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Messages - Guardianus (9)

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1
Life / Re: From 0 to 2 upgraded cards in 100 games
« on: June 28, 2010, 07:28:53 pm »
I think that original deck is quite ok, yet with one change. Take out one dragon, and put one pillar. It changes pillar ratio, cause, You have more pillars, and less high cost cards. I did some testing, and those dragons aren't so much helpfull. It is just nice to know You have two big guys if things are going wrong. :)

2
Deck Help / Re: Parallel Phoenix
« on: April 09, 2010, 06:02:54 pm »
But if i will use Fractals i will have to actually play my phoenixes from hand, and i wont have fire quanta for that. The idea was to play this deck as bu aether quanta and use fire only for rebirthing phoenixes (and playing the first one of course).
I played it for a while and noticed that i am missing something from this deck. I feel it has potential, but i think i have to find right combination of card amounts.

Hmm..on second thought, upped phoenixes costs 2, so by immolating one i get 3 out...i think i got your point. ;)

3
Deck Help / Parallel Phoenix
« on: April 09, 2010, 05:36:22 pm »
Hi everyone.

While playing with phoenixes i came up with something like this:

Code: [Select]
5f6 5f6 5f9 5f9 5f9 5f9 5f9 5f9 5fc 5fc 5fc 5fc 5fc 5fc 5l9 5l9 5l9 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61r 61r 61r
It is quite fun and fast to play. Yet any feedback from You is much appreciated. Which cards should I upgrade first, which change in amount or delete and bring anything new?

I am thinking about Fahrenheit as weapon for this and phase shield as defense, but i am not sure if this wont slow this deck down.

4
General Discussion / Balancing the game
« on: December 15, 2009, 10:10:01 pm »

Some time ago i have read a topic about quantum pillars/towers. Someone mentioned, that they are overpowered and are giving to much quanta. I think this is the reason, why mono-decks have to be fast, so they can outdamage any rainbow, since it is at some point of the game producing so much quanta, that everything that enters hand can enter game right away.

Here are some thoughts on that subject:

1. The mono-deck uses only one element. The rainbow uses almost all (depending on the configuration).

2. Only some mono-decks has a ability to produce quanta not from the pillars/towers (p/t from now on). The Entropy has Nova (Supernova it is not producing entropy quantum since it uses the same amount that it gives), The life has rustler/leaf dragon which gives 2 life quanta but for light one (it may be useful with light mark, but in mono-deck it will not be wise), Fire has Brimstone Eater and Immolation/Cremation, Light has Ray of Light, Air has Damselfly, Darkness has Devourer/Pest. It is 6 elements. he other 6 cannot generate it's quanta the other way than from p/t.

3. All this quanta production abilities can be used by rainbow, and some others that produces quanta from other element than it's own (Firefly/Elite Firefly for example).

4. The abilities requires the sometimes other quantum than it's own. It can be produced from the mark, I agree, but there are elements that can be hard to mono-deck, from that reason. Entropy for example. Lycantrop needs death, Fallen needs Life, and the maxwell needs its own. What we get? 2 creature abilities from other mark, and only one from its own. And since mutation gives REALLY random elements for abilities it is impossible to predict which other element we will need.

5. Rainbow on the other hand gets 3 random quanta from one p/t by turn, so with 4 on the table we got 1/1 mathematical chance to get 1 point of quanta we need to use on ability.

6. We all now that mono-decks have to be fast to outdamage rainbow, since in the mid game it's quanta producing and card-drawing posibilities will win the game. That gives - mono (FAST), rainbow (STRATEGY).

And finally 7! SUNDIAL The card that every good rainbow have in the amount of 6, which can really slow down most of the mono-decks to get the game into it mid point and...look point 6.

This are only some thoughts, and I can be wrong so feel free to comment and argue on that.

Balancing all of that will need some card nerfing, elements changinga and so on. But how about the limitation to play only one p/t by turn?

1. The Sundial in the rainbow will be more balanced. It will be used to give chance to survive the start, yet it will be more challenging.

2. No more multiple card drawing per turn, cause the limitation of the hand. (No more "I will draw since i get something nice, since i can put p/t into play every time i get it").

3. Rainbow decks will still be a good strategy-based and powerfull from the mid game to the end, but more challenging to play and control, as this type of the deck should be)

4. Quantum p/t will not be overpowered as much as now since the rainbow with Sundials and Hourglasses will not have 10 of them on the table in relatively small amount of time producing 30 quanta per turn, which most of it is usefull for the deck.

What do You think about that?

If that was discussed here before, than i am sorry i must have missed that.


5
Random, Normal and Elder / Best AI3 Farming Deck on the cheap?
« on: December 15, 2009, 10:10:00 pm »

I have been looking for a fun and fast farming deck for begginers, and on our Wiki i have spotted this one: http://elementsthegame.wikia.com/wiki/No-Land_Stompy

I am amazed how well it works, it doesn't need any upgrades (yet some can make it even faster), no pillars/towers. It's fun to play, it's fast to play (many times i have all my hand on table in turn 1 dealing 10-11 damage, and the dead AI on turn 5-6).

Of course all the credits goes to the author, yet i don't know who he is.

Happy farming everyone. ;)

6
General Discussion / False Gods acting wierdly.
« on: December 15, 2009, 10:09:56 pm »

I used to program AI. Sometimes it uses some random factor when choosing what to do (it is mostly used to make an AI little less predictible). And sometimes this random factor makes it stuck, and not knowing what to do (it happened to me many times while testing my AI's). Maybe this is the case, I don't know how the FG AI's was programmed.

A little OT: Makers of Oblivion wanted to make the NPC AI's more "human", but in testing sth wierd had happened, AI made some ridiculous decisions, and Guards simply cut down whole village. :)

7
General Discussion / Update
« on: December 15, 2009, 10:09:56 pm »

Like EH said, even 1 card a week can make a difference. I know that making a rare cards is hard work, cause You have to think about balance in game, and in this particular case, about how to distribute them among players (new AI enemies). Yet making 2-3 normal cards, that We can buy on bazaar isn't that much time consuming. We will just buy them, make new decks with them, test them, in PVP for example or against AI or FG, whatever.

8
General Discussion / Update
« on: December 15, 2009, 10:09:56 pm »

I think, that some major card update will be a good thing, because without it the game will die. Soon everyone will have all the cards he desires, will be beating all FG's, and with PVP bugs, there will be not much to do. Of course, we can establish some kind of a league, or hosts some forum tourneys, but without new cards which will bring new decks, it will quickly become boring.

9
General Discussion / Update
« on: December 15, 2009, 10:09:56 pm »

Hmm... Maybe I have missed the fact the PVP works better, but that doesn't change the fact, that sooner or later, with so limited possibilities in deck building, even PVP will become very repetitive.
Don't get me wrong, cause I'm not trying to say that Zanz is lazy or something. In fact I think he made a wonderful work, cause this game is better than any other "so-called" free CCG's, and IT IS completely free. I just wish it will have some addons, new cards etc.

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