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Messages - NatoPotato

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676
Suggestions / Re: shrine to heavens, show percentage on expanded card
« on: October 29, 2013, 03:11:12 AM »
I found a temporal and very annoying Solution for myself that Game. I kept clicking the Shrine to Zoom in and out of the Card. While transitioning between these two States, i could catch a glimpse of the Percentage, before it has been covered up by his Army of Tokens again.

Also, you could always try to keep track by counting. :P

Well as I said in the first post that's exactly what I ended up doing, but counting was kinda hard since the cards shown when the shrine is used are collapsed under each other and basically they were using breeders and got to the point where they had 20+ cards in their support zone.

677
Suggestions / shrine to heavens, show percentage on expanded card
« on: October 28, 2013, 03:58:45 PM »
Basically I had my first game against the shrine to heavens card and ju-lin today, and was frustrated during pretty much the entire game because I could never see how much percent/chapters the cards had, the percentage/chapters when on the field were always covered up by other cards and when I clicked on the cards to view its stats all I got was the pic and description (and attack/health for ju lin), no indication of how complete the cards were.

I was able to click and drag one of my characters around ju lin to move the opponents cards enough to see the chapters, but it did not work for the shrine since the cards were too dense and cards in the opponents support zone appear smaller than in the other zones due to distance.

Eventually I learned to spam pop up/put down the shrine getting several tiny glimpses until one time I happened to have it show long enough for me to see.

What I'm suggesting is have shrine to heaven show the percentage on the expanded version of the card as well as the small version, its percentage could just be put where you would normally get attack/health.

678
Suggestions / Re: Character card effects
« on: October 28, 2013, 12:24:58 AM »
'Range'?   Maybe just go super literal, 'aerial defense', 'aerial defender', 'aerial block'?..... hmm :-\ though I don't really see why it couldn't be Reach even thought it's already been used.
I guess we could assume that in future the only non flying/giant cards that will block flying will be special cases like killaroo.

Anyway it would be good to categorise other effects that, despite being rare, have a pretty simple mechanic (assuming other cards share the effects or there are ability cards that give the effects in future).
Like multiple lives and multiple attacks.

X Lives: This character has X lives, if it would die while it still has an extra life it loses a life but stays in play.
Strike X: This character attacks X times each turn.

e.g Bloodbath: Move all your characters on the battlefield into the assault zone and all your opponents characters on the battlefield into the defense zone, your characters gain Strike 2 for this turn.

679
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?

680
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.

681
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.

682
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  ::)

683
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.

684
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.

685
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.

686
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'    ::)

687
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.
e.g
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.

688
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.

689
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)


Example:


690
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.

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