Was the U.S. part of the soft launch? This has been in the U.S. AppStore for a couple of weeks. I'm confused.
We accidentally made it available in the US for some hours a couple weeks ago, but that was for a soft launch build. This build is the official global release. Enjoy!
There's no paywall, you play pvp mostly. You earn the same cards as anyone, and you draw randomly in battle. I guess technically you could drop tons of $$$ to get good cards, but even then you would only have a slight edge against anyone who never spent a dime. I have been playing this in soft launch a lot, and it's really awesome
We tested on iPod too, and it works. Shoot us a support email, we will help you look into it. [email protected]
The paywall are different characters. Each character would be like a hero in hearthstone in hearthstone you unlock with his cards, minus the neutral cards. So you play with a lot of heroes each with their unique set of cars which you unlock by playing or paying. The advantage is really minor and I am too 100 with only having played for a few days and only basic heroes so there really is no paywall. Energy refills fast enoug to play pop for about 2 hours straight, maybe even more.
Started this last night and really had fun with it. It is really refreshing to see a game of this ilk without timers of any sort and without ads.
If you guys want to be in the tier of hearthstone or solforge or MtG, then the energy system needs to go. Let us actually play your online ccg battler. Online PvP is the point.... Then let us play! (Still bought starter and would spend more if I could play. Not spending >$1 for 3 rounds
I agree with this. Great game, super fun... But the timer has to go. People are still going to pay for cards, just like in hearthstone. Timers are going to do nothing but deter people from wanting to invest time into the game. I'm contemplating buying the starter pack, but the timers are sort of preventing me from wanting to sink a bunch of money.
Anyone tried this yet? I've already been playing for a good week and I think it's a pretty cool game. I love the idea of spreading out the cards over multiple small decks, as it adds a lot of strategy and takes away from the severe randomness of drawing one out of 30 cards each turn. In Mavenfall you draw 3 cards and in addition to that pick from which one of your up to five 10-card decks you want to draw them. So you can really focus your efforts and are much less dependent on the "luck of the draw" than in other card games. I think the energy system is mostly just in place to reduce server loads? So it'll probably get removed or revamped if there are a) too few players to even stress the servers enough, or b) if the game is financially viable enough to justify buying more server power. I'm certainly hoping for the latter.
As you get 5 Diamonds Even of you leave a game I think that the energy is there so that you cannot spam leve games and inflate your diamonds endlessly. Also I do not see the problem with adding like 4 more energy. But after the campaign you can play for around 2 hours before the energy runs out in pvp. I never had a problem with it. Edit: oh they removed the gems for a loss. So now I am at a a loss why there is still a energy system. All you do is play pvp after a few hours of campaign anyways. Also a few suggestions: - let me reroll my quests - let me cancel the search for a match - make clear that the daily challenges only work in arena