MArcomage

Free multiplayer on-line fantasy card game

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Nemesis on 22:11, 25. Feb, 2009
I just used the Basilisk, giving me wall +10 (0 before making it 10 afterwards).
I expected my opponent to use the Goblin Saboteur which he did, in this case doing 10 damage to my 10-point-wall. But he also damaged my tower! Nothing serious but strange nonetheless.
284ai6ru,4 on 22:19, 25. Feb, 2009
Always: Attack 4
DPsycho on 22:58, 25. Feb, 2009
The four points of attack occur after the wall depreciation.
Perfection on 12:32, 26. Feb, 2009
yea not a bug
thats why goblin is probably one of the strongest common card
4 recuit to do 16 damage isnt bad
Endovior on 06:06, 27. Feb, 2009
Actually, it was a bug before, when it WASN'T doing this; you'll note it uses the same wording as cards like Tarkhan, which also acts this way.

I'd maintain that it isn't overpowered; just situational. After all, you can use Battering Ram or Light Infantry most anytime, but Goblin Saboteur is special, in that it requires a significant amount of wall building to come into effect. The result is that the 'power' involved is as much a matter of deterrence as anything else; you're not going to trivially build your wall when your opponent has it in hand. That, perhaps, is more awesome then the card itself.
DPsycho on 06:29, 27. Feb, 2009
The only real problem with Goblin saboteur is that you cannot always tell if your opponent raised his or her wall by more than eight. If you sign on to find that your opponent has played Reuse the rubble or Eternal guardian, there is no way (aside from having kept your own notes) to tell the amount of the increase or what the previous card had been.

Additionally, Castle beyond looking glass, Magic barrier, Order of the white lotus, and Return to the beginning leave no indication as to the amount that the wall was actually increased (or potentially decreased, though it would then be an orange number). Without having written down or otherwise recalling what the values were beforehand, it's anyone's guess whether the effect will occur.

(Another possible, though far less likely, scenario is for someone to play Basic Wall while having 7 wall, raising it to 10. Someone returning to a game from a previous day could mistake this for a wall raised from 0 to 10 and expect the conditional effect.)
Mojko on 10:49, 27. Feb, 2009
Good point DPsycho. The game actually stores information about some attribute change, we just don't display it. We only display it with color (orange if it was negative, lime if it was positive).

The problem is the lack of space. Where to display such information? Be reminded, that to display such feature would require at least 8 more numbers for each player (tower, wall, facilities (3), stock (3)).

We could make it user-selectable in settings, but this still doesn't solve the space problem.
kakerlake on 11:09, 27. Feb, 2009
how about writing it just half as big just next to the actual number?

so you would have
[size=12]2[/size] [size=6](-1)[/size] facilities
meaning last turn you had 3.

if you have more than 100 resources and loose (or win) mor than 10, there could probably be a problem. so there you could write the +/- next to the picture. so you would have
[size=12]10[/size] bricks [size=6](-5)[/size]
or for your opponent:
[size=6]+5[/size] [size=6]20[/size] Bricks

Tower and wall should have plenty space for two big numbers like Wall: [size=you know what] 105 (+105)
MaskedHalfling on 15:29, 27. Feb, 2009
What about having a log of the games actions? Have it displayed beneath the chat, showing what happened. For example


Player Y Turn Begins
Player Y plays Basic Wall
Player Y Wall + 10
Player Y receives production: +3 Recruits, +3 Bricks, +3 Gems
Player Y turn ends.
Player X turn begins.
Player X plays Goblin Saboteur
Player Y Wall -12
Player X attacks Player Y for 4 damage.
Player Y Tower -4.
Player X receives production: +3 Recruits, +3 Bricks, +3 Gems
Player X turn ends.

This could be problematic on really long games, but another gaming site I frequent has a similar thing, and they just show the last 30 lines or so, with the ability to view the whole log if desired. Just a thought.
DPsycho on 15:39, 27. Feb, 2009
I think a log would be ideal. It can be out of sight for those who do not need it, but present when strategy demands it. It would also be a great help for when people report seemingly-bugged cards.
Progressor on 20:19, 27. Feb, 2009
Let it be a feature of the History module: You can watch back the entire game with button's as Previous / Next turn. This would also be useful for bug reports.

http://xkcd.com/258/
Mojko on 09:33, 28. Feb, 2009
I agree, this should be a feature of a history module, so without it, the play card log won't be implemented.

The question is whether to show changes of game attribtues not only in color, but also as numbers or not.

I will try to fit the numeric values of the changes into the game screen and make some screenshots. Then I will post it here, so we could discuss how to improve the layout.

At any rate, I think the best would be to make it user selectable to see the numeric values of the changes or not.
DPsycho on 18:49, 28. Feb, 2009
Another option would be to implement a mouse-over effect. Keep the screen looking the way it does, but if you put your cursor over the green or orange number, it will then show the amount of the change with a plus or minus.
Chrone on 00:52, 9. Mar, 2009
I have another option. Most of changes are already written on the card, so you can read them and know exact numbers.

Only problem is cards with non-predefinite numbers.

And game already displays non-predefinite card numbers in 'mode' field. Just use this field to display that numbers. Something like "15/10/15" for eternal guardian mode field will save space and be easy to make. And much more clear for viewers than a double amount of numbers with excessive brackets and pluses and minuses and other useless stuff.
wolfheart on 18:14, 9. Mar, 2009
goblin is 2 op i would say atm. that 12 wall should be modified o 8 what would be still good enough to get it on your deck