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I think too that you should be able to have a new card at each level you gain ans also a way to trade with friend eventually.
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I agree with Ruri's idea, people using the wait time just gets dull and makes the game less enjoyable. The only other thing i think this game could use is a rematch button.
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i agree with keineangst. winning a level 1 shouldn't be equal to win a level 20.
and each level you should get some item or a card... it gives motivation to keep playing.
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nicmic if the background is grey its physical, purple its dark, and blue its light. and where is my both players random button on host a game? as-is nobody uses the host button cause there arent any options there!
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When you are in battle, you cant see the enemies attack form, like: physical, and the two other.. It could be nice if you could make a mark of that attack in the side, where you can see the enemies dmg, at each attack.
- Nicmic
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Its a very nice game, there is no lag and the game is very smooth :D
But i would love if there came another challenge were you could win the enemie(s) cards! Its getting alittle boring after you hv played it in some time, its the same and the same exc. you are doing.
ty - Nicmic
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This game is pure strategy!!!
I think you are ready to launch it...
Aw,and please,try to put more challenge around...
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A lot of people have complained about people using the wait time to get their opponents to quit... but certainly, it would be bad to reduce it too much. So how about this? If a player uses up more than 30 second of their 1-minute wait time, then the next wait time they get is reduced by the amount they went over (e.g. if you wait a full minute, your next weight time is only 30 seconds.) This would leave players with the full minute if they need it, while penalizing people who wait the full time for every single action to try and harrass the opponent. It'd discourage people from wasting more time than they need, because they know they might need that time next turn.
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I think is unecesary choose your opponent. Because when u are a high level player nobody wants to play with you. I think is a good idea have a random oponent.
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i think the thing that makes the least sense is that you get the same credit for beating some who is a lower or equal rank to you as you get for beating someone of a much higher rank. Hopefully a balanced exp system is in the works.
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and when you host a game, you should be able to limit your opponet's maximum level.
if it's your first game, you don't want to battle someone who already played 1000 games.
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there should only be one type poison damage...
if you battle someone with a poison attack, and he uses poison dart 3 times, it takes 10+10+10 damage each turn.
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We'll pretend BlackAces said this:
Kongai has a factor of slippery slope that causes me to have a frustrating, draining, or boring play experience.
To that I say: Good point, but getting rid of that is super hard. You have to trade of when you design something, so if you didn't want it, you'd probably have uber more complexity, at which point you'd complain about that, heh. ;)
- Bruce
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“please cut the time in half people are abusing it to make others quit”
Technically it’s a legitimate strategy you can use, but if you’re consistently deliberately using it, yes, you should be able to report people, or something, and have it investigated somehow (like Guild Wars do with Arena player leavers). It’s really hard to enforce, though. Personally, I take almost a full minute to make decisions. Often I use part of that minute to say something in chat so I don't cut into my decision making time. I think Kongai would be worse with a significantly shorter time (and you might think so if you experience it, but there’s lots of variables, so it’s highly relative and I could just be wrong, too), but perhaps 40 seconds would be ok. It needs testing. I've suggested this exact concept, and even asked if people want to test it in a thread, but nobody seemed interested. FYI, this is the thread:
http://www.sirlin.net/forums/showthread.php?p=2377
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I feel the 'tiger pounce' needs a little nerf. The chance to stun is too high when taking into account how much it costs. Not much you can do when she stuns you three times in a row, switches out and repeats.
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Andromeda's Crippling shot is confusing because it says: "prevents enemy from changing ranges next turn" but it blocks Marquis le Morte's range change from teleport. The text on the Crippling shot should be something like: "prevents enemy from changing ranges until end of next turn" so that new players are not surprised by the effect.
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Do practice matches have a 2% chance to earn a card? Neither the 'Earn Cards' or the 'Practice' sections say whether it does or not. I dont think it does/should give a card but someone should clarify that...I can just see some dude hitting up practice mode again and again expecting a card.
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Okay. Hitting 'leave game' at the deck select stage should not be able to forfeit a game if pressed too late. It's function is to /cancel/ a game that has yet to start, not to end one in progress. Shouldn't matter if you press it the same second opponent presses 'ready' >.>
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intercept if you think your opponent is gunna switch (its what its there for)
And what if you think your opponent is going to get close and you want to stay far?
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I WAS LEVEL 2 THE LAST TIME I PLAYED AND IT RESET ME :P :P :P
i still have the same starter cards but it says i have 4wins/13losses
:P
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There's an element of excitement to it that I don't see in most other card games (except cribbage), and that's really refreshing.
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I think the timer is fine, if you make it too fast, people would make quick decisions instead of thinking. I've never had to wait long.
Moves that inflict buffs on yourself should not be ale to miss. (Onimaru's Ancestral Spirit, healing moves)
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it really does remind me a pokemon use 3 cards (pokemon) choose one of 3 attacks you can only do attack every so often you battle different players to lvl up lol
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i cant believe this, i missed a HEAL and it said i missed on the other caractor phoebe and i dont know how to spell caracter!!
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Very fun, I love the aspect of how I have to predict my opponent's moves. No bugs encountered so far. Personally, I would add:
-More relations to character type. For example, something special making amazons universally different from, say villagers.
-Bigger variety of elements. So far there's just light and dark, but I guess the simplicity is good.