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Messages - Shimrra3

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General Game Discussion / Re: Patch 2.1.0 Hotfix "D" is on ... Facebook?
« on: August 08, 2016, 07:13:06 PM »
So everything is on a totally different board than before. Shows how much I'm paying attention.

Don't care. Still out.

General Game Discussion / Patch 2.1.0 Hotfix "D" is on ... Facebook?
« on: August 08, 2016, 08:52:55 AM »
Quote from: Facebook
Players! Patch 2.1.0 Hotfix "D" has been deployed with a few key fixes to the game:

* Changed some behind-the-scenes values for draft matchmaking so that high-MMR players and/or players with a high current run wouldn’t face absurdly long queue times.

*Fixed a bug where Ixxi wouldn’t automatically play himself from the Command Zone.

*Fixed a bug that caused gold borders to not show up properly when drafting.

I shouldn't have to do this and I have no real obligation to either. Why is this not on the forums? I assume there's some in-game message but I wouldn't know. Maybe there isn't.

Forums are where this kind of announcement should be... I wrote up this post, and then waited an entire hour after I saw the Facebook post to be sure it wasn't coming. The Facebook post has 0 likes and 0 comments so I'm pretty sure its not being watched particularly.

I haven't played in over a year but I've been holding out on something good happening.
This sort of thing implies that what I want just isn't coming. Need to stop looking back.

I'm not going to vote on this or read every post... everything is screwed anyway.

Ori is almost completely right. Basically all of those points. Maybe not so much 'the game shouldn't be about the graveyard' since MTG has that in spades already and makes it work, but basically everything else.

Of course, the concept of removing some of or all of a faction is preposterous. Lightmare already tried to implement that plan, obviously that didn't work. Its too late. The faction is here, and so are all its problems - including the stupid amounts of bugs (relatively speaking here), the feast-or-famine mechanics, the emphasis on stalling gameplay, and so on.

Plus, from a design perspective, there is the simple fact that the rest of the game is nowhere near as focused on the graveyard, and therefore has no reasonable balanced answer to this sort of thing (compared to MTG again). Its either a sideboarded or lucky counter card with no other purpose than to mess with this faction, OR it rolls over you. That's not some recent addition, that's a fundamental flaw in the game that basically says 'Don't Release Rise As Is'.


General Game Discussion / Re: Album of the new cards - discuss here
« on: July 03, 2016, 06:20:17 PM »
Thematically sound but absolutely none of these are needed and most seem either very overpowered or underpowered, as described.

I'll go back to ignoring this game now.

Just like old times... I agree with every @%$^ing word of Teremus' post. There's my feedback.

Because I've just been lurking this whole time, we've not really met, so this is me: I hit every single wall in this game. I got to the end. I was one of the highest level players around (when this was a thing) for a number of months. Pushing top 20 or so on the ladder. Little or no gaps in my collection. IW Council member. Etc. And I lost sight of any reason to continue playing this game. Certainly not interested in throwing $200 a month at it just to keep up with comparing needlessly large virtual card collections - not that I ever was.

I basically took an extended break from the game while doing a full-time course, and then decided that I hadn't missed IW enough to come back. To be quite honest, implementing a level cap removed one of the few things left that I had to look forward to. Oh, and... super ironic part? The course was about UX.

To repeat what I was told by pretty much everyone I ever recommended this game to:
"It's a great game but everything surrounding it is absolute crap."

Here meaning:
  • UX
  • UI
  • Sound effects
  • Most kinds of communal interactions
  • The economy
  • The aforementioned ranked issues
  • The other ranked issues, like draws costing both players points

Bearing in mind that without the UX and UI, the rest of the list really doesn't matter. So yeah, IW has nice background music, and most (but not all) of the animated card art is pretty cool, and the gameplay is neat. And?

Suffice to say it's going to take a lot to get me to come back - but I would still like to see it happen.

And as for ranked? Do some kind of seasons or something, like he said. Hell, give out little medals that are attached visibly to your profile, that says 'I got to such and such in Season 3'. Borders can change, a permanent fixture like that is, well, permanent.

General Game Discussion / Re: How to Fix the Balance of the Game
« on: March 09, 2016, 05:58:37 PM »
I think it needs to be made super super clear that this is a joke thread so this doesn't actually influence things. Stranger things have happened.

That being said... as long as I'm here...

Dammit Blitz I was going to say Precautionary Measures.

How about Tinkerer gives +4/+4, Veroria (Lone Keep) prevents you from being attacked at all except by flying (and drains 2 morale per turn), Fleeting Footman can block without dying, and Demon of Fear is a 10/10 for 5.

While we're at it, better make Mass Death cost 4 and not have zone lock.

Could even cut all the numbers in half, nobody would see that coming...

News and Developer Talk / Re: [Weekly Post #1] A Swarm of Changes
« on: February 02, 2016, 07:15:12 PM »
I actually strongly suspect that the Charge/Vigilance swarmers would not desync the game at all, and which one would take priority would depend entirely on the order they were added to your deck.

Source: basically every other interaction in the history of the game. Lol.
For the DOD swarmer I probably would've gone with something like
"When on the Battlefield all Insectoids in your Defense zone take 1 less combat damage."
It's 'DOD-ish' and pretty effective since it's stackable, but still allows for opponents to make use of non-combat damage.

I agree with Merlin that it'd probably just pick one if given the choice. But I'd rather see a damage reduction effect than Vigilance - hell, a static +0/+4 would be better, since the Vigilance would be difficult to take serious advantage of... as others have said, games end fast. Turn 5 Swarmers have Vigilance, turn 6 you can actually play some more of them and they'll have Vigilance and it'll be super predictable...

News and Developer Talk / Re: [Weekly Post #1] A Swarm of Changes
« on: February 01, 2016, 09:14:52 AM »
Like, all the words.

I agree with Gin's assessment on Page 2 almost entirely.

Mixed reaction here from me... Its encouraging because this is a challenging issue involving balance and strong card themes that are kind of rigid and annoying to work with, and a) its being taken on in the first place, and b) it's being done reasonably well (seeing where certain Swarmers were before). These might be fun to use now.

Its also discouraging, because I was hoping to see things done in areas that have higher priority than a forgotten set of cards that probably still shouldn't be all that viable.

Of course, I'd prefer to look at this with a 'something is better than nothing' attitude, or at the very least 'glass half full'. Interested to see what else is being worked on - if this is just the teaser then my negative point isn't valid.

General Game Discussion / Re: Ranked points gain/loss
« on: January 19, 2016, 01:05:51 AM »
I'm fairly sure this hasn't been mentioned yet...

Draws cause both players to lose points. Is that still a thing? Because figuring that out literally made me drop IW on the spot. Something about me and another top 20 person vsing each other and losing 60~ points each. Then both going 'what do you mean you lost points??' and staring at the screen for a bit in a mixture of horror and rage.

I also agree with ... most other posts. The ones saying to score wins and losses proportional to the level GAP between the players, not just UNIVERSALLY screw over high ranked players and cushion lower players. Yes, if 2400 vses 1400, it should be something like +2/-50 and vice versa, but 2400 vs 2400 should be +/-26 instead.

General Game Discussion / Re: Infinity Wars tokens for MtG
« on: January 11, 2016, 06:13:12 PM »
I'd totally use those.

General Game Discussion / Re: Adorabear for Community Manager
« on: January 08, 2016, 02:12:08 PM »
I don't know. I still like to think of him as one of us.

Let me know your guys' thoughts and any other topics I should include or touch on.
  • How to dodge Mass Death
  • How to play differently around Morale decks
  • How to sideboard effectively (I guess that's deck building but still)
  • How to actually deal with BioSol
  • How to dodge Mass Death
  • Comprehensive guide to WTF Tygris and Alpha One do

The amount of times he's been called out for that name is starting to get ridiculous lol...

News and Developer Talk / Re: Taking Infinity Wars to the Next Level
« on: December 30, 2015, 11:19:51 PM »
As much as I really want to maintain my baseline of zero expectations whatsoever...

Why would anyone tell us anything? We've got a couple of possibilities:

They could be trying to get more money out of us.

I REJECT this concept on the basis that we're too smart to actually do that on so little information, and LM, for all its flaws, has to know that.

Or there's the good option...

Something is actually happening, or they are at least trying.

And we don't know what it is, boo.

... then again, if we assume nobody on their end knows a thing, in a 'guilty until proven innocent' fashion... It could also be that they don't know we're too smart to spend more money when the game is in its current state. Or that they're trying something without checking to see if its even a good idea, and we'll end up seeing a move that is a total waste of time. Yes, I can be that guy.

I'd like to instead assume they know something we don't.

News and Developer Talk / Re: Taking Infinity Wars to the Next Level
« on: December 29, 2015, 06:40:14 AM »
Encouraging, but I'm not lifting a finger until I see something way more solid. Sorry.

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