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  1. #1
    Senior Member Narziss's Avatar
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    What would you like to see updated?

    This is what I'd like to see changed in a future beta update:


    1. Some way to restrict Heroes in their use of their abilities. Of all the suggestions, I personally prefer incorporating Ability Points.

    2. Some better word choice in card mechanics. For example, why do we have both "ability" cards and card "abilities"? This is very confusing, and they should be given separate names. Also, perhaps "tapped" can still be called "exhausted," but "refreshed" might be a better choice than "readied" for "untapped". Also, can we indicate "ongoing" ability cards more explicitly from ability cards that have a one-time use? LHK has a good discussion of how that can be solved here: in his article on Card Taxonomy.

    3. Can we get some more cards that cost 1-3 resources? The presently revealed set has too many higher cost cards, and I think we have only a single 1 resource cost card at this point (Fire Snake). I'd like to see some more cheaper cards.

    4. Should we introduce blocking? So I have an ally with a powerful ability but with weak stats. How can I protect my weak ally from getting one-shotted by an enemy ally? Would be nice if one of my bigger allies could step in and protect a weaker ally.

    5. As the game currently is, we cannot do anything on our opponent's turn. Counterspells don't exist in this game, and I have no way to respond to my opponent's moves. I can't buff my allies during the enemy attack. I sit with my hands crossed during the opponent's turn, and worse of all, how can I prevent cards like Tidal Wave and Supernova from clearing the battlefield? LHK has an excellent, extended discussion of this problem in his article, On Counterspells. I think one way to remedy this problem is to introduce cards that let you force your opponent to discard a particular card from his hand or to introduce cards that prevent your opponent from playing certain cards, solutions which I articulate further at the end of LHK's article.
    Last edited by Narziss; 08-10-2010 at 09:48 PM.

  2. #2
    Member kaboom132's Avatar
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    Definitely agree with your choices, most notably nos. 1 and 4 (although I'd like to see some of three, we'll probably get more later). I'll have to see some of the uncommons/rares/epics before I go on, though.

  3. #3
    Shadow Era's Avatar
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    Here's the major changes that are coming up in the next few releases:

    1.05:
    - much improved AI that will actually make smart decisions and be challenging to defeat

    1.06:
    - new card design revealed
    - play as the priest class

    I think that before any big gameplay changes are considered, it is important to play against a good opponent and try out different classes...

  4. #4
    Senior Member Narziss's Avatar
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    Quote Originally Posted by Kyle View Post
    I think that before any big gameplay changes are considered, it is important to play against a good opponent and try out different classes...
    I did, however, try to make those gameplay suggestions, not just on the current beta, but with an estimate on how the game will develop as well.

    The new AI is working much better, and the new interface is looking wonderful Kyle!

    One small suggestion on the interface: my eyes have a hard time reading the numbers next to the resource card and next to the deck. Would it be possible to either put those numbers on-top of the cards (so they stand out more) or to make the numbers brighter?

  5. #5
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    I agree, the numbers next to the resource and deck pile are kind of hard to see, especially the opponents when it disappears in the background. I actually like how the numbers are placed now. I think just enhancing the opacity a tad on the numbers might fix it.

  6. #6
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    Just to get this suggestion out there to more people, here's my idea of what should be done about heroes being too vulnerable so far...

    Allies can still directly attack heroes. However, if the opponent has allies on the field, your allies can only damage the opponent hero by 1 point. If the opponent has no allies on the field, your allies can still deal their maximum damage. Spells can still directly target heroes.

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