Feature Requests Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Feature Requests Thread
by Professor » 28 Sep 2010, 16:18
In the deckbuilder, once we've selected our cards, it would be nice to be able to maximize the deck portion and minimize the card pool window.
Same in the draft interface. Not sure why I can only see 10 cards in my drafted deck while the top window never has to display more than 15 cards, but is much larger.
Doesn't seem like a big deal, but then I'm not writing Java either!
Same in the draft interface. Not sure why I can only see 10 cards in my drafted deck while the top window never has to display more than 15 cards, but is much larger.
Doesn't seem like a big deal, but then I'm not writing Java either!
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Re: Feature Requests Thread
by Caranthol » 04 Oct 2010, 16:42
I don't know if this has been posted before, so I apologize in that case.
It would be nice if the color filter allow to show, when only one colour is selected, those multi cards that could be played paying distinct types of mana. For example, if I am filtering by white cards, the filter should show cards that are WU WU.
Is there any possibility of implement this?
Thank you.
It would be nice if the color filter allow to show, when only one colour is selected, those multi cards that could be played paying distinct types of mana. For example, if I am filtering by white cards, the filter should show cards that are WU WU.
Is there any possibility of implement this?
Thank you.
Caranthol of Fornost, Dúnadan Knight, North Raider
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Re: Feature Requests Thread
by eljinete7 » 11 Oct 2010, 11:49
GUI improvements are very much appreciated. I'm thinking about this and perhaps some new things could be done:
- The possibility to move (human) player cards around the battlefield like they can be moved in hand.
- The feature of selecting a personalized background image for the play areas, both human and CPU.
- Arrows for showing targets of attacking creatures, etc. and also for blocks. This would be an awesome new Forge feature.
- Allowing to play sounds in game, like implemented tap sound (that doesn't work now besides). People don't want it can turn off these by default.
Thanks in advance and keep that great work.
- The possibility to move (human) player cards around the battlefield like they can be moved in hand.
- The feature of selecting a personalized background image for the play areas, both human and CPU.
- Arrows for showing targets of attacking creatures, etc. and also for blocks. This would be an awesome new Forge feature.
- Allowing to play sounds in game, like implemented tap sound (that doesn't work now besides). People don't want it can turn off these by default.
Thanks in advance and keep that great work.
Re: Feature Requests Thread
by SoulStorm » 13 Oct 2010, 18:09
How about an artifact pet for quest mode?
Re: Feature Requests Thread
by DennisBergkamp » 14 Oct 2010, 16:35
This could be fun (also, we're missing a blue pet). Any ideas of what they could be (and what stats they get) ?SoulStorm wrote:How about an artifact pet for quest mode?
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Re: Feature Requests Thread
by friarsol » 14 Oct 2010, 17:07
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Re: Feature Requests Thread
by Rob Cashwalker » 14 Oct 2010, 19:47
White - Bird: 1/1 with Flying -> 1/2 with Flying -> 1/2 with Flying & First Strike -> 2/2 with Flying & First Strike
Blue - Turtle: 1/3 -> 1/4 -> 2/4 with Shroud -> 2/4 with Shroud & Tap:Loot
Black - Insect: 1/1 -> 2/1 -> 2/2 with Deathtouch -> 2/4 with Deathtouch
Red - Dragon: 2/2 with Flying -> 2/3 with Flying -> 3/3 with Flying -> 4/3 with Flying & R:+1/+0
Green - Wurm: 3/2 -> 4/3 -> 4/4 with Trample -> 5/5 with Trample
Artifact - 2/2 -> 3/3 -> 4/4 -> 4/4 with Indestructible
Blue - Turtle: 1/3 -> 1/4 -> 2/4 with Shroud -> 2/4 with Shroud & Tap:Loot
Black - Insect: 1/1 -> 2/1 -> 2/2 with Deathtouch -> 2/4 with Deathtouch
Red - Dragon: 2/2 with Flying -> 2/3 with Flying -> 3/3 with Flying -> 4/3 with Flying & R:+1/+0
Green - Wurm: 3/2 -> 4/3 -> 4/4 with Trample -> 5/5 with Trample
Artifact - 2/2 -> 3/3 -> 4/4 -> 4/4 with Indestructible
The Force will be with you, Always.
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Re: Feature Requests Thread
by lord of 13 » 15 Oct 2010, 00:13
One thing to be careful about is that the colors parallel each other in power level, though the artifacts can be more powerful and more highly costed.
For example, white is overwhelmingly the weakest color up there. Compare it directly to Red's.
I suggest:
[using White for power level baseline]
White - Bird: 1/1 Flying -> 1/2 Flying -> 1/2 Flying & First strike -> 2/2 Flying & First strike
Blue - Turtle: 0/3 -> 1/3 Shroud -> 2/4 Shroud -> 2/4 Shroud & Tap: Draw a card, then discard a card
Black - Insect: 1/1 Swampwalk -> 2/1 Swampwalk -> 2/2 Swampwalk & Deathtouch -> 3/3 Swampwalk & Deathtouch
Red - Lizard: 2/1 with Tattermunge Maniac -> 2/3 with Tattermunge Maniac -> 3/2 Flying -> 4/3 Flying
Green - Beast: 1/2 -> 2/2 Trample -> 3/3 Trample -> 4/3 Trample & Veil [can't be targeted by spells or abilities your opponents control]
Artifact - Construct [should cost more]: 0/0 Modular 1 -> 0/0 Modular 2 -> 0/0 Modular 3 -> 2/2 Modular 1 & Indestructible
Key changes:
Red type from Lizard to Dragon; Green type from Wurm to Beast; Artifact type from none to Construct.
P/T ability tweaks for all except White; this puts them on roughly similar power level. As for the creatures, recall that you'll have access to them on your first turn, and temper their power according. Especially for the green guy; a turn 1 Rancor puts the oppponent on a 3-turn clock.
For example, white is overwhelmingly the weakest color up there. Compare it directly to Red's.
I suggest:
[using White for power level baseline]
White - Bird: 1/1 Flying -> 1/2 Flying -> 1/2 Flying & First strike -> 2/2 Flying & First strike
Blue - Turtle: 0/3 -> 1/3 Shroud -> 2/4 Shroud -> 2/4 Shroud & Tap: Draw a card, then discard a card
Black - Insect: 1/1 Swampwalk -> 2/1 Swampwalk -> 2/2 Swampwalk & Deathtouch -> 3/3 Swampwalk & Deathtouch
Red - Lizard: 2/1 with Tattermunge Maniac -> 2/3 with Tattermunge Maniac -> 3/2 Flying -> 4/3 Flying
Green - Beast: 1/2 -> 2/2 Trample -> 3/3 Trample -> 4/3 Trample & Veil [can't be targeted by spells or abilities your opponents control]
Artifact - Construct [should cost more]: 0/0 Modular 1 -> 0/0 Modular 2 -> 0/0 Modular 3 -> 2/2 Modular 1 & Indestructible
Key changes:
Red type from Lizard to Dragon; Green type from Wurm to Beast; Artifact type from none to Construct.
P/T ability tweaks for all except White; this puts them on roughly similar power level. As for the creatures, recall that you'll have access to them on your first turn, and temper their power according. Especially for the green guy; a turn 1 Rancor puts the oppponent on a 3-turn clock.
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Re: Feature Requests Thread
by slapshot5 » 18 Oct 2010, 05:06
I would like the ability to play single games (with my constructed decks) against selected (or random) Quest decks.
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Re: Feature Requests Thread
by timmermac » 18 Oct 2010, 17:12
That should be fairly easy. Just copy the .dck files from the /res/quest/decks folder to the /res/decks folder.
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Re: Feature Requests Thread
by SoulStorm » 18 Oct 2010, 18:54
Rob's and Lord of 13's ideas look really solid.DennisBergkamp wrote:This could be fun (also, we're missing a blue pet). Any ideas of what they could be (and what stats they get) ?SoulStorm wrote:How about an artifact pet for quest mode?
Also, what about a quest for x number of legendary cards. The AI deck would be all or almost all legendary cards.
The idea was born following my recent creation of a suprisingly effective legendary deck. There are only two non-legendary creatures in the deck (Wall of Reverence, because legendaries are sorely lacking in the life gain department), and four copies of Leyline of Singularity. Everything else (aside from the majority of land cards are legendary. The deck has four copies of Captain Sisay and one copy of each other legendary chosen for the deck. The ability to tutor each turn for the card most able to respond to battlefield conditions is incredibly effective. The addition of Minamo, School at Water's Edge and Momir Vig, Simic Visionary would make the deck even better.
I'd post the deck, but the procedure for doing so is unclear. I've looked in the Forge Decks forum, but information for beginners seems to be lacking. Perhaps a sticky at the top of the page explaining deck creation and posting would be helpful to those relatively new to the game like myself.
Re: Feature Requests Thread
by Kurai » 20 Oct 2010, 15:17
Any possibility of adding support for multi-part cards such as wax // wane?
A health modifier could make things interesting, instead of having a constant of 20. Playing with default 20hp against an enemy with 100hp and winning could be very satisfying.
A health modifier could make things interesting, instead of having a constant of 20. Playing with default 20hp against an enemy with 100hp and winning could be very satisfying.

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Re: Feature Requests Thread
by ZeroSanity666 » 22 Oct 2010, 22:46
How about a sideboard? Then it would be possible to add wishes, or Spawnsire of Ulamog (, it would be awkward to cast any number of eldrazi from the infinite numbers of forge).
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Re: Feature Requests Thread
by pluckcitizen » 27 Oct 2010, 19:27
I'm not sure if this has been added, but can you please allow us to resize all game windows?
I think the card shop is not resizable, so if i try to play on a 1024 x 600 resolution, it's too big to read everything.
I think the card shop is not resizable, so if i try to play on a 1024 x 600 resolution, it's too big to read everything.
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Re: Feature Requests Thread
by Jaedayr » 29 Oct 2010, 17:59
For our opponent we currently can select a deck, get a random deck or chose a theme. What about adding the choice of a random theme opponent? This could provide almost endless variety, especially as we add more and more themes.
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