quest commander
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quest commander
by schattenstern » 19 Dec 2015, 08:10
I have a wierd idea for future versions of the programm -> is it possible to have a questmode with the commander rules?
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Re: quest commander
by friarsol » 19 Dec 2015, 14:19
Not really weird, it's something we want to do, but building AI decks for Commander is no small task.
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Re: quest commander
by drdev » 19 Dec 2015, 14:50
The Planar Conquest mode I'm working on might be what you're looking for. Check out the Android app thread for more details as they are revealed.
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Re: quest commander
by schattenstern » 20 Dec 2015, 10:05
Taht mode seems very interesting but will it be also included into the PC version?
Sorry but i did not read the android threads until now because i play only on the PC.
Sorry but i did not read the android threads until now because i play only on the PC.
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Re: quest commander
by serrasmurf » 20 Dec 2015, 11:24
That would be something I'd be happy to contribute to.friarsol wrote:Not really weird, it's something we want to do, but building AI decks for Commander is no small task.
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Re: quest commander
by friarsol » 20 Dec 2015, 17:52
I think the biggest problem right now is the AI doesn't know how to use some of the mana rocks that are popular in Commander. Especially the Signets.serrasmurf wrote:That would be something I'd be happy to contribute to.friarsol wrote:Not really weird, it's something we want to do, but building AI decks for Commander is no small task.
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Re: quest commander
by drdev » 21 Dec 2015, 00:53
It's going to start off on Android but I do hope to make it available on PC eventually.schattenstern wrote:Taht mode seems very interesting but will it be also included into the PC version?
Sorry but i did not read the android threads until now because i play only on the PC.
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Re: quest commander
by serrasmurf » 21 Dec 2015, 09:45
Looking forward to the PC version! Good luck with the android version in the meanwhile.
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Re: quest commander
by serrasmurf » 21 Dec 2015, 09:47
I’m not so worried about those, there are alternatives. The challenge is imho a different one. The best quest opponent decks are based on synergy & creature rushes, which apply pressure. These decks need consistency & curve. Both are more difficult in a 99-card deck. The commander does improve consistency however.friarsol wrote: I think the biggest problem right now is the AI doesn't know how to use some of the mana rocks that are popular in Commander. Especially the Signets.
I rarely lose a game in Forge where the opponent doesn’t apply pressure. The more turns a game has the more room there is to outplay the AI. Commander games tend to go longer, there is the challenge. The multiplayer setting can fix anything though.
Question: I haven’t played commander in Forge for a while. Are the AI’s still picking on the human player or were you able to balance things (quite difficult I presume).
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Re: quest commander
by friarsol » 21 Dec 2015, 14:31
I was mostly saying that from a using existing Commander deck perspective. I created the one quest Challenge where you played as a duel deck using the the two decks the AI knew how to play the best. In the same light, I'd try this first as a one off challenge with two existing official product, but there's a whole bunch of cards the AI isn't good with. I'd definitely say start with a 1v1 Commander game before worrying about multiplayer. I'm not sure what the state of multiplayer decision making is.serrasmurf wrote:I’m not so worried about those, there are alternatives.
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Re: quest commander
by serrasmurf » 22 Dec 2015, 09:03
OK, I see what you mean. Seems indeed the best place to start. If you need any help adapting these standard products to Forge, don't hesitate to ask.friarsol wrote:I was mostly saying that from a using existing Commander deck perspective. I created the one quest Challenge where you played as a duel deck using the the two decks the AI knew how to play the best. In the same light, I'd try this first as a one off challenge with two existing official product, but there's a whole bunch of cards the AI isn't good with. I'd definitely say start with a 1v1 Commander game before worrying about multiplayer. I'm not sure what the state of multiplayer decision making is.
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