Feature Requests Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Feature Requests Thread
by mightyjl » 18 Apr 2013, 01:59
I guess that would hinder Relentless Rat collectingtimmermac wrote:I don't like this idea. What if I want more than 4 copies of a card?mightyjl wrote:How about if you already own a playset of a card, that card will no long appear in the shop.
Re: Feature Requests Thread
by friarsol » 18 Apr 2013, 02:05
Don't worry. I severely doubt this one will happen. Myk already added a column saying how many copies you have so you can just do a sort by that.timmermac wrote:I don't like this idea. What if I want more than 4 copies of a card?mightyjl wrote:How about if you already own a playset of a card, that card will no long appear in the shop.
Plus, thematically card shops don't really care what stuff you have, they just have a bunch of stuff to sell you.
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Re: Feature Requests Thread
by omnimirage » 19 Apr 2013, 12:21
I'd really love to be able to test the strengths of my decks so that I can have an idea of what to build for my constructed game in the tournament world. The AI on this though is too stupid for that, so being able to play both decks in one game would be fantastic.
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Re: Feature Requests Thread
by mightyjl » 19 Apr 2013, 12:30
Not sure if this counts as a 'Feature Request', but can we get a pop up authorization when we have a Suspend card removing the last counter. I often miss my opportunity to play these cards when I accidently skip through my upkeep step.
Re: Feature Requests Thread
by donluca » 19 Apr 2013, 13:57
Don't know if this has already been requested but whatever...
Please, pretty please, when you have some mana left in pool and you accidentally push the Space Bar/Return, ASK the player if he really wants to go to the next phase as his mana pool isn't empty and it will be emptied if he goes to the next phase.
I lost a lot of games with my combo decks due to this because there were like a billion triggers on the stack so I just pushed the Space Bar compulsively trying to get through all the triggers as fast as possible and then accidentally going to the next phase and see my combo fall as I've emptied my mana pool.
Thanks.
Please, pretty please, when you have some mana left in pool and you accidentally push the Space Bar/Return, ASK the player if he really wants to go to the next phase as his mana pool isn't empty and it will be emptied if he goes to the next phase.
I lost a lot of games with my combo decks due to this because there were like a billion triggers on the stack so I just pushed the Space Bar compulsively trying to get through all the triggers as fast as possible and then accidentally going to the next phase and see my combo fall as I've emptied my mana pool.
Thanks.
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Feature Requests Thread : Deck organisation by folders
by tachikoma » 20 Apr 2013, 12:41
Hi,
Unless I missed something it's only possible to put all custom decks flat into "constructed" folder.
It would be nice to be able to organise them by folder or tag them.
I'm using Forge to playtest my decks, so what I usually do is put all the decks from for example Wizard's "Top Decks" in my constructed folder, choose constructed -> custom user decks -> random for the AI, and start the duel.
The problem is that all the Top Decks are a mix of Modern, Standard and Legacy decks, so when I test a Legacy deck I'd like to test it against a random selection of the Legacy ones only.
So if I could create subfolders and then choose a random deck in the subfolder that would be great.
Ideally I could add tags on the decks, then search by tags, and do the random on the search result. But a basic subfolder solution would be nice enough
Laurent
Unless I missed something it's only possible to put all custom decks flat into "constructed" folder.
It would be nice to be able to organise them by folder or tag them.
I'm using Forge to playtest my decks, so what I usually do is put all the decks from for example Wizard's "Top Decks" in my constructed folder, choose constructed -> custom user decks -> random for the AI, and start the duel.
The problem is that all the Top Decks are a mix of Modern, Standard and Legacy decks, so when I test a Legacy deck I'd like to test it against a random selection of the Legacy ones only.
So if I could create subfolders and then choose a random deck in the subfolder that would be great.
Ideally I could add tags on the decks, then search by tags, and do the random on the search result. But a basic subfolder solution would be nice enough

Laurent
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Re: Feature Requests Thread
by gos » 21 Apr 2013, 12:01
Would it be possible to get a similar feature for imprinted or otherwise exiled/remembered cards?Chris H. wrote:- Flip, Transform and Morph cards -
When you mouse over a flip, transform or Morph (controlled by you) card in battlefield, you may hold SHIFT to see other state of that card at the side panel that displays card picture and details.
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Re: Feature Requests Thread
by lm01 » 24 Apr 2013, 16:53
Yes, I used to do this to when I was alone testing decks. Would be a great mechanic to implement.omnimirage wrote:I'd really love to be able to test the strengths of my decks so that I can have an idea of what to build for my constructed game in the tournament world. The AI on this though is too stupid for that, so being able to play both decks in one game would be fantastic.
+1mightyjl wrote:Not sure if this counts as a 'Feature Request', but can we get a pop up authorization when we have a Suspend card removing the last counter. I often miss my opportunity to play these cards when I accidently skip through my upkeep step.
+1donluca wrote:Please, pretty please, when you have some mana left in pool and you accidentally push the Space Bar/Return, ASK the player if he really wants to go to the next phase as his mana pool isn't empty and it will be emptied if he goes to the next phase.
+1tachikoma wrote:It would be nice to be able to organise them by folder or tag them.
...
So if I could create subfolders and then choose a random deck in the subfolder that would be great.
Ideally I could add tags on the decks, then search by tags, and do the random on the search result.
Having a folder structure like:
constructed > standard, constructed > modern, constructed > extended, constructed > legacy, constructed > vintage
This would be nice and I didn't have to name my decks LEG-GTC-UW-RIP.
The tag idea would only be of use if you have deck conformance on and Forge would also consider format bans on cards, otherwise you'd have to organize your decks the same way as with subfolders.
For other Feature Requests:
I'd appreciate more control on Deck Conformance options. Something among the lines of: Default, 60 cards, 60< cards, 15 sideboard, 15> sideboard...
As it is it doesn't let a player use a deck if he has 14 cards on sideboard, since many use Forge to construct decks, having an unfinished sideboard happens often making the Deck Conformance option kind of useless, and people simply leave it off.
I like the UI used on cards like Ponder, Sensei's Divining Top, it's simple to understand and forgives errors.
I'd like to see the same UI on other cards that work in a similar way, like Sylvan Library, Impulse, Doomsday among others. Not only to make it more uniform as a whole but to make it easier and less clunky.
- Doomsday example | Open
- forge-1.3.13-20130414.105556-2
Doomsday after joining library and graveyard brings a UI that says:
Choose card to put on bottom of library:
pick 1
Choose card to put on bottom of library:
pick 2
Choose card to put on bottom of library:
pick 3
Choose card to put on bottom of library:
pick 4
Choose card to put on bottom of library:
pick 5
Library you end up with(top-down)
pick 5
pick 4
pick 3
pick 2
pick 1
The order is not what you actually thought it would be.
Re: Feature Requests Thread
by PowerClaws » 25 Apr 2013, 12:39
I would change that, if you have an illegal sideboard (be it more or less then 15 or any other reason), then you cant sideboard during the match, it just depends on whoever codes it as to what is easier for themlm01 wrote:For other Feature Requests:
I'd appreciate more control on Deck Conformance options. Something among the lines of: Default, 60 cards, 60< cards, 15 sideboard, 15> sideboard...
As it is it doesn't let a player use a deck if he has 14 cards on sideboard, since many use Forge to construct decks, having an unfinished sideboard happens often making the Deck Conformance option kind of useless, and people simply leave it off.
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Re: Feature Requests Thread
by Corwin72 » 25 Apr 2013, 18:26
I would like the ability to "reset" my quest.
I would like to be able to reset my quest level to 0 matches again so that I can play against easier opponents, and\or turn on a chaos mode where all difficulties of opponents from all worlds show up in the quest opponent selection screen.
Another purchase item could be allowing extra opponents to be selected from on the main quest screen.
Default 2 enemies
100 gold 3 enemies
200 gold 4 enemies
500 gold 5 enemies
Some other cool bazaar items could be single use.
100g +5 life for next match
100g random 1cc creature for next match.
Llanowar Elves
Mother of Runes
Kird Ape
Bog Rats
Cathartic Adept
Or there is the Disciple option
Ana Disciple
Ceta Disciple
Dega Disciple
Necra Disciple
Raka Disciple
I would like to be able to reset my quest level to 0 matches again so that I can play against easier opponents, and\or turn on a chaos mode where all difficulties of opponents from all worlds show up in the quest opponent selection screen.
Another purchase item could be allowing extra opponents to be selected from on the main quest screen.
Default 2 enemies
100 gold 3 enemies
200 gold 4 enemies
500 gold 5 enemies
Some other cool bazaar items could be single use.
100g +5 life for next match
100g random 1cc creature for next match.
Llanowar Elves
Mother of Runes
Kird Ape
Bog Rats
Cathartic Adept
Or there is the Disciple option
Ana Disciple
Ceta Disciple
Dega Disciple
Necra Disciple
Raka Disciple
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Re: Feature Requests Thread
by Enchanteur » 25 Apr 2013, 19:15
Hello, I think I feel what you would like to see ingame.Corwin72 wrote:I would like the ability to "reset" my quest.
I would like to be able to reset my quest level to 0 matches again so that I can play against easier opponents, and\or turn on a chaos mode where all difficulties of opponents from all worlds show up in the quest opponent selection screen.
Another purchase item could be allowing extra opponents to be selected from on the main quest screen.
Default 2 enemies
100 gold 3 enemies
200 gold 4 enemies
500 gold 5 enemies
Some other cool bazaar items could be single use.
100g +5 life for next match
100g random 1cc creature for next match.
Llanowar Elves
Mother of Runes
Kird Ape
Bog Rats
Cathartic Adept
Or there is the Disciple option
Ana Disciple
Ceta Disciple
Dega Disciple
Necra Disciple
Raka Disciple
I'm thinking about these things. I call it "consommables".
I didn't write it, but I think these evolutions would be made in some quest configuration files.
Something "dynamic".
So everyone can edit these stuff in a quest configuration file.
Dev is easier, because all it need is to make a standard function that only look in a configuration file what to sell to player and put on the battlefield.
But for now, it's not formalized yet in my head, and on paper. But I understand spirit of the concept.
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Re: Feature Requests Thread
by Enchanteur » 26 Apr 2013, 10:27
Hello, I realize that some improvments about item quest customization could be done without a big drawback.
If you look in directory :
res\quest\bazaar\
File : index.xml
It contains dynamics parameters of the Baazar screen.
First it should be good to add a file like this (and a baazar directory) in each quest worlds.
Like this :
\res\quest\world\ravnica\bazaar\index.xml
It would be a additional file, it just add specific stuff only utilisable in this world.
If player can travel beetween worlds, I don't know how forge keep tracks of items owned.
the index.xml can do more.
Best case is to do some dynamic system, so there is nothing to dev when someone want to create new stuff.
Look at pet parameters :
It work with file like ape_pet_l1.txt
Basicaly, it look like a card coding.
There is no need for very much hardcoding for making a new system like this :
- Give a keyword that mean there is a new stuff the player can wear.
You can do then, new category in the index.xml : NewItem2, NewItem3, etc..
Developper do nothing, it's only quest creator than do.
But developper need to do other things, like : dynamic generation of combobox, because player need to choose item before dueling. It need to make invocation of items at start of duel too. And probably others things I don't mind.
New items will get a file like ape_pet_l1.txt
Example : MyAeolipile_l1.txt
See, it's a weaker version of aepholie (at level 1). It do 1 damage, and CC of ability is 3 manas.
So, edit index.xml, do many level of this item.
Creature are token, there, it's a artifact (artifact token ?)
I don't know if it's possible to make some item with "emblem type". So it can't be remove from the game.
Now, itemization will need additionals keyword, like :
If you look in directory :
res\quest\bazaar\
File : index.xml
It contains dynamics parameters of the Baazar screen.
First it should be good to add a file like this (and a baazar directory) in each quest worlds.
Like this :
\res\quest\world\ravnica\bazaar\index.xml
It would be a additional file, it just add specific stuff only utilisable in this world.
If player can travel beetween worlds, I don't know how forge keep tracks of items owned.
the index.xml can do more.
Best case is to do some dynamic system, so there is nothing to dev when someone want to create new stuff.
Look at pet parameters :
- | Open
- <pet name="Ape" slot="1" saveFileKey="Ape" maxLevel="4">
<desc>This beast swells up to deal some hearty damage.</desc>
<levels>
<level value="0" stats="You do not own an Ape" cost="0" cardfile="null" nextLevel="Purchase Ape"/>
<level value="1" pic="petape_lvl1" stats="1/1 G" cost="250" cardFile="ape_pet_l1.txt" nextLevel="Ape starts putting on some extra pounds." />
<level value="2" pic="petape_lvl2" stats="2/1 G" cost="400" cardFile="ape_pet_l2.txt" nextLevel="Your Ape uses his weight advantage to stomp past smaller beasts." />
<level value="3" pic="petape_lvl3" stats="2/1 G Trample" cost="450" cardFile="ape_pet_l3.txt" nextLevel="Your Ape intensity grows in battle able to dish out and take more damage."/>
<level value="4" pic="petape_lvl4" stats="2/1 G Trample Pump" cost="750" cardFile="ape_pet_l4.txt" nextLevel="You cannot train your Ape any further"/>
</levels>
</pet>
It work with file like ape_pet_l1.txt
- | Open
- Name:Ape Pet
ManaCost:no cost
Colors:green
Types:Creature Ape Pet
PT:1/1
End
Basicaly, it look like a card coding.
There is no need for very much hardcoding for making a new system like this :
- Give a keyword that mean there is a new stuff the player can wear.
- Code: Select all
<NewItem1 name="MyItem">
You can do then, new category in the index.xml : NewItem2, NewItem3, etc..
Developper do nothing, it's only quest creator than do.
But developper need to do other things, like : dynamic generation of combobox, because player need to choose item before dueling. It need to make invocation of items at start of duel too. And probably others things I don't mind.
New items will get a file like ape_pet_l1.txt
Example : MyAeolipile_l1.txt
- | Open
- Name:MyAeolipile
ManaCost:0
Types:Artifact
A:AB$ DealDamage | Cost$ 3 T Sac<1/CARDNAME> | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player | NumDmg$ 1 | SpellDescription$ CARDNAME deals 1 damage to target creature or player.
See, it's a weaker version of aepholie (at level 1). It do 1 damage, and CC of ability is 3 manas.
So, edit index.xml, do many level of this item.
- | Open
- <NewItem1 name="MyAeolipile" slot="1" saveFileKey="MyAeolipile" maxLevel="3">
<desc>It's a damage bottle !</desc>
<levels>
<level value="0" stats="You do not own MyAeolipile" cost="0" cardfile="null" nextLevel="Purchase MyAeolipile"/>
<level value="1" pic="MyAeolipile_lvl1" stats="3, T : 1 damage" cost="250" cardFile="MyAeolipile_l1.txt" nextLevel="MyAeolipile is easier to use." />
<level value="2" pic="MyAeolipile_lvl2" stats="2, T : 1 damage" cost="400" cardFile="MyAeolipile_l2.txt" nextLevel="Less casting cost." />
<level value="3" pic="MyAeolipile_lvl3" stats="1, T : 1 damage" cost="450" cardFile="MyAeolipile_l3.txt" nextLevel="You cannot train your MyAeolipile any further."/>
</levels>
</NewItem1>
Creature are token, there, it's a artifact (artifact token ?)
I don't know if it's possible to make some item with "emblem type". So it can't be remove from the game.
Now, itemization will need additionals keyword, like :
- Code: Select all
SingleUse = (true/false)
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Re: Feature Requests Thread
by Corwin72 » 26 Apr 2013, 14:31
I just always liked in shandalar where there would be something odd happening that made a match that I had played a bunch of times different.
AI starting with creatures or extra life.
AI starting with creatures or extra life.
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Re: Feature Requests Thread
by lazylockie » 26 Apr 2013, 23:20
is it possible to re-implement the choice of "spacing" between tokens?
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Re: Feature Requests Thread
by Pux » 06 May 2013, 18:05
When I play draft/sealed and win/lose a match and get the option swap cards between my main deck and my sideboard I would love to see "OK" preselected instead of "Add card to deck" because I always end up adding unwanted cards to my deck 
Another minor request: When I have Mana Vault and am asked every upkeep if I want to pay 4 to untap (even if it is untapped) it I would love "No" preselected. Or even better (if it is possible) "Yes" if it's tapped and "No" if it's untapped.

Another minor request: When I have Mana Vault and am asked every upkeep if I want to pay 4 to untap (even if it is untapped) it I would love "No" preselected. Or even better (if it is possible) "Yes" if it's tapped and "No" if it's untapped.
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