It is currently 26 Aug 2025, 19:53
   
Text Size

Forge Beta: 10-26-2012 ver 1.3.0

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby RumbleBBU » 30 Oct 2012, 11:36

serrasmurf wrote:Unlocking a set after 50 matches for example is a bit late i think:
- you already have very tough opponents, i'd rather unlock some sets before. Unlocking the sets is a means to keep up with the opponents
- when i start with 4 sets unlocked it takes me about 10-15 matches to get a few copies of the cards i wanted out of these sets. I'm not interested in acquiring 4 copies of the key cards (and that also doesn't feel like a quest anymore)
Here some earlier ideas I posted:
- minimum deck size is something that could be (optionally) enforced: easy: minimum 40 cards, medium: minimum 45, etc.
- the side quests challenges could function as "end boss": besides giving cool cards it could be the trigger to set unlock (and the end boss' deck would of course be the top notch deck from that set/block)
- i'd love the option to play best of 5 (or best of 7). Maybe an item for the bazaar?
- another point of entry for the quest could be a draft tournament. Your draft deck is your starting quest deck (if you win the draft.. :D ..including the boosters you won...)
- a quest should impose additional deck restrictions along the quest to keep collecting cards interesting. The current deck restriction is: increasing power level opponents (both your main deck has to keep up as some pre-sideboard cards you want to have before some matches). Shandalar had some interesting challenging where suddenly artifacts or blue cards were not allowed. Forge could have that to. A quest-challenge match could require you to have only a certain subset of cards. Or you could join a mulitplayer commander match!! (when forge is able to do that what would be very very cool)
Thanks again for your thoughtful comments. Brief replies (in order):

Unlocking: In addition to "unlocking" a set, you also immediately get a free tournament pack for that set (or 3 boosters, if tournament packs are not available for that set).
The whole unlocking scheme is still pretty experimental & rudimental. Expect it to improve over time...

Minimum deck size: An option-controlled minimum deck size (that possibly grows as you win more duels) sounds reasonable. As pointed out already, there is now a universal 40-card minimum deck size in effect.

The end boss idea: I like this idea very much. Once the current quest challenge code is stable enough, I will have a look at it.

Best out of 5 or 7: Sounds reasonable, too.

Starting cardpool based on a Draft/Sealed Deck game: I liked this idea so much that I've added it already! :) I've added new "User Deck" and "Import" controls to the quest launch screen which allow you to import a deck from any existing Sealed Deck or Draft game. (Note that it will give you an error message if you try to import a Constructed deck.) I also added the option of enforcing formats when you start with a predefined deck or an existing Draft/Sealed deck.
The only drawback is that the screen is starting to look a bit cluttered...

Extra restrictions in quest games: Again, I like this idea very much - but this too will have to wait until certain problems in quest challenges get sorted out first.
User avatar
RumbleBBU
 
Posts: 394
Joined: 18 Aug 2012, 04:24
Has thanked: 29 times
Been thanked: 66 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby fiend123 » 30 Oct 2012, 12:38

 Grafted Wargear is bugged. Destroying it doesn't cause the "Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent." to trigger.
Last edited by Chris H. on 30 Oct 2012, 14:49, edited 1 time in total.
Reason: mouse-over
fiend123
 
Posts: 70
Joined: 05 Mar 2012, 17:26
Has thanked: 2 times
Been thanked: 1 time

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby serrasmurf » 30 Oct 2012, 12:57

Thanks Rumble!

Is there a vision of where we want quest to go and do some more top-down development towards that?
For example:
- 1 quest should be able to entertain the user for a few days and have the user play about 100 matches
- the quest is finished when you've completed all side quests (end bosses). The side quest(challenges) have different requirements to become available. You should be able to die.
OR quest is finished after 100 matches, then points are awarded for everything you accomplished, preferably also a lot of style points. It should entice you to play another quest and get more points
- the quest feels as a quest. This can be a simple fantasy story line. E.g. renaming all opponents to characters from lord of the rings and some story text can go a long way. But a lot is possible and simple beyond that
- the quest takes you through different formats. This is the most cool possibility: during your quest you enter drafts, multiplayer matches, magic puzzles, commander matches, sealed decks, gauntlet tournements etc. etc. (all modules in forge)
- the quest has the feel of the journey from a casual player to a professional player. From kitchen tables to PTQ, grand prix and finally protour. It is there where you face the end-boss in the final: Luis Scotch Vargo :D
serrasmurf
 
Posts: 316
Joined: 30 Jan 2010, 14:09
Location: The Netherlands
Has thanked: 3 times
Been thanked: 18 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby N25 » 30 Oct 2012, 13:50

Greeat update! However I noticed that my card draw animation is coming from my opponent's deck instead of mine. Not game-breaking, but still is a little weird.
N25
 
Posts: 37
Joined: 25 Sep 2012, 00:30
Has thanked: 5 times
Been thanked: 2 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby saturnine » 30 Oct 2012, 14:15

Not sure if this is still considered a bug but I can't see more than one variant of a basic land. The AI displays more than one variant of a basic land just fine though.

Angel's Grace doesn't negate Pact of the Titan (and I'm willing to bet it doesn't the other pacts either...)
saturnine
 
Posts: 154
Joined: 29 Jul 2012, 15:16
Has thanked: 98 times
Been thanked: 7 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby TastetheJace » 30 Oct 2012, 22:01

Hey guys.

Does anyone know what "wins for rank increase" means on the quest preferences?

Thx

EDIT: Oh I see, it changes on how fast your level is on the duels page. Don't know how the levels affect the quest, though.
Last edited by TastetheJace on 31 Oct 2012, 02:13, edited 1 time in total.
TastetheJace
 
Posts: 91
Joined: 30 Jul 2012, 00:13
Has thanked: 0 time
Been thanked: 0 time

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Xitax » 31 Oct 2012, 01:40

saturnine wrote:Not sure if this is still considered a bug but I can't see more than one variant of a basic land. The AI displays more than one variant of a basic land just fine though.
This has been the case for the last 3 beta releases. For me, AI land doesn't vary either.
Xitax
 
Posts: 918
Joined: 16 May 2010, 17:19
Has thanked: 183 times
Been thanked: 133 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby timmermac » 31 Oct 2012, 02:23

Xitax wrote:
saturnine wrote:Not sure if this is still considered a bug but I can't see more than one variant of a basic land. The AI displays more than one variant of a basic land just fine though.
This has been the case for the last 3 beta releases. For me, AI land doesn't vary either.
And again, this isn't happening for everybody. I still get my complete assortment of basic lands. I am convinced that if people that are affected by this delete all pics and download LQ set pics, this problem will disappear.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
User avatar
timmermac
Tester
 
Posts: 1512
Joined: 17 May 2010, 20:36
Has thanked: 18 times
Been thanked: 95 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby saturnine » 31 Oct 2012, 04:54

timmermac wrote:And again, this isn't happening for everybody. I still get my complete assortment of basic lands. I am convinced that if people that are affected by this delete all pics and download LQ set pics, this problem will disappear.
This is unhelpful and pointless. As far back as 1.2.09 it was working perfectly fine and trying to convince us otherwise is unfruitful. Even the AI has working basic lands right now. Please stop.
saturnine
 
Posts: 154
Joined: 29 Jul 2012, 15:16
Has thanked: 98 times
Been thanked: 7 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Spatzi » 31 Oct 2012, 05:41

I cast Rain of Embers and AI's Goliath Beetle did not die. It was 3/1
Spatzi
 
Posts: 94
Joined: 02 Sep 2012, 17:45
Has thanked: 1 time
Been thanked: 0 time

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby PowerClaws » 31 Oct 2012, 12:27

timmermac wrote:
Xitax wrote:
saturnine wrote:Not sure if this is still considered a bug but I can't see more than one variant of a basic land. The AI displays more than one variant of a basic land just fine though.
This has been the case for the last 3 beta releases. For me, AI land doesn't vary either.
And again, this isn't happening for everybody. I still get my complete assortment of basic lands. I am convinced that if people that are affected by this delete all pics and download LQ set pics, this problem will disappear.
This didnt work for me, even a fresh beta downloading every picture, only gives me one picture for the lands, albeit, the land does match the set.
PowerClaws
 
Posts: 131
Joined: 30 Jan 2012, 11:33
Has thanked: 28 times
Been thanked: 8 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby correioalternativo » 31 Oct 2012, 12:31

Forge let me play infinite times the cards exiled by Mind's Desire, e.g. Dark Ritual, Cabal Ritual, Brainstorm etc. :-k
User avatar
correioalternativo
 
Posts: 279
Joined: 23 Jul 2012, 12:01
Has thanked: 255 times
Been thanked: 23 times

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Spatzi » 31 Oct 2012, 14:44

AI casts Elephant Resurgence when it has no creatures in graveyard.

also noticed that the elephant token for the AI is full artwork, but my token is black.
Spatzi
 
Posts: 94
Joined: 02 Sep 2012, 17:45
Has thanked: 1 time
Been thanked: 0 time

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Spatzi » 31 Oct 2012, 16:52

Telepathy does not work. AI's hand is still hidden.
Spatzi
 
Posts: 94
Joined: 02 Sep 2012, 17:45
Has thanked: 1 time
Been thanked: 0 time

Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Spatzi » 31 Oct 2012, 16:59

Writ of Passage forecast ability does not work.
Spatzi
 
Posts: 94
Joined: 02 Sep 2012, 17:45
Has thanked: 1 time
Been thanked: 0 time

PreviousNext

Return to Forge

Who is online

Users browsing this forum: No registered users and 50 guests

Main Menu

User Menu

Our Partners


Who is online

In total there are 50 users online :: 0 registered, 0 hidden and 50 guests (based on users active over the past 10 minutes)
Most users ever online was 7303 on 15 Jul 2025, 20:46

Users browsing this forum: No registered users and 50 guests

Login Form