Conclave

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  1. Allow users to use pushing moves on allied units.

    Let players push their friends back if they're wounded.

    8 votes
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      0 comments  ·  Flag idea as inappropriate…  ·  Admin →
    • Consider changing it from player turn based to party turn based

      The idea being that everyone plans their moves and then they execute. Maybe two phases per turn (minor/major) but the idea is that monsters can be overkilled because everyone attacks at once. More coordination is necessary and a certain amount of gambling is at play...

      8 votes
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        1 comment  ·  Flag idea as inappropriate…  ·  Admin →
      • 8 votes
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          4 comments  ·  Flag idea as inappropriate…  ·  Admin →
          planned  ·  Nick responded

          By the end of this month (August), we will be running a Kickstarter, and one major feature it will fund is the addition of sound to the game: music, sound effects, and “your turn” alerts. We’ll have more details when the Kickstarter begins.

        • Status Links

          If an ability causes a status affect, there should be a link descriptor to what that status is. This isn't always the case, as in the Talon Spider's Cast Web ability.

          7 votes
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            0 comments  ·  Flag idea as inappropriate…  ·  Admin →
          • add a pvp element

            Conclave is a pretty cool game but what if we added pvp like four on four players or more preferably more

            7 votes
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              5 comments  ·  Flag idea as inappropriate…  ·  Admin →
            • Assail ability has illogical result when movement is blocked by a hidden enemy

              The Assail ability allows you to move twice and then attack into an adjacent square. Suppose the player is on square 1, squares 2 and 3 are empty, and there is an enemy in square 4. The player elects to move through squares 2 and 3, then attack the enemy in square 4. If there is a hidden enemy in either of squares 2 or 3, what happens is that you bump the enemy, the movement is cut short, but you still successfully strike the enemy in square 4, which you are not adjacent to. It seems unfair to just…

              7 votes
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                planned  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
              • Add some hotkeys to select choices with

                a simple system of 1=1st button 2=second would work great, and would do wonders for accessibility

                (I'm disabled, and it's far easier for me to use a keyboard, so I'm always after hotkeys!)

                7 votes
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                  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                • Add a turn semaphore button

                  The non-strict turn order is a great idea, but sometimes it requires a lot of synchronization to implement complex tactics, which can be hard to do over chat before someone charges in just as soon as the turn starts and ruins everything.

                  Add a semaphore button that allows a player to "lock" the action. This will allow him to perform his turn or explain his plan without being interrupted by other players.

                  Of course, there should be a time limit on semaphores, so that an absent minded player does not lock up the entire party for a whole day. A…

                  7 votes
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                    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                  • Implement a mobile notification system

                    This would allow players to be notified while away (I'm aware that e-mail is already in effect), but in a better fashion. It may be able to give more information in a notification, and maybe even implement some choices through notification. I hope this makes sense.

                    7 votes
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                      2 comments  ·  Flag idea as inappropriate…  ·  Admin →
                    • Show level of each party member by their avatar

                      That one's kind of self-explanatory. Also additional information of concern could be displayed so that you don't have to click the individual players icon to get info about them.

                      7 votes
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                        0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                      • Make the AI more intelligent with terrain and hidden enemies

                        At the moment the AI has no idea what to do with terrain or hidden enemies. As a solo rogue it's perfectly possible to just hide the moment an enemy steps onto damaging terrain and wait for them to die. Perhaps make the AI better at timing movement to not end on bad terrain, and by default (i.e. if they have nobody to attack) either retreat to good terrain or let off area attacks.

                        6 votes
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                          1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                        • Get rid of the CONFIRM stage of the action

                          The interface is kind of slow (at least on my setup) and that extra click is just... really annoying. If I've clicked the button, I know I'm going to do that action.

                          6 votes
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                            2 comments  ·  Flag idea as inappropriate…  ·  Admin →
                          • I would like to see an alternate view option for smaller touchscreens.

                            I am having trouble with my smartphone touchscreen, which seems to be too small to display the whole view area at once, leading to clumsy panning between the main view and the actions menu.
                            It would be nice to condense the view to just have the main map/text area, with all other commands as dropdown (or dropup) menus/buttons around the edges of the main view... sort of like the Classic RPG view (going way back to Ultima Underworld and beyond probably)?

                            6 votes
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                              0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                            • Reduce redundancy in narration for effects with many targets

                              When the Ash Grue uses its Firestarter ability, the sentence "The ash grue creates flames." is used 8 times. I think once will suffice.

                              6 votes
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                                1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                              • Add a "Difficulty" Slider to adjust HP

                                I've seen other threads where some of the quests struggle with accurately predicting difficulty. My current 3-player group breezes through anything not "Extremely Difficult", but I've seen other posts where people also have struggles on the other side (typically for smaller parties). Easiest solution is to have a variable slider that allows you to adjust party HP up or down up to 20% per Challenge.

                                6 votes
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                                  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                • Let us rerun quests for XP

                                  Sometimes, there's only one quest available for the difficulty you're at, and you just can't seem to get past a particular fight. No one wants to repeat a fight 6 or 7 times. Let us go back and do something for that little bit of XP to get us to the next level, so we can come back to this one.

                                  6 votes
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                                    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                  • Overwatch action...

                                    I would like there to be an option to do something else than walking up to a monster and hitting it (or walking up to range and then shooting it)... in lots of tabletop wargames there is the Overwatch command, for when you expect the enemy to come into range, you're ready for them, hitting them as soon as they come into range (i.e. on their turn!).
                                    Could be just for certain classes...

                                    6 votes
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                                      3 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                    • increase the number of entries stored in the battle log

                                      in the larger battles with 4 players and 8+ enemies, the battle log won't show even a single entire turn. since there is no quick way to keep track of what happened, the only option is to click through every event one at a time. in most cases, i don't realize i need to know what happened until i've already clicked >>|. backtracking is even worse.

                                      6 votes
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                                        0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                      • Sweeping Blow refuses to target valid targets

                                        Sometimes, targets begin in "invalid" squares (i.e. squares that you can't move into). Most attack powers allow you to attack them anyway. However, sweeping blow won't let you target these squares. (At least, I'm assuming that's what's going on -- I just tried when I was on the edge of some water and I couldn't target any of the targets that were on the water -- I could only target the trio of land squares.)

                                        6 votes
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                                          under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                        • Minor Quibble: Vault of Arms item replacement calculation

                                          It would be a minor time-saver if when shopping for a new item for a given slot in the vault of arms, it would treat the cost of the currently equipped item in that slot as available for purchase. Under current behavior, the current item needs to be unequipped.

                                          6 votes
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                                            1 comment  ·  Flag idea as inappropriate…  ·  Admin →
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