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  1. 3 points
    Hello @Mythorias. Thanks for your feedback! Appstore text Regarding the texts on the appstore, it is being rewritten (also to match IOS11 better with different content). We're also changing "deck" to "team" indeed ;). I agree that the core mechanic is comparable to games like hyper heroes and angry birds evolution. You can see though that we started working on SoG before these games came out, as the gameplay feels quite different. SoG is more "accurate-pool-physics" as where those games are more "slotmachine-crazy-physics" if you see a bit what I mean. Also the way the spells, objects and card health functions is very different. Story & campaigns I agree that this could have been done better. The reason the map and campaigns are not very good aligned are some team changes at that point. Perhaps we can improve this in the future though. Strategy and skill and level design I see you are not content with the level design of the 5 latest campaigns. It is interesting as we designed them especially to be difficult, as players have been asking for more difficulty for ages. Once we produce difficult levels you are instead accusing us of making them being too difficult, drawing the conclusion that we implemented them as a sink to get quick cash out of players or that we became lazy. No, we made new levels with the objective to please the players because higher difficulty was requested.. The level design is a bit different from the level designs before, in a sense that they block a greater portion of the screen and have less enemies. These extra boxes create some difficulty and strategy in team composition(which cards do you let take the hit?) and promote a change from ALL-spells to Single-spells (as ALL-spells were usually a lot more powerful in the previous levels with a lot of enemies). Don't get me wrong, I am open to discussing level design and to feedback on this part, but I'm a bit sad of the accusation of us being money grabbers/lazy as we were trying to match player requests. Some updates in the planning regarding level design: - New objects, with specific features that can be used in combination with a specific element. We are working for example on a fireball which can be moved by fire cards only. These objects allow us to make more interesting and difficult levels without the need to cluster a substantial level space or use the handicap(boost) rule. - New campaigns with these objects with the first expansion. - Reduce in difficulty of the final 5 campaigns to make it fit smoother with the previous campaigns and the coming campaigns in the expansion. This will probably be done before or at the same time we release the new campaigns. (If you have specific feedback here let me know) - Some changes in object logic of current objects. (This will come soon). Luck "why the fuck do I need *luck* when there's a battling mechanic that requires strategy and skill" You also need luck in the other ccg's you mention (you draw a card out of a random deck there). We have luck implemented in the form of random spell placement. A bit of luck is necessary to keep games fresh and create new situations for the player to adapt to constantly, especially as we have a ccg/rpg system where players are at different strengths when facing a level. I think the strategy vs luck combination is quite to the strategic side in SoG if you compare it with other mobile CCG's. Without luck you'd get more a puzzle or chess game. Art & Music I would love separate backgrounds per campaign too, unfortunately we have a limited budget and designing a manual background per campaign is too costly. We will have 2 new backgrounds in our expansion though :). Suggestions Thanks for the suggestions. In general I would like to say (said it before but want to remind) that we are a smaller company than the games you mention. So I agree with most of your suggestions, but for us is the challenge to decide what things we can improve/add that have the biggest impact on improving the game. Of course I would love to have everything implemented, but we need to prioritize. - Immersive art and backgrounds, including the world map. Agreed, although we'll have our priorities on other game improvements for the coming months. - De-crystalize blockchain cards. Underway - A new way to cast spells. Why can't I cast them when I need them? My enemies can, I want that too. You don't actually cast anything, even though they are your spells. They are cast automatically by your cards. In the early prototype we had the player cast them himself, but that broke the flow of the game. We want to keep the "just shoot"-gameplay, and all decisions made from there being strategic (easy to play, hard to master). - Let me have an Avatar, or something to customize. Make that Avatar have a class, some sort of summoner that invokes the strength of the cards to beat the enemies (like I told Nick, I know I'm pretty much describing Yu-Gi-Oh), in a few words, let me have a character that interacts with the people/creatures/places in your world. I was working on a heroes-feature design last week. With indeed different avatars and play styles, and a reason for the players to collect certain cards to match that play style. This will have a huge impact on strategic gameplay, but it is in early stage. - SoG needs to be made into an RPG with a purpose, let players live a story, you already have a lot of interesting lore. Agreed! - Let that class have some sort of progression, maybe skill points that help in some way, like seeing a second line before the shot to see where it'll bounce, a resurrection ability, things that empower you, because progressing is what keeps making you come back. Agreed, and we are looking for such implementations with the heroes I described above. Seeing where the shot will bounce is an interesting one, I added it to my doc :). - Look at what Clash Royale does (there's a shitload of stuff you have to learn from this game). There are rumors they'll let you customize your towers and your king; they have a chest system for cards, and a way to progress even a bit every time you open the app. Being in a clan lets you contribute cards to clan members and they reward you gold for this. They even do “epic Sundays” where you can donate one epic card to each member who asks for one, and their and UI is fun to look at. I completely agree. I love and admire Clash Royale. It is a great inspiration. We are indeed looking at them for implementing social features like guilds/clans with some kind of card rental/trading feature like they do it. - Atmospheric music. Make us want to use headphones when playing SoG. I understand, but hope you understand it is not our top-priority. - Let me preview the level after completing the first star, so I can prepare accordingly. I mean, of course, the first time you shouldn't know the layout, you are just “getting there”, but after that, more often than not, you'll forget what kind of strategy you need and waste the energy. I agree on this part. It would add strategy if you can edit your team, after looking at the level. We are thinking of how we could implement this in SoG. - Impossible request. I wish really hard Bear Spirit levels didn't exist. Some of the Archer and Werewolf levels are also too relying on luck, and probably a few others I'm forgetting. As I mentioned above, it is hard to accommodate to both type of players (high challenge seekers, low challenge seekers), especially as players have progressed differently. But your feedback is heard. - LOOT! We need loot! Agreed! We have a feature in the planning for loot in levels, but again, prioritization. - Cosmetic stuff for my public Avatar and elemental upgrades that can be applied by finding special crystals that at the same time can be fused into more powerful crystals and unlock these skills for each element: -- Light: chance for critical strike, only for light cards that already cast the strength spell and have them applied. -- Dark: insta-kill curse (make it 1%, 0.5%.. if it's there people will be excited) -- Earth: reflect damage, chance for shielded allies to reflect damage -- Ice: frostbite (damage per frozen turn or something like that, not like permafreeze) -- Water: overheal for the duration of the wave -- Fire: remove obstacles, boxes and spikes when the fire card specifically attacks them. All of the previous are not intended to be 100% proc chances, the percentage depends on the strength/rarity of the applied upgrade crystal on each separate card. Very interesting! Noted them down. - Special effects for legendary cards and it's fused variations. Trident queen could do a bolt of lighting, Crirawin can slash on attacks, Aodh can do a sort of curse seal that applies the weakness. You get the idea. Yep agreed, good ideas. But takes up a lot of time. - Make the game flashy and your rarest cards the most awesome thing to use. And this only requires a 1 second animation for the first attacks. Agreed! We want to work on making rarer cards stand out more. - The addition of your lore in some form inside the game. Maybe part of the loot can be finding books that explain some things, kind of like in the elderscrolls series, 2 pages of text that tell a tale. Nice idea. - The chest system. Look at Lordmancer II, they are doing it too. And you can buy chests, way much better than spending gems on 1 epic card and 2 extra cards that are going to be 2 shit normal cards. We want to add different offers to the shop indeed. - Daily and weekly login bonuses. We're planning on updating the quest system to match more this need. - A co-op mode, 2 cards each player. Sounds cool, but provides quite some challenges for us. - More achievements Agreed. - Integration with Google games Agreed. - Timed events, there's a Void right? Make a rift spawn with strong enemies from the Void and have us wonder what's going on. This could actually replace challenge mode. Yes we are working on time based events to replace the challenge mode! - More backgrounds and music. Although I think this is coming in the next big release. It is Summarizing we both agree that there is a lot to improve on. Your ideas are very good and some of them will see daylight at some point. It will take a lot of time to implement everything we want to keep the game infinitely interesting, engaging, social and strategic. The question is if you can wait for that. I can understand that if you beat all campaigns there are at the moment that you might become bored. The only thing to remedy this are game improvements, which take time. I can assure you we are working with good intentions, ideas and as hard as we can, but there is a lot to do before we are as polished and feature-heavy as Clash Royale. Good thing is we're planning on improving SoG for years. I'll also tag @Overtime and @Robert
  2. 3 points
    Would like to know about this too. Also, what's this?
  3. 3 points
    Hi everyone, I built a website that tracks the historical prices of all of the SoG blockchain cards and want to share with the community here Here's the link: https://sog.nnto.net. I hope it can help people identify fair prices for blockchain cards. The site is still a work in progress and I appreciate all feedback - I will address all feedback and questions. p.s. let me know if this is the wrong subforum for this topic and I can delete the post.
  4. 2 points
    This is going to be a very long post.. I've been playing SoG for a while now and after all that time playing here are some of my comments and suggestions on this experience and on the game itself. I'm starting from the description in the PlayStore, paragraph by paragraph. ### Unique Battle mechanics? I don't consider your battling mechanic to be unique (I understand you are trying to sell your product) it's very similar to “marble like” games, kind of like angry birds evolution, where you have a “hero” level him up and make him bounce through enemies. Still, I do like it, but it gets very boring eventually, especially when you have to start grinding for gold after completing most levels and resort to Challenge Mode, which on its own it's a very boring 5 to 15 minutes activity (depending on your cards). ### Deck building? I'd rather call it teams. "Decks" doesn't sound quite right after playing as much as I have, and if you've played other TCGs you'll associate decks to many cards. Also, the TCG aspect of this lacks a lot of the T(rading). I don't think many players “trade” cards for other than profit. But maybe this will change once blockchainization starts, which I understand is not an easy feat to accomplish. On the same paragraph, “fantasy realm of Moonga”, I've been playing since April, and I still don't know what Moonga or Askian are. I'm assuming Moonga is the World and Askian one of its continents. On this I think you are wasting a huge potential on Lore. You have many different characters and back stories to many things that can only be explored by reading card descriptions that you can't even see in-game. ### Rich Story, Amazing Art? Yes and yes, but again, there's no story inside the game other than the comments you get from 2 strangers during the tutorial. Who the crap are these people? What is "the Void"? What mystery are we supposed to solve? This is a fully released game. And those out of context one liners from (again) strangers, in different levels. If any of you ever played an RPG, and I love RPGs, you know you need some context to feel invested in the story and want to progress through the levels. Right now our only motivator to play is “I need to complete the 7 stars!” But what happens after we complete them? And what about when we get stuck on a certain level? (I have a very strong opinion on this later). The artworks in the cards are amazing, but your UI lacks some mix of modernization while keeping the medieval theme. Your world map, I've never felt it fit in. There's barely any relation between the levels/character/bosses to what you see in the map. I'd suggest looking at how the map works in Nioh if you don't want to make something super detailed and at the same time add some atmosphere to the places. ### Art & Music The other side of the art –and this one I really dislike– are level backgrounds and music. I muted the game in May, and the backgrounds are super underwhelming. There's something like 3 of them? I want to feel in the place. I want giant of the mountains to be in a huge valley, the purple dragon to be in the depths of a cave, the ice prince to be in an ice castle. And eventually find out where did the castle come from, why are the characters who they are, etc. By the way, back to my comment on world map, have you seen where you placed the ice prince? It's a town with green roofs, why? I want some level of immersion. SoG might be a TCG but playing the actual game should be thought of as a single player story where you progress and find out what's going on in the world. I still don't know why I'm even fighting all of those people other than "I want to get gold and that epic card at the 7th star." ### Strategy and skill I consider this to be true... until it's not. I've lost count of how many times I've raged because once again I've WASTED 8 9 10 11 energy, because the spell that I *strategized* to use with my *skill* once again spawned in a place impossible to reach, causing me to lose the battle. Moreover, and I'm sorry to express this way, but why the fuck do I need *luck* when there's a battling mechanic that requires strategy and skill? This pisses me off to no end, especially in the Bear Spirit levels. What were you thinking? These levels are energy sinkholes. ### Levels design Everything after the Orc reflects a horrible loss in inspiration when designing levels. Don't have sinks, at some point players are going to think “these people just want me to spend cash in gems until I beat the level” and you will respond, “no one is forcing you to pay”. Do you remember that “customer is always right” thing? It applies here. There are many levels where I love the design, they do require strategy and skill, and a small amount of luck. But these changes completely after the orc, and even a couple levels before. On some levels, you need only luck to beat the enemies. This shouldn't be the case, ever. Take into account that most players who reach those levels are some of your most active players. Please make them stay, avoid frustrating them, I'm not saying build super easy levels, I'm saying make it challenging without having to rely on lucky spell spawns. Most of us already have no other reason to play than to make a task out of spending the energy. ### Some suggestions Here are things I'd like to see implemented, it's a really long list. - Immersive art and backgrounds, including the world map. - De-crystalize blockchain cards. - A new way to cast spells. Why can't I cast them when I need them? My enemies can, I want that too. You don't actually cast anything, even though they are your spells. - Let me have an Avatar, or something to customize. Make that Avatar have a class, some sort of summoner that invokes the strength of the cards to beat the enemies (like I told Nick, I know I'm pretty much describing Yu-Gi-Oh), in a few words, let me have a character that interacts with the people/creatures/places in your world. - SoG needs to be made into an RPG with a purpose, let players live a story, you already have a lot of interesting lore. - Let that class have some sort of progression, maybe skill points that help in some way, like seeing a second line before the shot to see where it'll bounce, a resurrection ability, things that empower you, because progressing is what keeps making you come back. - Look at what Clash Royale does (there's a shitload of stuff you have to learn from this game). There are rumors they'll let you customize your towers and your king; they have a chest system for cards, and a way to progress even a bit every time you open the app. Being in a clan lets you contribute cards to clan members and they reward you gold for this. They even do “epic Sundays” where you can donate one epic card to each member who asks for one, and their and UI is fun to look at. - Atmospheric music. Make us want to use headphones when playing SoG. - Let me preview the level after completing the first star, so I can prepare accordingly. I mean, of course, the first time you shouldn't know the layout, you are just “getting there”, but after that, more often than not, you'll forget what kind of strategy you need and waste the energy. - Impossible request. I wish really hard Bear Spirit levels didn't exist. Some of the Archer and Werewolf levels are also too relying on luck, and probably a few others I'm forgetting. - LOOT! We need loot! - Cosmetic stuff for my public Avatar and elemental upgrades that can be applied by finding special crystals that at the same time can be fused into more powerful crystals and unlock these skills for each element: -- Light: chance for critical strike, only for light cards that already cast the strength spell and have them applied. -- Dark: insta-kill curse (make it 1%, 0.5%.. if it's there people will be excited) -- Earth: reflect damage, chance for shielded allies to reflect damage -- Ice: frostbite (damage per frozen turn or something like that, not like permafreeze) -- Water: overheal for the duration of the wave -- Fire: remove obstacles, boxes and spikes when the fire card specifically attacks them. All of the previous are not intended to be 100% proc chances, the percentage depends on the strength/rarity of the applied upgrade crystal on each separate card. - Special effects for legendary cards and it's fused variations. Trident queen could do a bolt of lighting, Crirawin can slash on attacks, Aodh can do a sort of curse seal that applies the weakness. You get the idea. - Make the game flashy and your rarest cards the most awesome thing to use. And this only requires a 1 second animation for the first attacks. - The addition of your lore in some form inside the game. Maybe part of the loot can be finding books that explain some things, kind of like in the elderscrolls series, 2 pages of text that tell a tale. - The chest system. Look at Lordmancer II, they are doing it too. And you can buy chests, way much better than spending gems on 1 epic card and 2 extra cards that are going to be 2 shit normal cards. - Daily and weekly login bonuses. - A co-op mode, 2 cards each player. - More achievements - Integration with Google games - Timed events, there's a Void right? Make a rift spawn with strong enemies from the Void and have us wonder what's going on. This could actually replace challenge mode. - More backgrounds and music. Although I think this is coming in the next big release. ### Advertising Jesus Christ! Sellout, hype your game, your cards & your updates. I know you have issues with publishing. You don't need to talk about a specific date, just let everyone know it's coming. Make videos showcasing combos. Use a voice actor with an old epic voice to talk about it. ### Final words I freaking want to see SoG #1 in the top charts! I know and understand that some of the stuff I've just said has probably already been thought about, but it's what I personally think SoG desperately needs to succeed and reach higher places in the grossing and download charts. You already have something unique by using blockchain tech, have it attached to an awesome game and story. ----------------------
  5. 2 points
    Congratulations to @Carpman for reaching a million+ points on the leaderboard and dethroning #BenRPG on the first place! Well done!
  6. 2 points
    @cdex Since not every gold gain counts in monthly leaderboard (I don't understand why) is hard to compare both table points... could it be they're only playing challenge mode? ¿o_o?
  7. 2 points
    Hi @wachtwoord @Trepanattore Thanks for the details. This is reported, we will dig further. Do not hesitate to let me know if you face anymore issue. Have a nice day
  8. 2 points
    oh, then i misunderstood the communication with @Nicolas Sierro have fun there
  9. 2 points
    EverdreamSoft Taking Over Project ORB EverdreamSoft is taking over Project ORB and plans to push the blockchain digital asset revolution forward We are excited to announce that EverdreamSoft is officially taking over the Project ORB and will be fully committed to the future development of Book of Orbs and other relevant services. About Project ORB Project ORB started off as a joint project between EverdreamSoft and IndieSquare. Each company provided their own unique expertise and delivered innovative and pioneering blockchain products in gaming and blockchain asset collection field together up until today. Although IndieSquare will continue to provide technical support to the ORB project, we are hoping to push the project even further under EDS’s new and clarified leadership. Koji Higashi, co-founder of IndieSquare and project leader for Project ORB, will be off duty effective immediately and will no longer be directly involved in development. However, he intends to continue to support the project and our community at an individual capacity. Our Future Plans EverdreamSoft is committed to further explore the possibilities of blockchain integration in gaming, as well as in any other suitable fields, and to promote the digital assets collecting, while providing users and content providers with the appropriate tools to facilitate blockchain adoption. In the close future, we are going to focus mainly on the following aspects: Investigate the possibility of a web browser-based solution to improve BoO availability for different device types, independent from the mobile operating system (OS). Further open the content ecosystem for new developers (games and other apps) and content providers (companies or user-generated-content). Improve interoperability between BoO and BitCrystals, sustaining multi-games and multi-cards experience.
  10. 2 points
    Instead of releasing random new cards focus on quickly releasing cards for new coins, give some to devs which will help promote the game in their communities coins list XMR, DCR, NEO, STRAT, LISK, ZEC, WAVES, STEEM, FCT, UBQ, VIA.. there is a long list
  11. 2 points
    Would you believe it, I actually completed DC 7 on my last gem refil..... unbelievable. I got a live fruits grower. The only one I didn't want... The deck I used is in the screenshot in that exact order too. Each is exactly in the place I needed it. I had a tactic for completing it, it just took a bit of luck too. Seriosuly too hard though. Fair enough it being super hard, but it's a hundred times harder than any other level.
  12. 1 point
    GOLDEN LEAVES SEPTEMBER REWARDS As you already know, on September 1 we launched the first one from a series of monthly leaderboard seasons, the “Golden Leaves September” Season. You still have 10 days left to compete and gather points for this leaderboard, so maybe you need some motivation: Let's have a look at the rewards you can get! A small reminder: don't forget to link your game account to your digital wallet! The first 2000 players on the new, monthly leaderboards will be rewarded with gold coins, the amount of the gold will increase depending on their rank. Plus, the top 50 players will get a blockchain card (if their game account has been linked to their digital wallet at the moment of the rewards distribution). Good luck y'all!
  13. 1 point
  14. 1 point
    Hi all, if I remember good enough four hours ago (aprox) I played and I was 15th in the leaderboard, now just four hours later I'm 16th. I'm not completely sure which one it is exactly but the player I think it wasn't there before now is +-60k points up from me, how is that humanly possible? I mean even with an invincible deck there's no way to achieve so many points in just 4 hours ... or actually it is possible... may be frenzy playing challenge and reaching the highest reward? Btw anyone knows after the update what's the max challenge wave number and reward? Thanks.
  15. 1 point
  16. 1 point
    cdex don't be jealous dude....! i am playing a lot of CHALLENGE!! the points don't count in Monthly Leaderbord only for ya information!!!!
  17. 1 point
    V1.2.6 on Android 7.0. I think it's since the update but I'm not certain.
  18. 1 point
    @eds_Yzia Hi, sorry for not posting details. Game version: 1.2.6 Channel: Play Store Device: Samsung Galaxy Tab A 10.1' (2016) / Android 7.0 Description: the popup offering you to watch a video for 5 stamina doesn't show up since the update. Not even once. Thanks.
  19. 1 point
    @Amitabha It works like this: Cards are generally traded without upgrades. However, your account (with EDS) is keeping track of your upgrades. If you sell a card and get it back later, it is still fully upgraded. Buyers will always have to upgrade themselves. In the future (is has been promised for some time) in game cards, which are fully fused (quad fused) and probably only certain rarities, Commons for sure not, can be blockchainized. Meaning EDS account will burn your in game card and give you a blockchain card they issue.
  20. 1 point
  21. 1 point
    Is your father in law Cobra-Bitcoin?
  22. 1 point
    A lot of people have been asking about the PvP mode and why it is like it is. The screenshot shows a typical enemy I come accross on a regular basis (they were just level 10) -How have they got five players? -Why are the all such high health? (Bearing in mind I just hit the closest three enemies already with my mermaid trident AFTER hitting my plus 6 attack all spell) -Why do they get a heavy boost? -And finally, do you think for even a moment this is possible? Especially since every card is a one hot kill on each of my cards except possibly number 4. Even if my attack plus 6 all spell and my weaken -9 all spell spawn in exactly the right spot I'm extremely lucky if I can finish the first round with one card remaining. Id love to know the parameters of how this level is generated.
  23. 1 point
    Good! I'd hate to try to compete against a bunch of bots (without having one of my own!) Thank you for the fast reply :-)
  24. 1 point
    Hi there, The situation is now fixed. All concerned players had been contacted. Thanks again for your patience, help and understanding. Have a nice game!
  25. 1 point
    I received the card (scarecrow) too. Thank you!
  26. 1 point
    Ok so here it is black on white. Thanks for the card and the gold EDS. Thanks for rewarding the pre-September addicts... Not even on all stars yet, but working on it currently...
  27. 1 point
    Yes they are, and it ofcourse takes some time for the blockchain to do it's work. But they are underway.
  28. 1 point
    Hello, thanks for reporting it, we know about it and we're working on fixing it ASAP.
  29. 1 point
    Ok, so no challenge gold, no daily mission reward... only gold from campaign and raid count in monthly leaderboard, thanks. @wachtwoord I think it's on August 31st, not completely sure though.
  30. 1 point
    Hello Sigoan, Thanks for your email, I just reply to it Have a nice day !
  31. 1 point
    Hi! If you go to leaderboard (in browser) and then press the "Monthly leaderboard" item, you can see the leaderboard for this month. The rewards of the previous dates will be rewarded soon (you will get popups in-game). And from that point directly after each season has finished. The scores are based on gold acquired in campaigns.
  32. 1 point
  33. 1 point
    The last round of our "How well do you know Spells of Genesis" Facebook contest is out! Discover it on our Facebook page
  34. 1 point
    Yeap, as I see its all fine. Thank you! PS - I think that topic can be closed.
  35. 1 point
    Hi Ben, Thanks for the feedback - yes, all prices were converted at the exchange rate based on the time of the trade (using historical exchange data).
  36. 1 point
    Nice thanks! Suggestion: 1. When I hover over a dot, I would like to see the details of the trade (dex, wapbot, etc) including date and actual currency which was payed. Questions: Do you convert prices based on exchange rates at the time of the trade? Good luck and thanks for adding to the ecosystem.
  37. 1 point
    Absolutely.., while an epic card at the end of each campaign was quite intriguing at first, its too much. EVERYONE will have these cards now and at at least a dual fuse. I think this kinda also kills the special nature of the cards and the rarity. Its not that exciting feeling I was getting before when I finally got the cards I've been waiting to get...they ate just too available...course....you will also just have stacks of epics now and nothing to progress them with. As Mythorias has stated, I also believe the elemental crystals and the extreme lack of them now is a huuuuge problem....I know some of us were willing to have super long grind sessions before...but that was with anticipation of possibility drawing that next epic or legendary card, not 4 hour grinds to get not even enough elemental crystals for an epic dual fuse. Not trying to be rude here, but I just know I won't do this, it sucks the fun out of the game imo.
  38. 1 point
    Yeah man, I hear that. I hate to say it, but its festing in the back of my mind....bout to not even be playing this game anymore =\ this is the team I used originally to beat DC, also I have a dual fused metal shield and I do have 2 other cards so I could eventually quad fuse it, but even with shield all...green cards all suck horribly =\ I hate even putting resources into any green type card.
  39. 1 point
    Getting pretty bored now. Basically unless you get the shield all card spawn in the right place it's impossible. I've got to one remaining enemy on DC 5 a couple times now. Needs a better level design that relies on timing or skill (somewhat like the third round with the moving scenery) instead of just luck. I think I'm done playing after my crystals run out. I'm curious what team you're using and what layout? Here's mine. God knows what people with less legendary cards are thinking about this level.
  40. 1 point
    This feels a lot like an attempt to drive people towards buying crystals. I'm not a fan of the giant decrease in gold drops. Not a fan myself.
  41. 1 point
    You need to own full card. There are only few cards that you can buy parts of liek 5-10. Those are one of earliest cards, latter issued cards cant be traded in piecess.
  42. 1 point
  43. 1 point
    L'aventure commence! Tout a commencé à la taverne d'Askian. Je venais d'arriver dans cette contrée mystérieuse en suivant la route des caravaniers. En chemin, j'avais croisé quelques rats de Weanara qui, attiré par l'odeur de mon or, avaient tenté de me dépouiller. Je les ait prestement passé par le fil de mon épée, laissant sur place leurs cadavres afin d'avertir les voyageurs téméraires qui me suivraient de bien veiller sur leur bourse et sur leur vie. La taverne d'Askian était une véritable auberge espagnole. S'y côtoyait tous ce que Moonga avait engendré de merveilleux et de monstrueux. Des tablées bruyantes de trolls s'enivrant de bière et chantant des chansons paillardes. Quelques valeureux guerriers aux mines sobres et aux armures rutilantes, prêts à vendre leurs services et leur protection pour une solde parfois considérable. Des dresseurs de dragons à la peau sombre, des sorciers maniant leur baguette comme des boulangers parisiens. L'aubergiste se faisait appeler Jan. C'était un curieux personnage, peu disert mais très attentif à tout ce qui se passait dans son établissement. Son air ténébreux contrastait avec la lumière de ses yeux. On aurait dit qu'il était habité par deux esprits. Et pour peu qu'on lui glisse une piécette sonnante et trébuchante, il pouvait vous révéler certains secrets sur les régions menaçantes d'Askian. Si par hasard ou par nécessité vous arriviez un jour dans cette taverne, demandez où se trouve la taverne de Jan. [à suivre...]
  44. 1 point
    ちょくちょくプレーしているけど ステージが進むほど、穴やトゲトゲ、動く障害物のコンボにストレスが貯まる おまけに、スペルの効果を考えてカードの順番を並べたりしても それらの障害物等によってすぐには発動できないような位置にスペルアイコンが置かれていて さらにストレスが貯まる時がある 配置によっては見た瞬間にクリアできないことを悟ってリタイア ほんのちょっとした操作ミスによってもさらに… そんなステージをクリアした時はふぅ…やれやれ となるけど、達成感はいまいち得られず まあ手軽に気分転換や爽快感が得られるようなゲームじゃないとはわかっているけれども もう1つ、Raid これがさらにストレスが貯まる 最新のバージョンアップで、逆に敵が固くなってない?(これは気のせいかもしれんが) ランク10まで上がってもそっから立て続けに負けてランクが下がる 今も10連敗ぐらいして一度はランク8まで落ちちゃったよ イライライライラ… 多少敵が強くても、Raidのステージにトゲトゲがあったりすると それを利用してわりと楽に倒せたりもするんだけどねー ひとまず最近の率直な感想!
  45. 1 point
    Hi Stephy, Thanks for reaching out again. I will try to respond to the points you raise that are game design related (I'm the game Designer for SoG). I did one for the lack of spell and balance between card Is your point here that some ingame cards or spells are less strong than other ones? If so yes that is the case. We try to stay away from rebalancing cards, as we have the link to blockchain and changing the values of cards can feel unfair. It is up to the player to decide which cards are the best, and try to get those cards (this is part of what makes the game fun). What we can do (and did with the latest 5 campaigns) and will do with future content, is to change the level design and add new objects that promote other strategies. For example, in the last 5 campaigns, there were a small amount of enemies in each wave, as it was reported that spells that hit all enemies are too strong. In a wave with just one enemy, you have no extra use for all-spells. i did one for the fack that paying more than 20$ for a blockchain card that it far from good in my point of the game is a total wastew We have a broad diversity of cards. Some are good, some are bad. Without the bad, there would be no good ones. The same goes with all CCG's. It is up to the buyer to find out which ones they are going to buy, which ones are strong. It seems reasonable to me that you invest in a cryptocurrency where you know a little thing about. If you mean that they are too weak comparing to in-game cards, you must understand that we have 2 types of player groups. Those with a blockchainconnection and those without. We want to offer both groups a fair chance to get strong cards. If I watch the forums a bit, the winning formation consists out of blockchain cards. i did one for the lack of difficulties in the game It is a challenge to create the correct difficulty, as we have a diverse player group. I'm glad you like the higher difficulty of the latest content. i Did one for the in game soundtracks wich i found ultra boring after a year New soundtrack for the battle music is in production. It will arrive with our next expansion. i did one this blattan so called multiplayer that is actually not a pvp at all (wich is the core of TDG) Thanks for the feedback on the Raid game mode. I can understand that you had higher expactations. I agree that it can be more engaging and we are hearing the feedback. Keep in mind that when we release a feature it is not the end of that feature, in the case of Raid it is one that we can expand on. In this release we reduced the difficulty on higher ranks, according to player feedback. Also we are planning on other social game modes, but as you also suggest, we also want to focus on tweaking what we have. Looking at everything, I would like you to consider we are a small team. Not a company like Blizzard with hundreds of employees. We are trying our best to make the best game possible, and there are people enjoying it so far. But we can't do everything at once. It is not due to lack of ideas, but prioritization. So it is hard for me to explain why we didn't implement all suggestions that are made, as we have most of them in the pipeline and, believe me, I would love to have them in the game as well. I don't want to say that we don't make mistakes in terms of game design. But the core of the game is enjoyed, and we are progressing steadily. I see this huge amount of ideas as a positive thing, it means we can improve on a lot of things, on an already enjoyable game. - Moving on to your summarized suggestions - Jajabinks and Febo suggestion about challenge mode I agree that the challenge mode is currently not the most exciting mode. It was created a while ago, and we didn't optimize yet for a reason: it will be replaced by events These events will last a few days, have a special challenge level (with specific randomness, objects and enemies, rules and story). Players will compete a few days for the best scores, and at the end of the event the players are rewarded based on those scores. It has been designed, but will take some time before it is developed as we are currently focusing on other things. In the meantime we try to provide you with interesting new campaigns. The other suggestions are great input as well. We have features in the pipeline that reward players based on their gameplay, resources in levels and daily rewards. Kingslamma suggestion on objects In our next expansion there will be new objects, which makes for some more puzzle gameplay. And introduces new ways of play. The ideas on the elements were great actually, and we have actually implemented these ideas in the design of our new objects that are in production for the expansion. We have a fireball which can be hit by fire, and a bush that can be hit by earth (more details later). We're planning on making certain elements stand out in each expansion :). Tipmebits on prioritization and release I agree with him in the fact that we should have had blockchainization and multiplayer. On the other end this list can go on and on forever until you never launch a game. I do agree that it might have been better to launch later. But we needed to move forward and be the first mover. The only thing I can say is that blockchainization is in production, and we now have asynchronous multiplayer on which we will improve. We can only implement synchronous multiplayer if we reach a high player mass. Instead of looking at other CCG's, please look at a game like Clash of Clans. This game also has no synchronous multiplayer, but is very social and exciting. We're trying to move in that direction. Synchronous multiplayer(however cool it could be) is a bigger risk, especially on mobile as players can drop out more easily. I'm not saying it will never happen, just that it is not realistic now. Stephy (various) You're also concerned about launching early. I tend to agree with you on this (I'm the game designer, of course I want to ship the best product as possible). But there are other factors that lets a company make desicions. About the Raid, I touched the subject above and can let you know that it is not a finished feature. The feedback from the players gives us better insight in what needs to be improved. "i want to play more than 5 hour in the campaign... i want to have a hard time". I think it has been adressed already by the latest 5 campaigns, which required a specific strategy. This is the way we will contine with our new content, features and polishes. I want the same as you here. The poisoned example you provide is interesting. And I can assure you that these are exactly the things I want the game to grow towards. Element specific gameplay is coming in the form of special objects to interact with. We will also introduce "element exclusion", this means you cannot use certain cards in certain levels. The light card you mention at the end lighting up the room, is also a feature we want to implement like that. It will be in a future expansion. Card balance 2 I already talked a bit about card balance above. Rebalancing is not how we want to do it, but rather implementing new level design to make certain spells, stats and elements stand out more. I've seen some very strong decks with freeze_all btw.. Common cards are only feasable in the beginning of the game indeed, also as you get a lot of crystals back relatively if you crystallize them later. I have a social feature in mind where these cards have a strategic value in the game, but it is still in concept phase. "idk maybe try to combine some aspect, LIKE a ice card that slow, give +1 to the left companion attack, or heal 1 all + icedmg all 1, for 1 turn upon death" I see what you mean. These mechanics are typical for CCG's like magic, hearthstone and the new Gwent. I love those games as well. But these mechanics can not work like that for SoG due to the reason that there is no random card draw in SoG (you make a team of 4 cards). We can implement things like it, but keep in mind that SoG is another type of game than the CCG's you're probably thinking of. In terms of team composition/deck building you can compare SoG more to a MOBA than a traditional CCG. Let me know if you want to discuss further. "What about tweaking the elenmetal gameplay like suggested in the past (make ice resist fire attack or be more powerfull vs fire and light kills dark)" What you are suggesting is I think a rock-paper-sciccors type of gameplay. We tested a bit with it, and it doesn't provide true strategy (which can be found more in the element based objects imo). Also with 6 elements it becomes hard for the player to understand (like lizard spock etc. instead of rock paper sciccors). But thanks for the feedback. We have 6 characteristics, indeed (or 12 if you count the All-spells). I can tell you that there will be 3 (or 6) new spells coming up. The strategical objects will create more strategic diversity. And there are a lot of things we could add to achieve this. "stop creating!! AYE START TYWEAKING!!". We have to find a right balance to entertain current players (new content) and improve the game (polishing, new features). I agree that we have pushed maybe too much on new content. But I am happy to tell you that we have in our planning allocated more and more time to tweaking, bugfixing and improving. I agree that now the focus should be to provide an engaging gameplay for a shorter period of time, instead of a less engaging gameplay for a longer period of time. I also want to say that sometimes creating=tweaking. For example with the new expansion, with the new objects we're adding strategies to the game. Woah that was a long post. In conclusion I want to say that I can completely understand all points you made about game design, and agree with you on quite some. As I mentioned before, it is not due to lack of not listening/wanting to implement, but prioritization and small team. I do really think we have long-term potential with SoG(even only talking about gameplay, not blockchain). I hope to have cleared things up for you a bit, and that we can continue the discussion. If you want, we can organize a skype call. Or a different way of communication. I would like to get you back on "our side". First because you have valuable feedback, and second because we want to move forward, and constant OPEN negativity will not improve the project (and also not increase the BCY price).
  46. 1 point
    Have you tried to uninstall, reboot the phone and reinstall. Then restore from back up. First thing I would try. Have you (just for the sake of it) tried BoOs on a different device?
  47. 1 point
    I have given this quite some thought and I think it depends on what the deck is for: Campaign: You need a strong and versatile deck to just walk through. No special adaptations or anything for each single level. There a SATOSHICARD, can be very strong. It is powerful and survives quite some damage. It may technically not be as strong as CCMCARD, or as strong as the combination of BITCOINISTCD and MAMAGRUN but it will get you a long way and you won't die easily. So e.g. a SATOSHICARD, a good burn all card and a heal all card, and another one can be a strong deck for daily tasks. Challange: You basically need BITCOINISTCD and MAMAGRUN (or even better Trident Queen) combination. Maybe there are other strong decks, but the big guys in waves 60+ require lot's of power and slow-down. Who knows, maybe there are other strong decks, but slow down seems to be a big deal there. Raid: Offence: Probably allows for many decks. We will have to see what works out here. Raid: Defense: In the first version of Raid the app will create three waves out of your 4 cards plus some random cards too. It is of course important to have a strong deck here as you don't want other players gaining points on you (if you think competitively). Shaban confirmed, however, that you do not loose rank or gold if you are defeated. Apparently they are thinking of maybe chaining this, after the app lets you build your own level (probably not a full on level generator) others have to beat. There it might change. So generally the defensive behavior of cards will become more interesting in the future. If you pay attention to how the balls affect you when they play, you have noticed that this is much different then what the cards to when you play them. The most prominent thing being the turn order, which you decide yourself in offence, but is decided by the card's speed in defense. Also the Health of a card might be more important. It might not bother you in offence playing aggro, as you expect not to take hits at all or die. In defense this is another story. Future Modes: Who knows? What other cards will there be. What abilities will be added to cards of different colors? I think it's fine that SATOSHICARD does not need tob e considered the strongest card. It is for sure a strong and solid card, but probably not the strongest. It is the rarest, however. Making the rarest also the strongest would maybe be a bit too much for a healthy game economy. Idea: We need to be able to link to cards directly on sogassets.com. I don't know how this works. The site is kind of built to dynamic to linke to e.g. the expanded view of one single card.
  48. 1 point
    KingSlamma神、マジ半端ない…
  49. 1 point
    Step 1: Create Your Spells of Genesis Account Create a Spells of Genesis account at spellsofgenesis.com Go to the Login page and click on the Register Now button Complete the registration process and verify your account Step 2: Create your Counterparty Wallet PC To create a Counterparty wallet visit counterwallet.io. For mobile users we recommend using the Book of Orbs app through your iOS or Android device. Note that these accounts are all Counterparty addresses and are compatible with each other. Securely copy the 12 word passphrase. Do not lose this information. It is important to note if you lose your passphrase you will lose access to your account. Mobile Download the Book of Orbs app on your iOS or Android device Securely copy the 12 word passphrase once you have downloaded the app and logged in. This is a standard Counterparty address and can be used on the PC. Step 3: Connect Your Accounts Link your Counterparty wallet to your Spells of Genesis account Click on the Link XCP Wallet button Connect the Counterparty wallet you want to use with your Spells of Genesis account. Note* This action cannot be undone without manual support For Book of Orbs users. Your Counterparty address will be located in the account section of your app.
  50. 0 points
    Effectivly yes the gold reward is lower... This is somewhat offset by the card rewards.... This has two major effects. 1. Virtually increases the pay outs of challenge and raid modes 2. Virtually increases the rarity of legendary cards while increasing acces to epixs.
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