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Topics - guilhermecahu

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I was trying to play a public multiplayer match and for some reason, when it was on the character select screen, the Ready button wasn't working for me. That'd mean I would need to have waited for the timer to end and play a match with random amulet and ring. I had to leave the room because of that.

After leaving, suffering the penalty and rejoining the room (with the same players as before) I realized that one of the players wanted to use the same character I had chosen (1. because s/he was joining and leaving the room constantly, knowing I was there as a "competitor" to select the same character and 2. becahse s/he indeed selected that character when he finally decided to stay in the lobby and play) and probably the bug has something to do about that. Maybe both of the players were choosing the same character and then, for some reason, the game didn't respond well to this.

In the end, my connection failed and I couldn't even start the match.

Bugs! / "Ready" screen doesn't appear for full match lobby
« on: January 29, 2016, 06:27:49 AM »
I was trying to play and after joining a room, this player cc1196 entered, completing it, but s/he never clicked on Ready when that screen appeared. We were all kicked and rejoined the same room around 3 times. In the end, the Ready screen wasn't appearing anymore even with 4 players in the room and the status banner kept "Searching".

Feedback & Suggestions / Some random personal opinions and feedback
« on: April 02, 2015, 01:33:30 PM »
Here we go:
- the after-battle screen is really cool now. The titles the players receive after the match and the animation showing the progress to unlock new rings are really nice;
- the settlements' animation when they're terrorized - and the sound effects of the fire burning and the villagers crying - but if a player/AI decides for the king's declaration to make all the settlements terrorized at once, all I can hear across the map are cries and villages burning, which reaches to a point it is disturbing. I had to turn the volume down so I could play well. My suggestion, then, is to make the player capable of listening to terrorized settlements' sound effects only when the camera is nearer such settlements;
- Tanglevine's animation is great!

General Discussion / About online macthes and players' behaviour
« on: February 28, 2015, 01:03:02 PM »
I've played the online mode just a few times but they were enough for me to see Armello is a game that can piss you off more than any moba - in my opinion. Only 1 player wins. 3 lose. Nobody earns money/points after the game because this doesn't exist in Armello actually. Your strategy can be destroyed in only one turn and things can go deeply wrong throughout the match.

Actually, this is what's amazing in Armello. The unstable environment is the great star of the show and I don't dislike anything the game has. Someday I tryied to earn an offline match by slaying the king (not rot victory). I entered the palace and challenged him up to 5 or 6 times. On the last one he rolled more attack dices than my health and shield dices along could support. We ended up both dying and the prestige leader won the match. I lost, but it was amazing!

Unfortunately, some players don't play it willing to have fun (this kind of player actually existis in any game ) and I am sure some will simply rage quit an online match because things didn't go according to their plan. This will disrupt the matches (even with an AI taking that player's role) and it won't create a good environment.

I've read on the latest release notes that if a player disconnects s/he will not be able to joing a queue for 60 seconds and while I think this time limit is just to test how this will work - taking advantage of the Early Access period - I think that, for the official release, it'll need to be longer.

In my opinion, rage quitters should be severily punished for their actions, otherwise they will create a toxic environment for the community. What comes to my mind is that LoG will probably need to delegate a mod team to keep an eye on the multiplayer and see what's happening so they can take action and preserve the image of the community, the game itself and the company.

Off-Topic / Rot carpet
« on: February 28, 2015, 12:26:53 PM »
Found this in my building.

Bugs! / Some element's position bugs
« on: February 28, 2015, 12:10:22 PM »
After the update I've run through two bugs regarding the position of elements. I guess they're what LoG is calling design bugs.
I've attached them to this post and the area related to the bug is surrounded by pink rectangles.

  • Bug 1 (1a and 1b) can be easily identified.

  • Bug 2 (thrid image) regards the cards' art.
    Note the small space between the main body of the card (with art and info) and its decorated border.

[EDIT] Also, if I have a quest on a Dungeon hex and I go there, when the Dungeon loot animation runs, it happens behind the clan's  escutcheon and there is no way to know what I'm earning, except by the log on the bottom of screen (and consequently seeing gold, card, etc added on the interface).

[EDIT] Another [kind of] bug I'd like to notify is the mouse constantly trigerring the visualizattion of the hexes' names. Honestly I would like to just see them if I move my mouse toward them (then, if this is going to change, the mouse movement related to the screen - not the board - could be the trigger to atcivate hex's name visualization). Constantly seeing the box with an area's name is kind of poluting the screen (in my opinion) and it disturbs my attention from the important things that are happening on the game.

General Discussion / How to win by Rot?
« on: January 27, 2015, 01:08:48 AM »
I've seen the only way to receive Rot it to play or be affected by a Rot inflicting card, right? But they seem to be kinda rare and the maximum Rot I end up getting in a game is up to 3.

Are there other, better ways to get Rot in the game?

General Discussion / Slaying the King
« on: January 24, 2015, 11:26:27 AM »
I'm a bit confused about this method of winning.

When someone enters the castle, this person needs to face a peril. Then his/her action points go to zero and, considering the player is successful, s/he will need to wait for the next turn to move.

My question is: is the player required to face all the 4 perils in the castle to have access to the kings room?

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