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Messages - Zyhm

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General Game Discussion / Re: Launch options.
« on: December 25, 2016, 01:45:18 PM »
If the game uses unity as its engine, I suppose here could be few:

-adapter N

can anyone confirm?

I was also wondering if there are any specific to IW options, like -skipintro for skipping intro logos. that could be cool .-.

General Game Discussion / Launch options.
« on: December 24, 2016, 12:28:43 PM »
Is there a list, or can someone please post a list of launch options? Since the current in game options are... n't.  .-.

General Game Discussion / Re: Sound Effect, why not???
« on: November 11, 2016, 06:59:01 PM »
make all cards with guns in them go pew pew
instant 100k playerbase pew pew

General Game Discussion / Re: To Devs release this game for mobile devices
« on: November 06, 2016, 02:38:45 PM »
Dream Quest isn't a card game that requires images to identify the state of the board easily and allow players to recognize cards from past experiences without the need to read the card text every singe time.

I don't really need inspiration now, I need motivation lol.

General Game Discussion / Re: To Devs release this game for mobile devices
« on: November 06, 2016, 10:46:13 AM »
I started coding a mobile client version for infinity wars a while back but stopped once I realized that I have no information on what netcode are they using so I cant really make it steam compatible, just a completely standalone client using the same IP. At that point it occurred to me that I might as well save the effort and just make my own game with original IP but I cant draw for sh!t.

Special Events & Tournaments / Re: November tournaments?
« on: November 05, 2016, 04:55:04 PM »
I would never jump to conclusions
somewhat soon
so, see you in your tourney in T-10, 9, 8...

Special Events & Tournaments / November tournaments?
« on: November 05, 2016, 08:53:32 AM »
Any events happening this month or this week to be more specific? Aside from the brake the meta tournament next week.

General Game Discussion / Re: Evaluation of DrewUniverse as CM
« on: November 04, 2016, 09:45:35 AM »
Community however can as well ruin the game, for example LoL and Dota2.

The question we should be asking regarding the social aspect of the games is:
Are people playing it because they want to play it with someone, or are people playing it to spend time with their friends?

For all the arguments about how Magic is driven only by community tend to forget that Magic isn't online, you can't play against anyone from anywhere so vast population of magic players are mostly irrelevant for anyone playing. Magic is played by people to spend time with their friends.

Of course 1v1 games need an opponent to be played, but community is not meant to serve the game,rather games are meant to serve the community. If you don't have anyone to play with, its not the games fault that you don't have any friends.

General Game Discussion / Re: How to Save IW (The oversimplified version)
« on: November 04, 2016, 09:03:44 AM »
Why bother listing if one half of items listed is about client rework and the other one is about marketing?


1.) This game is extremely buggy. (Ex: Playing a champion with a champion out causes endless turn, for starters)

2.) Its hard to get new players if nobody knows about it.

Obviously you would prefer to fix one before the other, but in the case of IW I really don't imagine they're in the financial position to not attract new players while simultaneously trying to fix their game.

Here you go! you made your point with 8 less items in your list! Im so proud of you!  :-*

General Game Discussion / Re: Evaluation of DrewUniverse as CM
« on: November 02, 2016, 06:28:39 PM »
I'm here for the gameplay, not the chat box.
For a multiplayer game, such as iw, the community and social aspect is a huge part in making the game successful.
Take for example a look at wow, definitely the most concrete example. Now imagine playing wow solo....Would you play it for months on end, for $20 a month?
If that doesn't sell you, look at magic the gathering, or yugioh. They spread by word of mouth, and by other people playing it. The social aspect is what keeps a game alive, and in a game dependent on multiplayer w/o it that game will slowly die.

Then again, we're already past that point with iw unless a miracle happens.

Alright, lets sidetrack and discuss my personal preference in gaming instead of addressing points about Drew. This comment will not add much to the actual topic, I'll just be replying to Roderick.

Magic has never been popular in my part of the world, I did enjoy the steam versions of it, until the duels.

Yogioh was very popular during my childhood(ish), it spread by word of mouth, a fully animated TV characters mouth. I'd say that if IW had an 250 episode Anime as a marketing tool, it could do a bit better with playerbase. Once the anime stopped airing, its popularity dropped drastically, it is now very hard to find yogioh packs in shops and I havent seen anyone playing it in years.

Now to more interesting stuff:
I did play WoW BC, WotLK, and start of the Cataclysm pretty much alone progressing my character.
With cataclysm Guild Wars 2 was also released and I switched to that because it had more engaging combat.  I'm still playing it.
I wouldnt really call my guild that active in a game about guilds and wars.

Even tho its an MMO, I'm satisfied if I can spend about 10 minutes or less to find 4 other blokes to play the dungeon with.(Optionally to never see them again). I've had a few fun times when interacting with people, tho I wouldn't say that I'm playing GW2 because of that at all.

Path of exile is also a game I often play, even tho it too functions as an MMO, I treat it as a full on single player experience ignoring all players as much as possible, playing maps alone, disabling all chats and not trading at all.

To conclude, I do not believe that social aspect is not a huge part in making a game successful. New simcity and diablo 3 could even be considered worse due to the social aspect, where as Dwarf Fortress is being updated for 12 years now without it at all.
If infinity wars finds me an opponent in less than 5 minutes, it has succeeded to entertain me.

General Game Discussion / Re: Evaluation of DrewUniverse as CM
« on: November 01, 2016, 02:00:47 PM »
This is a card game, not a social simulator. I've played this game on and off for 3 years and I've never had any problems with Drew, if anything Drew is the most CM interaction I'm currently getting a side from getting matched against ES in ranked.

I assume that Community manager would imply a work regarding community, not programming, I wouldn't be surprised if he has no access to source code at all, and people keep bugging him about bugs directly instead of posting them on forum.

I've noticed a lot of hate directed to Drew about the lack of weekly posts. Almost like there would be a new massive content patch coming out very soon, maybe even under NDA. How weird would it be that LM teams current effort is going to the new content and not much else. So I dont know why people keep crying about the lack of weekly posts if there is nothing Drew could write about in them.

But then again I'm here for the gameplay, not the chat box. I do not see any immediate or noticeable change in my daily experience with IW even if Drew would get fired or not, assuming that someone else can perform Drews tasks to the same extent or better.

General Game Discussion / Re: How to Save IW (The oversimplified version)
« on: October 31, 2016, 06:17:07 PM »
Why bother listing if one half of items listed is about client rework and the other one is about marketing?

Release a new lite app on mobile that has a backwards compatibility with the current steam client.
Fully 2D with no card animations, toggle able effects and other battery and performance saving improvements.
Hearthstone isn't even a mobile game anymore due to its massive download and huge energy consumption, so there is a market for a mere light game, lightmere if you must.
>Just call it Iw and never reveal anyone what that stands for, add TCG if you must.

Market it as the most advanced TCG, dedicated for true TCG enthusiasts.

General Game Discussion / Re: An Idea
« on: October 31, 2016, 05:40:57 PM »
New players will probably get scared off when the most popular game mode has 30 people in it.
However, displaying potential queue times on queue buttons should work well.

Rank current queue time from fast to medium to low, on all 4 available game modes.

Give the one with highest players the Fast Queue note, one with the lowest - low, and other two medium.

Community with this information can also stagnate on one game mode and leave other modes to die, in this case it could be advised to have a rotating IP boost or similar extra reward between all PvP game modes, prioritizing the lowest played.

Or invest the extra effort somewhere else and add an obscure chat command like /ingame that displays how the current player population is spread, for the use of elitists who actually care about it and do not advertise it to newcomers.

Also displaying friends currently played mode in friends list would be neat, but lets not get into the spectator features again.

Alternatively, it could be more efficient to focus on other content instead of such features.

to improve the game we need new game modes like a real multiplayer mode.

there were a LOT of different game modes to play previously, they only split the community and made the Qtimes longer so everyone just shifted back to normal games.

for example

Special Events & Tournaments / Re: Lore Tournament Oct. 22nd at 5pm IWT
« on: October 22, 2016, 03:27:13 PM »
Sol goes around the town, recruiting more folks to order.

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