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Messages - Teal_Blue

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1
Skyward Collapse / Re: Skyward Collapse Alpha 0.954
« on: Yesterday at 05:03:55 PM »
If you look at the post for .955 that is coming (not quite released yet) it looks like a new batch of woes has been added. This may be exactly what you need to break up the repetition of your game. But we won't know until the patch is out and you give it a try.

http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.954

Just a thought,
-Teal


2
Skyward Collapse / Re: Skyward Collapse Alpha 0.907
« on: Yesterday at 04:29:21 PM »
I'm trying to think of a way for it to be less of a boon and more of a 'the landscape just got seriously ravaged in a major way and introduced a lot of holes and chokepoints'.

This is just a thought... a 'drastic' thought, but still... What if there was a woe, that took everything, i mean everything except the red and blue town centers and made it all go away? Sort of a go back to Start, do not pass Go and do not collect $200?  :)

A sort of Super Do-Over?  :)

(At this point i am thinking it would probably have to reset all your turns as well... just to get it to the point where you still have a chance at getting XX points by the end of the round for the score-gated games. But that may not apply if not score-gating.)

Just an idea, but I'm dying to get a Woe idea in the game! (am i vain or what?) sorry  :(
Oops, i think i already got one, with the Paranoia woe. I just forgot, so maybe two now, maybe?

Actually, you know what? Its not really my idea, its LaughingThesaurus's, because what he said made me think of it! Anyway... just a thought, provided it sounds like it is worth something to the game and would shake things up pretty good.

-Teal

 

3
Skyward Collapse / Re: Skyward Collapse Alpha 0.907
« on: Yesterday at 01:48:48 PM »
I would rather see some of the woes affecting ruins (like collapse?).

If god removes ruins then it will be quick preparation for Norse and Greek lesser god will have hard time. He will need to watch around every corner if there are no giants incoming.



Ahhhh..........   


4
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: Yesterday at 01:46:48 PM »
:)  Cool, Thanks!!


5
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: May 21, 2013, 08:50:50 PM »
Quick Question:  Is the Nick Trujillo Comic supposed to have page 1 lead to page 2 and then to page 3...? You know, until its done? I think you said it was like 5 pages?

Anyway, the comic looks very cool!  But its only the first page and i didn't see a link for the second or third or other pages.

Sorry for all the questions, but just wanted the game to look its best, you all have done a really, really nice job! SC feels very complete and polished! Very Nice!!!

-Teal


6
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: May 21, 2013, 08:44:18 PM »
Cool!!!   :)

Looks Beautiful!!!

(Is that like too many, you know, !!! exclamation points?)   :)

-Teal


7
Skyward Collapse / Re: Skyward Collapse Official Trailer
« on: May 21, 2013, 08:37:54 PM »
Beautiful!!!!!!

Can i have one of those and a side of fries and a coke, please?  :)
-Teal
On Thursday :)


:)   Come Thursday, I'll be second in line waiting, right after Cinth of course.  :)

p.s. I thought about line jumping, you know, to like get first. But well... Cinth just said, "Hey, look over there!" and when i turned to see what he was pointing at, he like scooted right past me!
That is like totally unfair!!

:)


8
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: May 21, 2013, 08:22:32 PM »
There is a small mention of 'edicts' on the Q&A page posted May 02, (when edicts were definitely IN) but thought i would mention it now, since i don't think they are a part of the game anymore. A small snip is probably all that is required.  :) 

Sorry to mention all the typo thingies,
-Teal

p.s.  Its the 'And So Forth' part below the description of the tokens, The whipping switch part.  :)
Anyway, its very small and maybe people that don't know the game yet, might not even know what is meant by it and just read over it and forget it. But just in case thought i'd let you know.


"Bring me the whipping switch, boy."  In order to meet the criteria of your edicts

9
Skyward Collapse / Re: Skyward Collapse Alpha 0.952
« on: May 21, 2013, 08:14:02 PM »
Just a quick note that there is a typo on the game page for Skyward Collapse. In the 100% DRM Free area:

Its the 'In Our Those' line that seems to be missing something, or maybe has 'our' when you meant to take it out? Anyway, no harm meant, the page looks beautiful!  :)  And the trailer is super cool!!!  :)
Hope it sells millions!!!!   :)

-Teal




100% DRM Free!

This game works a bit differently from many of our prior titles. In our those, a simple license key check was required.

10
Skyward Collapse / Re: Skyward Collapse Official Trailer
« on: May 21, 2013, 08:08:42 PM »
Beautiful!!!!!!

Can i have one of those and a side of fries and a coke, please?  :)
-Teal




11
I'm thinking that adding in more woes to the game is very definitely a good idea (they do get a bit stale when you start seeing the same ones repeat often enough), but refining each group of them is important too, so this sort of thread is a good idea.


I cant comment too much on specific ones just yet, as I cant think of any that really are like super messed up or anything.   Though there are some that seem very situational, to where if they appear outside of certain situations, they effectively dont do anything.   Like that "collapse" one, I think it's called, the ones that makes mountains into hills and other stuff into.... other stuff.   I've had that one show up, but.... not have really much effect.  It's not that it didnt have alot of tiles to mess with, because it did, it's that messing with them simply didnt alter anything.  Terrain differences never seem to have enough overall effect on things as it is (not in my experience anyway), so this one just doesnt seem to do much.


This is just a post 1.0 suggestion, but what if the tiles later have different effects on different pieces, by that i mean, what if swamps slow siege wagons. and mountains slow soldiers, and pits slow bandits, etc... so what we are effectively doing on a small scale is giving weak points to each of the units. We could also throw in boosts as well if you wanted where mountains slow soldiers, but because of their marching stamina, they are very quick at moving through swamps, and pits slow bandits, but grasslands speed up bandits speed by 20% or something minor boost like that, so that all the pieces on the board have pluses and minuses to their use as they cross different terrain.  :)
In that way, the type of tile a piece crosses, or the strategy a player brings into focus as they move their pieces about have effects that we need to align as well. :)
Can i save my squad that is fighting the god over there by moving my siege wagons to attack the god? Or is going through those marshes going to slow me down so that i am going to lose my men over there before i ever get re-inforcements to them? (I don't know what units are good against what, but this is just a metaphore for using terrain and unit strengths and weaknesses on those terrains as an extra element in the strategy equation.  :)

So does it sound workable, or too crazy?
-Teal


12
Skyward Collapse / Re: Skyward Collapse Alpha 0.907
« on: May 20, 2013, 07:18:45 PM »
It would make Tyr one powerful god indeed.  Hey... I need those tiles back.  Skadi!!!! Need you to die for the cause again!!


:)   Just a thought, but could it be set up so that first use of killing a god in a game restores 'half' of all the ruined tiles on the map (instead of all of them), but the second and third and so forth uses drop to miniscule amounts being restored, like a tenth of what is left, then a twentieth of that, and perhaps then a hundredth of that?

 So using the 'kill a god get ruined tiles back' once is useful (but i strongly think it should be limited to some part and not all of the ruined tiles, but hey that is just my opinion),

 but trying to abuse it, makes it still cost the 3 AP but only gives back a fraction of the first use. If players know this up front, and they should if we tell it to them in a tool tip, then losing AP points for fractionally smaller and smaller removal of ruins is way too high a price to pay.

Anyway, just a thought to stop the you know... over use of it.

-Teal


13
Skyward Collapse / Re: Skyward Collapse Alpha 0.905
« on: May 19, 2013, 06:11:57 PM »
Now out: http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.905

Features of note:

1. Siege weapons are no longer so ridiculous in the hands of bandits, and your guys will prioritize killing siege weapons better since they are such a big threat.

2. Your guys will go after bandit keeps with a prejudice, too (or at least they should; have not adequately tested that, so let me know if you have a save where that's not working).

3. Black Death is no longer an automatic loss (come on, I'd never intentionally have a feature like that; that was an unintended confluence of events with recent changes).

4. Bunch of changes to some mythological and god tokens to make them more attractive and useful.  Midgard Serpent is particularly exciting.

5. All the "things that generate score" are now properly in place, and your profile shows your high score now.

6. You can repair buildings by using a direct action now (though not if they've been destroyed).

7. Tutorial has been updated to reflect recent changes.

Big things still to come:

Splitting out the difficulty based on Pepisolo's suggestions into three parts rather than one.  One of those three parts would be score-gating (with attendant boosts to max score), again at Pepisolo's suggestion.  If anyone can report on what their average scores are in games started in .905, that could help me set some reasonable gates.  Right now I don't really have any idea, since I've been coding instead of playing.

My questions to you:

1. Did we solve the problem of "not enough depth?"  Aka, is this sufficiently hard to win on a high difficulty in a way that is interesting and brain-involving?  My read seems to be "yes" in the main, although obviously time will tell if some cheesy strategies pop up in the future.  But it seems like we may have squashed the obvious ones.  With the (OPTIONAL!) score gates, that should help even more if you play with those on.

2. Does Easy difficulty feel sufficiently laid back, if anyone is playing that?  It shouldn't really require much strategy.  So long as you don't do anything egregiously silly, it should go pretty smoothly.

3. How about Medium difficulty?  That should be like playing on difficulty 7 of AI War, I think.  It's definitely quite possible to lose, and frequently, but it shouldn't feel unfair.

4. Continuing the AI War analogy, Hard would be more like diff 8, whereas Expert is more like diff 9.

5. As I mentioned in another thread, we're expected to deliver a press build tomorrow.  Waiting is bad because it hurts our ability to have pre-release buzz.  But giving a ridiculous build to the press in terms of it being way too hard -- or having mechanics that we shift on them a ton -- also is a bad idea.  So how are your feelings on the current mechanics?

My read on the situation from what folks have said so far.

1. It seems like we've solved the obvious cheese situations, as I noted.  So the game should be sufficiently interesting to the grognards here for a sufficiently long amount of time to survive a week or two of interest at worst; and if more cheese is uncovered, we can always deal with that on a case by case basis, as with AI War.

2. I'm a little worried that the bottom end of the difficulty levels are too hard now, but I think some of that might have been because of the siege weapons being out of control last version.

3. It sounds like the score and score gating will keep a lot of you interested in a much more direct way, and keep you away from even trying anything cheesy since the score implicitly encourages you to take non-cheesy risks.  So even if we're borderline on #1, I think this #3 does good by the game.

4. I feel like the current mechanics are -- knock on wood -- pretty stable.  The repair buildings option seems like a really obvious thing to have now, though it never occurred to me.  The scorched earth stuff really makes a ton of sense and I think is obvious to keep.  Score is great, and so on.  So I think in terms of a press build, we're not going to be yanking the rug out from under people too much with wildly changing mechanics between now and 1.0.  But I've been wrong before -- it all comes back to the cheese factor, which is why we went through this round of changes today and yesterday in the first place.

So... thoughts?


Yes!  Yes!!   Yes!!!

I do not have this game yet, because i wanted to get it when it goes on launch!! But I am dying to play!!! Anyway, I can hang on a few more days... barely... payday is thursday, so that is the 23rd, which should be perfect!!!

Also, silly question: but will it be ok, or is there a way to order 2 copies when i go to your web-page to get it? If so, then i'll have a prime copy and a backup.  :)  (for my Children of Skyward donation.)

-Teal


14
Skyward Collapse / Re: Skyward Collapse Alpha 0.904
« on: May 19, 2013, 06:02:10 PM »
:)  Sounds cool to me!


15
Quote
Quote from: orzelek on Today at 05:34:47 PM

    BD simply shouldn't be faction specific. Kick everyone equally.

    With 30% destruction it will be in actual Fun category not "Nice towns - you don't play anymore with them".

Quote
What would you think of a random sometimes Red, sometimes Blue faction specific? So it really throws a monkey wrench into everything, with the player scrambling sometimes to try and rebuild the dying faction to keep the game going, or to have BD sometimes wipe out the whole faction (if 30% would do that) and have the game end right there.

So sometimes its a mad scramble, and sometimes its a deal breaker?

Just a noob thought, but for a noob i get quite a few of these,  :)

-Teal

Just pulled this over from the Alpha 9.04 thread, what ever you guys think is cool is fine with me, BD can stay Mean and Nasty and World Wrecking if you want. (Sounds cool to me) :)  Or a sometimes crazy comeback from almost oblivion struggle for the player, which sounds way cool too!  :)

Or smooth it out and make it tamer, is fine too, although to be honest, the Death or Mad Scramble sound particularly tempting to me as ideas!  :)

-Teal 

p.s. But if someone wants something else, that is way cool too! I don't want to rock the boat this late, just minor tweak the little details to make a very cool game greater, well... not that my ideas can do that, but maybe i can contribute, you know?  :)


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