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  1. #91
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    yeah, this game is basically like D&D with cool graphics and animations... it's pretty much a bunch of dice rolls... I don't see anything standing in the way of a live opponent situation here. Each turn the player gets a 15 second timer so the game can't be abandoned by any of the players... if they let the timer run out, they lose the match. Make sure you have a good internet connection my fellow troopers!

    I just hope that the Demigorgon doesn't show up! You thought the beast was hard to kill!
    Last edited by OpticSugar; 09-29-2016 at 02:42 PM.

  2. #92
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    Hey, I hope you're right! I'm not a hardcore gamer, but the few games I've been involved with in the past like MAA2, Marvel Contest of Champions and Clash of Clans were all run the way I mentioned.

    I'd LOVE for it to be live PVP though.

  3. #93
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    I think that playing a PvP against an opponent's 'AI team' may have been a safe bet for games in the past... but it seems like lately they've started breaking out of that constraint and having success with real time gameplay. I used to LOVE Clash of Clans... and then I started playing Clash Royal (also by SuperCell) and what a difference it was to play against a live player!

    Also, a few years back I used to play VainGlory on iOS - that game is AMAZING, but it started to annoy my wife because the matches would last anywhere from 20-30 minutes... and you can't walk away because it was 3v3 team play, and you would let down your entire team if you were AFK (away from keyboard). I really miss playing that, but now I have an 11 month old. At least with LotB, you can walk away from it (to change a diaper) and continue it at any time... well... until PvP comes along, hehe... that is, if it's live...

    Maybe a dev can chime in here and clear things up?

  4. #94
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    Imo it would make it easier for "Not So Good Players" to face an AI instead of a player who completed every level on madness 3 skulls, lets say your up against samurai eddie, and ur a noob (with shit chars ) and the samurai is one hit away from death and you win, and your team is dead and only ur stupid stone golem is available, and its samurai's turn! Guess what, he used cyclone shield... GG

  5. #95
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    Quote Originally Posted by OpticSugar View Post
    I just had a thought regarding how to fairly start a PvP battle:

    1. there's a countdown timer on the 'pick your team' page... and you can see what the opponent is picking at the same time that you are selecting your characters for battle. You can select characters and you have the ability to change them within the allotted time.

    2. When you're ready, you can 'lock' your characters in. Once you lock characters in, you can no longer change them (this will lock all of your characters at the same time, and signifies that you are ready for battle). The opponent cannot tell if you have locked or not, but both players must lock before the timer is up.

    3. The first player that locks his characters in gets to attack first. The thinking here is that they get the advantage of first attack, but his opponent gets the advantage of finalizing his team after seeing his opponent locked in. Hopefully this balances things out better. If you really want to go first, you can lock your team selection early, but the opponent can then counter your selection, so watch out!

    any thoughts?
    I don't think this will work fine. It's kind of complicate without many benefits, some good systems are already out there, the devs in my opinions should only pick the one that fits best with this game, some examples:

    1) Blind pick
    Every player builds his team, joins the queue and is matched according to the elo system, the initiative is rondomly detrminated and the game starts.

    PRO: very simple, fery fast - plug&play like, casual friendly.
    CON: quite random, less strategically interesting.

    2) Counterpick system

    - The player joins the queue and is matched according to the elo system.
    - Prematch part: the initiative is randomly determined, the one that wins it picks first his team, the other can counterpick, once both players click "ready" the game starts.

    PRO: random aspects are mitigated, more strategic approach.
    CON: more "hardcore", more time consuming.

    3) Mitigated counterpick.

    As before but the characters are picked one by one, player one picks one, then player two picks one and so on till the teams are complete and the game starts.
    Last edited by Qed; 09-29-2016 at 03:23 PM.

  6. #96
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    Quote Originally Posted by Nekroliun View Post
    Imo it would make it easier for "Not So Good Players" to face an AI instead of a player who completed every level on madness 3 skulls, lets say your up against samurai eddie, and ur a noob (with shit chars ) and the samurai is one hit away from death and you win, and your team is dead and only ur stupid stone golem is available, and its samurai's turn! Guess what, he used cyclone shield... GG
    typically, multiplayer games have some form of 'matchmaking' where you are paired up against an opponent of similar stature. Even if it only based on your XP level, that would pretty much eliminate your scenario. If they introduce some kind of ranking based on your performance in PvP (much like trophies in Clash of Clans) that can further help with matchmaking to help prevent the slaughter of the noobs.

  7. #97
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    Quote Originally Posted by OpticSugar View Post
    typically, multiplayer games have some form of 'matchmaking' where you are paired up against an opponent of similar stature. Even if it only based on your XP level, that would pretty much eliminate your scenario. If they introduce some kind of ranking based on your performance in PvP (much like trophies in Clash of Clans) that can further help with matchmaking to help prevent the slaughter of the noobs.
    Elo doesn't lie, matchmaking is fair and the level of opponents is almost always comparable. If you see the preview arena video the devs published after the end of the game there are some numbers with +something (for the winner) -something (for the looser), that is elo system, it is too good and tested to be ignored and the devs probably already picked it as basic pvp system.

  8. #98
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    Quote Originally Posted by BillLion View Post
    I'm not familiar with any game like this with a live PVP system. Do you know of any?
    I play blazblue (and by play i mean login, get daily and logoff) it has a real time battle feature that rewards special currency upon winning, it also has a system like sacrifice which is called reforging, basically you put 3 pieces of gear (must be lvl 30 atleast) and you have a 5% chance of getting a pieve that is 5 levels better than the older 3 pieces, AND theres a 1% chance to get an item 10 times better than the original 3 pieces! And you can use scrolls to increase the chances! I got heartbroken when i spent 70 scrolls to get a lvl 55 item (rarest thing!) which ment i had a 70% of getting a lvl 55... And that little 30% to get a 45 won...

    and there is also miscrits (prob the best pokemon game ever on phone) and the pvp there is turn based real time and you have 20 secs to do what u want, but in miscrits is much less grindy than LOTB, any new player can gather a bunch of commons and breed them into rares, then breed the rares into epics and then epics into exotics and finally exotics into legendaries, thats how i got my full legend team. Kinda like the sacrifice system but imo sacrifice is prob gonna have something like a 20% chance to get a better char while breeding has a 40%

  9. #99
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    Maybe the opponent can only see your first Eddie chosen on the pick screen... the other two Eddies are kept secret. That might add a little twist to things. It would be nice if we could hold a couple of surprise cards.

  10. #100
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    Quote Originally Posted by OpticSugar View Post
    Maybe the opponent can only see your first Eddie chosen on the pick screen... the other two Eddies are kept secret. That might add a little twist to things. It would be nice if we could hold a couple of surprise cards.
    Not a bad idea, but the basic system doesn't change much with this change.

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