Feature Requests Thread
by mtgrares
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Re: Feature Requests Thread
by drdev » 17 Jan 2014, 15:01
Given that AI defaults to random and your previous choices are remembered, you should be able to start a game with one click. Unless I'm misunderstanding.Marek14 wrote:drdev: It looks good, but I think it would still need better handling of random decks -- especially with the new filters. Playing a random match would still require four clicks at least (Random deck -> second player -> Random deck -> Start). I'd still suggest changing the Random deck button to a checkbox, which would then display on the main screen like "Preconstructed decks: Random selection" or similar.
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Re: Feature Requests Thread
by Marek14 » 17 Jan 2014, 17:54
But after I finish the game I'd like to start another random one. Will the random decks be reselected?
Re: Feature Requests Thread
by drdev » 17 Jan 2014, 18:00
If the player has a color or theme deck selected, then yes. Otherwise no.Marek14 wrote:But after I finish the game I'd like to start another random one. Will the random decks be reselected?
Are you asking for the ability to automatically randomly select from among all available decks within the lists after each game? We could definitely add such a feature if that's the case.
My idea for this, if I understand you correctly, is to add a new "Random" category to the deck type combo box, with the list containing individual items for the remaining deck types and support for multiple selection, that way you could make the player use a certain type of deck (Quest Event, Preconstructed, Custom User, etc.) or pick from all available decks. That selection would then be retained between sessions and each game would have the player using a randomly generated deck of whatever type(s) you want.
How does that sound?
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Re: Feature Requests Thread
by Marek14 » 17 Jan 2014, 19:14
Yes, that's what I'm saying, drdev. An automatic random selection from all decks currently displayed in the box.
Re: Feature Requests Thread
by drdev » 17 Jan 2014, 19:29
Oh, I see. I guess a checkbox might make more sense as you suggested earlier. Instead of replacing the button however, what if I added a "Auto-Random" checkbox next to button? That way you could still click the Random deck button if you don't like the current random (or manual) selection.Marek14 wrote:Yes, that's what I'm saying, drdev. An automatic random selection from all decks currently displayed in the box.
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Re: Feature Requests Thread
by Army of Allah » 17 Jan 2014, 21:28
That looks great! It would be nice if the program could also recognize formerly legal decks as such (e.g. legal in legacy 2010). This would basicly just reqire some database telling when wich cards were banned/restricted in each format and the release dates for each set.drdev wrote:Thought I'd let you know that a much improved Constructed screen is coming with next release. Here's a taste of what it will look like:Marek14 wrote:Playing a random game requires a bit too many clicks with new layout. I suggest changing the "Random deck" button behaviour - to make it into a checkbox that will always select a random deck before the game. At the beginning of the game, the players would be informed about the selected decks.
This way, you'd only have to check the button for each player and then every Start Game would automatically lead into a random game -- or you could leave it unchecked for one player to play a series of games against random opponents.ConstructedLaunchScreen.png
Let us know if you have any suggestions for it we might not have thought of.
Thanks.
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Re: Feature Requests Thread
by friarsol » 17 Jan 2014, 21:32
That seems like a lot of overhead, and a lot of information we don't really have.Army of Allah wrote:That looks great! It would be nice if the program could also recognize formerly legal decks as such (e.g. legal in legacy 2010). This would basicly just reqire some database telling when wich cards were banned/restricted in each format and the release dates for each set.
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Re: Feature Requests Thread
by drdev » 17 Jan 2014, 22:14
Can't people just update formats.txt with such format definitions? Eventually it would be nice to add support for creating your own custom formats from a GUI screen, but in the meantime modifying the text file in Notepad or some such editor should work.friarsol wrote:That seems like a lot of overhead, and a lot of information we don't really have.Army of Allah wrote:That looks great! It would be nice if the program could also recognize formerly legal decks as such (e.g. legal in legacy 2010). This would basicly just reqire some database telling when wich cards were banned/restricted in each format and the release dates for each set.
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Re: Feature Requests Thread
by SecretCaveman » 18 Jan 2014, 12:30
One thing I'd really like is, if Quest Preferences were saved for each quest individually.
For example, I currently play 2 quests, one with ante and one without. Whenever I load one of the quests, I have to remember going to the settings and making the appropriate changes.
I'd also like to play quests with different price payout etc, but having to remember this and making all the changes each time just seems frustrating.
For example, I currently play 2 quests, one with ante and one without. Whenever I load one of the quests, I have to remember going to the settings and making the appropriate changes.
I'd also like to play quests with different price payout etc, but having to remember this and making all the changes each time just seems frustrating.
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Re: Feature Requests Thread
by Xitax » 18 Jan 2014, 17:12
If formats.txt can be modified with any custom format, then surely someone will end up taking the trouble to define all the formats by year. The problem is, that say a standard deck from 2004 would show up as "standard 2004", but would also show up in multiple other extended or legacy or vintage years uselessly.drdev wrote:Can't people just update formats.txt with such format definitions? Eventually it would be nice to add support for creating your own custom formats from a GUI screen, but in the meantime modifying the text file in Notepad or some such editor should work.friarsol wrote:That seems like a lot of overhead, and a lot of information we don't really have.Army of Allah wrote:That looks great! It would be nice if the program could also recognize formerly legal decks as such (e.g. legal in legacy 2010). This would basicly just reqire some database telling when wich cards were banned/restricted in each format and the release dates for each set.
Re: Feature Requests Thread
by Army of Allah » 19 Jan 2014, 17:33
Thanks for the feedback guys. I guess this feature will have to wait thenXitax wrote:If formats.txt can be modified with any custom format, then surely someone will end up taking the trouble to define all the formats by year. The problem is, that say a standard deck from 2004 would show up as "standard 2004", but would also show up in multiple other extended or legacy or vintage years uselessly.

Another thing I would really like to see is favouring card art - so instead of favouring a card you favour a specific card art, which is then used for imported decks in the deck editor.
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Re: Feature Requests Thread
by antekm » 21 Jan 2014, 02:14
New GUI looks nice. I like new filtering, there's only one problem - in quest mode filtering is reset each time I get into the spell shop - would be great if it was saved as before
Re: Feature Requests Thread
by lazylockie » 23 Jan 2014, 11:45
I'd like to suggest either:
1) Ask (with default answer 'No') when passing phases with mana pool available, ignoring this condition when mana doesn't normally empty
and/or
2) Better UI interface for Xenagos, the Reveler +1 ability. Right now the background keeps getting dark for each mana it wants to add, which is rather annoying. most of the times it doesn't really matter what colors you get from Xenagos' first ability.
Idea: a single menu with the following options, assuming N creatures:
- Any combination (gives N/2 red and N/2 green)
- Red (N red mana)
- Green (N green mana)
- Split (opens a new input dialog, showing N - how much mana it can generate - and the input asks how much red mana it should generate)
1) Ask (with default answer 'No') when passing phases with mana pool available, ignoring this condition when mana doesn't normally empty
and/or
2) Better UI interface for Xenagos, the Reveler +1 ability. Right now the background keeps getting dark for each mana it wants to add, which is rather annoying. most of the times it doesn't really matter what colors you get from Xenagos' first ability.
Idea: a single menu with the following options, assuming N creatures:
- Any combination (gives N/2 red and N/2 green)
- Red (N red mana)
- Green (N green mana)
- Split (opens a new input dialog, showing N - how much mana it can generate - and the input asks how much red mana it should generate)
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Re: Feature Requests Thread
by Desoxyn » 26 Jan 2014, 05:30
Hi, I really love the idea of Human vs. Human but it has one fatal flaw that kind of makes it unplayable.
Passing turns without seeing the other persons hand is really awkward and it makes it not so fun when it has the potential to be really great. I was thinking it would be cool if there was a button that flipped the current hand facedown so you could pass the turn, switch hands, then reveal the new hand.
This way the player who just passed the turn has all the time to look away while the second player will never see whats in their hand. It would also help with countering spells or just regular instant spell on the other persons turn. And maybe you could make it automatic so when you switch to the other players hand when it isn't their turn their cards are set face down but can be revealed with the button.
I have no idea if you can make this a reality, but if you could it would be even better with a hotkey, eh?
Forge Devs Pls
Passing turns without seeing the other persons hand is really awkward and it makes it not so fun when it has the potential to be really great. I was thinking it would be cool if there was a button that flipped the current hand facedown so you could pass the turn, switch hands, then reveal the new hand.
This way the player who just passed the turn has all the time to look away while the second player will never see whats in their hand. It would also help with countering spells or just regular instant spell on the other persons turn. And maybe you could make it automatic so when you switch to the other players hand when it isn't their turn their cards are set face down but can be revealed with the button.
I have no idea if you can make this a reality, but if you could it would be even better with a hotkey, eh?
Forge Devs Pls

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Re: Feature Requests Thread
by drdev » 26 Jan 2014, 13:09
I like this idea. We could make it so, if there's multiple human players, at the beginning of each player's turn, all human private zones (like hand) would be hidden, and a popup message would appear indicating the start of Player X's turn. That would give you time to pass the laptop (or whatever) to the other person, at which point they could click OK or press Enter/Space to start their turn and reveal their private zones.Desoxyn wrote:Hi, I really love the idea of Human vs. Human but it has one fatal flaw that kind of makes it unplayable.
Passing turns without seeing the other persons hand is really awkward and it makes it not so fun when it has the potential to be really great. I was thinking it would be cool if there was a button that flipped the current hand facedown so you could pass the turn, switch hands, then reveal the new hand.
This way the player who just passed the turn has all the time to look away while the second player will never see whats in their hand. It would also help with countering spells or just regular instant spell on the other persons turn. And maybe you could make it automatic so when you switch to the other players hand when it isn't their turn their cards are set face down but can be revealed with the button.
I have no idea if you can make this a reality, but if you could it would be even better with a hotkey, eh?
Forge Devs Pls
If that sounds like something you and others would want, I could definitely look into implementing it. If desired, I could also add a Pass-and-Play game option to enable it so it doesn't interfere with a single person wanting to play against himself (or herself).
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