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PostPosted: Mon Nov 25, 2013 2:48 pm 
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Quoted from the old forum:
Quote:
[W]ith each post, quote the prior one - you can spoiler the list prior to your own additions once it starts getting long - excepting [this] explanatory paragraph, which need not be reproduced. In this way, the latest post shall always contain the fullest, most up-to-date list, without any need for my editing the first post[....] If your request is for a particular platform, please be sure to note it.


It's a little ugly because I can't seem to get the formatting quite right but it should be at least readable. I posted an update to the thread on the old forum before realizing that it appears nearly dead, so I included my update within the list.

    Features
  • Restoration of prior chat functionality; Escape key to close chat window.
  • Some way in deck editor of viewing how many symbols of each colour are in a deck for manual land editing purposes.
  • A method by which in multiplayer, each player may know if and which other people have selected "random deck" as their option
  • Bring back the Disable AI Takeover option from the previous games, and have it on by default
  • Change the default sort method for the deck editor to something that's actually useful (i.e.: not Rarity)
  • Remember that Random was the last deck selected in a custom game, instead of switching to the deck it selected when you return to the lobby
  • Make the deck editor accessible from every place that it was accessible in previous versions of the game, then add a few more
  • Add the ability to save multiple builds per deck
  • Allow for picking a specific build as part of the match initiation system, versus a game wide system, where I load a specific deck and then I'd have to go back to the menu to change it (and losing my current opponent)
  • Give players the chance to cast spells and activate abilities during the upkeep and combat damage steps even if nothing triggers during them
  • If different from the above, allow an option to specifically notify me when opponent has declined to block, so that the timing on when to cast certain spells is more clear
  • Set combat animations to OFF by default
  • Separate team/all players chat in 2HG. - if optional, not forced
  • Add priority system.
  • If a full priority system is too hard to implement, at least enable players to choose the order of triggered abilities. Something as simple as the damage assignment UI would do it.
  • Repositioning of the chat box.
  • When creating a Custom Game, the ability to choose whether AI opponents use their normal or Revenge decks.
  • Swap "draw new hand" and "keep hand" back to their original positions that they've had for every other version.
  • Lobby Improvements:
  • Get rid of 'hosting match' and 'custom match' - automate the process, so that the first person 'looking' for a match hosts, the second person 'looking' for a match joins the first. Why have 10 people hosting matches, when they could play each other? As a bonus, fix the 'that game is no longer available'
  • Allow for matching opponents based on accurate ranking (implies the ranking systems needs to be fixed)
  • Allow for matching opponents by 'friends'
  • Allow for not being matched by folks on your 'no-play' list
  • When I concede a game, let me concede the game, not the interaction I have with the other player(s), i.e. allow for proper rematches without having to sit through useless turns when the game has been decided
  • Observe games, as a bonus indicate the ranking of the players (implies the ranking systems needs to be fixed)
  • Don't automatically add unlocked cards to a deck, only to the pool (this should be a given if there are multiple deckslots) - if optional
  • Damage displayed as damage, and not as a reduction to toughness
  • In addition to campaign and revenge, add a custom campaign, where the AI plays with the users own version of the decks (with multiple deckslots, let the user mark which one to use)
  • Interesting and balanced decks that offer varied playstyles.
  • Give the lowest tier decks a couple of extra cards to make them more competitive
  • When using random decks, give us a button to re-randomize them next to the existing play again button
  • Add a match system so you can play 'best of 3/5/7, etc.
  • Add a way to force a specific deck (picked at the first game) throughout the match
  • When allowing different builds, alternate builds of the same deck should be allowed
  • Increase space between buttons to reduce miss-clicks.
  • Give us more fun DLC to buy!
  • Opposition packs -- AI only decks from prior versions of the game
  • Card Packs -- Add new cards to every deck
  • Encounter Packs -- More encounters
  • Archenemy -- Best game mode other than 1 on 1 and 2hg
  • Increase time allowed based on type of interaction (why do I have 15 seconds to scan my entire library to find a card but 90 seconds to decide whether to cast Doom Blade?) or, even better, adopt a chess-style system where each player has a total amount of time he or she can use in the entire match. Not sure how to combat abuse of the latter, but the former would be a major improvement. Several winnable games have been lost due to not being able to select the correct 35 defenders within a 15 second time limit.
  • Improve UI when searching library for a card. At the very least, display 7-8 cards at a time instead of just 1. Even better, sort cards by category since they are going to be shuffled anyway.

    Bugs
  • Many people on different platforms crashing out or not being able to play at all.
  • A fix for the 'sticky' iPad screen, where cards are unresponsive to touch for several seconds
  • A fix for iPad's repeated lagging. This is both in online multiplayer and in single player against the AI.
  • Random deck selection unlocking cards properly in online multiplayer
  • Fix the ranking system
  • Network stability / game lockups (games still get locked up on a regular basis).
  • Let the spacebar shortcut for "Attack All" (on PC) work in 2HG and vs. Ramaz


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PostPosted: Mon Nov 25, 2013 2:49 pm 
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nibiyabi wrote:
  • Increase time allowed based on type of interaction (why do I have 15 seconds to scan my entire library to find a card but 90 seconds to decide whether to cast Doom Blade?) or, even better, adopt a chess-style system where each player has a total amount of time he or she can use in the entire match. Not sure how to combat abuse of the latter, but the former would be a major improvement. Several winnable games have been lost due to not being able to select the correct 35 defenders within a 15 second time limit.
  • Improve UI when searching library for a card. At the very least, display 7-8 cards at a time instead of just 1. Even better, sort cards by category since they are going to be shuffled anyway.


I would like to add that these are not minor issues for me. I need two hands to count the number of games I have lost where I had a 100% chance of winning if only I could declare 1 blocker every 0.5 seconds to perfectly and efficiently block the right amount of damage and kill off the right number of creatures. Unfortunately, this game was designed for the Rain Man. Could you imagine someone whipping out a 10-second timeglass in paper Magic and exclaiming "OK, now declare your blockers before time runs out. Go!" One person even gloated in the face of what I thought was certain defeat (for him), boasting that I would never be able to block all of his creatures. A quick glance at my creatures suggested otherwise, and I naively chuckled to myself. I quickly realized what he meant. I literally did not have the time to block them all before time ran out. This mechanic is broken and moronic and has no place in a strategy game.


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PostPosted: Mon Nov 25, 2013 6:02 pm 
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a "AI block all" option would be a temporary help to that problem of too much to block. 15 seconds to decide all that and you have to right click to find the right things to block with just the right thing...no way in a lot of situations. Sure, letting the AI do it will have problems, but it's better than the alternative.

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The Best defense is one where the attacker breaks himself upon it, allowing you to counterattack them into oblivion.

If You get an aggro player to stop attacking, you've got the match won.


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PostPosted: Mon Nov 25, 2013 6:34 pm 
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The block timer should have a base value with incremental time added for each attacking creature.

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PostPosted: Mon Nov 25, 2013 7:18 pm 
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Here is the only thing I want. Make it so that I don't have to scroll over auras when I can't target them, when I am using an instant or sorcery. Equipment too. I should not have to zoom in and spend 30 seconds fighting with the interface to use a burn spell.


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