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So when the servers went down on one of my turns I could not do anything. I had just set the distance to far and then the server hiccuped. When I came back, all of my abilities were greyed out and the clock let me time out so I would rest. No bueno.
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While the game appears to be designed to be played multiplayer, fixing the computer to become a reasonable opponent wouldn't be a bad idea. There are many flaws with it's behaviour, not least the random Intercepts, but the worst so far appears to be it's knack for Intercepting during switch cooldown
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if you're having trouble winning, and im on and playing, ask me for a game. i'll tell you why im doing, what i'm doing when im doing it so you'll understand better why somepeople play some moves like they do. i'm not the greatest, but i can teach you some things. oh, and i'll forfeit the game so you dont have a loss. from what i've been told stats are getting reset anyway so, meh.
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I don't think it's very riotous of me to be whining about cards or characters but I'm not having fun playing this game right because I loose so much. Maybe I haven't played enough or I just have bad luck. I've been trying to think of methods of measuring my performance but the game is can be so random that I don't even understand what went wrong or how to improve and that's what really bothers me.
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Please change it so at the beginning you earn cards faster and it becomes more difficult as you gain levels. And change it so rather than wins earns you points towards the next level card kills do. This will even it out the enjoyable factor much more and I could actually feel like I'm getting somewhere in the game when I play.
-Create tournaments once or twice a day/week to earn a card.
-Grant some cards random buffs that vary from game to game for some more excitement
-Close range skills are underused. (in my opinion) Maybe change them to add defensive buffs vs range and vice versa for ranged cards.
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PlayerZ, what do you mean by this?
PlayerZ Levelbug19 May. 23, 2008
@Mcmicker: earn card is probably the place where you get the cards you win from the 2 percent every time you play
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Higashi's open palm is far too quick. I was attacked 5 times with it and 4 out of the 5 times I was paralyzed. And with a quickness of 9, it is somewhat difficult to counter. Perhaps consider lowering the quickness, or frequency that Higashi can paralyze someone (or simply remove it)
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People complaining about switching need to learn to play. People complaining about Shield Bash need to learn to play. HINT: Don't use your biggest, most expensive attack every time if it would leave you too low on energy and you suspect a switch is coming. Learn how to suspect when a switch is coming so you can intercept more.
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There should be some statistics on how many wins and loses each deck has. Helene's miss rate is really messed up. Some effects need to be added as krick19 said. Other than that, it is a great game.
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When an opponent is switching out and i attack with radiance burst (VV), the departing and arriving char don't get hit, only the one still in the deck
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This wouldn't fit:
You need some signals for certain effects i.e. Juju losing debuffs, and Helene getting energy from SS.
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Playintime:
I totally understand where you're coming from, but I'll disagree. I'll admit it, my deck is a bit cheap since I switch every 3-4 rounds. But that is also a weakness. Playing against patient and experienced players has told me that they can be very good at intercepting. I've won some, but I've lost some too. Having a fluid strategy is part of the game.
Now, onto the game. Excellent. I love the look of everything, and the gameplay is great. A few characters are a bit overpowered. First, as a Higashi user, I say the moves are fine as they are, but the intercept damage needs to be reduced to at least under 50.
Second, I am a former Helene user, and her physical defence, and speeds of her attacks are too high. It can be very hard to fight. It's good she doesn't have long range.
I hope you guys are working on the probability program, since though the probability seems to be alright over a while, sometimes 90% attacks miss a lot.
Overall, it's great.
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Playin Time:
The developer doesn't need to limit the switching out, -you- need to limit it.
Yes, its very annoying when someone is constantly switching out, but that's what the intercept action is for.
6-10 seconds is way too fast. Very often there's 5 seconds of lag, that would cut a persons thinking time in half, and thinking is important in a game where you have to decide attack, switch or -intercept-. 30 seconds is plenty of time to plan and make your move, and is not unreasonable. Learn patience. Learn the strategy of the game. Just because you have a bad game with a lot of misses (We all have that), doesn't mean there's no skill involved. There's a lot of skill needed, you just haven't figured out a good strategy yet.
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Calamity I will give you a clearer picture then... if I play a 3 card game and we have 3 cards only why should I stay with 1 card and the other guy acts as if he has 22 and yes I've been in many games where some1 changes range then switches. all it does is allow any player to waste energy while the switched card gets full energy. developer needs to either limit this or make the cards run on same energy they have on battle field without being a recharged unit. that's not even strategy that's just a time waster. 6-10 seconds is fair because what this game is is a blind movement game. you don't even have booaster cards to make or think to beat the oppenent, just only thinking will your hit finish or give you the advantage is all it is atm. i've been in a game where this guy missed 6 times on me with a 95% chance card and I been in 1 where I missed 4 times to lead to other guy victory. If this is your first beta then you really aren't being useful.
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switching is a legitimate part of the game. you're right on one count, it's a lot of luck, but with enough strategy you can MAKE it about skill. Switching is part of this, intercepting is a legitimate way to fix those people that "switch too much". Had you intercepted once or twice my guess is they would have stopped switching. Also, the probabilities are probably correct. I doubt they are making things up. Although it does seem like 95% misses a lot, it's honestly only 1 or 2 times and we want it to be 0. You have to give the game a little leeway, no one said it was perfect, and it is beta, so starter card problems will be fixed etc... No need to be overly critical. Oh and also 6-10 seconds per turn is honestly too short. that takes away ALL skill of the game, which you attempt to make it seem like you want present.. It's all about compromises.
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Alright my thoughts: 1st this game needs to have a limit or players set a limit on how many cards can switch out. 2nd the time limit needs to be set to 6-10 seconds when live. 3rd this game needs booster or enhancer cards; like in your deck to booast your card greatly because right now it's all about luck and not even skill. 4th needs to be pratice mode before making a starter card pick. 5th energy lowered to 20 for cllose of far movement; a lot of cards if moved are just free targets. 6th maybe award people who take down some1 who 4+ levels higher a rare card or a card of their choice. 7th make a game type where you get to collect the loser player card for more thrill when live. 8th make the probabilties more accurate; 90% hit chance could mean more like 45%.
I had fun for the most part but I really don't like the switchers (people that switch cards out to to much)
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I got that 1 min+ lag again even on this new computer, so that might not be it. Screw balance, I just want a normally connecting game
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Hey guys here is some crazy stuff. At home, I have two computers on a wireless network. On one computer I get the minute+ lag everyone is complaining about. But on the other one, I don't!
I don't know why this is.
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Boneless, I beleive that is the strength of higashi. You could always try using a COUNTER instead of just brute force grinding and acting like you should have a fair chance at winning.
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Make the Single Player more challenging, like quest for rare cards or something alike, very nice graphs, need more animation.
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Higashi's Open Palm is overpowered because if it procs it cancels this turn and next turn. It would be more fair if it had a low speed.
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actually shrunken barrage costs 40 energy but assuming that it costs 35, you must have the scroll of inner focus
and the energy of the attack is the value next to the yellow swirly thing if that was what you were looking for
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Pho3nix: Not even sure I get your question but how about an example here to try and make it clearer.
Start of the match: Rumiko has full energy. She shifts to full range which takes 50 energy so she has 50 left. Next she uses shuriken barrage which costs 35 energy so she has 15 energy left.
Its the end of the turn, so she gains 20 energy which takes her to 35 energy. This last one is the replenish you are talking about.
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In help, under "Reading Character Cards (page 2 of 2)". It says in reference to the energy value, "Energy () available for changing ranges and using abilities. All characters replenish 20 energy at the end of each turn, up to a max of 100."
I find this confusing as it doesn't state if this is the cost of an attack or not. This is also a repeat of what is said on the previous page under engergy and has no explanation of the context of the energy value of an attack on the reverse of a character card. I feel the help section should clearly state and then after stating, further explain the feature.
I would be grateful if someone could clear this up for me.