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Re: Feature Requests Thread

PostPosted: 18 Aug 2011, 20:49
by Milod
can u make gideon jura auto target the ai when u use his first ability :|

Re: Feature Requests Thread

PostPosted: 18 Aug 2011, 21:34
by friarsol
Milod wrote:can u make gideon jura auto target the ai when u use his first ability :|
What if the AI has shroud?

Re: Feature Requests Thread

PostPosted: 20 Aug 2011, 12:20
by aaltomar
It would be nice if the screen wouldn't immediatly disappear when one's life goes to zero. I'd still like to be able to see the end result, whether it was my demoralizing defeat or a majestic victory where I kept the A.I. alive just to pump up my army to the brink and then with one major attack the opponent life total would read "-89" :twisted:

Now as it stands the playarea drops out like the game had a CTD.

Re: Feature Requests Thread

PostPosted: 20 Aug 2011, 18:28
by Braids
aaltomar wrote:It would be nice if the screen wouldn't immediatly disappear when one's life goes to zero. I'd still like to be able to see the end result, whether it was my demoralizing defeat or a majestic victory where I kept the A.I. alive just to pump up my army to the brink and then with one major attack the opponent life total would read "-89" :twisted:

Now as it stands the playarea drops out like the game had a CTD.
CTD = Crash To Desktop, right? anyway, i liked your idea so much, i added it to Mantis for you. http://www.cardforge.org/bugz/view.php?id=147

Re: Feature Requests Thread

PostPosted: 21 Aug 2011, 07:44
by aaltomar
Braids wrote:CTD = Crash To Desktop, right? anyway, i liked your idea so much, i added it to Mantis for you. http://www.cardforge.org/bugz/view.php?id=147
Thanks Braids! The additions you made were good.

Just to iterate the current version feels a bit unsatisfying as you can't ponder on the end result. Even if it takes an extra mouse click to clear I'd like to see the end of one's efforts. The addition you made about not exactly knowing what made the final blow would be nice to see as well. No more "was that it?" as the screen would stay put showing the final result until you click it away.

I came to Forge after playing the DotP games, but the official game is irritatingly slow at times with the set timers.

I guess this has been suggested many times, but visual cues on what is targetted by what card would be a much faster way to see the actions than the "battle log" on the left of the screen. But I guess this would take some extra graphics expertise to actualize.

Re: Feature Requests Thread

PostPosted: 21 Aug 2011, 18:02
by Braids
aaltomar wrote:Thanks Braids! The additions you made were good.
. . .
I guess this has been suggested many times, but visual cues on what is targetted by what card would be a much faster way to see the actions than the "battle log" on the left of the screen. But I guess this would take some extra graphics expertise to actualize.
you're welcome, and thank you for the compliment. continuing my unusual generosity, i have reported a feature request for this as well.

it's funny. one of our high-priority issues is to add an actual log. the "battle log" you refer to is actually the game's spell/ability stack. i totally sympathize with this text from the issue: <<I've lost count the number of times I had to click on my opponents graveyard to see what happened to one of my creatures.>>

Re: Feature Requests Thread

PostPosted: 24 Aug 2011, 10:08
by moomarc
I would love it if there was some way to see the deck list you're using during a game. This would be useful when using randomly generated decks (especially the themed ones) on those occasions that some magic combination appears that I haven't thought of before. I've stalled winning games before so that I could go through the library and copy the card list. In developer mode you can check the library contents, so is it possible to have a similar function in standard mode that randomizes the order so you can't use it to cheat?

Re: Feature Requests Thread

PostPosted: 24 Aug 2011, 21:40
by Braids
moomarc wrote:I would love it if there was some way to see the deck list you're using during a game. This would be useful when using randomly generated decks (especially the themed ones) on those occasions that some magic combination appears that I haven't thought of before. I've stalled winning games before so that I could go through the library and copy the card list. In developer mode you can check the library contents, so is it possible to have a similar function in standard mode that randomizes the order so you can't use it to cheat?
randomize? [-(
alphabetize. \:D/

Re: Feature Requests Thread

PostPosted: 25 Aug 2011, 06:18
by moomarc
Braids wrote:
moomarc wrote:I would love it if there was some way to see the deck list you're using during a game. This would be useful when using randomly generated decks (especially the themed ones) on those occasions that some magic combination appears that I haven't thought of before. I've stalled winning games before so that I could go through the library and copy the card list. In developer mode you can check the library contents, so is it possible to have a similar function in standard mode that randomizes the order so you can't use it to cheat?
alphabetize. \:D/
That would do :P Even if I have to copy the list by hand, it would be good to be able to get the deck list so I can copy a random deck. And the randomize/alphebetize is just so we can't scry for free whenever we want.

Re: Feature Requests Thread

PostPosted: 25 Aug 2011, 22:26
by Braids
moomarc wrote:I would love it if there was some way to see the deck list you're using during a game. . . it would be good to be able to get the deck list so I can copy a random deck.
copy where? do you just want a decklist in MODO .txt format?

my first concern was that if you ran it on your library, it would allow you to count cards. but that's easy to do, anyway; just look at the cards in the graveyard, on the battlefield, and in exile, and subtract those from the main decklist. so is that really a concern worth mentioning? comments, anyone?

Re: Feature Requests Thread

PostPosted: 25 Aug 2011, 23:04
by friarsol
Braids wrote:my first concern was that if you ran it on your library, it would allow you to count cards. but that's easy to do, anyway; just look at the cards in the graveyard, on the battlefield, and in exile, and subtract those from the main decklist. so is that really a concern worth mentioning? comments, anyone?
The cards left in your library should not be a hidden element, and probably should be visible from the UI if it isn't already. It's well within a players rights to ask their opponent how many cards are left in that player's library.

Re: Feature Requests Thread

PostPosted: 25 Aug 2011, 23:47
by Braids
friarsol wrote:
Braids wrote:my first concern was that if you ran it on your library, it would allow you to count cards. but that's easy to do, anyway; just look at the cards in the graveyard, on the battlefield, and in exile, and subtract those from the main decklist. so is that really a concern worth mentioning? comments, anyone?
The cards left in your library should not be a hidden element, and probably should be visible from the UI if it isn't already. It's well within a players rights to ask their opponent how many cards are left in that player's library.
sorry, perhaps "counting cards" is an idiomatic expression. it means to mentally keep track of which cards have been played and which ones are still in the deck/library. people who excel at this tend to win a lot at the game of Blackjack. they soon become unwelcome at casinos. :) i think there was a Hollywood movie about it . . . i think it was called 21.

we're not talking just about the number of cards. we're talking about getting a sorted list and quantity of cards that are presently in the library, without giving away the real order of those cards.

Re: Feature Requests Thread

PostPosted: 26 Aug 2011, 00:37
by friarsol
Braids wrote:sorry, perhaps "counting cards" is an idiomatic expression. it means to mentally keep track of which cards have been played and which ones are still in the deck/library. people who excel at this tend to win a lot at the game of Blackjack. they soon become unwelcome at casinos. :) i think there was a Hollywood movie about it . . . i think it was called 21.

we're not talking just about the number of cards. we're talking about getting a sorted list and quantity of cards that are presently in the library, without giving away the real order of those cards.
Ah, that counting cards. I don't see the harm in this though. If you were playing your actual deck then you would be well aware of what existed in it. I think there is a major boon in being able to see the original decklist before actually playing a game.

In magic terms I've always referred to this type of counting cards as "outs", as in "Oh I have 2 Wraths and 3 Swords left in my deck so I have 5 outs before I die.

Re: Feature Requests Thread

PostPosted: 26 Aug 2011, 01:24
by Braids
moomarc wrote:I would love it if there was some way to see the deck list you're using during a game. This would be useful when using randomly generated decks (especially the themed ones) on those occasions that some magic combination appears that I haven't thought of before. I've stalled winning games before so that I could go through the library and copy the card list. In developer mode you can check the library contents, so is it possible to have a similar function in standard mode that randomizes the order so you can't use it to cheat?
added feature as issue 168.

Re: Feature Requests Thread

PostPosted: 26 Aug 2011, 02:14
by Rob Cashwalker
This shouldn't just display what's in the library. It should display the entire deck all together. Constant.Runtime.HumanDeck[0] should be a reference to a deck file, which was used to build the library as the game started.