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 Post subject: Re: THE WILDS
 Post Posted: Wed Aug 12, 2009 2:12 pm 
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Joined: Thu Jul 16, 2009 2:21 am
Posts: 17
If you decide to go ahead and 'invest' that 2 power for more turns, how many more turns do you get?


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 Post subject: Re: THE WILDS
 Post Posted: Wed Aug 12, 2009 3:01 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
90 more rounds. but it actually costs power right now but this thing doesn't give a prize yet. That prize column is just to show what the prizes will be like.


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 Post subject: Re: THE WILDS
 Post Posted: Thu Aug 13, 2009 9:09 pm 
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Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Can you make it possible to add a whole deck at a time when you add cards, so i dont have to add them one at a time each time the game is reset? That would make me glad:)


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 Post subject: Re: THE WILDS
 Post Posted: Sat Aug 15, 2009 4:42 am 
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Joined: Wed Feb 04, 2009 9:47 pm
Posts: 86
Does a corpse stay in the ground for ever?

I think that makes DL too powerful. Corpses should have life span so that they just stay in play for a while, maybe a couple of hours or 1 day.


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 Post subject: Re: THE WILDS
 Post Posted: Sat Aug 15, 2009 5:56 am 
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Joined: Thu May 28, 2009 12:08 am
Posts: 173
nayen wrote:
Does a corpse stay in the ground for ever?

I think that makes DL too powerful. Corpses should have life span so that they just stay in play for a while, maybe a couple of hours or 1 day.



Death Mark in particular always seems to give me like a 30/30 creature. Also, foul termite swarm is ridiculous. I currently have a large area of the map just covered in it. Not sure how someone can pry me out unless they have some buildings that can shoot mine or a restore nature's balance


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 Post subject: Re: THE WILDS
 Post Posted: Sat Aug 15, 2009 1:34 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
Expanded: http://thefarwilds.com/wiki/index.php/Mog


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 Post subject: Re: THE WILDS
 Post Posted: Sat Aug 15, 2009 2:23 pm 
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Joined: Mon Mar 02, 2009 11:00 am
Posts: 150
I tried playing this earlier but since I started this round way after other people there was alreadly lots of stuff on the board. As such the lag was very bad and it got stuck very frequently. Also my playing is not limited by the number of rounds but more the amount of time I have to make actions. I could do more with 60 rounds in 30 minutes than with 90 rounds in 20 minutes. Since my internet connection is slow right now this puts me at a pretty big disadvantage. Also losing cards from your collection sucks quite a bit you'll definitely need to warn people. And if the added value is determined by market price, it can easily be manipulated, e.g. buying out all the spying sparks and adding them to your deck prior to the end.

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 Post subject: Re: THE WILDS
 Post Posted: Fri Aug 28, 2009 11:33 am 
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Joined: Fri Aug 14, 2009 9:41 pm
Posts: 5
Why is it on one day i played my 90 turns and used like 10 buidlings. I came back on and everything was destroyed and m avatar someowhere else. Not an issue, probably died while not there. So i staretd over. I kept recycling my cards for about 45 turns and didnt draw one building. Matter of fact i just kept drawing about the same 10 cards. How do I get a fresh deck or more buildings?


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 Post subject: Re: THE WILDS
 Post Posted: Thu Sep 03, 2009 8:08 am 
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Joined: Thu Jun 11, 2009 5:38 am
Posts: 315
Ok, I see a lot of problems with the wilds. Enchantments are persistant. In 90 turns you could entirely surround a well with the nothing then drop a guilded organ in the middle of them. Im not sure if the organ still protects the nothings if the enemy avatar cant see them though. Hell you could even add tailwinds.. and spread the damn the nothings across the entire map.

This brings up another issue. Making cards cost too much to be worth playing in normal play. Restore natures and silver stagg for instance.. This is just going to way unbalance the economy. Im sure you can just write it off as a choice but I think it kinda forces you to one game or the other. Id also like to say im not against the game having a gold sink, although I would like to see commons stay cheap for new players however my buisiness savy says this is a great way to get a small increase in profits. If commons double in cost and a commons is in almost every deck your bound to see part of that in gold sales. Although I cant forsee a substancial increase in uncommons or rares because I dont know how people could wisely add these cards and expect to get gold back. And no, no one is going to add too many of their own cards just for fun. Thats not realistic.

Now heres another thing. If adding phantoms ruins your prize pool, why would you use phantoms or normal cards at all together and how lucky do you ahve to be to build a surviving defense merely with phantoms or how rich with normal cards. If you add a 40 gold card and your lucky enough to be in first place youd probably only get about 10 gold back from that 40 gold card. Adding one common phantom would drop the hypothetical 10 gold to 6 gold prize. Thats a 40% loss for adding one phantom in that scenario which is ridiculous. Most players cant afford to keep playing without phantoms.


Id like to see the cards limited to about 20 per domain. 100 cards give plenty variation of gameplay as well as puts the game easier to balance. Also, we cant realistically expect that what works (as in what cards) for one game will work for a different game. So this needs control.

A more general statement is Id like to see it not be such a money pit. I have a couple ideas but I dont know how you could accomplish this at this phase of the beta so I guess Id like to see more that the game become balanced.

Edit: Ok, so limiting the game to 20 cards per domain would make those cards outrageously expensive. I change my mind. You know, I dont like the wilds as is and Im beginning to think its just better off seperate.


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 Post subject: Re: THE WILDS
 Post Posted: Tue Sep 15, 2009 5:11 pm 
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Joined: Thu Sep 03, 2009 2:36 pm
Posts: 118
Quote:
I think 20 seconds is a bit short for the turns as well,

Quote:
I tried playing this earlier but since I started this round way after other people there was alreadly lots of stuff on the board. As such the lag was very bad and it got stuck very frequently. Also my playing is not limited by the number of rounds but more the amount of time I have to make actions. I could do more with 60 rounds in 30 minutes than with 90 rounds in 20 minutes. Since my internet connection is slow right now this puts me at a pretty big disadvantage.


How about, we go and give an option, how many seconds we want before a turn ends, max at 40, min at 20? Would it screw up the persistant round with variable turn times?
Or how bout incresing the time to 30 secs?

Quote:
Edit: Ok, so limiting the game to 20 cards per domain would make those cards outrageously expensive. I change my mind. You know, I dont like the wilds as is and Im beginning to think its just better off seperate.

New custom cards JUST for wilds!!!
We add a new "wilds" tab, next to "army" tab.
You start with xxx phantom cards, which you can LOSE as per written above. They can be the same or similar to current cards, but only for wilds.
If we make exactly same cards(probably will at the start for some of em) then there shall be an option to convert said card from wild to army, or vice versa. Once per 3 days, to avoid abuse.


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