Feature Requests Thread
by mtgrares
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Re: Feature Requests Thread
by serrasmurf » 19 Jan 2012, 16:03
wonderful!Doublestrike wrote:Will do folks, I like all these ideas, and now's the perfect time to implement! Look for this stuff in a few weeks.several people wrote:Enrich Quest mode!
I have a question. What are the goals of the quest for the various users? I think that would be a good starting point for a major quest enrichment. For me it is:
- deck development
- statistics: winning streak!
After 15-20 matches however deck development becomes very incremental and a (first) loss almost unavoidable. After that i usually get a bit bored and would welcome another (end)goal for my quest.
So what could that be? Should we take down a big villain in the end? For which we will need a few different decks (because it's 2 lieutants eat them after we beat them

It would of course be brilliant if forge would have a plane in which we could wander around, meet our opponents and do our quests. if this would be too complicated you could also set it up as a big "risk" plane, in which you have to conquer.
Another cool quest would be that you could do a draft or sealed tournament. if you win you can keep the cards. or you can always keep the cards, but if you win you also get all the cards of your opponents

With a bit of brainstorming you could come up with a lot of these ideas and work backwards from there..
just a thought...
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Re: Feature Requests Thread
by Roujin » 19 Jan 2012, 20:13
My kind of "goal" in quest mode is (since ante is implemented) to "steal" more and more moxen, dual lands, and such awesome stuff the later enemies all have, and build awesome decks with it.
Also I always look (at least skim) through the cards I get in the prize booster, and sometimes I find something cool I want to build a deck around. I then try to get the other "ingredients" together to make it work. One time for example I got a Time Vault early on in the quest. Also a Door to Nothingness. I looked for ways to untap the vault, and once I had some, built a deck that gave me infinite turns and later won with the door.
One time I randomly got a Sliver Overlord, and thus started to make a sliver deck. Takes a while because you only get a sliver once every while (and not always a good one
), but buying boosters in the shop of editions which have slivers speeds it up quite a bit.
In my current quest I'm looking at outperforming the very hard Reanimate enemy with a better Reanimate deck. The more I play against him, the more of his stuff I can use for myself.
@serrasmurf:
There is kind of a boss enemy in the game. At least that's how it felt to me. It's a challenge that's only unlocked when you buy the zeppelin in the bazaar. The enemy starts with 50 life, what kind of deck I've forgotten right now. The challenge is called Private Domain iirc.
Also I always look (at least skim) through the cards I get in the prize booster, and sometimes I find something cool I want to build a deck around. I then try to get the other "ingredients" together to make it work. One time for example I got a Time Vault early on in the quest. Also a Door to Nothingness. I looked for ways to untap the vault, and once I had some, built a deck that gave me infinite turns and later won with the door.
One time I randomly got a Sliver Overlord, and thus started to make a sliver deck. Takes a while because you only get a sliver once every while (and not always a good one

In my current quest I'm looking at outperforming the very hard Reanimate enemy with a better Reanimate deck. The more I play against him, the more of his stuff I can use for myself.
@serrasmurf:
There is kind of a boss enemy in the game. At least that's how it felt to me. It's a challenge that's only unlocked when you buy the zeppelin in the bazaar. The enemy starts with 50 life, what kind of deck I've forgotten right now. The challenge is called Private Domain iirc.
Re: Feature Requests Thread
by Doublestrike » 20 Jan 2012, 02:02
The more I think about it, the more sense it makes. It shall be done (but not quickly, more in a geological sense, Ent-like, if you will).hurloon wrote:a graphical stack
Different people approach this in different ways. It seems, overall, that Quest is a step between constructed and draft; that is, you must work with limited resources that slowly improve. This forces you to use new cards, and really evaluate the ones in your deck (for me, for example, turns out Giant Strength isn't as good as I thoughtserrasmurf wrote:What are the goals of the quest for the various users?

I enjoy "bosses" and "lieutenants" as much as the next guy, but I think a different game mode would be better suited to that sort of play. However, as @Roujin pointed out, there are (or will be more) expert-level decks that are pretty tough.
Good ideas all, and definitely would be fun - but the development's a b*****. To do something RIGHT, with minimal bugs, that's fun to play, and well-built, takes a while.serrasmurf wrote:With a bit of brainstorming you could come up with a lot of these ideas and work backwards from there..
There's been lots of game modes the developers would love to implement - championship, gauntlet, shandalar, challenge, commander, multiplayer (AI only) - that are a lot of fun to brainstorm about but will require a big time investment to implement. But we'll get there!
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Re: Feature Requests Thread
by hurloon » 20 Jan 2012, 11:07
Doublestrike wrote:The more I think about it, the more sense it makes. It shall be done (but not quickly, more in a geological sense, Ent-like, if you will).hurloon wrote:a graphical stack

Probably a temporary solution would be a sort of highlight when a spell is casted:
1. spell on the battlefield
2. arrow on target (if necessary)
(contemporary the card would be automatically visible in the upper right area where all the hovered card are displayed)
For the stack we can stuck (

A graphical stack's topic is needed anyway.
Re: Feature Requests Thread
by Tsaru » 25 Jan 2012, 17:45
Forge has stood out as one of my most played games, with even more play time than Skyrim, Minecraft, and a host of other excellent titles. In forge, I've almost exclusively done quests, and have a few ideas which could improve it.
Right now, quest mode is about collecting cards to build a better deck. Sometimes you may want to beat a specific opponent, but to do that you either need specific cards to counter-act there deck (Energy Flux against Affinity, for example), or you need cards to improve an already existing deck. But it all comes back to one thing: collecting cards. The more ways quest mode has to do this, the more variance there is in how these cards come to you, the more fun quest mode will be, so here are a few ideas.
First, a new "Tournament" option might be fun, in addition to Duels and Quests. They could be Standard, Draft, Modern, Extended, Legacy, etc. I don't know all of the tournament formats, but there are a lot.
Draft mode: Drafting from a base of all cards just doesn't have the feel of drafting NPH/MBS/SOM, or SOM/SOM/SOM, where you have a consistent enough theme that poison or metalcraft are viable options, so you would want the drafts to be from a "block", as they are in the main game. Once you have built your deck, it goes to a tournament where you win extra packs based on your performance. If it's a multi-set draft, you would get to choose which set you want your prize packs from. Ideally (but unnecessarily), there would be a sideboard option, and the NPCs would play simulated games against each other so you fight against the best of them; however, that is difficult to implement (I think), so just having one randomly win would probably be good enough. They should cost just as much as the three individual booster packs, plus a little. So if it's Alpha/Alpha/Alpha, that would cost a leprechaun's sack O' gold. This could be fleshed out more, I'm sure, but I think it would add some nice flavor to Quest mode.
Standard/Extended/Legacy/Modern/etc: From your own card pool you would construct a deck for the tournament and then compete against a random set of decks which are legal for the tournament. The decks could be either pre-constructed or generated. Allowing sideboarding between games would be optional, but it would be awesome if it was an option. At the end of the tournament there would be some sort of prize based on both the cost and your performance.
I don't see how you could make constructed format tournaments scale with the players; however, they should be fine as just a high-tier goal. Maybe have them be unlocked after some certain quest accomplishments.
To really help with players wanting to build a specific deck, I think a singles shop should be created where the player can buy any card they want, but it's at a significantly higher price. It might be a good idea to have this shop open from a certain quest accomplishment (such as five hard quests completed).
Anyway, just a few ideas to add some length to quest mode. I feel like adding a draft mode could be done fairly easily, and would be a ton of fun; however, the other ideas may be a lot more difficult, or may not work, but perhaps they could be improved upon.
Right now, quest mode is about collecting cards to build a better deck. Sometimes you may want to beat a specific opponent, but to do that you either need specific cards to counter-act there deck (Energy Flux against Affinity, for example), or you need cards to improve an already existing deck. But it all comes back to one thing: collecting cards. The more ways quest mode has to do this, the more variance there is in how these cards come to you, the more fun quest mode will be, so here are a few ideas.
First, a new "Tournament" option might be fun, in addition to Duels and Quests. They could be Standard, Draft, Modern, Extended, Legacy, etc. I don't know all of the tournament formats, but there are a lot.
Draft mode: Drafting from a base of all cards just doesn't have the feel of drafting NPH/MBS/SOM, or SOM/SOM/SOM, where you have a consistent enough theme that poison or metalcraft are viable options, so you would want the drafts to be from a "block", as they are in the main game. Once you have built your deck, it goes to a tournament where you win extra packs based on your performance. If it's a multi-set draft, you would get to choose which set you want your prize packs from. Ideally (but unnecessarily), there would be a sideboard option, and the NPCs would play simulated games against each other so you fight against the best of them; however, that is difficult to implement (I think), so just having one randomly win would probably be good enough. They should cost just as much as the three individual booster packs, plus a little. So if it's Alpha/Alpha/Alpha, that would cost a leprechaun's sack O' gold. This could be fleshed out more, I'm sure, but I think it would add some nice flavor to Quest mode.
Standard/Extended/Legacy/Modern/etc: From your own card pool you would construct a deck for the tournament and then compete against a random set of decks which are legal for the tournament. The decks could be either pre-constructed or generated. Allowing sideboarding between games would be optional, but it would be awesome if it was an option. At the end of the tournament there would be some sort of prize based on both the cost and your performance.
I don't see how you could make constructed format tournaments scale with the players; however, they should be fine as just a high-tier goal. Maybe have them be unlocked after some certain quest accomplishments.
To really help with players wanting to build a specific deck, I think a singles shop should be created where the player can buy any card they want, but it's at a significantly higher price. It might be a good idea to have this shop open from a certain quest accomplishment (such as five hard quests completed).
Anyway, just a few ideas to add some length to quest mode. I feel like adding a draft mode could be done fairly easily, and would be a ton of fun; however, the other ideas may be a lot more difficult, or may not work, but perhaps they could be improved upon.
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Re: Feature Requests Thread
by serrasmurf » 26 Jan 2012, 15:17
i trust you will!Doublestrike wrote:There's been lots of game modes the developers would love to implement - championship, gauntlet, shandalar, challenge, commander, multiplayer (AI only) - that are a lot of fun to brainstorm about but will require a big time investment to implement. But we'll get there!
i've read the other responses and 1 idea now stuck with me that should be easy to implement:
start your quest with your draft pool
execution:
- do a draft with the draft mode of forge (in which you already can choose block(s))
- create an option (button) that will start a quest with this draft pool (so the quest mode then only has to import these cards and skip the sealed boosters card attribution)
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Re: Feature Requests Thread
by Nordos » 26 Jan 2012, 15:56
how about that forge remembers which booster type you had choosen before (modern, ... , vintage) - it already happened quite often that I pressed one time too many enter, resulting into getting 'modern' cards while I wanred vintage... 
The draft idea is one which I would appreciate, too

The draft idea is one which I would appreciate, too

Re: Feature Requests Thread
by Doublestrike » 27 Jan 2012, 00:07
Great idea! I'll look into this very soon, could be ready for the next-next release.serrasmurf wrote:start your quest with your draft pool
Your implementation suggestion is right on, clairvoyant almost...

This has been mentioned before, but now that more people have expressed an interest I'll put in the work. Next-next release (hopefully) should be done.Nordos wrote:how about that forge remembers which booster type you had choosen before
This could be an interesting addition; but it should be VERY random and sort of like a bonus thing. Can't say it's on the list, but if I have time, will come back to it (and the other things you've mentioned).Tsaru wrote:To really help with players wanting to build a specific deck, I think a singles shop should be created where the player can buy any card they want, but it's at a significantly higher price. It might be a good idea to have this shop open from a certain quest accomplishment (such as five hard quests completed).
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Re: Feature Requests Thread
by friarsol » 27 Jan 2012, 00:19
Ideally, we would just have a Quest Mode that allows you to choose your starting cardpool. This would allow player's who want to play a Gauntlet Mode, to just load their constructed deck as their starting card pool or the above suggestion of starting with a drafted deck.Doublestrike wrote:Great idea! I'll look into this very soon, could be ready for the next-next release.serrasmurf wrote:start your quest with your draft pool
Your implementation suggestion is right on, clairvoyant almost...The hangup is that the Draft deck editor will need some modifying to save to a quest data format...we'll see what happens.
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Re: Feature Requests Thread
by Drizzt893 » 27 Jan 2012, 23:11
Can we get the 60 card deck limit? I just used a 42 card tempered steel and it felt wrong.
Re: Feature Requests Thread
by Drizzt893 » 27 Jan 2012, 23:13
Also maybe a four card limit based on the name of the card
Re: Feature Requests Thread
by friarsol » 27 Jan 2012, 23:24
We've had this conversation back and forth and haven't come up with a strong conclusion, so feel free to limit yourself.Drizzt893 wrote:Can we get the 60 card deck limit? I just used a 42 card tempered steel and it felt wrong.
If we were to add limits, I think Quest Mode is more of a limited format, as is Sealed and Draft. So all of these would be 40 card limits. Constructed would be 60.
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Re: Feature Requests Thread
by Doublestrike » 29 Jan 2012, 06:38
@serrasmurf and others - I did indeed take a look at this, and there is exactly the problem friarsol discussed about the cardbase. So, unfortunately, it's a long-ish task, and will need a little dedication, so will probably be a while before this happens. Bummer, but that's the way it is :/Doublestrike wrote:Great idea! I'll look into this very soon, could be ready for the next-next release.serrasmurf wrote:start your quest with your draft pool
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Re: Feature Requests Thread
by Symphonic » 29 Jan 2012, 12:12
Hey,
there are some things I came across:
In the utilities-section in "How to play" it says that there are seven planeswalkers, which is not any longer true.
And, with the exception of the quest-mode, the other players and yourself have all got the same face - this strange man.
Maybe it would pe possible to give the computer, when playing one of the theme-decks in Constructed-mode, a picture depending on their deck -
a goblin picture for the goblin decks, an elf-face for the elf-decks and so on.
The same would be super for Drafts: Karl, Maurice, Lydia and the others - they should have faces.
It would also be nice to be able to change the picture of yourself
.
And I have asked myself for all the time I've been playing Forge now, how to recognize the end of a quest
It would be nice to show a special screen with a big picture of your champion (if you had been able to choose a picture for him) and at the bottom it says: Congratulations! You finished the Quest, defeated your opponents and have become the Champion! (...or something like this
)
there are some things I came across:
In the utilities-section in "How to play" it says that there are seven planeswalkers, which is not any longer true.
And, with the exception of the quest-mode, the other players and yourself have all got the same face - this strange man.
Maybe it would pe possible to give the computer, when playing one of the theme-decks in Constructed-mode, a picture depending on their deck -
a goblin picture for the goblin decks, an elf-face for the elf-decks and so on.
The same would be super for Drafts: Karl, Maurice, Lydia and the others - they should have faces.
It would also be nice to be able to change the picture of yourself

And I have asked myself for all the time I've been playing Forge now, how to recognize the end of a quest

It would be nice to show a special screen with a big picture of your champion (if you had been able to choose a picture for him) and at the bottom it says: Congratulations! You finished the Quest, defeated your opponents and have become the Champion! (...or something like this

Re: Feature Requests Thread
by Chris H. » 29 Jan 2012, 12:39
`Symphonic wrote:Hey,
there are some things I came across:
In the utilities-section in "How to play" it says that there are seven planeswalkers, which is not any longer true.
And, with the exception of the quest-mode, the other players and yourself have all got the same face - this strange man.
Maybe it would pe possible to give the computer, when playing one of the theme-decks in Constructed-mode, a picture depending on their deck -
a goblin picture for the goblin decks, an elf-face for the elf-decks and so on.
The same would be super for Drafts: Karl, Maurice, Lydia and the others - they should have faces.
It would also be nice to be able to change the picture of yourself.
And I have asked myself for all the time I've been playing Forge now, how to recognize the end of a quest![]()
It would be nice to show a special screen with a big picture of your champion (if you had been able to choose a picture for him) and at the bottom it says: Congratulations! You finished the Quest, defeated your opponents and have become the Champion! (...or something like this)
The "How to Play" section is dated "(Revised: September 2009.)" and has not been updated for a few years. Forge has gone through so many stages of development that it is impossible for the dev team to create, edit and update what ever docs that we can provide. We do our best.

It is possible to change the picture for yourself although there is no in-game system for this at this time. Your picture is located at /res/images/icons/Mage02.jpg. You can replace this picture.
Quest mode does not have a specific end. Some people tire quickly and will start a new quest after a few 10's of matches. Others will continue a quest into the 100's of matches without starting a new quest.
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