|
Post by Hurdler on Jan 27, 2012 8:10:18 GMT -5
When someone plays the -3/-3 thief card on a 0/7 ally, the attack actually becomes -3. You can tell this by then playing a +2/+2 card and the health will go up to 5 but the attack stays at 0. Bug? Pete Not a bug, it's by design.
|
|
|
Post by Tuism on Jan 27, 2012 8:16:20 GMT -5
When someone plays the -3/-3 thief card on a 0/7 ally, the attack actually becomes -3. You can tell this by then playing a +2/+2 card and the health will go up to 5 but the attack stays at 0. Bug? Pete Not a bug, it's by design. Oh wow that's surprising. It's kinda hard to track like that... As the numbers on the card only show down to 0 - so if an agent is at -5 or whatever, playing +3/+3 on it wouldn't do anything, and you wouldn't... But you wouldn't be able to tell unless you kept track like a computer Are you guys intending to leave it as it is, or maybe a) allow the display to go to negative so you'll SEE "-4/5" b) change it so it bottoms out at zero and doesn't get to negative So on a related note - this is possibly one of the causes of Magnetic Personality's Recover not always brining an agent's power back up to "factory settings"...
|
|
|
Post by Pete on Jan 27, 2012 8:31:26 GMT -5
When someone plays the -3/-3 thief card on a 0/7 ally, the attack actually becomes -3. You can tell this by then playing a +2/+2 card and the health will go up to 5 but the attack stays at 0. Bug? Pete Not a bug, it's by design. I dont understand why its by design. The game would allow for more interesting play if that was not the case, otherwise there is no problem with just playing the negative card and not worrying if the opponent has a way of adding some back.
|
|
|
Post by Ringel on Jan 27, 2012 10:00:42 GMT -5
Bleah. "Maximum Reward achieved for the day." bug is really frustrating, especially when you have limited play time.
|
|
|
Post by tortimer on Jan 27, 2012 10:10:17 GMT -5
I have found to of the bugs that were bugging me before the update but they seem a lot rarer.
1. In the middle of a game it just quits and kicks me from the game. It has happen a couple times after the update. It use to happen fairly regularly before update.
2. When I is use a card that lets me select a card from my sequence it sometimes won't show up in my hand after I have selected the card. It really drives me crazy in my Pan/RI because I have everything setup to win with the correct cards in my hand and/or on the board but when the card I select doesn't show up in my hand I usually lose and sit there watching them win.
|
|
|
Post by Hurdler on Jan 27, 2012 10:30:43 GMT -5
Not a bug, it's by design. I dont understand why its by design. The game would allow for more interesting play if that was not the case, otherwise there is no problem with just playing the negative card and not worrying if the opponent has a way of adding some back. Let's say you have a 1/1 agent in play and you put another agent that give -2/0 when in play. If you neutralize that card, you expect your 1/1 agent will be reset to 1/1 not 2/1 because it's a neutral operation. Now, we can't put it to -1/1 because if you go in conflict with that agent you don't want to give bonus to the opponent agent. That's why we clamp it to 0. We could put somewhere that the agent is actually -1/1 but it's becoming even more confusing
|
|
|
Post by tortimer on Jan 27, 2012 11:16:50 GMT -5
I just noticed it seems to be when I'm using my Thief's deck that sometimes the game just quits and kicks me out of the game completely. Is there maybe one of the Thief's cards I play that causes this or I'm I just unlucky with this deck? I was just kicked when my last Thief was almost done maybe less then 1 second and I would have won but it kicked me out of the game. Very frustrating!
|
|
|
Post by Pete on Jan 27, 2012 11:29:27 GMT -5
I dont understand why its by design. The game would allow for more interesting play if that was not the case, otherwise there is no problem with just playing the negative card and not worrying if the opponent has a way of adding some back. Let's say you have a 1/1 agent in play and you put another agent that give -2/0 when in play. If you neutralize that card, you expect your 1/1 agent will be reset to 1/1 not 2/1 because it's a neutral operation. Now, we can't put it to -1/1 because if you go in conflict with that agent you don't want to give bonus to the opponent agent. That's why we clamp it to 0. We could put somewhere that the agent is actually -1/1 but it's becoming even more confusing No I mean if it cant go below 0 that would be better since then its simpler and allows for more different plays taking into account time things take to resolve, but if that how it is then fine.
|
|
|
Post by Tuism on Jan 27, 2012 11:29:53 GMT -5
I dont understand why its by design. The game would allow for more interesting play if that was not the case, otherwise there is no problem with just playing the negative card and not worrying if the opponent has a way of adding some back. Let's say you have a 1/1 agent in play and you put another agent that give -2/0 when in play. If you neutralize that card, you expect your 1/1 agent will be reset to 1/1 not 2/1 because it's a neutral operation. Now, we can't put it to -1/1 because if you go in conflict with that agent you don't want to give bonus to the opponent agent. That's why we clamp it to 0. We could put somewhere that the agent is actually -1/1 but it's becoming even more confusing I think I see where the discrepancy between what you're explaining to us as a developer and what we're expecting as players... Let me take a stab at this: The way your code is handled is like this: Agent A is a 1/1 on the table. Agent B comes on the table that gives all agents -2/0 Agent B resolves, triggers event that gives all agents -2/0 Agent A is now 0/1 in display, while in code is -1/0 Neutralise Agent B Triggers event that gives all other agents +2/0, Agent A goes from -1/1 to 1/1 Is this roughly right? But what if the -2/0 was not handled as an event trigger - but a "constant effect"? This is the logic: Agent A is a 1/1 on the table. Agent B comes on the table that gives all agents -2/0 Agent B resolves, -2/0 all agent effect comes into being Agent A is now (1-2)/1 - the -2 is flagged as the effect of Agent B. The display is clamped to 0 so it's displayed as 0/1 (because it can't be lower than 0) Neutralise Agent B Triggers event that removes the -2 from the (1-2) equation, Agent A returns to -1/1 to 1/1 The difference between the two is that in the first case the -2/0 is "anonymous" so you can't track it as an effect of card X. Whereas if you tracked it you can remove it by appointment without screwing around with secret negative numbers which people won't be able to see. The thing is, when I cast a Magnetic Personality on a 0/5 Cesare Borgia, I expect him to be 3/8, and I wouldn't remember if he had a tactless theatrics played on him 5 days ago... I hope I'm making some sense
|
|
|
Post by Pete on Jan 27, 2012 11:32:26 GMT -5
This is pretty much everything you need to know.
|
|
|
Post by Raphael Majere on Jan 27, 2012 14:44:17 GMT -5
Bleah. "Maximum Reward achieved for the day." bug is really frustrating, especially when you have limited play time. Happens to me too! Again, the 'message' is incorrect. It's a bug. I've no idea why this happens. Apparently I have at least 100 daily rewards to be earned. When I played another game, lo and behold, yeah, I earned 50. The 'error' message appears sometimes even though I win or when my opponent leaves. I don't mind not getting the full 50 if my opponent leaves but i feel cheated when I win and don't get my 50!
|
|
|
Post by Hurdler on Jan 28, 2012 10:43:56 GMT -5
Bleah. "Maximum Reward achieved for the day." bug is really frustrating, especially when you have limited play time. Happens to me too! Again, the 'message' is incorrect. It's a bug. I've no idea why this happens. Apparently I have at least 100 daily rewards to be earned. When I played another game, lo and behold, yeah, I earned 50. The 'error' message appears sometimes even though I win or when my opponent leaves. I don't mind not getting the full 50 if my opponent leaves but i feel cheated when I win and don't get my 50! The message happens either if you reached the limit (normal) or if there was a connection error (which is wrong). We have fixed that for the next update. You'll get a real message if there is really a connection problem. We should also have fixed the fact that if there was a connection error while playing the game, it should recheck the connection properly once you are in the reward screen. Basically, unless your internet connection is really down, you shouldn't see the message anymore. Note that I think in case of a connection error, the reward screen will tell you something like 0/0 instead of 500/500
|
|
|
Post by crazygambit on Jan 30, 2012 9:14:36 GMT -5
Let's say you have a 1/1 agent in play and you put another agent that give -2/0 when in play. If you neutralize that card, you expect your 1/1 agent will be reset to 1/1 not 2/1 because it's a neutral operation. Now, we can't put it to -1/1 because if you go in conflict with that agent you don't want to give bonus to the opponent agent. That's why we clamp it to 0. We could put somewhere that the agent is actually -1/1 but it's becoming even more confusing I think I see where the discrepancy between what you're explaining to us as a developer and what we're expecting as players... Let me take a stab at this: The way your code is handled is like this: Agent A is a 1/1 on the table. Agent B comes on the table that gives all agents -2/0 Agent B resolves, triggers event that gives all agents -2/0 Agent A is now 0/1 in display, while in code is -1/0 Neutralise Agent B Triggers event that gives all other agents +2/0, Agent A goes from -1/1 to 1/1 Is this roughly right? But what if the -2/0 was not handled as an event trigger - but a "constant effect"? This is the logic: Agent A is a 1/1 on the table. Agent B comes on the table that gives all agents -2/0 Agent B resolves, -2/0 all agent effect comes into being Agent A is now (1-2)/1 - the -2 is flagged as the effect of Agent B. The display is clamped to 0 so it's displayed as 0/1 (because it can't be lower than 0) Neutralise Agent B Triggers event that removes the -2 from the (1-2) equation, Agent A returns to -1/1 to 1/1 The difference between the two is that in the first case the -2/0 is "anonymous" so you can't track it as an effect of card X. Whereas if you tracked it you can remove it by appointment without screwing around with secret negative numbers which people won't be able to see. The thing is, when I cast a Magnetic Personality on a 0/5 Cesare Borgia, I expect him to be 3/8, and I wouldn't remember if he had a tactless theatrics played on him 5 days ago... I hope I'm making some sense You make an excellent point. However I feel that if the game wasn't set up to deal with global effects the way you mention from the start, it becomes very hard to do it afterwards. So there probably won't be a fix for this for a while (if ever, since it's low priority after all).
|
|
|
Post by Tuism on Jan 31, 2012 0:53:31 GMT -5
I feel that fixing this going into the future is pretty important given that sudden exhaustion and hence recover will play very central roles in the game. There's been many a times when I play magnetic personality on an agent, only to see that after its "recovered" it hasn't, and had their power stuck at 1 or whatever. Which make playing cards like that tantamount to throwing a dice.
I'd like to ask, if an agent recovers, does he recover to his original state, period, or does his "base" recover? Cos a sudden exhausted Cesare after a magnetic personality went to 2/5 many times for me.
|
|
rav950
Junior Member
Posts: 106
|
Post by rav950 on Jan 31, 2012 13:09:11 GMT -5
Virtual Agents from Calling All Stand-Ins granted RECOVER by Man of the People after being hit by Sudden Exhaustion will only recover to 3 attack.
Knight Templar does not gain the attack bonus from Beautiful Heiress.
|
|