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MistStlkr
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Post subject: Re: What should we work on? Posted: Tue Mar 17, 2009 6:13 pm |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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That would be neat, assuming hat you could see the whole board in replay mode...
In theory that shouldn't be too hard... keep a log of the plays as they are made and save that to a file. When in play-back mode, the program would take that file as the player's moves instead of waiting for input... you wouldn't need to change a whole lot in the end though it may only work with the download client that way unless the games are saved on the TFW servers, which would get big FAST no doubt...
Cool idea, and I hope they implement it down the road.
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doiron
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Post subject: Re: What should we work on? Posted: Tue Mar 17, 2009 7:43 pm |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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"in theory" is a funny thing and usually doesn't go so smoothly in programing tasks I think being able to see each player's hands would be even more enlightening, but may be a bit too much info. it would be fine for the GC since a new set is going to be released shortly so the decklists would change, but still.
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raptorus
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Post subject: Re: What should we work on? Posted: Tue Mar 17, 2009 8:22 pm |
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Joined: Wed Feb 04, 2009 5:28 pm Posts: 150 Location: german
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You can already do 4-player games with teams....
ok i must play again more
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mindstheatre
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Post subject: Re: What should we work on? Posted: Tue Mar 17, 2009 9:32 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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raptorus wrote: ..... make a guild system: lol for what? you can do nothing in this game with a guild, makes it really sence to have mindless a guild? no it doesnt. (if there will be some "quest" for a guild then you can make a guild system) So much raptorus hate. I think a guild system could be super-mega-awesome, per the previous thread. If the devs make it do everything it could do, it's not only going to be a major effort on their part, it will undoubtedly come with its own series of bugs. That was my thinking behind offering it as an option before the end of Beta.
_________________ -Minds
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MistStlkr
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Post subject: Re: What should we work on? Posted: Wed Mar 18, 2009 12:41 am |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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raptorus wrote: You can already do 4-player games with teams....
ok i must play again more I should have prefaced that with the disclaimer that the options are there to set the game up but I've not personally played a 2x2 game, only 4-way free-for-all matches. I distinctly remember the pulldown box to pick a team when starting them though.
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grug
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Post subject: Re: What should we work on? Posted: Wed Mar 18, 2009 2:50 pm |
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Joined: Fri Mar 14, 2008 3:52 pm Posts: 97
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We need to add status like in ICQ.
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doiron
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Post subject: Re: What should we work on? Posted: Fri Mar 20, 2009 3:46 pm |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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Now that I'm thinking about it a bit more, I'd personally like to see the market interface made more user-friendly. Finding something on my buying/selling list is close to maddening due to their length. I see two options for this, one easy, one harder.
Easy: add the rarity/domain filters to the buying/selling list
Harder: rework the right hand side of the market window: when you click on a card on the left hand side, it'll change the right hand side to show what the popup does now and also your open buying and selling orders for that card so that you can easily manage them. it would also get rid of the closing 20-popup problem. I also think it'd be much more intuitive and easy to use.
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Sunyaku
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Post subject: Re: What should we work on? Posted: Fri Mar 20, 2009 10:34 pm |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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Adding to doiron's ideas, it would also be nice if the "Selling" tab grouped like cards together alphabetically. I don't like having to scroll through all the cards I'm selling and count how many of a given card I already have up for sale before posting more of them.
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Altren
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Post subject: Re: What should we work on? Posted: Fri Mar 20, 2009 11:53 pm |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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Sunyaku wrote: it would also be nice if the "Selling" tab grouped like cards together alphabetically. You can sort them by name or by price right now, just click on column caption.
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Theohe
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Post subject: Re: What should we work on? Posted: Sat Mar 21, 2009 3:49 am |
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Joined: Sat Feb 28, 2009 5:23 pm Posts: 22
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was talking in lobby chat about the unpredictability, and sort of mystery surrounding who gets to go first each turn. (Jed did clear it up that the person who takes the least amount of time in the round gets to go first next round.) Jed also said the current system was put in place to encourage fast play. But i think the game timer is enough to encourage that. I've ran out of time and lost a few games myself I know.
Anyway, I think a better approach (easier to predict, and strategize around) would be as follows: The player who passes to end the turn goes second. This gives a chance to the player with less creatures. This also adds strategy play for ending a turn early to get first next round and so on.
The current system I believe favors the person in the lead (more creatures on the board), since it puts pressure on the person at the disadvantage to not think through each and every move to make a comeback. My way would allow for predictable and strategic turn management.
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