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  #31  
Old 05-22-2012, 09:48 AM
grenadedodger grenadedodger is offline
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iPhone 5, iOS 6.x
 
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Good grief, I saw this and thought it'd be a simple little game like that Kaijudo thing that came out. It really really isn't, think it will take a while to know what the hell is going on, let alone learn the characters enough to actually get good at it!

One other thing, even though I am a big fan of asynchronous gameplay, I have to say that I don't really think it would fit in with the style of this.
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  #32  
Old 05-22-2012, 10:49 AM
Exact-Psience Exact-Psience is offline
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battles in BattleCON dont last too long so it may not be a good idea for async mp. some battles would even last 5 mins if either one is really good at the game, or one is really bad at it. LOL.
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  #33  
Old 05-22-2012, 10:51 AM
Exact-Psience Exact-Psience is offline
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Quote:
Originally Posted by WakeOfPoseidon View Post
That's great news - this game has the potential to be an excellent iOS game, and the things you mention above as being looked at for the next release should fix most of the things holding it back from greatness. Now I feel a bit better about purchasing those extra characters! It'll be good to fight some of them via the AI before facing them online.
I only bought 2 extra characters but if this game romps up to be really good, i may have to get all of them.

Im enjoying the game though.
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  #34  
Old 05-22-2012, 10:53 AM
Malphes Malphes is offline
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Quote:
Originally Posted by Exact-Psience View Post
Played and liked Cadenza's playstyle so I unlocked Eligor for that reason but somehow, I cant play Eligor as well as I could Cadenza.

Any tips for Eligor?
Eligor is a little harder than Cadenza because he's more "elegant" i guess you could say? He needs to get hit to build up vengeance tokens, so it's a fine balance of trying to guess how much your opponent will do to block the stun with his tokens, while taking the damage to get more and dish your damage out as well. You don't want to spend too few tokens and get stunned, and you don't want to blow all of them incase you don't get hit.
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  #35  
Old 10-23-2012, 03:20 AM
thevagrant thevagrant is offline
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Update is out, promising a more stable app. Also a few new characters. Unfortunately, there is not pack to unlock them all at once. On a new ipad, it has not crashed after about 15 mn of play, but I can't comment further yet.
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  #36  
Old 10-23-2012, 05:38 AM
Exact-Psience Exact-Psience is offline
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Thanks for the headsup... Will have to redownload and play this again. One of the few unique card games ive played on the iOS that I liked.
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  #37  
Old 10-23-2012, 05:44 AM
sapphire_neo sapphire_neo is offline
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This is something I've been meaning to try again, now seems like a good time.
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  #38  
Old 10-23-2012, 11:27 PM
sapphire_neo sapphire_neo is offline
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I am really enjoying the mechanics of the game, but I've encountered so many crashes! Most egregious of them being the Network Lobby crashes. Has anyone been able to play the game online after this update?
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  #39  
Old 10-24-2012, 08:33 AM
sapphire_neo sapphire_neo is offline
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Ugh... I am loving this game so much If Brad resolves the incessant crashing I'll buy every single character.
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  #40  
Old 10-24-2012, 08:51 AM
Ayjona Ayjona is offline
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iPhone 4, OS 4.x
 
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After several updates, I at last decided to give this fair chance. I'm smugly content that I finally did, as this is a really good digital card/board game. Sharp style and presentation, pleasant interface, smart mechanics, thorough tutorial and help files, sparse but still rewarding progression mechanisms, and a nice strategic abstraction of unarmed combat. I could see this following closely behind Urban Rivals (second) and Assassin's Creed: Recollection (first) as my favourite CG for iOS, or for any platform.

I will say this on the subject of async, though: properly implemented, async is never a drawback (which is not the same as a given thing, since it takes time to implement, of course). As long as async is seamlessly integrated into realtime online matches (a la Carcassonne), it only comes into play if one opponents disconnects, serving also as a protection against connection loss.

Furthermore, with the option to start realtime-only matches, players will not loose out on the fast-paced action that comes from both contenders actually having to remain connected and finish the game quickly.

I've several times seen the relative shortness of matches given as an argument that async is superfluous. But for many of those of us who value async since it allows us to play online where we otherwise would not have had the time to, even the 5 minutes mentioned above by Exact-Psience can often be far too long (and a standard BattleCON game runs from 5-15 minutes).

And, often just as important as the length of games, is the fact that we actually have to be online at a specific time (not just for a specific length of time), if we want to face a particular opponent. Async does away with that limitation as well.

Because of both the length of matches, and because of the need to coordinate realtime online games with pals (find a time that suits both) in order to play head-to-head, for someone with a busy, demanding, unpredictable or downright chaotic real life (and as a freelancing journalist and naively hopeful rock vocalist, lemme tell you that those four can be combined for a powerful effect ), async is often the ONLY way to play online.

BattleCON is far from unsuited for async. Quite on the contrary, I believe it would shine with asynchronous support.
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