Re: Forge Android App: 03-14-2016 Alpha 1.5.50.001
Hello there, Dan!
Thank you for all the effort put into this project!
It looks really amazing, a completely new experience in Forge!
The gamy is already very polished for an "unfinished" version, and of course we praise and value the many months you put into it!
Here is my initial feedback after playing for about 3 hours (and I plan to play so much more tomorrow!):
I know I am giving lots of crazy ideas and some of them may be hard to implement, but since you already spent quite a lot of time on this excellent new and fresh game mode, why not spice it up a bit, by adding purpose to Planeswalking around helping the planes or even wreaking havoc, depending on your choices!
I am undoubtedly very excited on what this new game mode has to offer, and will be very happy to collaborate in creating a very unique experience!
Cheers,
Traldar
Thank you for all the effort put into this project!
It looks really amazing, a completely new experience in Forge!The gamy is already very polished for an "unfinished" version, and of course we praise and value the many months you put into it!
Here is my initial feedback after playing for about 3 hours (and I plan to play so much more tomorrow!):
- The initial deck seems very weak, I had a real hard time winning versus Exalted with Jenara on Bant (basically had to be lucky enough so the enemy would be mana screwed, so I had a meager chance). I still couldn't beat any of the Vanguard battles, as the decks really benefit from the Vanguard while my deck suffers badly. I think we need some power escalation on each plane, so the initial opponents are somewhat weaker, so the starting player has a chance to beat the deck even with a starter deck, or perhaps spice the initial decks a bit, by giving the player a couple of boosters so they can improve the decks (the initial amount of crystals is barely enough for 3 or 4 cards in your color).
- I didn't understand that you get Planeswalk points after every match and I was unlucky to only get my first Planeswalk victory after defeating 8 or so regions (of course it's 1 in 8, but...
) so I was unable to leave the plane for a while, and that didn't feel a lot like the power of a planeswalker that can change planes at will. I understand there has to be some limitations, because it's a game and all, but perhaps there could be more ways to get Planeswalk points or they could be generated after each victory and spent on every travel. - Currently there is no real reason to planeswalk other that visiting more challenges and earning different cards, the game seems to lack purpose. In my opinion, there should be a motivation for you to leave, for example, to gain access to allies or spells that allows you to solve a challenge, perhaps some areas can only be accessed after you have a certain percentage of cards unlocked, of a specific card that can be gained after defeating a specific challenge. Each plane in the history of MTG tells a story (sometimes more than one), and in order to build the thematic decks for each plane we had to do a lot of research in terms of regions and the history of each plane. This could be used so that the player lives part of that history or at least some sort of variation on it.
- The chaos challenge is interesting, but it could be so much more!
I don't recall if I mentioned that in the past, but I had an idea to relate the Chaos battles to the "endgame" of each plane. I don't know if you read my post or disliked the idea: but what if the Eldrazi (or some other thematic threats, like demons, undead, squirrels(!) enticed by "evil" Planeswalkers etc.) could be threatening a plane and you have to "solve" that plane in order to fully conquer it. When you have Chaos battles you have an opportunity to fight the threat of that plane, if you win you get more boosters that gives you more chance to get specific cards you may need to "save" or conquer the plane. When you lose, a region previously conquered may be lost, or razed, so that you have to fight there again in order to pass (and may eventually lose access to special cards or allies you found there). - I think you had this in your design already, but what if each challenge had a brief text or dialogue before and after? Perhaps even by having dialogue choices you could avoid the fight, or get an ally (a specific card or cards), or even harden the fight. The dialogue system could check if you have a certain card in order to open up new dialogue lines, for instance, in Theros, if you have the "Godsent" card in your deck you could fight Xenagos and have a much better chance to win. Perhaps the dialogue can give you hints on how the fight could be so you can prepare (like go to other planes or regions first to get cards. While some duels could have little or no opportunity for dialogue, and just fight. I know this demands so much more from the guys helping you in order to write this dialogues, but this could be REALLY interesting!
I know I am giving lots of crazy ideas and some of them may be hard to implement, but since you already spent quite a lot of time on this excellent new and fresh game mode, why not spice it up a bit, by adding purpose to Planeswalking around helping the planes or even wreaking havoc, depending on your choices!
I am undoubtedly very excited on what this new game mode has to offer, and will be very happy to collaborate in creating a very unique experience!
Cheers,
Traldar
drdev wrote:I'm excited to finally announce the initial release of Planar Conquest with 1.5.50.001. Although it's still unfinished, it should now at least be playable, and anyone up for trying it out and providing feedback will be greatly appreciated.
At the moment, only 4 planes are available for starting on or planeswalking to, with more to come once decks can be built. The available planes right now are Alara, Ravnica, Tarkir, and Theros.
Since I hadn't yet revealed the final details on traveling between planes, here they are. As you conquer events for the first time, you receive a planeswalker emblem that appears on the event's square. These emblems can then be used to unlock planes to travel to on the Planeswalk screen, after which you can travel to that plane at no cost. The emblem cost to unlock additional planes increases each time you unlock one. Also note that will receive bonus emblems when you land on the green Planeswalk spot on the Chaos Wheel. Lastly, note that the emblems received per conquer, from the wheel, and the costs of the first and increase for additional planes are all configurable on the conquest Preferences screen.
Another thing I haven't previously finalized is how the new Planeswalker variant will work. Basically, it's just like Commander, except that you can pay for the cost with any color mana, allowing your Planeswalker to be played from the command zone regardless of your deck's colors. The Planeswalker you select to represent yourself on the plane map will automatically be chosen as your "commander" for such games regardless of your current commander/deck.
Thanks for the support that has led to this release. I hope everyone enjoys Planar Conquest.
-Dan