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Messages - NatoPotato

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General Game Discussion / Re: Forum Avatar Images
« on: October 25, 2013, 10:36:25 AM »
spent 5-10 mins making mine, then spent 20 mins trying to figure out why it wouldnt animate after i uploaded it before eventually giving up and uploading it to my photobucket and using the URL  ::)
Let me get this straight. You saved the image to your computer, then had to upload it to photobucket and it was re-animated there? I guess I can give it a shot, but I don't like uploading an image that someone else has already technically uploaded. :/
The original image was always animated, it's just that for some reason whenever I uploaded it to the forum from my pc the pic wasn't animated, it wasn't just uploading my image and using it, it was making a non-animated JPG of it and using that.
(I noticed it did the same thing with Ashenor's Kali pic despite the original pic being animted)

So I tried just having a url link to the image rather than uploading it through the forum, so now it just grabs the image rather than making it's own version.

Basically I was just using a source other than the forum, eg the pics posted in this thread are on tinypic.

Although I checked peoples animated profile pics and plenty of them are hosted on the forums rather than some third party site so I guess my pic must've been a pixel or two over-sized and the forum was making it's own correctly sized version?

Suggestions / Re: Attached/Equipped ability cards
« on: October 25, 2013, 03:48:18 AM »
I don't know that they need to be physically attached, but there should be a better indication of what effects are currently on the target, like in hearthstone, where the effects show up at the bottom of the card when you mouse over it.

hm, you could have it so the attached card still show under the character card like I said in the first post but only when you mouse over the character (would still popup next to the character if you clicked on the character), would probably look better that way, though it could make the effects less obvious to players.

Suggestions / Re: Attached/Equipped ability cards
« on: October 24, 2013, 01:56:24 PM »
if there are any other cards that give the target character a permanent bonus or negative effect, they could easily be changed to this type since the mechanic itself wouldn't be changed, just the way the cards are displayed.

General Game Discussion / Re: Forum Avatar Images
« on: October 24, 2013, 01:24:51 PM »
spent 5-10 mins making mine, then spent 20 mins trying to figure out why it wouldnt animate after i uploaded it before eventually giving up and uploading it to my photobucket and using the URL  ::)

Suggestions / Re: Character card effects
« on: October 24, 2013, 02:19:11 AM »
Yes, we need names for that, but I'm not sure yours are quite on the mark (Gigantic mainly). Consider Killaroo and any future non-giant creatures that may block flyers ^_^

The names are just a guess but it was my understanding that Killaroo jumps into the air to block a flying character, since it's an ability that you pay for to use for a single turn rather than an always on effect, so it would be unchanged and just keep saying pay x to block flying characters that turn.

But yeah I guess there could be character cards in future that aren't flying or gigantic with the ability to block flying cards.

Suggestions / Re: a new order! our reality in IW!!!
« on: October 23, 2013, 10:08:12 AM »
I was just saying that we already have commanders and the commanders are basically the 'leaders' of your 'army', it was more about them being called leaders than the 'only one at a time' thing.

Suggestions / Re: a new order! our reality in IW!!!
« on: October 22, 2013, 11:20:59 PM »
There is a create your own faction thread already, but I think having 'leaders' seems kinda pointless with the whole commanders mechanic.

Suggestions / Re: Play different gamemodes with AI
« on: October 22, 2013, 06:11:39 AM »
Did it again today  :-\  felt really stupid,  5 mins into the game i was like 'wait, why do i only have x resources? . . . . . . . . . . . . . . .  oh, right'    ::)

Suggestions / Name character card effects
« on: October 22, 2013, 05:43:12 AM »
We already have many different types of effects (not sure what they're actually called but I'm not talking about their abilities) on cards such as flying or unstoppable, but there are plenty of cards with shared passive effects that are written on the card rather than having a name and a popup description.

Namely giant characters and can't be killed by non damage (there's also immolate but afaik there's only a couple cards that use it), since these effects are shared by several cards I think they should work like the other effects.
Gigantic/Colossal = Can block flying characters
Magic Proof/Magic Resistant = Can't be killed by non damage effects

maybe immolate if more cards use it in future
Immolate X = Characters damaged by this card take X damage at the start of every turn
e.g Dragon of summer flame: Flying, Unstoppable, Immolate 3 'When Dragon of Summer flame attacks all cards in the enemy player's defense zone become immolated'

Also any ability card that gives a character these effects would be changed to say 'target character becomes X' or 'target character gains X' rather than describing the effect.

Suggestions / Re: Attached/Equipped ability cards
« on: October 19, 2013, 04:51:19 AM »
I tested the 'pull it out of the graveyard and use it again' thing on puffy and found that it didn't work, the card I originally used extended operation on was still getting affects after pulling EO out of the graveyard to my hand, but once i used it on another card the original one stopped getting buffed.
Same thing happened for demonic corruption.

So we may not have to worry about that being exploited, but still I think it's a good suggestion.

Suggestions / Attached/Equipped ability cards
« on: October 18, 2013, 11:02:48 AM »
Basically we have a few cards (demonic corruption, sinister corruption and extended operation afaik) that have lasting affects on cards, i was thinking that the card could be put underneath the character card, rather than sent to the graveyard, but moved forwards/backwards a little so its visible and if you click on the character card the ability card also pops up.

This is mostly to help newer players who see the other player use them in a game to show them and help them remember that the card is continuously taking affect, also it could be used for future cards such as equipping a weapon, tool or enchantment to a card which takes affect until the character card is destroyed or by some other specified condition (eg extended operation moving out of support zone), even possibly an ability card that can remove a selected characters attachment/equipment.

This would also stop people from being able to use the ability on one character, pull the ability card from the graveyard and use it again on another card while the first card is still receiving the affects (I dunno if anyone does or would do that but I think that being able to buff multiple characters with a single card that's only supposed to target one character shouldn't work)


Suggestions / Play different gamemodes with AI
« on: October 03, 2013, 02:27:00 PM »
I was playing earlier today and was curious what it was like to play a game on hyper mode or singles, so I checked those options and started a battle with puffy, then I realised that those options were for pvp only. (duh)

I think players wanting to experiment should be able to play different game settings against the AIs, I get that there's probably a limit to how well the AIs can improvise so I dunno how difficult it would be to implement, but I think it would be a good idea.

Deck Building / Re: Could use help building deck
« on: October 02, 2013, 04:21:37 PM »
I have some extra cards that could help you out a bit, gimme some times you're online(if you could convert to PDT that'd be awesome)

Well in PDT time i think around 6-8am depending on the day (if ive calculated correctly, for me its later at night)
ill pretty much be on at 7 most days

Deck Building / Re: Could use help building deck
« on: October 02, 2013, 01:12:25 PM »
Just got a few good cards from a super booster pack so that should help, anyway here's the cards I currently have.

Suggestions / Re: Rotation gamemode
« on: October 02, 2013, 12:38:28 PM »
I don't see how attack rotations would work, wouldn't that just be the same as it is now except that they flip around and end in the same order they started each turn? :P

well yeah at the end of the turn the attackers would be in the same order assuming none of them died, the attackers rotating is more for visuals, it matches the defenders rotating and shows the two cards about to fight face to face, so each card attacks the card in front of it.

Assume defending: 30/30 dragon of wisdom, 5 Invincible defenders.
attacking: One of Many, Skraar

with the proposed rotation, OoM would be crushed by DoW, but DoW would move to back of attackers. Skraar would wreck the ID before shattering on DoW.

Playing Strategist can be bad if you had DoW for blocking, as other creatures aren't safe in defense anymore, forcing that behavior could be interesting and needs careful planning. It can go horribly wrong too - if the defender anticipated it and put ID-DoW-ID.. instead of DoW-ID-ID..
It could also help consume-characters to get stronger :>

That's what I like about it, it introduces a whole new bluff/predict mechanic where each player is trying to guess what order their opponents cards are going to be in and deciding how to order their own cards.

And as you pointed out it makes having one strong defender with a bunch a weak defenders a risk since all the attackers won't just suicide themselves on the strong card like normal play.

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