting the Head of Igrim Ultra Fast Award first, I didn’t get credit for the Head of Igrim High Speed Award until after I beat Theeraal (On the win screen for beating Theeraal, it showed both awards Head of Teeraal Ultra and Head of Igrim High Speed.) Not sure if this is a bug or was just a fluke, but something you might want to look into.

 
Feb 16, 2009
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Topic: Challenges and Invitations / Who dares to challenge me?

I seem to always miss you guys. I’ll have to start check’n this place out earlier in the evening, see if I can find you. What times (and timezones) are you likely to be around?

 
Feb 16, 2009
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Topic: News / New Opponents

Also, it’d be cool if you added an extra 5 point award to each AI guy for everyone who beats him within24 hours of him being released or within 7 days of him being released, or even one for each, so us guys who are here to playtest them don’t get beat in points by some new scrub. heh. :)

 
Feb 16, 2009
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Topic: News / New Opponents

Owned and Owned. Don’t worry no spoilers yet, I’ll let everyone have a chance at them first. :)

Old Wolfboy was easy, the Hard rating on him, made me laugh. :P

Ultra Fast on the Warlock was tough. I’m pretty sure I found the ultimate rush deck, and perhaps the only possible combination to get the Warlock Ultra Fast award. I’m not going to give it away yet, just wanna see if anyone can find a different or faster way to do it. I got him in 166 seconds, btw. Prior to my new rush deck, my fastest time on him was over 200 seconds. He’s tough, kodos on him Darkrune.

I should note I judge difficulty by how hard it is to get the Ultra Fast Award as an ‘experienced’ player, not how hard it is to beat him in general. Perhaps you should rate the Fast/Ultra Fast on separate scales. Because beating the Warlock could be accomplished by any of my dozen or so decks I’ve built, but beating him in 3 minutes is very difficult. Where as the Wolf would kill 2/3rds of my decks, so might be hard for newer players, but any experienced player will destroy him in <3 minutes, once he’s seen the Wolfmaster deck in action.

 
Feb 16, 2009
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Topic: Ideas / Typo on card details (Xila, the Master Assassin)

Unit, attacks very fast, moves very fast, inflicts +7 damage on humans
never trust a beautiful woman
Attributes

Attack Vs Human: 9, Attack: 1, Health: 5
Actions

Move (5 sec), Play (15 sec), Attack Population (15 sec), Attack (15 sec)
Tags

Unit, Organic, Weapon Wielder, Female, Human
_________

Attack 1, +7 vs Humans doesn’t equal Attack vs Humans of 9.

 
Feb 16, 2009
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Topic: Ideas / Card List

Thanks for the changes, much better in my opinion. Another convenience thing, would be to put the selectable page listing at the top of the list as well as the bottom, so if you know what page you want, you don’t have to scroll down the list to go to that page.

 
Feb 9, 2009
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Topic: Ideas / Card List

Heya man. Two suggestions for your card list (That I’ve already mentioned to you, but decided to put in writting)

1. Shorten the number of pages it takes to view all the cards. I’m all about an option to show them all at once in one big list (But I also suggested the 50 lines of chat.. I’m all about having a huge list I can just scroll up and down through rather than clicking through pages) …. But atleast try to make it shorter, its at like 19 pages or something now, maybe stack them two deep (side by side) to cut it in half or something or double the number that show per page. There is tons of ‘wasted’ space on the card list, not sure what is something easy for you to code to cut it down some.

2. Make an option to show all the ‘new’ cards. Like all the cards created in the last 7 days or something. The list is small enough now, that its pretty easy to find the new ones, but thinking long term, this will be something handy to have in the future, and even now will be useful.

 
Jan 22, 2009
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Topic: Ideas / Deck Rules

Disagree with this, lumping a ton of cards into a pile that can’t be used in a starting hand, just because one or two cards are overpowered in a starter hand. Like killing a cockroach with a grenade.. sure you kill the cockroach but you get the cat too… then the wife is pissed, and you don’t get laid for a week, and you go and cheat, then wife leaves you… well.. you get the point.

Much better solution is to limit certain cards. Like Default is limit 4 per deck. If a card is too powerful put a 1-3 limit per deck, or a limit to the number in your starter hand.

I do agree with the Mushroom. Great card, but easy to abuse in a starter hand. Should definably be reviewed for individual limits.