Jump to content
  • Sign Up

Makarow.3028

Members
  • Posts

    114
  • Joined

  • Last visited

Posts posted by Makarow.3028

  1. @Teratus.2859 said:Yeah they'd have to be tradable or something for sure, I agree.Least then anyone could obtain them if their RNG luck sucks.

    If boosters would happen, then they shouldn't be expensive to buy. And each card should have let's say the same drop ratio.

    Though you could always win them from other players too.. so that's another option for obtaining them.That does bring in a whole debate on how much rarity should impact a cards strength though :s plus there's also no cause for players to risk really rare cards without them providing some kind of advantage.Then there's market saturation with so many dupes around of common cards devaluing themselves..

    About rarity. I would try to balance cards to have one activated effect (eventually, OR selection between two). There still would be counter cards for played action response. Also I think deck would be 60 cards with 3 copies max of card (until card would have a keyword Unique - 1 copy in deck).I think better way would be to 'mill' extra copies at Mystic Forge to craft new booster (for example mill 4 cards to receive 2 new random ones). So once supply on market evaporate, people can buy more boosters from vendor.

    Perhaps instead of gambling cards they should instead be a collection thing.. once you obtain em you bind them to your account and use them forever.Players can instead gamble gold or materials on a game or something rather than win their opponents cards.

    You still would be able to 'bind' them to account. I do not like 'gold/ecto/card' gamble idea tho. :P

  2. @Teratus.2859 said:There's merit to doing it like that too.A big part of the fun I have with card's is the collection process though, without that element I'd get bored after a while.Collections are fun indeed, but I fear people would be angry with 'super rare' card drops or it would be predatory monetized. Until it would be pretty available on Trading Post (and not expensive), so everyone could get e-cards as they wish.

    @Grand Marshal.4098 said:Ngl some specific decks and a series of boosters would be amazing to have with this too. Just the thrill of opening your packs and see what you got is a thing of it's own!!Like replied above, just don't wanna it agressively monetized. ;)

    If boosters/decks would be in affordable prices - I am fine with it.

  3. @"Grand Marshal.4098" said:Tbh, I would totally play that if it was a thing. And if it even had physical cards that can be used as well, I would still buy them for a collection.Physical card game mockup you can find here. ;) Yep, they aren't real thingy either... ;D

    @"Teratus.2859" said:Sad thing is.. I'd love for Gw2 to have an actual card game XD

    I'll always have fond memories about FF8's stupidly addictive card game, good times ^^Imagine something like that in Gw2, challenging other players around town and gambling your best cards against their best cards.. going around the world killing specific creatures and hoping for a rare, unique card drop..Challenging specific NPC's in the game daily for the chance to win a rare unique card from them (Queen Jennah should totally have a unique Logan Thackery card)Man that be so fun to have ^^I guess it could be possible to 'implement' with GW2 core game, but I would prefer to see Card Game in a Full Box format - once you buy it, you have access to ALL cards. Like in SPvP: You need a skill to build a deck, not drafting luck from boosters. ;)

    Also I was bored in Tabletop Simulator... oops.BMqWbWP.png

  4. @"Cynder.2509" said:Looks preem! Although it's not real :(Does it play more like Magic The Gathering, Hearthstone or Gwent?Hmmm It's totally a different game, I'd say it's a bit more complext than MtG. ( https://en-forum.guildwars2.com/discussion/117729/game-concept-guild-wars-2-the-card-game - this might visualise it better ;) )

    Round is split to turns, so players play their moves alternately (depending who have more Noble Characters or... bought initiative with gold). On Round start you draw 4+ max 3 cards (if you used "Location" cards as hand expansion). Each Round new Event is revealed too (modifies gameplay, like you cannot do diplomacy this round or duel characters, or have to pay gold taxes :P ).

    Each Turn you can do one Action + as much as you want minor moves. Action is playing a Character from hand, Card play rule with Action icon, challenging a duel or doing diplomacy. Duel and Diplomacy gives you Victory Points - once you collect them all - you win.

    There are two fields: Battleground and Summit Field (. On Summit Field you can keep Locations and Characters (if they have keywords allowing them to stay there). You can do diplomacy here but cannot duel Characters (until you have "Hotspur" Character or Cards allowing you to do it). On Battlefield You can duel or do diplomacy.

    There are also attachable cards like Effects(or they can be instant), Belongings(Mounts, Weapons, Armors, Items, etc) and Attacks (They're played with back-up, so opponent don't know card rules, they are revealed during duel if played, or during diplomacy for extra Victory Point).

    There are also 3 other cards which are 'permanent' on table: Strategy, Battle and Diplomatic Influences. They modify your playstyle generally.

    To fasten game, each Round, there are 2 Victory Points discarded from game from shared pool (if shared pool is empty - each player discards 1). :)

    So that's the quick preview of rules. :P

  5. @Inculpatus cedo.9234 said:Ha! April Fool's!

    B)

    @"Danikat.8537" said:That must have taken you ages!

    Did you base the 'in play' layout on an existing game, or just put together something which looks believable?Actually I've made ealier some assets https://en-forum.guildwars2.com/discussion/117729/game-concept-guild-wars-2-the-card-game for physical card game. So I re-used them in current project. So I had to work on UI/UX layouts and fiddle a bit with official textures/wallpapers/icons and all... so far it took me 15h. ;D

    About gameplay - yep, you can find physical card game mockup in link above. It's based on dead polish TCG game (since 6 years), but I reworked and changed like 50% of mechanics, so I'd say it's different game now. So far it should be playable on table. As digital game? Well, probably too! Since I managed to create scenes. :D

    @Veprovina.4876 said:Ha! Nice! :smile:The design choices fit great!The buttons are maybe too over the top compared to the current aesthetic but good job nonetheless!Thank you! Tried my best, but I was busy with other projects so I had to sacrifice some time and hurry up this one... ^^

  6. Hello!

    I am a lucky tester of incoming GuildWars2: The Card Game! Currently it's in Closed Alpha, but it's so fun and promising project! I was allowed to post some screenshots from game. If you have questions - feel free to ask! I will try to answer them all as long as NDA is allowing me to answer them!

    Build: CA_2021_04_01_631

    ibTKOy5.png

    KhVFwv1.png

    uz0niFD.png

    EUQuWjP.png

    Vcbhjyt.png

    5V61dyF.png

    EuCCj0j.png

    bRLC1wh.png

    .I am giving away 5 codes for my followers on Twitter to Closed Alpha of Guild Wars 2: The Card Game, GOOD LUCK!

    If this post will get at least 100 likes, I will give away 2 more keys! -> Post 1If this post will get at least 100 likes, I will give away 2 more keys! -> Post 2


    If you look for QA Tester, or UI/UX Artist I can probably help you with your projects too! Hiring offers welcome via PM! ; )

  7. @"hugo.4705" said:I appreciate your hard work. Hope there are devs loving guild halls that are reading those.Thanks! And about devs, I don't think so. Because they would at least once reply in this topic with something like "Makarow, please stop updating it, we won't implement it anyway! You waste your, our and reader's time." or "Nice ideas, we might use some, thanks! < Archives topics anyway > " :P

    About the races decos contracts it is a cool idea but I would prefer like chef 500, having a kind of quest / learning how to craft those racial decos by speaking to npcs around. Like it can be a guild effort of bringing mats together to upgrade scribe station to 500, and then unlocking by yourself the recipes through steps.

    I would bind them to Achievements - since they would be flexible for requirements creations. It may be like Steel's Warband steps, when you were unlocking Legion weapons. Or achievement can be a mini stories chain quest, require some map explorations - so many possibilities. Once you finish Achievement, it appears available in Merchant's inventory.

  8. Hello!

    More updates to topic:

    Trello Boards:

    • Added Voting and Comments options (requires Trello account)
    • Visualised links to trello boards:
    • aCD9l7U.png

    Guild Hall - Others:

    • Counter how many Decorations has been placed in Guild Hall. -> LINK
    • Option in settings, allowing you to set "Guild Hall Decorations Limit" for guild decorations. -> LINK
    • Token Decorations should be buyable in selectable quantities. -> LINK

    Guild Hall - Tavern:

    Guild Hall - Market:

    • Added Mystic Forge idea + NPC -> LINK
    • P7qPhvS.png

    Guild Hall - Notary:


    Link to Trello board with Guild & Guild Hall changes/reworks/features™:https://trello.com/b/PUKUbeIY/guild-hall-further-upgrades-guild-updates

    Link to Trello board with ideas for Guild Achievements:https://trello.com/b/47fFm1do/guild-achievements-work-in-progress

    Link to Trello board with ideas for Decorations:https://trello.com/b/LLXfaWsp/guild-decorations-suggestions

  9. Hi @"hugo.4705", I bet you remember my mega Guild & Guild Hall improvements topic, since you commented there - I've covered most of your ideas there in my topic, except:5 - that would be kinda cool to have 'guild collection (achievements?)' to unlock some stuff for Scribing. NPCs as 'decoration' could be nice to have as well.6 - Making 'rewards' for JP be tricky part and probably would be 'abused' (like instant gather at starting WP).

    And about other points:1 - I agree with removing long-chain-decoration crafting. My idea was to at least disable Assembly Queue waiting time (Decoration crafting should be auto and instant).2 - Asura Gate is not needed - we have Guild Portal, which would work perfectly for it (and possibly could be 'upgraded' to better version to have more destination options by this).3 - Crafting Stations could be holograms like in EotN @ Workshop near Assembly Device.4 - Deco limit raise up - yes. Rotation and scaling could be doable, but requires fiddle with legacy code in hard level. I also would add UI option for players, to set level of details for displayed decorations if ANet want avoid framedrops with decorations overload (for example very low - display 500 nearest decos, low - 1000, medium 1500, high 2000, ultra - no limit).7 - Examples you saw in my topic (also moved them to separate trello board too, except 'cultural' packs as upgrade in GH) :)8 - In my topic I shown some examples for Gliding and Mounts PvE missions, so you can check them. Recently also added ideas for Racetracks for Gliding and Mounts (so you can check my mockups for UIs). Designed idea for "Battleground Mode" (GvG) too (mockups also has been made :P ).

    P.S.I hope you don't mind if I add and expand idea of NPCs as decorations in my topic? (I'll credit you on my trello boards! :) )

  10. @medivh.4725 said:Yes the handful of missing Guild weapons.Some weapon collection are merely a colour scheme overlay with no design work put into them. Suggest to redo and get in designers to give them a look at. For instance the 'Dark Asuran' weapon sets are merely blue flip red. 'Golden Wing' weapon set are silver flipped to gold.

    1 suggestion is to instead of flipping colors, you can strip the effects the weapon it will still look as cool and desirable. Sometime a weapon with too heavy effects or colorful visuals are not most ideal.

    Windswept Haven kinda misses his own Guild Weapon Set. So could be desert themed. Atm a bit too busy so cannot sketch whole set of weapons. :P

    @Garfried.7295 said:That beetle/griffon race idea is really something i would love to see in game. Being able to host time trial competitions for our beetle racing guild would be so amazing!That was kinda idea & purpose, so people could be able to make a time tracking how fast they are. Still need to think about Leaderboards UI (todo on my list).

    @medivh.4725 said:Training area for bots and AOE attack? Can you do a area for heals training? What about a weapon preview room like the one in Lion's ArchTraining area could be manageable, question is if it's really needed? We kinda have Special Forces Arena in Lion's Arch Aerodrome. Miiiight add it, not sure.Weapon preview room probably would be hard to code and I don't see much usage of it.

    And here I bring new UI mockups and description of feature:

    • Guild Hall Battleground Mode (Guild & Guild Changes trello board -> War Room column)
    • Example view from player's side:Db5M5w3.png
    • Conquest Mode Settings:N2ONK12.png
    • Team Deathmatch Mode Settings:DNmpfp3.png
    • Monetized it with additional slots for 'Mode Templates' - so you can quickly prepare specific game mode settings ready with 2 clicks once template is created.

    Link to Trello board with Guild & Guild Hall changes/reworks/features™:https://trello.com/b/PUKUbeIY/guild-hall-further-upgrades-guild-updates

    Link to Trello board with ideas for Guild Achievements:https://trello.com/b/47fFm1do/guild-achievements-work-in-progress

    Link to Trello board with ideas for Decorations:https://trello.com/b/LLXfaWsp/guild-decorations-suggestions

  11. @"Hades.8419" said:i would love to see a guild vs guild mode in which you can capture the gh of other guilds... it should not influenz the ability to use the gh but instead have a ranking system with rewards. the defense of the gh should be done by upgradeable npcs and mechanisms like some kind of tower defense

    I have slightly other idea approach for it (This link, then scroll down column to "Guild Hall Open Battleground") - to make possible "enable WvW mode" in Guild Halls. You could decorate GH with few "Fortresses/Bastions" etc. (tho probably still using normal decorations, which would be indestructible). Guild Hall should have enough space for 15v15v15 fights (or maybe even zerg fights? I am not sure about player's limit on GH maps).

    Reason is, it would be way simplier to implement such feature. Your idea actually would require way more coding and testing stuff. I mean, "wvw" obstacles or defense structures like walls etc. would be cool, but it could lead to spaghetti development and probably issues for QA testing feature.

    About leaderboards/ranking system, I think it would be also a weird code to handle. I think better solution would be to have just 'internal' GH counters on UI like:

    • Current team (Red/Green/Blue) score
    • Killed players
    • Points controlled by teams
    • Timer (so you can set "X" minutes skirmish - for example 15 minutes, then all counters are stop after this time)

    So people would be able to self-set rules (for example, captured point gives you +1 score each second or something, two captured +2, killed player gives +3 points, finished +5 etc.). Of course there would be an also NPC or UI option to reset them. About rewards, like above, it would be hard to develop I think.

    Possible gamemodes for it (Red vs Blue (+ vs Green, optionally) 15/10/5 players per team):

    • Conquest (capture points / kill players, team who scores 1000/1500/2000 points first wins, or timer terminates the game, players can spawn on set spawnpoints over map).
    • Team Deathmatch (kill enemy players, if you die you need to wait to end of skirmish, last remaining team wins, or timer terminates the game)

    About tower defense mode / upgradeable NPCs mercenaries: again, issues with coding. It would actually require navigation mesh for units, and ensure there would be at least one path which is accessible for them to reach destination (remember decorations can be obstacles too!). Tl;dr, it would be -pain- to redraw and calculate navigation mesh each time you update decorations in Guild Hall.

    Thanks for feedback, I will try invent something with it and I'll credit you on trello board for suggestion with capture mode. :)

  12. Hello,

    Recent changes in project (Guild Hall board):

    • New category with suggested Guild Missions:CXOjhb5.png
    • Created prototype of UI for Guild Racing Tracks (Gliding + Mounts):bVGqr0Z.png
    • Created concept art for for banners starting Racing Track:LEnYSUJ.png

    Link to Trello board with Guild & Guild Hall changes/reworks/features™:https://trello.com/b/PUKUbeIY/guild-hall-further-upgrades-guild-updates

    Link to Trello board with ideas for Guild Achievements:https://trello.com/b/47fFm1do/guild-achievements-work-in-progress

    Link to Trello board with ideas for Decorations:https://trello.com/b/LLXfaWsp/guild-decorations-suggestions

  13. Hello,

    Recent changes in project:

    • Added third trello board to separate stuff and clean up visualisation: Decoration suggestions:QXomnwc.png
    • Added idea for related decoration reward for incoming expansion.
    • Reworked [G]uild panel first tab:SzK32Rs.png

    Link to Trello board with Guild & Guild Hall changes/reworks/features™:https://trello.com/b/PUKUbeIY/guild-hall-further-upgrades-guild-updates

    Link to Trello board with ideas for Guild Achievements:https://trello.com/b/47fFm1do/guild-achievements-work-in-progress

    Link to Trello board with ideas for Decorations:https://trello.com/b/LLXfaWsp/guild-decorations-suggestions

  14. Hello, updated trello board with new ideas! :)

    OTHERS tab:1GWKWO3.png

    NOTARY tab:YbaAZ0O.png

    Link to Trello board with Guild & Guild Hall changes/reworks/features™:https://trello.com/b/PUKUbeIY/guild-hall-further-upgrades-guild-updates

    Link to Trello board with ideas for Guild Achievements (Work in Progress!):https://trello.com/b/47fFm1do/guild-achievements-work-in-progress

  15. @TheGrimm.5624 said:

    @"kharmin.7683" said:It would only be a gold sink if enough players utilized it.

    Not sure I would agree here, could see it as a way for players to show off they had been somewhere special or out of reach. It could also be a way to tease about easter eggs. Image you can't send this post card unless you had been to this out of the way hidden alcove that had a shrine to an unknown spirit. Could be a way to expand exploration. Again, looking at it that I would prefer more Legendary journeys to fill this niche, but can see the potential in the concept.

    It have some easter egg potential. For example, you can make mini story and it can be part of it, for example obtainable item on completion / during progress (as collectible which can be reused in mailing system, equivalent of this mini tiger spirit during doing tiger's dens). Same with exploration potential. Postcards and Stamps can be hidden in JP chests, mini dungeons, hidden places. They can be also parts of legendary journeys. For example yours mentioned "unknown spirit" once encountered, says he had a letter to someone he loved but his sudden death prevented it. So we can be a messenger and as 'thank you' for doing it we can obtain unique postcard artwork to use. Possibilites how to use them and implement in game are many.

  16. Exactly - people pay for 'idle' Chairs. Why not for 'cosmetics' mail system?It would have similar purpose like Chair Novelties. Cosmetics which would add some fun factor (for specific targeted groups).

    Reply to @Vavume.8065

    I am working on GW2 Card Game, but printable one. ;)

    Reply to @lokh.2695

    I agree mail system is too 'agressively' adjusted. But implementation should be 70-80% UI scripting, rest would be for NPC inventory/drop items, achievement tracking etc.So it shouldn't be that much human resource consuming. Plus, it would be extension to actually implemented mail carriers.

    Reply to @Trise.2865

    People like collectibles (and chairs) - so idea was to give them more 'time fillers' (except part of gemstore stuff - this part would be just to monetize part of this cosmetics).It could add some small ideas to implement with future episodes (or retroactive update older ones).

    For example minis - they have any purpose? Except that they just hang around your character? No, but many people like collect them or even spend dollars on.

    Money spent on stamps/postcards could fuel more expensive to develop content.

    Once implemented, it have really low factor in maintenance new supply of items - artworks are 2D. Ofcourse, some coding would happen for these where you can find in open world or at vendors, but it also would be reused from template.

    Like I wrote in reply to @Trise.2865, I'd see it more like money generator for other more costly development projects (for example my idea with Guild and Guild Hall Upgrades and reworks, since they have some crucial things to fix before Alliances will be launched).

    It indeed would be a gold sink in game(depending how ANet would decide to make them expensive).

    I am already working on rework of Postcard and Stamp UI select previews, so I should update it on days. :)

×
×
  • Create New...