February Q&A Question Submission (2/7/17)
Comments
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AdriA said:How many sets standard will be after Rivals of Ixalan's release? Will both Aether revolt and Kaladesh rotates out?So to piggy-back off that question, are you following the paper designations of what is legal in standard, or will you be using your own rotation?1
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Are you planning a better way to implement Vigilance? Its current iteration is very poorly designed. Creatures with this ability might as well just have Defender. And when it's paired with a creature like Angel of Condemnation, the ability makes that creature completely worthless.
My vision of Vigilance as an ability would be that it allows you to choose whether or not that creature blocks. I think that would be an interesting way to spice up the combat phase of the turn.1 -
Are there any plans to improve the AI? We had a thread about this and many uttered a wish to make AI more talented.
- It still isnt choosing match-5s for most of the time
- It never "consideres" the visible ways to create cascades - if they happen it's merely lucky.
- The order of casting cards has nothing to do with the design of the deck, it is always just creature > support > spell destroying whatever strategy and thought the player has put into the deck building
- The use of abilities is terrible. It's mostly always the first, except the loyalty cascades into the second/third, and no matter how useless. Ob Nixilis has gotten an upgrade regarding the use of his abilities and playing against him has now gotten so much more interesting since he is really a danger.
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UweTellkampf said:
- The order of casting cards has nothing to do with the design of the deck, it is always just creature > support > spell destroying whatever strategy and thought the player has put into the deck building1. To add to this, is it possible to 'set' a build with "play in order of" instructions for the AI when building? For example: using the three now.
Creature > Spell > Support
Spell > Support > Creature
Support > Creature > Spell
Creature > Support > Spell
and so on.
2. Will Training Grounds gain a Standard version for testing since standard is a strong focus for Oktagon? I believe that the present state of TG should also be taken into account.
3. Will Orbs be added as a reward in future events?
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Matthew said:Are you planning a better way to implement Vigilance? Its current iteration is very poorly designed. Creatures with this ability might as well just have Defender. And when it's paired with a creature like Angel of Condemnation, the ability makes that creature completely worthless.
My vision of Vigilance as an ability would be that it allows you to choose whether or not that creature blocks. I think that would be an interesting way to spice up the combat phase of the turn.
I'd like this option also. Maybe add a toggle to the vigilance shield that you can switch on your turn, in hand and on the field. I.E. When you draw the card it would come out defending, but if you click the shield it will switch to not defending.
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Is there any possibility of add a standard play option to Training Grounds so we can playtest standard decks?3
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On the previous post about practice areas in the game. Perhaps an area where you create the deck and choose the pw you play against, either from the cards and pw you own or from the entire collection of cards and pw. That would be huge for deck testing.
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I also want to know if there are plans for us to see the graveyard. and if not, why3
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Quick battle. Or a run the gauntlet type of challenge where you have perhaps 9 turns and have to use a different Planeswalkers each turn. The more games you win on the trot the higher your reward. Your out once you lose a game.1
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I'll second the graveyard question. This continues to be a feature that is simply missing although many cards basically require you to know it if you want to use them right (unless you check the battle log every turn and make notes). A long time ago, the previous developers once mentioned they're thinking about it but nothing ever came of it. Any considerations?2
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Dear Oktagon,
3 questions
- Did you play test the cards designed for Ixalan?
- Do you plan to design cards in future that the players will actually want to play?
- Do you factor in that this is a mobile app and not paper magic? Players may not want to play all day with underpowered and high costed cards, because the direction you are taking this game is gonna make things a lot less exciting, more tedious and slow.
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Oktagon,
Do you realize that most often Vigilance makes a card worse? Especially if you really don't want that card to die? You can't just put it on a card that has it in MTG. This is a completely different game. Our creatures do not tap!3 -
khurram said:Dear Oktagon,
3 questions
- Did you play test the cards designed for Ixalan?
- Do you plan to design cards in future that the players will actually want to play?
- Do you factor in that this is a mobile app and not paper magic? Players may not want to play all day with underpowered and high costed cards, because the direction you are taking this game is gonna make things a lot less exciting, more tedious and slow.
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Kinesia said:many of us _want_ longer more back and forth games2
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Mainloop25 said:Kinesia said:many of us _want_ longer more back and forth games
Smile. We Johnnies are weird.
I don't care about winning, I'd rather lose over 20 turns with the game going back and forth and being nail-biting suspense.
Winning in 5 turns is often as boring as boring as losing to Omni or HUF in the same time frame.
Interactivity is the aim and that doesn't happen when the games are so short...
But... A question for Oktagon: (And potentially for a poll)
What do you think the optimum length of a game should be to keep most players interested?2 -
I might be weird too, but i would be happy if I never lost again. Not that winning is so satisfying, but because losing sucks so much.2
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Kinesia said:khurram said:Dear Oktagon,
3 questions
- Did you play test the cards designed for Ixalan?
- Do you plan to design cards in future that the players will actually want to play?
- Do you factor in that this is a mobile app and not paper magic? Players may not want to play all day with underpowered and high costed cards, because the direction you are taking this game is gonna make things a lot less exciting, more tedious and slow.
I recognise that some players may not want the same thing, but they already have a voice and I am just representing my concerns.
Also, I'd like to note here that the complaints about Omni and HuF are not that the games are too fast. Its more that the players feel that they don't have a chance to respond or interact when they face those cards. (to that I somewhat disagree, but that's another debate and too much has already been said about that in other threads).
Dont get me wrong I wouldn't mind playing longer strategic games too. But I'd rather my games were longer due to interesting and challenging interactions with the AI/opponent and not because I have to spend half the game filling up my overcosted cards with marginal abilities. That's not playing thats just waiting to play. I doubt anyone would confuse that with strategy.
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So, Across Ixalan will have the same rewards as Trial of the Planes, right?
Any chance of adding an extra progression reward for winning all the possible battles? Say, 10 mana crystals in Bronze, maybe more in higher tiers. With the new additions, winning every battle sounds like a fun challenge, and I'd like a reason to try!
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Piggybacking on the "Did you play test Ixalan" question, if so, how much time do you put into playtesting (or feel you need to, if schedule allows for it) and with what PW's do you use?
And on that topic, what are the current favorite PW's of the Oktagon team?0
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