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Messages - SamSmart (20)

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1

The upgrade system IS a bad idea.

For one, it is too prohibitive for new players AS IT CURRENTLY STANDS.  I still don't understand how the developers expect for people to grind this game enough to get the 45,000 electrum it takes to buy a 30-card deck of upgraded cards.  Makes it pretty tough to do when, with an un-upgraded deck, you can only win 10-20 electrum per game.  That means that it would take 4,500-2,250 games to get that much electrum.  That's a crapload of games to play with an un-upgraded deck in order to make the basic upgraded deck.

Which leads me to my second problem with this system.  I played the Top 50 decks a few time and many of them are VERY similar.  This makes me concerned that eventually this game will only have a very few "killer decks" that will dominate the game.

That's why I suggest getting rid of the upgrade system and instead use an expansion system.  I think the developers should make a new edition every, say, year.  The cards of the current edition can be bought at the bazaar or won by the spin of a wheel.  Cards of earlier editions cannot be bought but can be won by a wheel spin.  That way, older cards are available to new players but are more difficult to get.  It also means they'll stay in rotation for others to get.

I think this way, we'll have a good balance between new players and old players and new decks and old decks.  With every expansion, new deck strategies will have to be found as a large influx of cards come out, which favors new players.  But new players have a larger card collection to try out new deck strategies from, and so can benefit old players.  But new players can possibly access those old cards by winning at spins of the wheel, which gives an advantage to new players.

I have a few more critiques of this game, but those are the major ones.  I don't write this to bash the game but rather to help develop it into a better game.   :)  And I'll likely keep playing a for a little while longer yet.  No promises though.   :P

2

Currently, there are several types of permanents
1) Weapons, of which you can only have one out at a time
2) Shields, of which you can only have one out at a time
3) Others, of which you can have several out at a time, such as Boneyard

However, the game uses the same icon for these different types of permanents.  Most decks only need 1-2 copies of a weapon and 1-2 copies of a shield, but can use up to 6 copies of the other types of permanents.  For new players or for when new cards come out, it would be easier to identify what kind of permanent a card is if they have different icons in the lower right corner of the card's picture.  That way, we won't have to put it in a deck and test it out to find out where it sits on the gameplay field.

3
Game Suggestions and Feedback / Countdown Timer on Freeze
« on: December 15, 2009, 10:09:33 pm »

I fully support this.

4
Game Suggestions and Feedback / Trying out starter decks
« on: December 15, 2009, 10:09:33 pm »

You know, maybe this could be included into the quests.

Part of the tutorial could be playing with the starter deck of every element to show new players the strengths and weaknesses of the elements.  Then, only after playing (but not necessarily winning) every element will a player be allowed to choose a Mark and the starter deck for that Mark and go on to regular play.

5
Game Suggestions and Feedback / Mulligans
« on: December 15, 2009, 10:09:33 pm »

hi, i´d like to see mulligans only on first round with no pillars in hand. starting with 6 cards to prevent abuse is a good idea, too.
So we can't mulligan when we have all pillars in hand?

I say just make it Paris-style mulligans that reshuffle your deck and give you 1 less card every time you do it in a game until you only get 1 card.

But I prefer simplicity.

6
Game Suggestions and Feedback / Mulligans
« on: December 15, 2009, 10:09:33 pm »

I don't like putting all these conditions on mulligans.  Why can't we just let it be up to the player?

7
Game Suggestions and Feedback / Upgraded Cards
« on: December 15, 2009, 10:09:33 pm »

New players wouldn't.  I mean I've been playing this game for a few weeks now and I only have cards for a few good Darkness decks and barebones decks for Life, Death, and Fire.  And I have NO upgraded cards.

I'm not saying that people shouldn't have to work for upgraded cards.  I'm saying that, as they currently stand, it's far too prohibitive to players to get a deck full of upgraded cards.

8
Game Suggestions and Feedback / The 500 Score Rare Quest... Is It Enough?
« on: December 15, 2009, 10:09:30 pm »

I think that would be a great idea.  I just started this game and was surprised to find that it abruptly ended.

Getting higher scores isn't the only way to make new quests.  You could also make quests designed around certain cards, such as getting 6 copies of the dragon for an individual element could produce some kind of rare.  Maybe you could get a unique if you got a full set of dragon cards for every element.

9
Game Suggestions and Feedback / Upgraded Cards
« on: December 15, 2009, 10:09:30 pm »

That's true.  However, while both the Tower and the upgraded Parallel Universe will net you 1 q, the Universe will deal damage to your enemy or perform some other kind of effect, something the Tower can't do.

Also, if cost is disconnected from card power for normal cards, then why shouldn't they also be disconnected for upgraded cards?

10
Game Suggestions and Feedback / Free Metamorphosis?
« on: December 15, 2009, 10:09:30 pm »

I don't think changing which mark you use should be free.  After all, that provides a quantum source to you that the opponent can do nothing about.  He can't steal it or disintegrate it.  That means you get 1 quantum of that element every round no matter what.  That makes it a lot more valuable than you think, and therefore shouldn't be changed for free.

11
Game Suggestions and Feedback / Deck saving
« on: December 15, 2009, 10:09:29 pm »

I think only having a few deck slots would be fine, maybe 3-5.  I can't imagine why anyone would realistically want more than that many anyway.

12
Game Suggestions and Feedback / Mulligans
« on: December 15, 2009, 10:09:29 pm »

I second that great idea  ;)

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