Welcome to part two of this Combat Cards Q&A session. You can find part one here, where we covered photo’s, filters and factions. Let’s jump into the second half, starting with some TV:
Inquisitor…
Daniel asks if we’re planning to include any elements from Games Workshop’s newly announced Eisenhorn TV series. We already have Inquisitor Eisenhorn as our first limited edition card, so it’s possible we’ll make him a general release when we introduce a new limited card, but other than that it’s difficult to say. Don’t forget that the heart of each Combat Card is the Warhammer 40,000 miniature on it, so if GW release mini’s of the Eisenhorn TV show’s characters then we’ll definitely include them, otherwise it may be tricky. Either way, we’re all looking forward to see how everyone’s favourite Hero of the Imperium / Dangerous Traitor is represented on TV.
…Eisenhorn
Carrying on the theme, Orkman55 asks about unlocking Eisenhorn in the game. This is a common question, so to make sure everyone is up to date let’s run through it.
Currently there are two ways to unlock the exclusive Inquisitor Eisenhorn card – by having one of the physical cards we give away at real world events, or by asking a question for these regular Q&A posts.
The Eisenhorn giveaway cards have a code to unlock the card, but unfortunately implementing that system in the game has proven tricky due to the platform holders. I won’t go into it here, but politicspoliticspolitics. Anyway, if you have a physical Eisenhorn card contact our Customer Services team through the game’s options menu, or by using this link: https://support.flaregames.com/hc/requests/new and they’ll unlock it in game for you.
On the other hand, if you ask a question for one of these Q&A posts you should have received an email telling you how to get your Eisenhorn card.
PvP
Feanoro asks if we plan to add realtime PvP matches to the game.
So we’re all starting from the same point, every match in Combat Cards is against an AI, but the decks it uses are usually made by another player (meaning your deck is fighting while you’re offline). The only time the AI uses a preset or randomised deck is in the game’s tutorial or in the weekly Campaigns. We have plans to upgrade the AI to make it smarter and to stop it ‘stalling’ when it can’t see a good attack to make (see this blog post for more details).
As for realtime player-versus-player matches, those aren’t on our immediate task list because it will require a large amount of server, UI and matchmaking work, plus changes to deployment, special rules, etc. and we have higher priorities right now. However, I do think we’ll introduce PvP at some point, (perhaps as part of clan versus clan battles?) I just don’t have a timeframe for it.
Shorter
Michael asks if we’ll have other Campaigns running alongside the weekly one? This is definitely something we’re planning, though rather than alongside the weekly Campaign we’ll probably first introduce shorter Campaigns in the two days between the main one and see how those go down. As with anything in the game, the feedback and data from players will dictate when these smaller Campaigns run, for how long, their prizes and so on.
Skulls
Continuing the Campaign questions, Matt asks if we plan to include the bodyguard kills you make in Campaigns towards opening the skull pack and for Warlord kills to give you victory packs (like the ‘normal’ battles do). The short answer is no, we don’t plan to do this, and the reason is that we want to keep a very clear distinction between what the normal and Campaign battles are for.
Obviously you take part in Campaign battles to climb a leaderboard and earn prizes at the end of the week. On the other hand, you take part in the normal battles to increase your ‘power’ for those Campaigns, with each card you unlock and upgrade, and each Rank you reach making your decks more powerful and flexible. Therefore, we think having Campaign battles earn you skulls would add confusion between them and the normal battles, and also make normal battles less relevant.
Warlords
Murzik Zero would like some hints on the next Warlords that we’re planning to add to the game. That’s tricky because A, I don’t want to ruin the surprise, and B, our plans often change for various reasons. For example, he mentions the Aeldari Phoenix Lords, but the next Aeldari Warlord is currently planned to be the unfailingly creepy Urien Rakarth.
By the way, we had planned to have the next set of Warlords in the game already, but there were some behind the scenes fixes and upgrades which needed to take place on the battle system first (you might have noticed, for example, that some of the Warlord special rules don’t trigger 100% correctly – this is caused by the bugs in the battle systems that I’m talking about). So, no ETA on the next set of Warlords, but hopefully not too long.
Mechanics
POWER THIRST asks if we’re planning on adding new mechanics to the game’s combat. Funny you should ask that, because the next two week’s of this blog talk about exactly why Combat Cards is designed like it is. But in the meantime, we have no plans to add new mechanics just yet, and instead will ‘deepen’ the game with new traits, new Warlord special rules, and changes to Campaigns and Missions.
It’s entirely possible that we will add new elements to the combat in the future (we’re currently discussing how to include Lords of War in the clan-versus-clan battles, for example), but those changes are further out.
Campaigns
Сергей Звездин asks if we can show the next Warlord you’ll face in Campaign battles, to help with planning your deck. It’s a good idea, and we would like to make improvements like that to the Campaigns to help players use clever tactics to beat the AI decks. For example, we’ve discussed having the AI use the same deck a second time if it beats you with it (as opposed to now, where it creates a new deck every time). This would allow players to customise their deck to beat that opponent, because they know what it’s going to throw at them.
Apologies for saying this a lot, but I don’t have a timeline for when those changes will happen. We want to get to them soon, but they have to be balanced against other improvements that players have been asking for.
Prizes
Michael Marshall had a couple of questions about Campaign rewards, including whether they’d give prizes to % brackets, rather than fixed numbers (i.e. 1st to 10th), which is a change we’ve already made. Now all Campaigns are dynamic, and scale their prizes by the number of players who enter them, so a particularly busy or quiet Campaign still offers the same chances of earning prizes.
He also wanted to know if we’ll offer better prizes to players who come in lower on the Campaign leaderboards, which is something we’re using Missions for. As these only care about your own performance they offer every player the same chance to unlock cards, while also making every Campaign battle useful (as even if you lose a battle it still contributes to the Mission).
Buffs
Finally, Todd Kay asks for more detail on how the attack buffs and debuffs (from cards Readying and from the end of turn bonuses) work.
Each time an attack type is buffed it increases the damage your next attack will do, but the bonus you get to that attack gets smaller with each subsequent buff, until you use that attack and start again. I.e. the first buffs to an attack are worth more than ones added on top, meaning you get diminishing returns. This does mean that you can still be earning buffs to an attack after its green ‘buff bar’ is full up, but you’re only earning small increases at that point.
Debuffs work the same way, so continually debuffing an attack has less and less effect on it (until they use the attack and everything resets).
Note that the red ‘this attack is debuffed’ visual you see on the attack’s bar does not reflect how much it has been debuffed – the red effect is either on or off. We did this because we found players simply did not see an attack’s green bar going down when it gets debuffed, so we made the decision to put a big, in your face, warning on the attack. The downside to this is it makes it look like the attack is completely useless, when it might still be worth using, despite the debuff.
Conclusion
Thanks to everyone who submitted a question, and hopefully some things are a little clearer now. I’ll run another round of Q&A in about six months, so if you want an Eisenhorn card keep an eye out for that.
In the meantime you can get in touch by leaving a comment below, through our Facebook page or by mailing [email protected]. Also, if you’d like to follow our posts through RSS you can use this link: https://www.combatcards.com/feed/
Thanks,
Stu
Continue the good work!
Thanks! We will!
Hey guys, I’ve only been playing 3-4 but have already fallen in love with the game and think you are all doing an amazing job.
Now onto my question, have you any plans to add a new game mode? I normally find my self wanting to grind a few extra coin most days to touch up on upgrades but outside of cash, kill box and free box there isn’t much, my suggestion to this would be a mission set separate from the dailys we get now rewarding low to high amounts of coins depending on the challenge of said mission, a small pick which I know won’t take priority over the other stuff you have going on but I feel will only benifit people, thank you.
Hi there, thanks for the comments. Glad you’re enjoying the game.
When discussing why you can’t grind for coins and suchlike we point players at this blog post: https://www.combatcards.com/2018/07/13/design-blog-30-how-combat-cards-fits-into-your-hobby/ That said, we are looking at adding more game modes and will hopefully have something to announce on that soon.
Will you guys be adding more in game info for things like what exactly certain perk bonuses do, as well as buff and debuff percentages? I find myself looking for information online a lot because it’s not very clear in game.
Thanks for the feedback. It’s difficult for us to add loads of info such as percentages without making the game seem quite ‘heavy’ and intimidating for new players. As a result we tend towards putting detailed info in places like the game guide on CombatCards.com (https://www.combatcards.com/game-guide/). Also, we’re encouraging players to set up sites with this sort of detailed info, so the more ‘serious’ audience can look it up when they need it.
Will you be adding a filter system for cards, so players can narrow down by point cost as well as damage or buff types?
Yep, we’re currently reworking and fine tuning the deck editing screen, and that should include several different filtering options to help make finding specific cards easier. Look for a blog post on the changes soon.
Question, is there any plans to do campaigns involving more that two factions? For example elder and space marines Vs chaos or Tyranid and chaos Vs imperium of man, in general can we expect to see mixed campaign or new and slight twists to it?
That’s an interesting idea and one we really haven’t discussed here. We have a large bank of single faction Campaigns ready to go here, so it’s doubtful we’ll add multi faction ones soon. However, we do plan on continuing to add more varied Campaigns over time, both in terms of their ‘rules’ (such as what you can or can’t take) and their victory conditions (for example, we’d love to do a ‘horde’ style Campaign where just surviving is the goal).
Loving the game so far!
Just wondering, you mention that you can grab a physical Eisenhorn card at world events. Are the cards still being handed out and how am i able to find one of these events in my area?
Glad you’re enjoying the game. We do plan to continue handing out Eisenhorn cards at events but I don’t yet know the next event where we’ll be demoing Combat Cards. Keep an eye on our Facebook page, the blog posts and in the game’s community area. We’ll be sure to announce the next event through those.
How come in the campaign a surrender/disconnect is still worse than a loss? By this I mean with a loss you get an easier enemy as the difficulty goes down but a surrender/disconnect you get the same?
It was originally implemented that way to discourage players from loading into a battle and then immediately surrendering to lower the AI’s difficulty. However, with the limited energy pool that might not actually be that bad anymore so I’ll bring your point up with the team and see if they think it’s worth changing it to make surrendering the same as losing. Thanks for the feedback!
Thanks Stuart, that’s always the worst part of server/phone issues, and just counting that as a loss would be wonderful.
As a follow up, why did the devs want to stop people from tanking anyway? And have you done something to change that? It seems like now if you reach your equalibrium of enemy difficulty and tank 5 matches (because you won’t have time to fight or some other reason) your points per match and the enemy level decrease but it SEEMS like the enemy doesn’t actually drop its difficulty. I know this could all just be negative bias, but I swear ive just lost fights before then the next two matches I’ve been destroyed, like the difficulty didn’t get easier.
Anyhoo… Tldr: why did the devs want to punish quick losses and have the implemented something to discourage that?
Your question on players surrendering is interesting in Combat Cards because you’re playing against the AI (so there’s no human at the other end which will be upset by their opponent immediately quitting the battle). In general you try to discourage surrendering because of that ‘bad manners’ aspect, so I guess we just defaulted to that approach as we may implement realtime PvP at some point in the future.
I’m not aware of any changes that cause the AI to not lose difficulty if you lose, but will check with the coder who’s working on this area. We have made changes to help the AI make less… ‘extreme’ decks recently, so it’s possible something has happened as part of that. Thanks for flagging it.
Seems like this week the difficulty is dropping with losses as expected 😊
Great work! I enjoy the game a lot so far, keep going!!!
Question, there is an Armiger card… any plans for an imperial knight card at some point?
Hi , will combat cards make a warhammer fantasy version in the future?