LEFT FIELD IDEAS AND IMPROVEMENTS FOR THE FUTURE OF THIS GAME
1. Battle royale peer to peer instead of playing other people's decks. Instead of playing their decks maybe in the future you can actually fight the person in game where your cards on the battlefield attack where they land. It probably would be easier if the battlefield had a little more room. However I can give you an example. Instead of my team firing from the "dugout" section they actually fire from the location on the board. So technically your cards could possibly land(get hit or bounced) into a position close to your opponent's attack lines. Here's the cool part though, if it was peer to peer both teams would be on the battlefield and cards would be getting bounced around which would possibly add a new variable to strategy and shooting technique. I was thinking about this when I was playing other people's randomized decks. I think it would be pretty fun and crazy to see half my cards in enemy territory because I was "bounced over" from their attacks............kind of behind enemy lines. Also visually it would be awesome just seeing both decks in the mix and clashing with each other. Maybe also you can have cards that are "friendly fire" so when you shoot and hit your own cards you won't be damaged. I guess this idea came from a slight frustration in feeling it wasn't "truly" multiplayer............like feeling a disconnect by not actually playing the player themeselves. This could also add to specialized "multiplayer" cards that can only be used in multiplayer mode because of the abilities they have(IE +3 friendly fire......).
I know this is a pipe dream, BUT if Everdreamsoft considers this idea for a later update............I can guarantee this added feature's addictiveness will make people go crazy.
2. A "Batch crystallize feature." This could address the time consuming transaction after transaction lag time the players experience. Maybe a feature on the team section where you press and hold a card which then allows you to pick as many as you'd like and then press crystallize. I've noticed you can't batch crystallize all of the rare cards which takes up alot of gaming experience time.
3. Coindaddy plugin to view your counterparty wallet within the game(this is a farrrrr reaching dream). To have a coindaddy plugin of some sort so you can view your assets within the game would get players used to knowing how counterparty works and how much assets they have(and how much BTC they own).
4. Still not sure if people would even like this BUT.............I've noticed a very smart thing Bitcoin billionaire did. They allowed people to the option to view ads in order to make/or keep their fictional bitcoins they earned by watching ads. Maybe if there was an option for people to watch ads in return to slowly accrue rubys to buy new packs that could help with Everdreamsoft's revenue stream. I HATE ADS.............but..........if I watched enough to get some guaranteed rare cards.........then it totally wouldn't annoy me. NOTE: If you haven't seen how Bitcoin billioinaire implements the adds in their game it's actually pretty genius. They way they did it was so non intrusive and optional I actually didn't mind it and actually appreciated it.
All of these ideas came out of constantly playing this game and seeing the possibilities of jetting it up beyond the atmosphere. I hope the Everdreamsoft guys see this and relate it if they like it.
Hello there!
Thanks for your ideas, they are very good. Let me reply to them:
1. In early stages of game design we had a version with your orbs on the battlefield and tested internally as we also thought it would add more variety, strategy and would be perfect for multiplayer. The big downside and the reason we didn't implement it was that the controls just were too hard and it was harder to get into the "flow". The reason for these two issues is as follows:
- In the current gameplay all your characters are always at the bottom of the screen, meaning that in order to aim precisely you only need your finger/thumb to be a little bit above that. In this way you can easily play the game with just one hand.
- But the biggest issue is that it is a lot harder to aim when you can hit in 360 degrees instead of just around 90. It became so annoying that we decided not to do this.
- Also because you have to adjust way more to the new situation, shootposition, and strategic possibilities each turn, it's harder to get into the flow(especially when you play the game casually).
- Lastly we chose for Asynchronous multiplayer because it is a lot safer. Both players don't have to be online at the same time, meaning we can match player a lot better to their ranks without the need of millions of users and huge servers. Also you don't have to wait for each other and we eliminate the risk of someone having to stop the game because he leaves public transport or for some other reason. Be aware though that the multiplayer now is just a random level with the cards of other players. The goal is to have players really design their own levels and in this way make it way more personal between the two players.
Synchronous multiplayer in the way you suggest it, or in another way has not been removed from our dreams. But due to the risks and negative test-responses we've decided to postpone it. Perhaps in the future and if SOG is very succesful(what we're going for of course) we'll give it a try again.
2. Crystallizing multiple cards and reducing load times for this is quite high on our priority list! We'll promise that this will go way more smooth.
3. Good idea, but due to a lot of things to do that are more urgent we'll postpone it first.
4. We indeed want to include the opportunity for players to watch ads and get rewarded with gems or other things in the game to increase revenue.
Thanks a lot for the ideas and have fun playing SOG!