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We’re working hard to make Storm Wars better, so please let us know what you’d like to see improved!
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Hmm, some were already mentioned but since they ain’t writte here, might as well put them down.
1 : Save Deck
We need a way to save our specialized decks so that, for when we swap our heroes, we can keep our deck without replacing every card. Either Save Deck for specific heroes, or enable deck-slot saves.
2 : Treasure Destruction
Let us enable a way to destroy treasures, so for when we are longer afk or maybe even sleep, we can destroy silver chests so we have room for gold chests. Or, if we do arena – we might accidently get a silver chest for when we want to keep a spot open for wooden chests.
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Hi Deworx,
1. is definitely on the list. It will require a lot of work to bring that online but I know it’s a commonly requested feature.
2. I’ll have to think about. I agree it would be a nicer experience, but we also have to have some gold farming limits in place. If you always have a slot free for a wood chest for example, it could double the rate at which you earn gold (I know you know this, since you’re our best farmer :)) Still, maybe we can add the feature and find a reward balance that makes sense, I’ll think about it some more.
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That gold i farmed wasn’t actually through the wooden chests ! At those time i had the chest spots locked and just repeated the very first stage, while also grinding heroes to get gems and complete the Challenge Quests. Since repeating a map doesn’t give chests. But when i do arena, i wan’t to get chests and would like to remove the silver chests in case i get a golden one ^^ (Although the gold reward from Gold Chests compared to Wooden Chests is rather low, but at least we have a chance for gems !)
But yeah, the gold farming is just a byproduct of gem farming :)
Thanks for the consideration.
Example Ideas, to limit it : How about destruction has a timer/limit. But just enough so we can destroy a few chests before we go to sleep. (Stuck at campaign because i want to keep the gold chests for when it’s worth)
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Hmm, pay a gem to destroy the chest?
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> *Originally posted by **[LesInk](/forums/32949/topics/621432?page=1#posts-10358897):***
>
> Hmm, pay a gem to destroy the chest?
Then you could as well pay 2 to open it, that doesn’t really feel like it. I want gold chests due to the chance of getting gems. So if i use gems to destroy a chest, wouldn’t that be the exact opposite?
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A feature to add would be an indicator in your army showing total amount of cards owned in each faction. Also the number of unique cards, in case you’re too lazy to just count the faces.
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There should be some way to see at least the level of the mission in the campaign without having to go through the story text and to the battle window. Like, just an “Lv1, Lv2, Lv3..”, so people know which is the lowest, so they don’t have to check each one.
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Stealth / Shield : Apparently Shield and Stealth doesn’t block everything that comes with a damage number. Examples i have seen are – rage is counted, the debuff wound is inflicted upon laertas hero skill (probably also other debuffs) [Well, heroes shouldn’t even damage stealthed units, but somehow they do.], drain abilitys still heal the attacker if the damage is reduced/neglected. Also Stealth shouldn’t be removed when you take damage through burn, poison or wound. (The Stealth Spell.)
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1. Guilds – it would add a new dimension to the game
2. Card fusion – 2 or more cards of the same kind could be fused into a slightly better one (+1 hp or so).
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all great ideas thanks! We’re still working on performance/stability but I’ll start adding new features soon. @Deworx, yes there are some bugs in stealth I need work through, thanks for reporting.
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Challenges : Right now Challenges only seem to be worth up to 35 battles, after that the gold gain of 500 for 100/300/1000 battles really looks quite horrible. Decks on the same faction don’t seem viable in Arena (except maybe High Elf), Maybe multiply the reward after every step or give a certain Card reward at 100/300/1000 battles for a faction. (Like a rare at 100 and an epic at 300 and 1000 [Since there are 2 Epics]) This way people might actually want to do that. (That doesn’t mean we won’t need gems for more epics, it’s just for another copy)
Or maybe change the gold reward to gems starting with 100 battles.
I myself do those Challenges only if i grind my hero levels. Since the repeatable stages are easy. (But other then High Elf, Orcish Tribes, Atlantian and Nameless Horde – the other 2 are harder to grind.)
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Ok Deworx, I think I can make improvements to challenges and probably have them award gems. Will put it on the list :)
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Magic Shield / Stealth : When you block the damage of something, you should also block the debuff that comes with a dmg skill. What those can’t block (especially magic shield) are the debuffs of hero abilities. Incinerate, kill on burn as well as apply the fire debuff. Blight applies the poison debuff. Impale applies the wound debuff (well, this one only counts for stealth). I think, debuffs are also applied from normal sources upon block for some abilities – but not all.
Blight : It is counted as both Magic and Physical ranged. Blocked by both Magic Shield and Wind Shield, is that intended ?
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Ok Deworx, I can get that fixed. I’m doing a bit of traveling in Europe this week so the patches will be a bit slower in coming, but I should have some time in the next day or two to tweak the abilities.
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Even with 1.3k+ cards its not easy to do good with a deck from one faction only. Perhaps there should be a bonus if all cards in our deck are from the same faction?
Or how about this:
Let the game have a new “season” every 2-3 weeks or so. Cards from one specific faction will then gain a bonus and cards from one another faction will have a penalty. It would force us to try new strategies more often. I would suggest that the bonus and the penalty would affect the number of turns required for those cards (-1/+1).
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Good idea Zak, I know the new 20-card rule will make mono-decks really hard to build. I may create some faction-specific packs for people to purchase in the store as well.
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I love the gauntlet, it gives you a challenge everyday and a chance to recieve a nice reward.
But in the arena it seems more profitable to stay low in the ranking. Easier that way to earn 120+ gold every second fight. I suggest a more flat rewardsystem for the arena, based on opponents ranking. Perhaps from 30 up to 200 gold or so (from the lowest up to the highest rank). And some additional gold if the opponents is in the top ten, and an additional bonus again if he/she is ranked one. The additional bonus would be needed so it would be worth fighting the top ppl if we consider the gold earned per minute.
But for the system to not be abused (beat the top 1, forfeit a match and beat him/her again (if you are strong enough to do this), you should only be able to attack the top one every X minutes. And having the top position should probably need to be more rewardable or you may want to avoid it as a player. Perhaps one or a few gems every passed hour without a loss? This timeperiod could be lowered if the game has a lot of players, or it may be impossible for anyone to ever earn a gem that way.
This way we would probably like to stay high in the rank, and it would not mess up the gauntlet (where opponents rank is based on their rank in the arena).
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Ok Zak, let me think about it a bit. I agree we need to keep the top players out of low rankings or we will not have any new players wanting to participate in the arena. Thanks for the feedback!
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Currently, we have a few reminders. Reminder to
1) buy a 1.5k / 7k gold pack
2) open chests ( most useful to me )
3) inform us that our chest slots are full. ( can we off this reminder ? )
Problem: When we have more than 1.5k / 7k gold, the gold reminder is blocking the open chests reminder.
Possible solutions:
a) Allow us to turn ON / OFF various reminders
b) let reminders take up more space , and not overlap/block one another.
A few days ago, someone was complaining in kong chat. His problem:
Why do we need so many ‘extra’ clicks to get the 100g from rare coin?
Any way to merge the 100 g from rare coin into what we already get from the chest?
Problem: Different decks needed/preferred when grinding campaign, arena, gauntlet
Solution: Allow us to save 2 or even 3 decks instead of 1 deck.
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Yep, all good points Z\_Y! Thanks for the feedback.
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There are two possible issues with the new arena.
1. Sometimes you run out of opponents.
2. I get punished for reaching number 1. As the arena is the best place to make gold, you want fights which can give a lot of it but at number one you get less as its still based on your rankingpoints for some reason. Although if I win often against number two it might be rewardable, but what happens if I get too many ranking points? Will there be noone to fight after a while?
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Ok Zak, definitely a problem we need to solve and I’m not sure what the answer is at the moment. How much gold are you earning per battle at the top? The reason you have run out of opponents is that we cleared out a lot of ‘bad’ 10-card decks, and there aren’t that many people logging in these days (maybe 20-30 at most). This will change soon, we will either come out of beta on Kongregate or figure out another way to get an influx of new players so you should have some competition at the top shortly.
Crown ranges are currently +/- 250 crowns for finding new opponents. What is your current crown rating and what # of opponents are you finding at that level?
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Currently Im at 2760 and can see three opponents. But I have been forced to refresh the game a lot of times today, not only when I have been at 3000+.
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If Im ranked one I always get less than 150 gold if I win, I dont remember exactly how much.
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