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Messages - Trevor

Bug Report Forum / Re: Feature Request : another deck
December 04, 2009, 10:48:59 AM
The plugin maker defines which "superzones" you have. These are decks you bring into the game.
General Discussion Forum / Re: Temporary Host
December 01, 2009, 12:41:52 PM
I am hosting the server once again and it should be reliable now. Thanks to Alastair for subbing in.
General Discussion Forum / Re: Temporary Host
December 01, 2009, 10:19:56 AM
I will be back at around noon-2 and I will make sure everything is in working order then.
CCG Design Forum / Re: draw deck as win condition?
November 25, 2009, 06:39:46 PM
Frequent manipulation of a deck is very annoying and tedious. Don't make playing your game feel like a chore.
CCG Design Forum / Re: draw deck as win condition?
November 24, 2009, 08:07:51 PM
Quote from: infinitehope on November 24, 2009, 11:37:08 AM
"I draw my deck and win"
thats the conditon I'd like to make work
Sounds a lot more like a solitaire style game. Compare it to a "drain my opponent's deck" strategy, which I also don't like. Drawing all your cards to win doesn't feel as combative of assaulting the deck of your opponents.
CCG Design Forum / Re: Dark Journeys
November 19, 2009, 12:13:15 PM
Increase the card picture size and avoid funky fonts. Left justify card text.
I would say, if the locations are going to be turned, make them tall (like other cards). If you just plop them down on the table and don't turn them thereafter, its ok to make them sideways.

I think tall is best.
CCG Design Forum / Re: Counterspells?
November 19, 2009, 12:08:46 PM
Quote from: Souji Tendou on November 18, 2009, 10:11:27 PM
Counterspells can make a game fun, but it can also make a game really tedious. THere's been many a time where i've scooped because the other player was countering every last one of my cards.

There've also been games (primarily multiplayer) where there's been so many counters going off on all sides that we all laughed our asses off.
The same can be said of any negation card. I think Land Destruction decks are far more annoying to play against than counterspell decks. Counterspells are fine if they are properly designed. Try to not have them be easily repeatable, and if a deck can use counterspells, make sure it has weaknesses and have counterspells be one of its strengths.  This is similar in magic to having green get cheap big creatures and no counterspells, but blue has weak big creatures and counterspells. Blue has counterspells, but it doesn't have creature destruction.

No one likes playing a game where they are completely locked out, so you should design a counterspell that doesn't do that. 

Here's an example counterspell that could never completely lock a player out:

QuoteCounter target spell that costs 3 or less.

The existence of counterspells makes games a lot more combative. When your opponent might have one, every spell you play is unsure. This not knowing can be very exciting.
CCG Design Forum / Re: Counterspells?
November 15, 2009, 08:00:49 PM
Quote from: Qunify on November 15, 2009, 12:07:32 PM
Quote from: Tokimo on November 15, 2009, 09:06:10 AM
I personally find reversals in game power to be amazing. It can be kinda boring when playing this card wins you the game all the time. If playing this card usually wins but you've had people do a reversal, it makes it more exciting next time you play the same card.

Reversals are great.  Buy Pacify is an enchantment played on your turn, not an instant that counters your card. I was referring to the instances in which you cannot play your card because of a counter. If I at least got to play it, and then someone destroyed it on their turn, I'm ok with that. :)
But conversely, counterspells can counter spells ONLY when they are cast. Pacifism can be used any time later on in the game.
Plugins & Plugin Creation Forum / Plugins List
November 12, 2009, 10:14:28 PM
If anyone wants to make a fully updated pluginfinder.txt, please email it to me.
CCG Design Forum / Re: Counterspells?
November 12, 2009, 05:10:51 PM
Quote from: Cyrus on November 12, 2009, 03:52:03 PMI prefer games with really targeted type counters, that counter 5 or so different specific cards.
I think that is a terrible idea. You don't want to print cards that are useless most of the time. They become even more useless as more and more cards are printed.

In my opinion, cards which target other specific cards are only acceptable if they have other uses.

For example:

Choose one ? Destroy a card named Smurf or put 2 damage counters on target character.

If there is a card which is a core of the game, like the basic lands of magic, it is fine. Otherwise, you should try to design cards that can counter specific cards without referring to those cards by name. Anything else is bad design.

In an extremely rare case, its ok to make one card in your deck refer to another card in your deck. Like a creature card could say "Sacrifice this creature and 1 other creature to search your deck for a card named "Gargamel" and put that card in your hand. This type of card should be avoided if possible.

But you definately don't want to make cards in your deck specific to cards your opponent might have in their deck. That is bad design.

Consider the Magic card Rishadan Port that quickly dominated the standard format at the time. An answer was needed to this card's overuse so they printed Tsabo's Web in the next set. Tsabo's Web is still a pretty narrow card, but it is still useful against lots of other cards, such as Maze of Ith.

Quote from: Tokimo on November 12, 2009, 11:26:28 AM
Working design with some sample content thrown in.

The orange and yellow colors will change based on card type. The white rules areas will be as big or small as it can get away with (more art = better).
It looks pretty good but I have a few suggestions.

I think it is a bad idea to have varying game text box sizes. That will make cards look random and nonuniform. I'm a big advocate of large art, but uniformity of design is more important. Use about a 3rd of the card for game text. It is needed on more complicated cards, and it can be used for flavor text on less complicated cards. Also, a little white space is ok and even has the subtle effect of making the layout look more ordered.

I suggest you use a more condensed game text font. The one you have looks nice, but Times or some other font might be a wiser choice in the long run. Times was created for newspapers and it was designed to fit as much text in an area while still looking nice.

You currently have the subtitle as the same size font as the title. I suggest you make the subtitle much smaller. It saves space, and looks more organized.  Check out cards from lord of the rings for an example.

I suggest you include collector info. Something like "01-R-123" is all it takes.

Instead of "HP", you should use an icon, perhaps a heart. Or at the very least, don't use HP. Use H. HP looks like something from Final Fantasy 1.

Card layout is more about CCG Design than art. I think I will move this to the CCG design section.
CCG Design Forum / Re: Counterspells?
November 12, 2009, 10:44:26 AM
Playing against Braids, Cabal Minion or any land destruction deck is worse than a counterspell deck. At least against a counterspell deck there is always that hope when you cast a spell that they will finally have run out of them.

Again, the issue is repeated annoyances. Its a good fix to have things not easily repeated, or not completely lock you out and at least you do something.
CCG Design Forum / Re: Counterspells?
November 12, 2009, 09:21:09 AM
Counterspells feel pretty much the same in any game. In wow, for example, they work exactly the same.

People don't like counterspells played against them really because it hurts them in the game. Really, it's pretty much the same as anything else that negates your things, like Terrors or Lightning Bolts. What people don't like is repeated counterspells back-to-back. The same goes for anything else that hurts you that goes back-to-back.

Counterspells, like any card of negation, must be well balanced and must cost accordingly.

Here are examples of counterspell cards that aren't likely to repeatedly lock an opponent out:

Counter target noncreature spell.

Counter target spell. As an additional cost, discard a card.

Counter target spell if its not the first spell played this turn.

Counter target spell and you lose 3 life.

Counter target spell. Skip your next untap step.

Counter target spell with a cost of 3 or less.

Counter target spell with an odd converted mana cost.
Remember if you uncheck Auto sort you can move cards around freely. Also, the view tiled button (or space for short) will let you see all the cards at once.

But I think I could add a table style interface. But the more I think of it, I'm not sure it provides more utility. I'll think about it more when I get done with the stuff I'm doing now.