View Full Version : Where id Card Game go?


Kiff
11-22-2010, 06:21 PM
Hello, so me and some friends on EU, loving Card Game 3.17.... But we are wondering when the new version is coming out? Been awhile 8) Also a big bug to report to Clord. Peace

Clord
11-25-2010, 10:07 PM
Besides some possible Marauder buffing, I'm out of excellent ideas to add on map.

Bryen
11-26-2010, 08:37 AM
there are lots of ideas made in card's idea thread. I'm shore you can pick some of them once in a while and add into the game.

One or two new cards per month would be awesome :D

Kiff
11-26-2010, 03:52 PM
well theres alot of units still to be added(if we go by sc2 model selection). we are a few guys on EU server going nuts over this map with alot of ideas. ill gather the crew and return with ideas. You made a superb map, its just about keep it alive 8)

And yes, theres alot of cool ideas in the forum for new cards.

One thing i notice is said by many is they would prefer if each player had 1 nuke , kinda like wc3tft Castle Fight. it would make for alot more tactical game. trying to get the enemy to drop those nukes etc.

Anyways, peace , for now

Clord
11-29-2010, 11:25 AM
Well. Next card would probably be phoenix, it would be card what uses it's "beam" to hold enemies and render them useless. Of course it just uses beam to it's target so it can be fooled to use it something like Zergling.

Phoenix (15 gas)
0/10
Graviton Beam (5 secs duration, stuns target, 15 secs cooldown)

I need someone to do card graphics what look inline with previous ones in design.

MagicBilly
12-01-2010, 07:03 PM
Hi,

thanks for the update Clord. I really like the new cards and the nuke-card improvement, makes the nuke usage also more interesting because you can now spend much or less gas etc. :)

I thought you kinda like discontinued the support for this map... :blushing:

There are really a lot of good ideas in the idea's thread.
Most important one's to get some new people to the map or refresh the current gameplay would be new cards, maybe some new commands (my fav: showing exp of all users) - or the leftover bugfix for the not closing ach-window bug (once activated).

One thing I would really also like is to get some more screen-space (improving the UI). When you have a unit clicked (two top windows are under each other) and you have 5 cards, you have little screen. Also I don't like the HQ-image now next to the health-bar's of the bases. There is absolute no gain in any functionality except wasting UI-space.

This map really rocks and a lot of people are playing it. Also I think the tendency of active players are going down but the principle of the whole map is still very unique and there is almost no competition.

You can really make this brilliant if you like :)

Regards from l33t carding player (on my way to sensei).
I don't play anything else anymore in SC2. Just open this game and it's easy and chillout.

Bryen
12-02-2010, 10:31 AM
Your post reminded me that I always wanted to ask for a chance to see other player achievements. Also would be good if achievement window shows experience of the player.
Best way I see it work is when I type -achievements(or -ach) a window with all player names shows up and I chose which player acievements I want to see.

That's not the main thing you should focus on but something should be done sooner or later :)

Clord
12-02-2010, 11:42 AM
Let's see, there was dude with zero exp in our team and we still won. :)
However enemy team didn't knew that obviously.

Kiff
12-02-2010, 08:15 PM
I was thinking, and alot of the EU player i know somewhat agree.. First of all, The brown dirt areas needs to be redone, 1: the buildings dont always spawn there. 2: it just looks bad. and also. the command center. i realise the terran CC comes with a turret as an option, but as the blizzard map maker videos has shown, ANYTHING can be a weapon, and added weapons to. So how about making it more diverse. A Toss and Zerg base as one of them. But keep the metal layout, the dark colour dont hurt the eyes ^^ Also. i will come with ideas and ask my mates for some, but definetly more utility cards would be in order. Like mass unit freeze, 10-15seconds or creep on entire field. something... Utility makes it fun!

And the updates are pretty nice, thnk you ^^

EDIT: Also, would it be possible to add Unit Boosting ON the cards? so you can send it off already boosted(im thinking to help against big attacks already at your base)

Clord
12-02-2010, 09:34 PM
Space Platform like tilesets are pretty limiting to find other than dirt as good indication where stuff spawns.

About utility cards, some of units can be considered semi utility cards based on their purpose, for example Jackson's Revenge is like made against "strong" targets.

Kiff
12-02-2010, 10:38 PM
Could for instance add a card that slows all enemy movement 100% . permanent or limited.

Kiff
12-03-2010, 09:13 AM
And about the dirt, the problem is, its not a precise indicator. Sometimes also you plant a turret and its totally off or in the back, rendering it useless. Shouldnt they be more reliable?

EDIT: Also, too often does one send a baneling or similar to counter a tank or whatever, to have the unit run to enemy base without engaging the enemy unit on field. Increase agro range or narrow the path. All cards should be useable at all times. No duds like bad fireworks that dont go off.

Clord
12-03-2010, 05:21 PM
And about the dirt, the problem is, its not a precise indicator. Sometimes also you plant a turret and its totally off or in the back, rendering it useless. Shouldnt they be more reliable?

EDIT: Also, too often does one send a baneling or similar to counter a tank or whatever, to have the unit run to enemy base without engaging the enemy unit on field. Increase agro range or narrow the path. All cards should be useable at all times. No duds like bad fireworks that dont go off.
Actually, it is because how Starcraft 2 works, if there is no room to place something to wanted location, it places it nearby of that location not caring if it is still in region.

Bryen
12-03-2010, 09:47 PM
What if you make turrets be considered as flying? Air units don't care about collision. That would be solution from warcraft, I'm shore it also applys here.

Clord
12-03-2010, 10:11 PM
Actually in Starcraft II it is possible to make structures have no collision. But then it causes tons of weird things like units go inside structures etc because they are not taken account in pathing. Other thing is to make spawning ignore placement but then structure might spawn over unit or another structure and make especially unit to be struck. Top of that Siege Tank's AOE attack would benefit from it.

Kiff
12-12-2010, 11:27 PM
I read somehwere you wanted to add pheonix, as you did, able to levitate a ground unit and kill it. i presume this is why you gave the pheonix "mana"? anyways, its not lifting up ground units, and is highly underpowered. the best fix me and my mates see , is to reduce scouts air to air reange. as a scout 1on1 kills a pheonix, and many other units. simply just a better air vs air unit (unbuffed). and also hits ground.

Clord
12-13-2010, 02:13 PM
Some strange reason Phoenix's Ability bugged too much to be used, so it was originally intended to use Graviton Beam. I have already planned to buff Phoenix in next update.

MagicBilly
12-23-2010, 11:54 PM
Thanks for the update. Like it. Have to make some more games to talk about balancing, the mothership is quite interesting :)

observer
12-25-2010, 12:20 AM
Hello
About spawning turrets. You can do another region only for turrets, but little smaler, to make sure that the turrets even if no space appears before the base and not in ***.
About new design spawn area. Windows are cool, but if you could delete the planet, leaving only the deep cosmos. I prefer to have a clear view of the base.
Best regards