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Messages - Ashebrethafe (127)

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13
I voted not to require a certain fraction of the deck to match the Oracle's element. I think newer players, who may have cards in only one or two elements and not much money to buy more, should be able to add or assimilate the Oracle card into their current deck and see how it performs. (By "assimilate," I mean add it along with the right number of pillars to get a good QI for the card's element.)

On the other hand, such decks may be better than I think -- my current deck at any given time is probably not one of the "standard" decks that people are protesting; and being an "indefinitely new" player (I keep resetting my accounts), I have only played bronze league so far.

14
Patch Notes and Development News / Re: Elements 1.28
« on: July 04, 2011, 11:49:55 pm »
Well before this update, I reset my account but all my quests were complete and it let me claim the reward.  But now I can't
Yes you're correct.  I've heard numerous cases where players have reset their accounts and kept their quests.  And now I'm starting to hear the exact opposite - resetting your account now also resets your quests.
Resetting the account resets the first 5 quests immediately. If you complete them again, you can claim the 150 ep and rare weapon without reaching 150 or 500 score, but only if you haven't reloaded the page. (I'm not taking advantage of this in my deck testing.)

Also, if you visited the Oracle before resetting, you won't be able to visit it again that day after beating AI1 -- and you'll still have the pet if you didn't fight three opponents with it yet.

15
The Arena / Re: Arena help
« on: July 04, 2011, 11:35:15 pm »
..I wonder. What can I do with skeletons? -.-
you spin the oracle so you dont have skeletons :D
but if you still get skeletons, i would make a deck based around their ability of mutating when targeted with reverse time. and in case you dont know much about that ability:
a skeleton targeted with reverse time does not go back to your deck, but rather, it acts as though it was targeted by a mutation.
Actually, it acts more like it had used Fate Egg's hatch ability -- it never dies from the RT, doesn't get the random ability and ATT|HP bonuses that a mutant would have, and isn't any more likely to become an Abomination than to become any other creature. (OK, it could die from the RT if it turns into a Spark -- but it would still last until the end of the turn.)

16
The Arena / Re: Banning Supernova and Quantum Tower from Arena
« on: July 04, 2011, 01:11:19 am »
I voted no, because I don't think it would really solve the problem -- how do you know that rainbow decks are the only ones that can handle the dead cards? (They're not the only large competitive decks, if that's what you're going by. My mono-fire deck had more than 50 cards when it reached 500 score, and I had just won five pvp1 matches in a row.) Also, rainbows aren't the only decks that use Quantum Pillars/Towers -- my water deck currently contains every card of that element, and uses QPs to power the abilities of the Toadfish and Mind Flayers.

On the other hand, I wouldn't just throw the cards in and let them be dead draws. I'd buy pillars/pendulums (if necessary) and change the quantum base so they could be played -- or if they were pillars or pendulums, put in something that could be played with the quanta they generated -- and maybe take out some of the less powerful cards. For example, when I took my main account to the beta, it had an earth deck and I spun a Burning Pillar; my Arena deck was my existing deck plus the five BPs and five Lava Golems for them to power, and minus six Stone Pillars and four Stone Dragons.

17
Buff This Card! / Re: Malignant Cell
« on: June 15, 2011, 03:55:59 am »
I wouldn't call it necroing. Nothing has changed that would make the "old" posts irrelevant, the gap between your post and Unknown's is only 18 days -- and for that matter, even the OP is only 28 days old! (Doesn't there have to be a gap of at at least 30 days before the forum will warn that a thread is out of date?) Even if the thread had been locked, it wouldn't have dropped off the first page of the Game Suggestions forum, and I think it makes more sense to continue this thread than to have two threads on the first page discussing buffs to the same card. (And we already do. This (http://elementscommunity.org/forum/index.php/topic,26282.0.html) and this (http://elementscommunity.org/forum/index.php/topic,21818.12.html) are on the first page, both about making Bone Walls stack with each other -- and now both locked, but they were once active at the same time.)

If the primary function of the card is to clog, then it could be changed to be better at clogging. The suggestions that have been made so far don't seem to do so, but it might be possible to change the fact that "any CC will kill it," by making the infest ability trigger even if the Cell would die from infection. In that case, plague abilities would end up removing only one cell from the controller's board (and only if that board was full), removing all buffs and nerfs from the cells, and preventing the cells from increasing in number for one turn.

18
General Discussion / Re: Mangoes Alternate Updated Starter Decks
« on: June 15, 2011, 02:37:13 am »
I don't necessarily think players should start with 70 cards, but I voted for card pools because it was the only option with no secondary element. I chose life when I started playing -- and I felt that the intended "you are an elemental" flavor (which has been used before as an argument against marks generating more than one kind of quantum (http://elementscommunity.org/forum/index.php/topic,5636.0.html)) was ruined as soon as I saw that my "life elemental" was 20% fire. If the starter decks aren't going to be mono, they should at least be mostly the element that the player picks, and have equal amounts of the other 11 elements.

A 45-card starter might work, with the same 28 primary-element cards as now, 4 quantum pillars, a short sword and the 12 creatures the Oracle usually gives as pets. I can't find a list of the pets, though. I think it's :air dragonfly, :darkness devourer, :aether spark, :fire ash eater, :gravity graviton fire eater, :light photon, :death skeleton, :entropy lycanthrope, :time deja vu, :earth gnome rider, :life rustler, :water chrysaora -- but I'm not very sure of some of those.

19
I beat at least seven AI2s before I start fighting AI3s -- more if I lose any AI2 fights. I'm not trying to complete the quests as fast as possible, though; I'm trying to complete the quests in the same manner with each element, in order to figure out which element is best for me, and which cards are best in each element. If a deck loses often enough, I'll go back to AI1 or even AI0! In fact, I'm playing AI1 now.

The worst decks I've had so far had two extra AI0 fights, immediately followed by at least ten AI1 fights. Since this is usually caused by the deck being too big, I take out a lot of cards when it happens, and then put a few back in after each fight. I also limit myself to one less copy of each card -- if you see "restricts" in my signature, that's what it refers to.

AI1 makes sense, but AI5 is generated randomly? I thought it was just picking one of the decks at random like AI3 and T50.
According to Dark Weaver (http://elementscommunity.org/forum/index.php/topic,23323.0.html), AI5 chooses a primary and secondary element (which determine its name), and takes 4 quantum pillars, 30 random cards and 20 pillars of the primary element, 10 random cards and 3 marks of the secondary element. (For example, Tersa has 20 stone pillars, 30 random earth cards, 10 random gravity cards, and 3 marks of gravity.) Each of the 64 cards has a 30% chance of being upped (so there's about a 1-in-8.198-billion chance of the deck containing no upped cards).

20
I've seen other games on Kong with some features disabled, and even some where clicking the disabled button goes to the main page; the problem here seems to be that the button itself doesn't indicate that it goes to the main page (you have to look at the bottom of the game screen to see that) -- and so some players click the button, end up logged in on both sites, and don't realize that the two windows are overwriting each other.

If the interface can't be changed to prevent the confusion (and probably even if it can), then both Kong-Elements and mainsite-Elements should be changed to prevent the overwrites. I think it should work in the same way as Kong chat -- connecting in window 1 automatically disconnects in all other windows, but you can reconnect in window 2 just by clicking a button (which will disconnect you in window 1, and load the data that window 1 saved instead of the data window 2 had before).

21
Game Suggestions and Feedback / Re: Make Rare cards look different
« on: June 01, 2011, 10:35:09 pm »
So
Make Rare cards' symbols look different!
What about a Rare Creature's stats?
I said "something" because I couldn't think of any other word that could mean either the permanent/spell symbol or a creature's stats. Putting the "rare-glow" on the symbol/stats wouldn't conflict with borders, make the cards harder to read, or cover up more of the art than is covered now.

22
Game Suggestions and Feedback / Re: Make Rare cards look different
« on: June 01, 2011, 02:35:36 am »
As far as I know, rarity only matters in the bazaar. (Rarity is not used to excuse unbalanced cards)
Rare cards in the bazaar are marked with the large warning that flashes up.
I still think some visual difference is a good idea, if only to tell the newbies that the card they're looking at (or even better, have just won) is something they can't buy/couldn't have bought from the bazaar. Also, I'm not sure if the bugs in the warning system have been fixed. (I remember reading that if selling, say, a Titan causes a nymph to move into the same slot, the nymph can then be sold with no warning -- but now I can't find the thread in the bug-report section.)

Wizards of the Coast has two ways to indicate (different types of) rarity for MtG cards: they make the expansion symbol black (if the card is common), silver (uncommon), gold (rare) or fiery orange (mythic rare); and they put either a black or a white border around the card frame (usually black in the first set that includes the card, and white thereafter). The latter type of rarity matters mostly to collectors, since the border doesn't affect how the card works in the game -- although it does mean that a player trading with a collector would be able to get more cards in exchange for a black-bordered card, or more money that he could use to buy new cards.

As for Elements, the lower-right corner of each card has something white with a black shadow -- either a column capital, lightning bolt, or ATK|HP stats. Could this something keep its current appearance on the common cards, but be black with a white shadow if the card is rare? (I don't think Elements needs the second type of rarity. At least, not until it has a trading system, or something that serves a similar purpose.)

23
I can't seem to get any result from the new quiz -- it just keeps saying that it's calculating the results. I reloaded the first half (and answered the last four questions again), to see if that would fix the problem, but it doesn't look like it did. (And if it's just slow, it's very slow -- I left the computer and came back about 40 minutes later to find it was still "calculating results" for both halves.)

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Off-Topic Discussions / Re: Quiz: Which Element are you?
« on: May 28, 2011, 09:45:48 pm »
I didn't try to figure out what element I should be or what elements the answer choices indicated, but I ended up with water, which seems to fit me well. I picked life the first time I played (and then wondered why the starter deck also favored fire over the other ten elements); my testing has found entropy to be the strongest element (although I've changed my method since I tested it); and as my current avatar (stone pillar) indicates, I have just begun testing earth.

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anything
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