infinity wars game Community Forums

Infinity Wars => News and Developer Talk => Game Rules => Topic started by: Snarley on November 22, 2012, 02:09:24 PM

Title: Rulebook and stuff
Post by: Snarley on November 22, 2012, 02:09:24 PM
I'm big on rules. I'm a judge for Magic: the Gathering. I like to know why things happen the way they happen. I don't want the computer to just do things and never know why. Will there at any point be a way for me to see why and how the game determines the outcome of an action? How will copy and control layers work in this game if at all? And so on with the questions about in depth rules mechanics that no one else probably cares about...
Title: Re: Rulebook and stuff
Post by: WWKnight on November 22, 2012, 02:13:50 PM
Lookit you...

name dropping your credentials like a big shot...  :P

You arent the first to try and get a rulebook, and you wont be the last.  However, the current word on that is "It doesnt exist".  And if it does, they arent sharing.

Perhaps if we get a big enough vocal outcry, they might get some intern to compile one for us :P
Title: Re: Rulebook and stuff
Post by: Koey on November 22, 2012, 02:19:03 PM
Think the reason there is no specific rules are because they are still fine tuning mechanics and adding in new mechanics.
Like purity in deck building.

Also they were discussing in adding in Initiative indicator to help user understands what happens.

The only rule we know so far regarding executions are:
1) Movement
2) Spells
3) Attack
Title: Re: Rulebook and stuff
Post by: Snarley on November 22, 2012, 02:20:27 PM
*Reverse engineers client* :p
Title: Re: Rulebook and stuff
Post by: Synnym on November 22, 2012, 03:18:35 PM
*Reverse engineers client* :p
you forgot to add "no jutsu" :P
Title: Re: Rulebook and stuff
Post by: Snarley on November 22, 2012, 03:20:10 PM
I don't get it. Please explain Synnym.
Title: Re: Rulebook and stuff
Post by: Synnym on November 22, 2012, 03:40:52 PM
I don't get it. Please explain Synnym.
*ahem* "no jutsu" is japanese, it means something ability, the most mainstream use of that sentence is found in the manga/anime Naruto, where they put that behind just about every special (and a few normal) attacks, "fireball no jutsu" is an example.
But the Naruto franchise is actully just referring (very strongly) to the ancient and mythical stories of ninjas, that had some specific tricks up their sleeves, all of them named. I cant remember an example, but i think all of them are used in Naruto.
So by saying that i ment youre gonna use your "reverse engineer no justu" to reverse engineer the hell out of the codes to get your rulebook, like a ninja :P
Title: Re: Rulebook and stuff
Post by: Voxil on November 22, 2012, 04:46:08 PM
I don't get it. Please explain Synnym.
*ahem* "no jutsu" is japanese, it means something ability, the most mainstream use of that sentence is found in the manga/anime Naruto, where they put that behind just about every special (and a few normal) attacks, "fireball no jutsu" is an example.
But the Naruto franchise is actully just referring (very strongly) to the ancient and mythical stories of ninjas, that had some specific tricks up their sleeves, all of them named. I cant remember an example, but i think all of them are used in Naruto.
So by saying that i ment youre gonna use your "reverse engineer no justu" to reverse engineer the hell out of the codes to get your rulebook, like a ninja :P

But that would require him to watch an incredibly boring and trite anime.  And then assume that the rest of us do also ;)
Title: Re: Rulebook and stuff
Post by: Michael Saniyan on November 22, 2012, 04:56:56 PM
Ah, a fellow rulebook requester. Yeah, we're just gonna have to wait, sadly.
Title: Re: Rulebook and stuff
Post by: Synnym on November 22, 2012, 05:26:15 PM
The manga isnt that bad :P
Title: Re: Rulebook and stuff
Post by: Teremus on November 29, 2012, 07:19:31 AM
This is something I personally would like to see represented in the final production of the game. Say in the main menu of the console you can simply have a rules listing be placed as one of the menu options. So that people feel comfortable knowing they can at the very least refer to this option.

Understandably true it might be that the information is too vast and untested to place it there right now, hence my use of the Final Production term.
Title: Re: Rulebook and stuff
Post by: Synnym on November 29, 2012, 11:28:28 AM
There have been asked for a rulebook.. what about the "and stuff"? :P
Title: Re: Rulebook and stuff
Post by: Ingram IronFist on December 03, 2012, 06:50:57 AM
I like the idea of a full rulebook in game. I would also like to see a drop down  rule explanation option for wile you are playing.
Title: Re: Rulebook and stuff
Post by: Voxil on December 03, 2012, 01:17:22 PM
I like the idea of a full rulebook in game. I would also like to see a drop down  rule explanation option for wile you are playing.

That's not a bad idea.  Or being able to click on a subrule on a card to get an explanation of what it does.  That would be handy.

I think the main reason we don't havea  rule book yet is because there are still some things that could change.  I don't think anything substantial but they did mention maybe tweaking with the commanders.
Title: Re: Rulebook and stuff
Post by: Koey on December 03, 2012, 01:22:01 PM
I like the idea of a full rulebook in game. I would also like to see a drop down  rule explanation option for wile you are playing.

That's not a bad idea.  Or being able to click on a subrule on a card to get an explanation of what it does.  That would be handy.

I think the main reason we don't havea  rule book yet is because there are still some things that could change.  I don't think anything substantial but they did mention maybe tweaking with the commanders.
Also there are stuff Lightmare wants to keep under wraps as to not let another competitor grab their idea before their launch.
In game rules would be nice, like a ? function Hero Academy has would be nice for buttons that seem ambiguous.
Maybe even turn order, like how during execution you have stages like Movement, Spells and Abilities to keep the player more aware.
Title: Re: Rulebook and stuff
Post by: Ingram IronFist on December 04, 2012, 08:56:15 PM
I could see optional rules tutorials that go thru detailed step by step with explanations. eg set a turn in place and then watch how the resolution phase plays out in slow motion with pop ups explaining why each thing that happens as it happens.
Title: Re: Rulebook and stuff
Post by: A4A_ltd on December 13, 2012, 04:03:32 AM
Something like this would be great!  Especially, if you wanted to see a specific rule played out.  Whether it was because you just wanted to become like Snarley and be judge worthy.  ;D   Or if you had a specific enquiry about a game you currently playing or over the game you just played. 

Once Stats are really a main concern for people, I could see people wanting to have an explanation.  Instead of claiming it is a bug or spamming Lightmare about some rage (emotion) incident.  Losing should exhibit certain emotions, particularly not revisiting those exact past errors.  Being passionate about winning is linked to being passionate about learning.

An interface such as mentioned below, would be most favorable. 


I could see optional rules tutorials that go thru detailed step by step with explanations. eg set a turn in place and then watch how the resolution phase plays out in slow motion with pop ups explaining why each thing that happens as it happens.
Title: Re: Rulebook and stuff
Post by: Tower19 on January 10, 2013, 05:09:03 AM
I could see optional rules tutorials that go thru detailed step by step with explanations. eg set a turn in place and then watch how the resolution phase plays out in slow motion with pop ups explaining why each thing that happens as it happens.

Great idea but you'll probably never see it in the game.  Especially in the mobile version (would take up way too much space).  I wouldn't doubt it if some version of your idea made its way into a fansite though.
Title: Re: Rulebook and stuff
Post by: Teremus on February 15, 2013, 11:13:01 PM
These actually are really good ideas.
Title: Re: Rulebook and stuff
Post by: gpt999 on February 16, 2013, 11:24:33 AM
I'm actually working on a kind of rulebook/glossary of some sort, tough it might take a while, especially with my grammar!
Title: Re: Rulebook and stuff
Post by: Zinqf on February 25, 2013, 01:50:38 AM
Apparently the resolving phase takes all of the actions that both players did on their turn and places them on a single resolving stack. Remember, all actions you did on your turn never actually happened until they resolved.

Instead of using LIFO (Last in First out), Infinity Wars uses "Initiative" to support the design of both players taking their turn at the same time. This is genius imo.

When you understand how the stack resolves, everything clicks.

Resolving the stack is as follows...

1. Any characters moved to different zones or any characters casted and brought into play are done so right away. Initiative does not affect this portion of the stack.

2. Any spells or character abilities are resolved in this portion. First the spells and character abilities of the player with initiative, then the spells and character abilities of the other player. Anything killed in this phase will not participate in the attack resolving portion.

3. All characters in the attack zone of the initiative player attack first. Attackers are designated left to right. Defenders also defend left to right. Each character attacks once unless the character is unstoppable or has an ability like FD Coyle.

4. All characters in the attack zone of the other player attack next following the same rules.

5. When all of these phases are done, final checks are made such as health and morale values. Initiative does not decide which values are checked first. This is why draws can more likely happen. In MTG you can get a draw if both players kill each other while a stack is resolving, although in infinity wars....both turns are merged into one giant resolving stack.

Hopefully that clears things up for someone that is familiar with MTG rules (or confuses the heck out of ya xD).
Title: Re: Rulebook and stuff
Post by: Viquel on February 25, 2013, 06:46:09 AM
If this is added to the first post (which it should :) ), please add, that "comes into play" resolves just like an ability. That characters are deployed & moved first and ignores initiative makes the phrase "comes into play" highly confusing. (This would give my Drones a fighting chance against those nasty Verore and/or DoD spells :/ )

In addition, "comes into play" must currently be read as "payed directly for" - so it may come from the hand or command, resurrecting doesn't trigger it :( (imho a bug, but as the feedback-form is one-way only....where art thou Teremus?
Title: Re: Rulebook and stuff
Post by: WWKnight on February 26, 2013, 12:50:30 AM
Its a bug.
Title: Re: Rulebook and stuff
Post by: Koey on February 26, 2013, 01:05:10 AM
If this is added to the first post (which it should :) ), please add, that "comes into play" resolves just like an ability. That characters are deployed & moved first and ignores initiative makes the phrase "comes into play" highly confusing. (This would give my Drones a fighting chance against those nasty Verore and/or DoD spells :/ )

In addition, "comes into play" must currently be read as "payed directly for" - so it may come from the hand or command, resurrecting doesn't trigger it :( (imho a bug, but as the feedback-form is one-way only....where art thou Teremus?
Imagining the commander as a "second hand" kinda helps with the in-play part. Though using the term "when deployed" may be more appropriate unless like WWK says it is a bug.
Title: Re: Rulebook and stuff
Post by: Teremus on February 26, 2013, 08:36:32 AM
If this is added to the first post (which it should :) ), please add, that "comes into play" resolves just like an ability. That characters are deployed & moved first and ignores initiative makes the phrase "comes into play" highly confusing. (This would give my Drones a fighting chance against those nasty Verore and/or DoD spells :/ )

In addition, "comes into play" must currently be read as "payed directly for" - so it may come from the hand or command, resurrecting doesn't trigger it :( (imho a bug, but as the feedback-form is one-way only....where art thou Teremus?

As of right now, a card that has an effect being triggered from coming into play is not meant to be triggered from resurrection. If you would like to have a conversation on this, by all means do so as I personally am a fan of this being changed.
Title: Re: Rulebook and stuff
Post by: Viquel on February 26, 2013, 08:46:00 AM

Imagining the commander as a "second hand" kinda helps with the in-play part. Though using the term "when deployed" may be more appropriate unless like WWK says it is a bug.

It all depends on if it's a bug or not. If it is not, it mustn't read "deployed" as the raise-creature-spells leave them as deployed creature (but they don't actually deploy them. is this understanable?)
Title: Re: Rulebook and stuff
Post by: WWKnight on February 27, 2013, 01:00:06 AM
Ive heard differently from someone else Teremus.

If it is indeed as you say it is and not intended, you cant have "comes into play" on the card.
Title: Re: Rulebook and stuff
Post by: Zinqf on February 27, 2013, 08:03:30 AM
Quote
If this is added to the first post (which it should :) ), please add, that "comes into play" resolves just like an ability. That characters are deployed & moved first and ignores initiative makes the phrase "comes into play" highly confusing. (This would give my Drones a fighting chance against those nasty Verore and/or DoD spells :/ )

In addition, "comes into play" must currently be read as "payed directly for" - so it may come from the hand or command, resurrecting doesn't trigger it :( (imho a bug, but as the feedback-form is one-way only....where art thou Teremus?
Physically "Coming into play" is something that all cards do.

A "comes into play ability" is something that resolves in the ability phase in order of Initiative. Sorry if that sounded confusing.
Quote
As of right now, a card that has an effect being triggered from coming into play is not meant to be triggered from resurrection. If you would like to have a conversation on this, by all means do so as I personally am a fan of this being changed.
Resurrected cards don't "count" as coming into play when it comes to resolving a "comes into play" ability? Ouch. Does that also mean that summoned tokens do not "come into play" when abilities are checking them either? I can understand you being a fan of it being changed if that's the case.