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There should be an overall timer for the game... let's say 3mins... after that the players would only hv 10secs per play or something... cos some ppl when they r losing start taking all the time they can to try to make the other one quit
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Before this game launches, you really need to address the lag issues.
As bad as it is now, it'll only get worse with an open population.
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Before this game launches, you really need to address the lag issues.
As bad as it is now, it'll only get worse with an open population.
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Before this game launches, you really need to address the lag issues.
As bad as it is now, it'll only get worse with an open population.
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i was just training because i am still learning the ropes of this game and the game just pauses and it it says" waiting for openent" for like 2 mins...
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I think the starters should be 3 characters and 3 items, in order to give a brand new player a chance at winning right away. Getting 6 and earning 40 (or more based on expansions) is still a long way to go.
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Oh Great Makers!
Please, give us an Andromeda to counter the tidal wave of Helenes,
help us in some way to get rid of the game-stalling tank! :)
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The results of the last card unlock challenge are unbearable....
I've just slain today's umphteenth Helene. And it takes soo long.
It's even worse than it was with the Higashi unlock.
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re: "what happens if you overrun the timer?"
If you don't choose to do something, you simply stay at the range you are and rest for that round. There is no penatly, nor should there be (it's ok to think, and while unreasonable, it's even ok to drag on the game if that's your "outside the game" strategy; Kong can't reasonably enforce this, so I don't advise they try... Sirlin would flip, heh). But perhaps an AFK timer feature will be helpful.
- Bruce
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Wait, it must just be a bug. Look at this: http://img134.imageshack.us/img134/5230/picture133bg7.png
The timer has run out, but it's still waiting for the opponent. After about 5 seconds of this, the opponent suddenly makes his/her move. Since the chat servers are down, I can't ask the opponent, but I assume it's happening to him/her too.
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avryco: I know... and even worse, then Kongai quit responding (web browser problem, not game problem) and he probably assumed I was just letting him win... -_-
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cjdurkin, that's just something to plan when you set up your deck. It's not like you know what your opponent's going to have until the game loads up. Chances are, one of your three is best against random opponents at close range.
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Gem of Souls doesn't appear to absorb Tefari's IA for me. I have it on Cornelius Constantine, if that's relevant. Is this an issue for anyone else?
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@cj - if you time out, your character rests. If you time out on selecting a replacement for a dead character, the next one in your hand is put into play. And so on. You don't auto forfeit or anything, which is what's pissing so many people off.
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i know decks start with the character closest to the left, but you should be able to decide before the game starts which char to start first.
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I have idea :
When you are keeping your mouse over certain attack (not using it) note appears above enemy telling does it attack this character or all characters on enemy's deck etc...
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If two Ambrosia Thorn, Blood worshipers use their vampiric kiss against eachother, at a point where they kill eachother with it, both of them fade out, then regain HP, and stay on the field. Then, your HP drops to 0, and you have to switch out, but the opponent's (invisible/dead) ambrosia stays on the field!
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The Sacred Candle item card procs on pretty much everything thats "an effect" - stuns paralize stat lowering - the lot. I dont see that as being right, either the card description or (imo better) the card effect should be changed, as right now its somewhat unfair.
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a small problem occurs when juju uses his touch of doom. when a enemy switches out the atomatic kill in 4 turns is negated. so it is a useless attack
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addition to my comments, you could have moved in and use 50 energy. then it is up to him to decide wether to attack you or to intercept. It would have helped move the game if both players acutally had some brains
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I dont play tank cards if i can help it. right now, my fav card to start with is MLM. he's sorta tank in his own way. i've also seen a lot of rumiko starters as well as Constantine and even Zina and especially Higashi. There's quite a few ways to start a battle and if you know you're opponent is going to be starting w/ a tank, start someone who can take advantage of that and GL.
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@brownbat: why will u get intercepted if u swap? its just a mind game right? and even if u moved in u could have attacked? or swaped out to out play ure opponent? i dont see where ure arguement is coming from
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because the game automatically starts out in the close range, it forces generally either onimaru or helene to be played first.
These "Tank" cards are basically forced into a deck to take an initial hit which is quickly becoming just helene in order to place the +2 speed boost on her. It seems that huge hp, huge dmg guys would be slower, yet both tanks have 8speed moves
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Umm sorry for the double comment but I'd like to clear up my first post. What I mean from the tips being separate from the tutorial is that the tips could be changed into advanced techniques. Or tips for certain instances.
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What'd be nice would be an in-game tutorial. Not only tips. Like, when it's your first time playing, the game guides you on the basics. I really don't enjoy reading the guides that much and if you could implement something like that, that'd be cool. (ex: Warcraft's in-game tutorials are good for newbies while they can look at the tips later on)
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has anyone else had problems with jade Figurine? i just got killed by Le Morte's Life steal while it was equipped and he was healed instead of hurt.
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I would like to echo brownbat's suggestion. A simple solution might be to add a rule where if two characters pass on changing distance and user either intercept, rest or a non-damaging move for a certain number of consecutive turns (3? 4?), the distance is set to close before the next turn.
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This seems to be a well thought out game, but there is little room for customization in deck building. Outside of which character's to use there is little strategy, it appears, outside of battle. The deck size is small and there are no non-character/equipment cards e.g. spells, enchantments etc. For a card based game this seems like a negative. On a personal note, I wish I had picked different starters (or there was a way to pick new ones). Overall, fun game (albeit a bit slow) with nice characters and a good variety of attacks, (which actually makes me think more animation on attacks would be cool). And finally, I love the idea of a game based in a game hosting site, I honestly don't even visit other sites like this anymore. Nice job all.
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*situations where any player who breaks the cycle is punished, you know what I mean.
(Editable comments might be a good long term goal too, for folks like me who are too dumm to proofread what we rite.)
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Got in an odd "Ko" situation. We had two swordstresses at distance. It wasn't in anyone's interest to spend the energy to move in, and neither of us could leave without getting intercepted.
This is probably a little late in the design phase to solve this problem, but you should try to avoid cul-de-sacs like that in the future, situations where if a player who breaks the cycle to move the game forward is punished.
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It does eventually try to time them out, but then they make a single move and the counter resets completely. I think the limit should be on the number of times one can time out during a game, not just in a row. Also, a 30 second move timer would be more than enough.
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this is something i find extremly annoying.people just wait for ages without doing anything and then u get bored and leave so they win :(.
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ok when you enter a deck name and it says deck name taken you have to enter a new deck name. when you enter a new deck name and you go back to your deck list both deck names apear. hope that helps
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fallenibis: i find "open palm" very 'hit or miss' thus I like it as a power. One of my biggest complaints so far about gameplay is that most games are decided about half way thro and there is no way to change that. I have chalked that up to my inexperience but "open palm" is one of the few powers that can change the tide of a losing fight. Thus I like it. Might need to play more to agree with you. :)