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Hello Everyone,
This list will serve as a place to share your requests and suggestions for quality of life improvements in Stormbound!
I'll try to keep the list below updated on a semi-regular basis.
**If you have feedback on specific cards, balancing, or a card idea please post here: [Cards & Balancing Suggestions](http://www.kongregate.com/forums/955765-technical-issues-feedback/topics/912823-official-cards-balancing-suggestions).**
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**Campaign (PvE)**
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* New campaigns
* Story mode for Campaign
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**Battles (PvP)**
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* Battle levels after Rank 1 (Prestige rankings) / Leaderboard
* Award more gold in higher ranks
* Make Single Card swaps happen during opponent turn OR player's own turn
* Make the timer a different color when it is the enemy's turn
* Limit the total number of turns any game can go to; prevent excessively long matches
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**Game Modes**
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* Unranked mode (queue up and play against random players, but with smaller rewards and no ranking)
* Limited pool or "draft" mode, where players build a deck out of specific cards available
* Weekend events
* Social feature that allows players to "join" a faction and compete in some way like faction leaderboards
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**Decks / Collection**
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* Additional sort or filter options in collection: rarity, level, copies, type.
* Ability to move decks around in the deck selection screen. For example: drag and drop a newly created deck to the beginning of the list.
* Additional Deck slots
* Deck stats such as mana curve, wins, etc
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**Friends**
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* Ability to watch a friend's match
* Add opponent as friend after completing a battle
* Clans, groups, social options
* In-game, player to player messaging
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**Quests**
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* Weekly Quest rewards for completing all of your dailies in the week
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**UI & Settings**
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* A place to view news in-game news, including card balance notes
* Game records / replays / player stats
* Additional theme/artwork for home screen
* Decorative home-screen themes (Wolfcloaks would be the default) - Discussing internally, no defined plan yet.
* Landscape view for tablet devices
* Options to select team color (as opposed to just red & blue)
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**COMPLETE**
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* More special offers in the shop - Added Fusion Stones and will special offers/bundles may be offered in the future.
* Start a new season at a rank higher than 30, based on best performance in the previous season - As of Dec 2017, players earn Bonus Stars when ranking up which transfer over into the next season. The bonus stars make ranking up faster.
* Add friends or other social features - Completed Dec 2017
* Challenge specific players - Completed Dec 2017
* Emotes and/or banter - Completed Dec 2017
* Recycle or Convert excess cards (maximum level) into Fusion Stones - Completed Dec 2017
* Restrict duplicate card pulls from books until all cards have been collected - Completed Dec 2017
* When ranking up using Bonus Stars, include gold player would have won if they didn't have bonus stars making them rank up faster. - Completed January 2018
* Additional campaign content - Completed Nov 2017
* Modify “Upgrade” button to make larger and more visible, it is easily skipped on accident - Completed Nov 2017
* Ranked check points (once you reach a certain rank you cannot rank down below it) - Completed Nov 2017
* XP bar to indicate how close/far players are from level up - Completed Nov 2017
* Revert recent change to card opacity, some folks don't like that their cards are harder to see when it is not their turn. - Completed Nov 2017 - Reduced the transparency of cards while it is not your turn.
* Ability to change in-game name - Create a new Kong account and link to game to change in-game name.
* When opponent concedes, the HP points should count towards Quests that require damage to enemy base. - December 2017 Update
* Additional ways to earn fusion stones - In Dec 2017 update, added lowered minimum rank to obtain stones and added Daily Offer specials in shop.
* Additional quests and/or improvements to quest system - Quests have been recently improved to receive 2 new quests per day (hold 3 max) at a 12 hour cooldown.
* Add on-screen gold tracker / indicator that shows how close or far you are away from daily limit. - Reaching the limit isn't a goal, so we prefer not to present it as such. We've implemented a message notifying players of when they reach the cap.
* Separate controls / mute for sound fx and music
* Improvements to card cycling (restrict same card/spell used in 1 turn) - Updated Oct 4 - we'll keep an eye on it and can tweak it further if needed.
* Purchase confirmation prompt
* Speed up animations or turn speed
* PC or Web release - Completed May 2018
* Landscape view - Completed May 2018
* Ability to transfer between iOS and Android devices - Completed May 2018 - use Kongregate.com account linking to transfer progress
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Little QoL: Tile highlight for bordering and surrounding effects
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I think it would be nice if your last unit dies, your lane of placement goes back to start. Then it could be a tactic to sacrefice some points from base to gain better advantage after?
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> _Originally posted by **[Mafumuto](/forums/941638/topics/908980?page=1#11617798):**_
> More bonuses for winning a game (e.g. a card or a little bit more gold)
I agree, some gold for loosing and more gold for winning, I've had a bunch of games last over 10 minutes and it's not really worth it when the payout is only 5 gold.
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I also wish they would add more cards in the near future but aside from that, the game is pretty much PAY 2 WIN plus prices for the microtransactions are quite expensive for just a few rubies or cards and stuff.
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Id love if there was a weekend event that based on the number of battles you won before monday you will recive cards
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Wonderful feedback and suggestions, everyone. It is truly appreciated as we work to improve and grow the game.
I've updated some items and will continue to post each time I update the original post.
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Some element that speeds up the end game... maybe bases starting taking a damage a turn after x turns or something that makes it so that games don't last 30-45 minutes. I feel like 5-15 is a perfect length for a game like this.
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I wonder if one thing that would help playing against higher level players is if health for BOTH players was equal to the highest level player.
It's already tough to beat someone who's playing a deck that simply has better versions of cards you play, but it's an extra kick in the jewels THEY ALSO HAVE MORE HEALTH.
even give the lower level player the health boost/ greater reward and lower penalty for losing.
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the bases could change according to the faction of the deck, they could also add effect cards on the board or skills that can only be used every x turns, for example: cold ground, makes a square of the board a snowy zone that makes difficult the movement of the troops , so to perform a normal action like forward, it takes 2 turns.
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@eggtat
I agree that in a lot of cases getting matched with a higher level player is an unfair matchup simply because they're likely to run some of the same cards as you... only better.
My point is that if they already have that advantage, why give them a health boost on top of it?? They already have the advantage, and I would HOPE the devs want to mitigate that advantage... rather than make the gap wider.
I'm still super low level (3), mostly because I won't spend money on this game til more bugs are fixed/balancing has been done... and I'm currently hovering around the bottom of rank 24. Most decks I face are at least lvl 4 and up and after 1 or two battles at 24 I play someone who's got 12 hp vs my 10... which is a 20% difference. I've gotten within 2 hp of killing them as well. Which should be worth a hell of a lot more since I'm clearly outplaying ten without the use of legendaries or high level cards... but such is not the case.
At least let me keep my rank for losing to someone who's level is that much higher than mine. At that point it's kinda an auto lose even if they're bad with their deck.
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