News:

Welcome to Hero Mages!

Main Menu
Menu

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.

Show posts Menu

Messages - Finjinimo

#46
General Chat / Re: Hero Mages Board Game
August 23, 2009, 12:43:48 PM MT
I imagine you might have some success if you made the boardgame available for purchase from this site. There is something to be said for games that allow you to actually sit down at the same table as your friends and belt each other around a bit, in a friendly manner of course, hahaha.

It could also be worth having them as special edition prizes for online tournaments. Win a tournie and get your very own hard copy of the game sent to you, that would certainly interest a player like myself. Online rewards are great, but something physical for me to grasp and show my friends, now that really would be something special.
#47
Meeting Place / Re: Hello.
August 23, 2009, 07:20:50 AM MT
Ah Cody... you cheeky little devil.

Good to see some other TC vets making an appearance.

If I seem distracted while hanging out in the continuum lobby, now you know why eh? Hahahaha.
#48
Feature Requests / Re: Traps
August 23, 2009, 07:16:40 AM MT
Ah yes. Choosing movement path would be neccessary for this to be a true strategic element.
#49
Suggestions & Comments / Re: Unranked vs ranked
August 23, 2009, 06:31:44 AM MT
I would prefer unranked to either not count, or to be counted seperately in terms of game tallies.

I was surprised to see my win/loss affected after mucking about in a few unranked games.
#50
Suggestions & Comments / Re: Chosen Hands
August 23, 2009, 06:28:30 AM MT
I think I would be opposed to a Chosen Hand, and am not all that enthusiastic about the idea of a mulligan.

I'm really digging the randomness of the draw, and devising a strategy to make what I have work. With mulligans, we would have people throwing out entire hands just to try and get that one spell they want, and that would detract something from the game and environment for me.
#51
Feature Requests / Re: Invites and Lobby
August 23, 2009, 02:59:13 AM MT
Is it possible to see who is in what games? The could prove useful if you log in looking for a friend, and then can see easily that they are already in a match.

#52
Feature Requests / Re: AFK button.
August 23, 2009, 02:57:23 AM MT
Yep, an idle or afk setting in chat would be grand.

As to implementing an "im still here" option in game... I would be happy for something along the lines of an auto-boot system if you are unresponsive within a certain amount of time.
#53
A valor square in an open area of the battle field would certainly be interesting.

I would shy away from defensive or offensive bonuses though, unless they were slight and perhaps only had a 1 turn duration. So you would have to choose when in the battle to go for it.

I do like the simplicity of the current set up, but having a couple of points of interest may enhance gameplay.
#54
Feature Requests / Re: PvE Maps
August 23, 2009, 02:46:05 AM MT
I'm a big fan of narratives in the games I play, and this would certainly be a great way to explore that.

I really love being able to immerse myself in a game world, and I tend to do that through stories, backgrounds and player written narratives.
#55
Yep, being able to join an active battle would be a great feature. It also means if there is a particuarlly good battle going on, that people can get in and watch the final stages of it.

I am all for this feature.
#56
Feature Requests / Re: Traps
August 23, 2009, 02:40:45 AM MT
I really dig the trap concept.

I would argue though, that we should only be able to have one active trap at a time, much like a summons.

If you can only place it to a surrounding square, then your opposition should be able to make an educated guess as to where you have put the trap. It will act as a deterrent, or barricade then, and I am perfectly fine with that.

You would have players walk over traps when either they weren't paying attention, or because they think it worth the risk. And those are the types of decisions I think enrich games like this.

As to the board game -- I think the suggestion of laying down facedown tiles around the trap layer, so the opposition knows the area the trap is in, but not the exact tile it is on, would be fine.
#57
I think it might prove sensible to have spectator chat restricted to a spectator only channel. That way they can say what they like, and discuss the match with the other spectators, but could not chat directly with the players.

It would be a bit like watching a tennis match, or a chess game perhaps. If players want to give another fellow advice on their playing style, then they could follow that up after the match in the lobby me thinks.

It means that the players themselves are unaffected and uninfluenced by the spectators, and I feel that is kind of important.

As to viewing cards, I think that may be a bad route to go down. It may end up creating too many ways to cheat, or for friends to work together to give one of the players an advantage. I think it fine just to be able to follow the battle, viewing cards seems to involved for my tastes, and I think it will prove too tempting for some.
#58
Feature Requests / Re: Handicap option
August 23, 2009, 02:27:13 AM MT
I think I understand the motivation for a handicap option, but I actually think it would be more a deterrent to play, then an incentive.

As it is, we all go into a match on an even footing. I think that is important for skill and ranking to mean anything. So I am happy with the set up as is.

However, It might be interesting if there was a minor handicap of -1 health on your main mage guy if you out rank your opponent significantly. That kind of slight handicap, which could be enough to influence the battle would be fine with me. Having an extra guardian or what not, would end up frustrating me I think.
#59
Meeting Place / Hello.
August 23, 2009, 02:15:49 AM MT
Hello everyone,

I've come here from another indie game site that Ross posted on. They're a big fan of GenCon over there, and were talking about supporting fellow indie companies, so I thought I should come check it out. And I'm glad I did.

I dig the vibe here, I do. Hahaha.

You've got a groovy little game on your hands here I think.
#60
I assumed this is the way it worked.  It seems that this would be the fairest, and more strategic system to use. I think I would grow frustrated having my team locked out of the battle and being dominated before we were able to respond in any form.