Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Chariot Rider

Pages: [1] 2 3 ... 5
1
Feedback & Suggestions / Re: Allow players to rejoin matches
« on: January 05, 2018, 03:03:43 AM »
League of Geeks have mentioned that they would love to add this feature.  Unfortunately implementing this feature would be quite costly and take a lot of time away from whatever it is they are working on.  Perhaps it will come in the future but I wouldn’t hold your breath waiting for it.

2
General Discussion / Armello Themed Hidden Role/Social Deduction Game
« on: December 21, 2017, 01:12:10 AM »
Hello fellow armellians

As you all know Armello is based on tabletop games.  In my opinion Armello succeeds in this, however I also think that the world of Armello could support other styles of tabletop games.  Hidden Role games like Werewolf or Secret Hitler would be a perfect genre for the cast of backstabbing and treacherous characters of Armello.  I liked this idea so much that I developed an Armello themed Hidden Role game.  The game is still in early development.  I have only playtestested the game once so there is still a lot of tweaking I need to do to finish the game but I figured I might as well post this here for anyone who was interested and would like to playtest it and give feedback.  The game is available as a mod available for Tabletop Simulator if you would like to help me playtest the game.  Keep in mind it is still very rough, but hopefully it will get smoother out through playtests.  Here is the link to the steam workshop page.  The rules are listed there as well.  http://steamcommunity.com/sharedfiles/filedetails/?id=1235253385

Here is a super brief description of the game

The game takes place before the events of Armello, during the formation of the kingdoms of Armello.  The players play as the kings advisors, suggesting declarations for the king to enact.  In order to win, the loyalists need to improve relations with each of the 4 clans.  When relations are good enough they join the kingdom, providing a bonus ability.  There are a couple of ways the traitors can win.  If the king gets corrupted the traitors win.  They also win if the revolution track gets to 5. 
Progress is made towards the goal by enacting declarations.  A declaration card has 2 effects, one of which helps the loyalists and the other hurts them.  Each player gives a declaration to the scribe selects 2 declarations from that group that players vote on.
Players can also take special actions at the cost of strengthening the conspiracy.  In order to take an action players must put a conspiracy card into the conspiracy deck.  At the end of the round the prestige leader draws the top 2 cards and reveals one of them.  Unfortunately any card revealed from the conspiracy deck only resolves its negative effect so if the person drawing those cards wants to screw over the loyalists that is a good way to do it.

3
Feedback & Suggestions / Re: The Grand Card Suggestion Archive
« on: December 16, 2017, 02:26:53 PM »
Time to update this thread

Librarian
Type: Follower
Symbol: Moon
Cost: 0
Ability:  Once per turn when drawing cards you may chose to discard a card you drew and draw another card.
Alternate ability: When drawing a card from the item deck, you have a small chance of drawing a treasure
Image:  a picture of an older mole wearing glasses, reading a dusty anchoring tome.
Quote:  Perhaps the wisdom you seek is hidden away in our archives.
Modify message
Alternate Alternate Ability: +1 spirit if your hand has more spells than any other card type.  +1 wit if your hand has more treachery cards than any other card type.  +1 fight if your hand has more items than any other card type.  If there is a tie no bonus is awarded.

Dragoncrescent
Librarian
Librarian
Follower
Symbol: Moon
Ability: Your hand size limit becomes 8. You still only draw up to your Wits each turn.

Punktepfusher
Follower: Bane Hatchling,
Symbol: Rot,
Costs: +1 (or +2?) Rot,
Effect: +1 Rot symbol in combat and perils. Additionally: All Wyld cards in your stock will be transformed into Rot cards during combat/ perils.

4
General Discussion / Re: Rage Status (Suggestion)
« on: December 16, 2017, 02:17:18 PM »
I don’t use the Bezerker a whole lot so I wasn’t 100% correct on his ability.  I thought all of your defense went to attack with Bezerker and not just the shields.  However I still think that Rage would be quite hard to balance and I think it might be underpowered for most characters, fang being the exception.  It would be quite a risk to use it, and the reward of possibly killing your opponent is not enough to justify the downside in my opinion.  The way the dice are set up you will have a 3/6 chance of a hit but a 1/6 for defense, making defensive items super valuable.

5
General Discussion / Re: Rage Status (Suggestion)
« on: December 16, 2017, 08:02:40 AM »
There is already a follower that does this.  It is called  the Bezerker.

6
Feedback & Suggestions / Re: Rivals Balance Feedback
« on: December 16, 2017, 07:31:27 AM »
Fang is corrupted like the king so why doesn't he gain +1 rot every night like the king and banes?
Player characters never gain rot naturally.  Even after a player has fully corrupted themselves they still have to play cards to gain rot.  The king gains rot naturally because he has no other way to gain rot, but he needs to gain it to keep rot victories balanced.

7
Feedback & Suggestions / Re: Improving The Stranger?
« on: December 10, 2017, 01:21:15 PM »
Totally on board to hear what suggestions people might have surrounding The Stranger!

Please remove it entirely.  It just ruins fun for most of the game for someone who gets it.  I don't like playing a game for an hour never having control over my turns.  It has way too significant of a negative impact for one unlucky dungeon pull.  When I get it I just think "oh I guess I'm not having fun this game... should I just quit?"

I will have to disagree with you.  I feel that in theory an annoying little dude you pick up in a dungeon that you pass around to people that get close to you could be quite fun.  Unfortunately his current state is not ideal however I feel that there are plenty of other ways you could improve the stranger, and there have been some pretty good ones suggested in this thread.  No need to jump to the nuclear option just yet.

8
General Discussion / Randomness in Game Design
« on: November 27, 2017, 03:07:52 PM »
Hello fellow Armellians

So I run a very small YouTube channel that talks about game design and I have finally gotten around to talking about Armello, specifically the randomness.  If you have been on the forums for awhile you might remember a post I made defending Armello’s randomness from a lot of the criticism saying it was too random.  My video has a lot of the same ideas, though I elaborate on a lot of other stuff and take a couple tangents to talk about a few other tabletop games like chess and King of Tokyo.  Anyway here is the link.

https://youtu.be/4Dj9QyhVdeY

9
General Discussion / Re: Armello's Development Evolution
« on: November 02, 2017, 02:06:54 PM »
Thanks so much for that Trent.  I didn't even know that talk existed, but I am glad it does.  That talk delves a lot more into the design and mechanics of Armello which I thought was super cool.  Thank's for that share!

10
Feedback & Suggestions / Re: Improving The Stranger?
« on: November 02, 2017, 07:39:07 AM »
So here are my thoughts about the stranger.  I see a lot of people complaining about randomness in Armello.  Usually I think that the random factors in Armello are not a problem, however in the case of the stranger I am going to agree with the critics.  In my opinion, the stranger is the weakest random factor of Armello, because players don’t have a lot of control over his randomness and his randomness is not going to lead to interesting scenarios.

With every other form of randomness players have some amount of control over the randomness.  The cards are split into 3 piles so you can cut out 2/3 of the cards you don’t need when drawing cards.  Players can burn cards to guarantee dice rolls.  Players have a risky and non risky quest choice.  Dungeons usually give the players a bonus, but even if the player has to fight a bane they still might get prestige or rot and coming to a dungeon prepared to fight is something you can do.  However the stranger doesn’t work like the other forms of randomness.  Players have no control over the stranger.  No matter what it is up to the RNG.  No equipment or strategy can be used by the player to mitigate the effects of the stranger.  I feel that if you changed the stranger so players could at least have some control over the stranger that would be much better.

I also mentioned that the strangers randomness isn’t going to lead to interesting situations.  Let’s compare this to combat.  Because of the explode mechanic there is a small chance that you will enter a combat equipment in hand ready to slaughter that pipsqueak rat however you roll your dice and they all miss for the most part, but your opponent rolls his couple of dice and they all just explode into explosions and you get slaughtered.  Yes the RNG completely hosed you and you should have lost that fight but at least now you have this crazy story you can tell to all your friends about that one time you got completely screwed out of a victory.  The stranger will never lead to this sort of story.  He will help you get a bit ahead at best but at worst he will kill you at an extremely important time and I feel that the Strangers randomness is just sort of a dull annoyance.  This being said here is my suggestion for an ideal stranger that still has a random effect, however you could have him give a constant effect as well and that would solve these problems.

The Stranger
Follower
The stranger discards a random card from the players hand every turn

I think this version of the stranger is far superior.  While randomly discarding a card is not as exciting as rolling a pile of dice, I think it can still be a bit more interesting to discard a card that you really needed than moving onto a swamp and taking a point of damage or wasting AP.  However the more important thing it changes is that it gives the player more control over the randomness.  If you have an important card you really don’t want to lose you will try to play it as soon as possible.  You could also choose to not play certain cards so the odds that the card you need being discarded is lower.  You could also try to increase your wit to fight the stranger effects.  Overall I think this stranger is much better.

Hope this helps.


11
General Discussion / Armello's Development Evolution
« on: October 30, 2017, 02:02:17 PM »
Hello fellow Armellians!

So I watch a lot of GDC (game developers  conference) videos and as it turns out Trent Kusters from the LoG team had given a talk about the development of Armello.  The talk was great, but I noticed that at several points in the talk Trent showed screenshots throughout several points of Armello's 5 year development, all of which were incredibly cool and I thought I would post them here for everyone on the forums to see.  These pictures are a little bit fuzzy and some of the stuff might be a bit hard to make out but we will see what we can see.  Without further ado lets take a look at these screenshots.

Let's start off by looking at something that isn't a screenshot.  As far as I am aware, Armello began development as a physical board game.  Already in this version a lot of the elements in the modern game are already in place, such as the custom dice and the item cards.  The placeholder character models are quite interesting, though this picture doesn't have much resolution so it is hard to make out specifics (sorry about the resolution, it's a screenshot of a projected picture taken from a camera on a youtube video, so yah resolution isn't the greatest). 



Here is a picture that might give us more insight to the mechanics of the tabletop game, though this isn't from the GDC presentation but its cool so I'm putting it here anyway.  This is a rulesheet from the 2011 version of Armello, which may or may not be the same as the above picture so I cannot say for sure.  There are lots of differences from the current version found in this ruslesheet that are quite cool.  Swamps dont damage you, but they take 2 AP and make you lose defense.  Deserts are the swamps of this version of the game.  Mountains don't slow movement but still gives a defense.  Players can build settlements and castle upgrades, though it is hard to tell what exactly these do.  Players can earn EXP cards, though I am not sure how these work.  There is a fierce keyword which allows rerolls.  Flight allows you to ignore movement penalty.  Fast allows you to move through tiles without entering combat.  Armies and fortifications are also mentioned in this version.  I am sure that there are other differences, but I don't have time to find everything.



Now it's time for the first digital screenshot.  As far as I am aware, this is one of the earliest screenshots of Armello's digital form.  The models are super basic at this phase, but this is to be expected.   You don't want to spend your time polishing somethings model, only to throw it out halfway through development.  At this phase stone circles are only 1 pillar but could be in many different kinds of tiles (I think).  Note the pillars, which I am assuming are a stone circle equivalent, spawn id forests, grassland, and deserts, which are still present in this version.  There is not a castle which strikes me as odd because that was even present in the tabletop version.  Settlements also seem to be much more common, and like the stone circles also appear in different kinds of tiles.  Also there are lakes, which I have no idea what they do, however I doubt they are for looks because at this stage in development the devs aren't pushing looks yet.



This next screenshot shows the beginnings of Armello’s AI.  The first interesting thing about this picture is the cards, which at this point don’t have names, instead using placeholders like card 01.  I am not even sure if there are many different kinds of cards, because the art on them appears to be the same.  It is possible that these are just many copies of the same card, or this might just be a placeholder art, however since the cards don’t have text I think these are just placeholders used to see if the UI will work.  It’s also interesting that these cards have 2 symbols, the one in the bottom is the wyld symbol, but the symbol on the top is a symbol that I haven’t ever seen in Armello and honestly I have no idea what it is.  There is also a early version of the stats sheet.  It is interesting to note that the very first entry is a humanoid.  I don’t think this refers to any humans in the game, instead refers to the player because the second entry is AIoid, which I think is the name for computer AI controlled character.  The second 2 are Fredoid and Iod.  The stats are indicated by letters, some of which I think I know but others I have no idea what they represent.  I am fairly certain this was just made to test the UI, since there aren’t any characters and this is the first time the game has an AI.  Again there still is not a castle.  It is also interesting to note that this map has no settlements or stone circles.



There isn’t much to this next screenshot.  I think this screenshot was taken to show the implementation of the castle, since this is the first time the Castle has appeared in the screenshots.  This also is the first time that we see a version of the stone circles that resembles their final form in the modern version.



This final screenshot is close to the final release.  The character and map models look pretty similar to the final release.  However the end turn and action point symbols are different from the current symbols.  Also the cards have 2 costs listed on them, one for the gold and one for the rot.  This makes me wonder if in fact at some point there were cards that cost both gold and rot, but at some point in development the devs removed these cards, probably to remove some of the complexity of the game.  Also the rot symbol on the cards is the peril symbol.  Were perils even in the game at this point?  Also, is the symbol even supposed to represent the rot cost of the card?  The rot symbol exists, you can see it in Sana’s stats.  Why wasn’t it used for rot cost on the cards?  While the screenshot is the most similar, the differences raise some really interesting questions.  Also the top card called adventurer’s armor had it’s name changed to battle armor for the current version of the game, or at least it’s art was used for the battle armor card.



This last one is a bit of speculation on my end, but I thought this was neat.  This Kickstarter image shows a page in the Armello art book.  The heading might be hard to read, but it says “Building Heroes”.  On the page, concept art shows a Rabbit clan hero, which as far as I am aware has not been seen in game yet.  This might eventually be released as DLC, or it was cut during development, or perhaps it was used on a card, or an upcoming card.  I just thought this was very interesting. 



So these were all the development screenshots that were shown in the GDC talk.  I am a super nerd for game development stuff that not many people care about so I hope you found this at least a little interesting, or at the very least gave you a bit of an insight into the what it’s like developing a game.  Either way, I thought this was super cool to see the game's evolution over half a decade.  Have a good day.

12
Feedback & Suggestions / Re: Poison Dagger fix
« on: October 26, 2017, 03:18:33 AM »
Next thing is healing stuff. There are 12 cards in the game that can heal compared to this 1 card for a special effect so any of those healing cards would more or less cancel out the poison effect or reduce the damage by a lot more then what you intend it to be.

And not to mention, unless your corrupted, you're losing a dice to make this work and if you're not Thane, you're relying on items to make this work and all that takes up space that you could be using for other cards.

I'm going to also add the fact you made the "Ember" effect stronger then the actual card itself which is a very poor way to handle that type of mechanic. If someone were to make something like that, then you want the "Ember" effect to be weaker then the card by a large amount due to burning being a required thing in Armello for every game.
I don’t feel the ember effect is objectively stronger than the card itself, in fact you even mention that for uncorrupted players they are going to lose a dice to activate the effect, which without the proper equipment is going to be of minimal value.  I feel that the situational ember effect of the card and the lost dice are not going to fully replace the original item.  For rot players they would probably rather equip this card and gain the rot and without good items the ember ability is useless.  It just depends on your current scenario, in some ways the ember is better but in other the original card is better.

13
General Discussion / Armello Beta
« on: October 12, 2017, 01:21:01 PM »
LOG announced the beta for the iphone and ipad versions of Armello.  If you are reading this chances are you are at least somewhat interested in Armello and would be the ideal playtesters for the first version of the mobile app.   I'm sure the devs would appreciate your input.

Here is the application for the beta if you are interested.
https://goo.gl/forms/tUPK2rbOAodK5kaM2

14
Feedback & Suggestions / Re: Poison Dagger fix
« on: September 22, 2017, 11:04:36 AM »
A piercing poison hit wouldn't be impressive as it would always hit when you have pierce through Silver Lance, Iron Pike, or Thane. Lonbow and Hand Cannons wouldn't proc the effect due to it being "Swords with Pierce".

And you still wouldn't be able to have meaningful combat against titans, it would be like a bee stinging a person. They would get hurt, but you would still die.

Also the only hero that can punish twiss in combat is Thane and that still wouldn't change and not to mention this is still a one time thing.
I must have incorrectly typed the effect because I intended for that to be proc on "All attacks with pierce".  Fixing now. 

Why wouldn't this be useful against the titans?  The poisoned debuff in my opinion is one of the worst debuffs in the game, as it forces you to either take 3 damage or do nothing for several turns.  If you are having a hard time getting past the shields for less combat focused characters a poison debuff can at least whittle them down, or at least be a great annoyance.  A poisoned gift is quite effective in my opinion, and having more ways to spread the poison is a good thing.

I'm not sure if you can 'layer' special dice on top of each other, though.
Neither am I.  I have only used poison cards a couple times, and never with piecing attack.  Perhaps the devs would give us an answer to that question because I am legitimately curious what happens.  Either way I still think a poisoned piercing attack is a neat idea.

15
Feedback & Suggestions / Poison Dagger fix
« on: September 21, 2017, 02:20:59 AM »
I think it is no secret that the poisoned dagger is below par when compared to other equipment, and I would agree.  The dagger need to be fed in order to even have a chance at utility, and even if it is active the effect can be a little underwhelming when compared to other cards available to the player.  The card is also particularly annoying for players trying to remain pure as they don't want to gain the rot but burning the daggers reduce the number of dice rolled in combat or perils.  Often times this leads to the daggers clogging a players hand with a dead card for at least a couple turns, which is not very interesting in terms of gameplay.  Awhile ago, I suggested a new keyword for cards, the ember keyword, and I believe the daggers are a prime candidate for the ember keyword.  For those who didn't see my original post about it here is the link.
http://leagueofgeeks.com/forums/index.php?topic=3152.msg21178#msg21178

Poisoned Daggers
Item
Symbol: Rot
Cost: 1 rot
Effect:  In Battle, Burn a Rot to make all rolled swords poisoned.
Ember:  when burned all attacks with pierce gain poison

The suggested ember ability helps to mitegate some of the most annoying parts without completely changing the card.  Because players now have a reason to burn the card it will spend less time clogging their hand helping players get to the better cards faster.  The ability itself is quite interesting because it would make the daggers the most reliable way to poison someone besides the poisoned gift because a piercing sword is guaranteed to hit.  Pierce is rare enough in my opinion for this to be overpowered, because in most cases you will be losing a dice to trigger it.  So this is my suggestion, though it would require the devs to add the ember keyword so I have no idea how likely it is that this suggestion is going to make it into the game.  Any thoughts?  Rebuttals?  Suggestions for other cards that might be improved with the ember keyword?

Pages: [1] 2 3 ... 5