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Messages - Goldfish2 (9)

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1
I would like to echo all that has been said before.

I think it is (will be) a great addition to the game.

As previously mentioned. It will give all the community, starter and vetran alike, a good reason to log every day (if they don't already) and they loss nothing if they chose not to.

In addition I love the idea of an accompanying horoscope. It all adds to the flavour and depth of the Elements world and is a really winner

Two thumbs up from me Zanz

Matt aka Goldfish2

2
Tournament Archive / Re: Tournament Protocol - couple a of sugguestions
« on: January 11, 2010, 07:22:30 pm »
Evening all,

first of all congrats to all for running a successful first tourney.

I have a background in running MTG tournaments and may I make a few humble suggestions that may help with future tournaments (I would have volunteered to help out with the tourney but unfortunately it was right in the middle of my kids bedtime so couldn't)

Sorry, I was stuck in a 2 hour meeting at work today and the below are a few thoughts that may help. May I suggest an order of events as below (some of which has already been mentioned);

1) Preregistration for events on a forum thread prior to the event on a dedicated thread (limits eg 32 or 64 players made know and reserve list posted) [as happened]

2) All participants (including reserves) must report to one of the Tourney Mods in chat 5 mins before the tournament starts to register they are ready to go (5.55 GMT for yesterday)

3) Tournament registration then closes with no exceptions (5.56 GMT is 1 min too late. If you are late you don’t play)

4) If reserves are required, due to no shows, they are drawn at random from the reserve list (and their participation confirmed with them in chat by a tourney Mod)

5) 5 mins after (i.e on the hour) the pairings for round one are drawn and posted in the forum

6) Mods post start of round in chat with the finish time and link to pairings (for the purposes of this say the round limit is 45 mins)

7) Mods post time left in chat at 15 min, 30 mins, 40 mins and call time at 45 mins

8 ) All results of the matches posted on the forum thread by participants

9) All games cease at end of round and result taken then (if it is a draw or a desync then a further 10 mins is allowed with Mods spectating)

10) At 55 mins all games are called. Finished or not and decided on game state by mod if required i.e. the games are still drawn (criteria to be decided eg life totals or such like)

11) 5 mins after (i.e on the hour) the next round is paired and posted on the forum.

Repeat until steps 6-11 as required.

Note: 5 mins given for opponents to find each other. If player B does not show then Player A contacts tourney Mod on chat. Tourney Mod the shouts on chat for Player B. If they do not respond promptly then a no show is call and Player A wins

Pros:
Structured, Everyone knows what is happening and when (if they finish early or by no show they can leave their PC until the next round starts)
Start time and approximate finish time know (there should be no time limit for the final)
Players can play their day to ensure they can play the full tournament

Cons:
Potential problems with player registering with the Mods ie chat problems
Participants unhappy with games called by the Mods (In the unlikely case of a draw after 55mins)
Longer tournament as the round go on for an hour each time (or whatever the best round length is)

Anyway I hope this helps and provides a framework the Tournament Organisers can build upon/change.

Couple of other ideas;

Rotate tournaments from non-upped cards inc (shards ect) and no restrictions at all

Rotate start time to ensure different nationalities can compete.

I only mention all this as I believe the tournaments are a major step forward in the Growth of the Elements growth and community. A game we all love and play

Matt aka Goldfish2




3
An excellent surmation Esscence.

There are 3 key differences and 1 minor difference (IMHO) that means that elements function differentally (at least in deck size)

1) No Creature blocking (using your creatures)

This means that your creature attack and defence are two very seperate things which require different cards within the deck to deal with it (even if as you say your defence is to kill them before they kill you)

2) 100 life Vs 20 life
This is a massive difference which means your life as a resource is far more expendable. You can "burn" a turn or two taking damage whilst setting something up rather than have to react

3) No instants (actions taken in opponents turn)
This means that there is no need to have the answer sitting in hand at any given moment to stop your opp setting something up that will serious damage your chances of winning (Quintessence+Otyugh).

3) Minor point (as raised) is the lack of early mulitple draw. Sundial and to a greater extent Hourglass are solid but slow (compared to the magic quivelent)

Basically given all this (along with the lack of hand destruction and milling effects) unless you have a very focuse agressive deck (kill them before they kill you approach) then the minimum deck size does not apply as you can not have a balanced well performing deck (espically controlling) with 30 cards.

That all said we don't want a MTG clone and I really enjoy the game [as you may have guessed I do indeed play MTG...a fair bit]

4
General Discussion / Re: Newest changes in the game
« on: December 30, 2009, 05:21:09 pm »
Thanks Daxx, info noted for future mistakes  ;)

5
General Discussion / Re: Newest changes in the game
« on: December 30, 2009, 12:19:45 pm »
New Stratgey; my trusty old rainbow go killer deck

should read

New Stratgey; my trusty old rainbow god killer deck

doh, now you know why I don't post too much  ;)

6
General Discussion / Re: Newest changes in the game
« on: December 30, 2009, 12:18:01 pm »
Long time reader seldom poster but my 2 pence worth on the new patch is:

For me it is has revitalised the game. New challanges, new foes, new strategy, new cards

New Stratgey; my trusty old rainbow go killer deck is dead after the sundial nerf.......for 5 mins until I tweaked it (more life gain to counterbalance the increased damage taken and a few other minor tweaks for fun)

New cards; refresh the somewhat stagnant deck pool leading to new fun deck building opportunities such as the Adrenaline & Vamps deck (dofts cap to CB! and all others running it)

In relation to wheel of winning ratio. IMHO the wins seems far less than of old but no stats to back it up.

Anyway just some observations

Goldfish2

7
Thanks, the shards miss maybe as stated indeed down to to differing shards appearing on the winning wheel. The other card remians a mystery though.

I am glad there is no limit to the cards as it does not restrict the ability to bank cards for future deck building.

Just trying to grind out those lovely new potions at the moment  :)

Thanks for the helps Chaps (and Chappess should any of the contributors be ladys)

8
Thanks for the info Chaps,

I guess it just bugged out a couple of times (which was unfortunate since one was a shard) but hey ho there will be plenty of other times  ;)

9
General Discussion / Is there a limit to the number of cards you can have?
« on: December 28, 2009, 09:48:08 pm »
Evening all,

Does anyone know if there a limit to the number of cards you can have?

Recently I have won on the winners wheel several times in a rowbut not been awarded the relevent card. I had 500 cards at the time and problem abaited once I sold some cards. However to prevent recurance is there a limit to the number of cards you can own before you can no longer win any cards.

Thanks for any help

Goldfish2

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