Feature Requests Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Feature Requests Thread
by ttdic » 14 Feb 2014, 04:10
Is it the ability [Join Force] from the Commander serirs(COM) can be implemented now?
I know that the ability like [Tempting Offer] from the Commander 2013(C13) have been implemented in Forge now and I think the [Join Force] is something like that.
Now all the cards with [Join Force] ability are missing in Forge and if it can be done that will be awesome!
Thanks a lot!
I know that the ability like [Tempting Offer] from the Commander 2013(C13) have been implemented in Forge now and I think the [Join Force] is something like that.
Now all the cards with [Join Force] ability are missing in Forge and if it can be done that will be awesome!
Thanks a lot!
Re: Feature Requests Thread
by aescula » 16 Feb 2014, 20:17
In generated decks, there needs to be a way to limit to certain legalities. So you can test a Standard or Modern deck against a deck that's not using Legacy.
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Re: Feature Requests Thread
by Stampedo » 18 Feb 2014, 02:28
I bought a deck in quest mode, but I can't delete it in the "quest decks" tab.
Also, there should be a marker showing which deck is in use.

Also, there should be a marker showing which deck is in use.

Re: Feature Requests Thread
by drdev » 18 Feb 2014, 06:31
The quest deck delete issue is fixed in the latest snapshot. As for showing which deck is in use, whatever deck is selected will be in use, and will appear as a label on the Duels and Challenges screens.Stampedo wrote:I bought a deck in quest mode, but I can't delete it in the "quest decks" tab.
Also, there should be a marker showing which deck is in use.
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Re: Feature Requests Thread
by Stampedo » 19 Feb 2014, 20:16
Hello,
This is a personal request, after playing the quest mode extensively, I found that the more I play, the more I lose interest. Why?
The game is super exciting at first, being rewarded with boosters in the beginning allows to readapt slowly but surely my own deck, and I was rather quickly able to duel "hard" opponents. But from there, the progression curve seems to drastically slow down.
The spell shop is cycling only a few cards, and only few of them have the corresponding colors I'm looking for.
To get an interesting deck, I feel it would take thousands of games, gathering credits to buy booster and lurking in the spell shop. It's a tiresome process.
Here's a request, just let me know what you think about it:
- when you lose/win, you don't get rewarded with boosters.
- you're rewarded with a booster every 5 games or so.
- spell shop should be customizable, instead of proposing random cards, we should be able to ask for more specific type of cards (% ratio of certain colors or card types). I don't think that being able to choose exactly the cards I want in the complete card pool would be smart (and that's how the game currently works, kuddos), but the small and poor choice in the current spell shop makes it frustrating. It should ramp up in another way than simply counting on luck.
- what about paying for unlocking new "areas" in the shop? Areas specialized in blue, or sorcery, or creatures, or maybe more specific cards like planeswalkers, etc. It would cost a lot of course, but it's a good incentive to keep playing.
These areas would also propose a limited card pool that would cycle. But at least players would have more chance to get interesting cards for their decks.
- I'm curious, but I'm playing "hard opponents", but I feel like I'm playing against the same enemies (and same decks) over and over. I feel like they are only 5 or 6. I'm probably wrong.
- what would you think about adding a world map? (I can help with the visuals). A simple world map with different nodes/encounters. Nodes would be completely randomly generated. Imagine a path ending with a rare or mythic card, but protected by different enemies.
Just my 2 cents.
This is a personal request, after playing the quest mode extensively, I found that the more I play, the more I lose interest. Why?
The game is super exciting at first, being rewarded with boosters in the beginning allows to readapt slowly but surely my own deck, and I was rather quickly able to duel "hard" opponents. But from there, the progression curve seems to drastically slow down.
The spell shop is cycling only a few cards, and only few of them have the corresponding colors I'm looking for.
To get an interesting deck, I feel it would take thousands of games, gathering credits to buy booster and lurking in the spell shop. It's a tiresome process.
Here's a request, just let me know what you think about it:
- when you lose/win, you don't get rewarded with boosters.
- you're rewarded with a booster every 5 games or so.
- spell shop should be customizable, instead of proposing random cards, we should be able to ask for more specific type of cards (% ratio of certain colors or card types). I don't think that being able to choose exactly the cards I want in the complete card pool would be smart (and that's how the game currently works, kuddos), but the small and poor choice in the current spell shop makes it frustrating. It should ramp up in another way than simply counting on luck.
- what about paying for unlocking new "areas" in the shop? Areas specialized in blue, or sorcery, or creatures, or maybe more specific cards like planeswalkers, etc. It would cost a lot of course, but it's a good incentive to keep playing.
These areas would also propose a limited card pool that would cycle. But at least players would have more chance to get interesting cards for their decks.
- I'm curious, but I'm playing "hard opponents", but I feel like I'm playing against the same enemies (and same decks) over and over. I feel like they are only 5 or 6. I'm probably wrong.
- what would you think about adding a world map? (I can help with the visuals). A simple world map with different nodes/encounters. Nodes would be completely randomly generated. Imagine a path ending with a rare or mythic card, but protected by different enemies.
Just my 2 cents.
Re: Feature Requests Thread
by 1224Deko » 19 Feb 2014, 23:18
I think most of your suggestions is already done... Go to 'Quest Preferences" you can edit how many credits you earn for wins, 'wins for booster' option allow you how many wins you need to get booster for each difficulty, next - you can edit how many wins you need to play with harder opponents, also you can edit how many booster/decks pack will show in spell shop, you don't have to play next game to see different boosters - just go from main world to another region, then return you will see different cards, booster or decks to buy....Stampedo wrote:Hello,
This is a personal request, after playing the quest mode extensively, I found that the more I play, the more I lose interest. Why?
The game is super exciting at first, being rewarded with boosters in the beginning allows to readapt slowly but surely my own deck, and I was rather quickly able to duel "hard" opponents. But from there, the progression curve seems to drastically slow down.
The spell shop is cycling only a few cards, and only few of them have the corresponding colors I'm looking for.
To get an interesting deck, I feel it would take thousands of games, gathering credits to buy booster and lurking in the spell shop. It's a tiresome process.
Here's a request, just let me know what you think about it:
- when you lose/win, you don't get rewarded with boosters.
- you're rewarded with a booster every 5 games or so.
- spell shop should be customizable, instead of proposing random cards, we should be able to ask for more specific type of cards (% ratio of certain colors or card types). I don't think that being able to choose exactly the cards I want in the complete card pool would be smart (and that's how the game currently works, kuddos), but the small and poor choice in the current spell shop makes it frustrating. It should ramp up in another way than simply counting on luck.
- what about paying for unlocking new "areas" in the shop? Areas specialized in blue, or sorcery, or creatures, or maybe more specific cards like planeswalkers, etc. It would cost a lot of course, but it's a good incentive to keep playing.
These areas would also propose a limited card pool that would cycle. But at least players would have more chance to get interesting cards for their decks.
- I'm curious, but I'm playing "hard opponents", but I feel like I'm playing against the same enemies (and same decks) over and over. I feel like they are only 5 or 6. I'm probably wrong.
- what would you think about adding a world map? (I can help with the visuals). A simple world map with different nodes/encounters. Nodes would be completely randomly generated. Imagine a path ending with a rare or mythic card, but protected by different enemies.
Just my 2 cents.
I would like to play in tournament mode(round robin and k.o. system), both for draft mode, and with 'pre-builded' decks(but if we will lose tournament will be continued)... we should have to paid entry fee for the quest mode(but also gets rewards - money, limited cards or boosters), they should appear not every x victories(like challenges) but every X matches played (or introducting day system that would be charged in some way).
Another thing that I miss is the simple options - how many games we need to win match, or how many games is played in every match....
Re: Feature Requests Thread
by lazylockie » 20 Feb 2014, 00:01
I think there's already a bazaar item that allows you to play best of 5 instead of best of 3. however it has no explicit upside of playing a longer match, so I simply opt for default best of 3.1224Deko wrote:Another thing that I miss is the simple options - how many games we need to win match, or how many games is played in every match....
maybe you could double the prize when playing best of 5? longer matches -> better rewards?
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Re: Feature Requests Thread
by Stampedo » 20 Feb 2014, 02:42
Wow, I never scrolled down in the preference menu... thanks for the heads up!1224Deko wrote:I think most of your suggestions is already done... Go to 'Quest Preferences" you can edit how many credits you earn for wins, 'wins for booster' option allow you how many wins you need to get booster for each difficulty, next - you can edit how many wins you need to play with harder opponents, also you can edit how many booster/decks pack will show in spell shop, you don't have to play next game to see different boosters - just go from main world to another region, then return you will see different cards, booster or decks to buy....
I would like to play in tournament mode(round robin and k.o. system), both for draft mode, and with 'pre-builded' decks(but if we will lose tournament will be continued)... we should have to paid entry fee for the quest mode(but also gets rewards - money, limited cards or boosters), they should appear not every x victories(like challenges) but every X matches played (or introducting day system that would be charged in some way).
Another thing that I miss is the simple options - how many games we need to win match, or how many games is played in every match....
The 3 last points in my message are still open tho

Re: Feature Requests Thread
by friarsol » 20 Feb 2014, 02:49
You are certainly wrong about the quest opponents. Current count is 400 different Quest Duels (many of which are the same deck that have more than one difficulty level), and 29 different Quest Challenges.
And your last point just sounds like what the Challenges are, except with a Map, instead of a list. It's not really any different.
And your last point just sounds like what the Challenges are, except with a Map, instead of a list. It's not really any different.
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Re: Feature Requests Thread
by Stampedo » 20 Feb 2014, 05:41
Despite the fact that there are 400 different quest duels, I'm not wrong when I say that I keep playing against the same opponents over and over.friarsol wrote:You are certainly wrong about the quest opponents. Current count is 400 different Quest Duels (many of which are the same deck that have more than one difficulty level), and 29 different Quest Challenges.
And your last point just sounds like what the Challenges are, except with a Map, instead of a list. It's not really any different.
I think I beat all of them at least once.
Re: Feature Requests Thread
by Fizanko » 21 Feb 2014, 21:03
A feature request as it puzzled me a bit until i figured it out :
On the new forge-gui-1.5.13, i had a Horizon Scholar that wasn't able to attack or block, i was wondering why as the enemy had no enchantment going on the creature or on his battlefield.
Until i looked at the log and noticed the text on the AI 's Azorius Arrester , it explained it all.
On the new forge-gui-1.5.13, i had a Horizon Scholar that wasn't able to attack or block, i was wondering why as the enemy had no enchantment going on the creature or on his battlefield.
Until i looked at the log and noticed the text on the AI 's Azorius Arrester , it explained it all.
Would it then be possible to make the same kind of "leash" effect that happen when you use by example Paralyse on a creature, linking the Paralyse card and the affected creature so you can immediately know which card is under an effect like that ?When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
Re: Feature Requests Thread
by Xitax » 22 Feb 2014, 19:09
I thought somebody had made a graphic icon for this (similar to phasing et al) that had a picture of handcuffs or something. I thought it was a cool idea but it's not currently in the game.
Anyway, I really came here to ask if the nice menu picks (the little ones you get under your mouse when clicking on a card that has options) could be completed. There's still some that don't work like this, but could. All the ones I've seen recently have been mana sources. There's a difference between menus depending on when you use the mana. If I click on a Drowned Catacomb when I'm doing nothing else I get the nice menu. When I'm paying costs for a card I'm trying to cast I get the big white menu instead. I'd like to see those go away and be replaced by the nice small ones, too. Thanks!
Anyway, I really came here to ask if the nice menu picks (the little ones you get under your mouse when clicking on a card that has options) could be completed. There's still some that don't work like this, but could. All the ones I've seen recently have been mana sources. There's a difference between menus depending on when you use the mana. If I click on a Drowned Catacomb when I'm doing nothing else I get the nice menu. When I'm paying costs for a card I'm trying to cast I get the big white menu instead. I'd like to see those go away and be replaced by the nice small ones, too. Thanks!
Re: Feature Requests Thread
by Niv-Mizzet » 23 Feb 2014, 17:55
As a cube enthusiast I wish the process for creating my own cubes was more intuitive and idiot-proof. If it had its own section, or if you could "choose to save decklist as cube" or something, and then choose the options you want like singleton, number of packs, etc. all within the gui instead of trying to futz around with the files in the folders I think it would be a huge improvement. Whenever I've tried to do this the way it's currently set up, something or other is not working right and it's quite frustrating.
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Re: Feature Requests Thread
by Stampedo » 26 Feb 2014, 23:45
Hey guys,
Is that possible to increase (like the number I want) the card limit in the spell shop of quest mode?
For now it's limited to 15 cards per rarity.
Having to pay credits to unlock more cards could be an alternative.
Regards.
Is that possible to increase (like the number I want) the card limit in the spell shop of quest mode?
For now it's limited to 15 cards per rarity.
Having to pay credits to unlock more cards could be an alternative.
Regards.
Re: Feature Requests Thread
by Marek14 » 27 Feb 2014, 08:32
Would it be possible to make the targeting arrows for soulbond doubleheaded? It would help differing them from normal arrows, plus pairing is a symmetrical relation.
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