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 Post subject: Re: GUILD WAR!
 Post Posted: Sun Dec 06, 2009 5:24 am 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
Ill be rooting for grug of course but wanted to wish Platypus the best of luck. =)

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 Post subject: Re: GUILD WAR!
 Post Posted: Sun Dec 06, 2009 6:01 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
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Well, grug has done some crazy stuff in the Wilds, and I can't figure out how to bypass them..

His feeders are huge, have lots of speed, and cover the flux wells. It's more or less impossible to enter the Wilds without dying.

My avatar has to stay alive long enough to build up enough flux to cast something.... It doesn't.

Well done grug.

Any platypi have any ideas?

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: GUILD WAR!
 Post Posted: Mon Dec 07, 2009 3:33 am 
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Joined: Sat Oct 24, 2009 12:11 pm
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Now that the wilds are here.....though im not playing i just wanted to say it looks rather fun and impressive. I think its a rather nice addition to the game. Well done for the developers.

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 Post subject: Re: GUILD WAR!
 Post Posted: Mon Dec 07, 2009 3:34 pm 
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Keyser you will respawn at a random base of yours if there is one. so if you happen to spawn at a place where you don't immediately get killed just drop a base building there. then you will always respawn at that safe place.


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 Post subject: Re: GUILD WAR!
 Post Posted: Mon Dec 07, 2009 4:32 pm 
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The Dark Platypus
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Jed,
Dropping a base building requires 7 flux... which means 4 turns of not being attacked....

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: GUILD WAR!
 Post Posted: Mon Dec 07, 2009 6:32 pm 
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Joined: Sat Jul 04, 2009 7:27 pm
Posts: 58
I have some torubles with thew Guild War. (account: nedudgi)

1. you can add 25 or more cards to the game. First day I added 25 cards and run out of them before the 90 rounds of the game for that day passed. So, I added 25 basic buildings just to drop on the flux wells.
2. Second day I added 25 more cards, couning that they will be added to my collection of buiuldings, so I will have a nice base of cards about, 40-45 of them. Logged in very happy,

BUT

I got only 4-5 cards from my second day army, and all buildings from the first day basic building pack!!!! My other (about 20) cards were stolen by the system!!!! I used all my cards but 1. I left 3 turns of the game to roll over too.

3. Today I tried to log in, to see if I got my yesterday's stolen cards. Unfortunately, there is only that one alone card in my hand that was left yesterday. .......AND......... I had only that 3 turns to play!!!! I run out of rounds without playing them. In the Time until new rounds is written 23:33:40

Where are my cards? (there were some good cards too: Bilgrin's first prototype, Galom's prospectors, etc. Phantoms, but still my cards.) where are my rounds?

I don't understand how does it work.... :(


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 Post subject: Re: GUILD WAR!
 Post Posted: Tue Dec 08, 2009 6:14 pm 
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Joined: Wed Sep 09, 2009 8:55 am
Posts: 138
Phantoms are not free. You can add them for free, but they cost you out of any potential winnings. You're probably better off buying them unless they're very expensive on the market.

Several cards are brokenly powerful in this format. Carrior Feeders for one, but that's just a start.

I haven't been able to get my map to move. Left late late last night with a map filled with buildings, Mogi, two 15 attack, 30 health, 12 speed creatures, a 3 attack Lowland Troll, and a 80+ damage Elemental Lord, all protected from spells by swarms of Dew Mogi. Not sure how they did it, but about 3 hours later it was all gone already and being replaced by swarms of Earthworks...nice work Grug. I noticed some of his critters had literally thousands of negative vision counters from the Mud Mogi.


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 Post subject: Re: GUILD WAR!
 Post Posted: Tue Dec 08, 2009 7:52 pm 
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Joined: Sat Jul 04, 2009 7:27 pm
Posts: 58
I found some bugs.
1. Rebellious Serfs can not be played.
2. Mana Lion does not get speed even if you play a building.
3. Skull catapult shoots creatures !!!!!!!! (killed 3-4 of my creatures until I found out what is destroying them while no one is on line and in sight...)

4. Recycling does really moves a card to the bottom of your deck? It would be a good idea. I added a Pine Ent and a Barkskin Dragon yesterday but they did never show up, while my recycled cards were coming one by one... Something is wrong with sending to the bottom of your deck or with adding phantoms to guild war.


I don't play for prize now, just for fun, for learning and for my guild. So, I will add only phantoms. When there will be all bugs fixed, I may add my owned cards too.
BTW: there could be a counter, how much gold is deducted from your balance due to phantoms. That should be visible only for you.


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 Post subject: Re: GUILD WAR!
 Post Posted: Wed Dec 09, 2009 5:13 am 
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Joined: Mon Jul 27, 2009 6:30 pm
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Location: Atmosphere of Magisteria
My 2 centavos:

This format is not gonna work for most players. Maybe that is the point? I have a decent collection, but I cannot afford to waste cards in a challenge that grug has 100% dominated before I could even do anything. It was 1.5 days in before I even knew it had started! :( Even if I had known, I don't have a MASSIVE collection to sacrifice in the name of victory.

This persistent mechanic is annoying at best, and a joy killer. At least in a head-to-head battle I have a chance of tricking my opponent or making better moves. Building up a big empire and then having someone destroy it while I sleep is blah... And returning the favor is almost equally unappealing.

How about a true guild war? :evil: :ugeek: :evil: Each guild chooses 7 players. Then players 1, 2, and 3 from each team have a round robin tournament during a predetermined period of time. Each victory is worth 1 point, so 9 points up for grabs. Players 4 and 5, and 6 and 7 then have a round robin tournament in 2v2 style, but you battle each opponent twice. Each victory is worth 1 point, so 8 points up for grabs here. That equals 17 points total. The winning guild earns 9 points or more. Easy, cheesy, and sleezy all in one!!! :o

My idea is more inclusive, does not require a GARGANTUAN collection, avoids tons of bizarre/broken scenarios, and is a greater test of a guild's strength. Also, guilds can actually spend time training for these matches. (Which gives us something to do as a real guild). And because the winner is determined by 17 different battles, there is a greater chance of comebacks and such. Grug had the current "guild war" won before it got going. Sure, maybe someone has a chance at beating him IF they want to risk 100s of cards... but me no likey the whole mechanic. :(

Congrats grug!

Pawned,

DarkJello 8-)

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 Post subject: Re: GUILD WAR!
 Post Posted: Wed Dec 09, 2009 8:32 am 
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Joined: Fri Mar 14, 2008 3:52 pm
Posts: 97
PredatORC wrote:
I don't play for prize now, just for fun, for learning and for my guild. So, I will add only phantoms. When there will be all bugs fixed, I may add my owned cards too.
BTW: there could be a counter, how much gold is deducted from your balance due to phantoms. That should be visible only for you.


So you just trying to destroy our money. Because my guild is not using phantoms, and you will earn nothing. So jed, if you read this, I think it should be fixed, as I told before.


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