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Offline pulli23Topic starter

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Lowering the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473748#msg473748
« on: March 24, 2012, 05:08:55 pm »
Hi there,

One of the biggest drawbacks in this game for me has always been the randomness. - Especially the randomness of bad/good hands. This often leads to deck building which focusses on "simplicity" where you have a straight strategy during the game you follow. I hope with this suggestion to lower this.


What I propose is to:
draw 10 cards at start, and then discard 3 of them
Now the amount of cards you draw (9, 10 or maybe even more?) is just something that needs tweaking. And I'm myself also wondering what should happen to the discarded cards - best I think is if they are just put into a random position in the deck. However discarding them completelly might also allow for some tactics.

Doing this one can "make" his own start hand, and the chance to get a very bad hand gets lowered enormously. This in turn allows for more combo and diverse decks as no longer 6 times each card have to be present to know you'll draw it.

It does indeed turn over the current meta game completelly, but I think that the meta will become much more rich if this early-game-randomizer is tuned down a bit. As for human vs ai: well as the ai isn't the best at deciding a strategy, maybe simply not let the AI do this? I doubt the difference is THAT game breaking for the farm-decks.


What do you guys think about this suggestion? Please have a healthy discussion and don't throw it directly into the litter bin based on  "has always been this way".

Offline Absol

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Re: Loweing the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473751#msg473751
« Reply #1 on: March 24, 2012, 05:16:18 pm »
I'm not a fan of card discarding. If you want to use this mechanics, i suggest return 3 cards to the deck, not discarding them.
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Offline rowcla

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Re: Loweing the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473762#msg473762
« Reply #2 on: March 24, 2012, 05:40:27 pm »
randomness in card games is, and always has been, one of the most important aspects of it, because of the randomness, deck building changes drastically, not by forcing more basic decks as you seem to think, but rather by forcing players to consider probabilities and other aspects, and build off of that, having more consistent hands reduces the situations which require tactical thinking, as you will rarely need to consider new things with almost the same hand.

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Offline Calindu

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Re: Loweing the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473778#msg473778
« Reply #3 on: March 24, 2012, 06:42:28 pm »
Finally a idea I really like, as Absol said, discarding is bad.

What about: Draw 10 cards, choose 3 cards and return them as the first cards of the deck and then, shuffle the deck.

This should make skill more important.
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Re: Loweing the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473791#msg473791
« Reply #4 on: March 24, 2012, 07:11:51 pm »
I'd go with putting cards back in the deck and shuffling rather than discarding. This idea is quite interesting, but would probably change the entire meta XD

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Re: Loweing the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473867#msg473867
« Reply #5 on: March 24, 2012, 09:37:11 pm »
I'd go with putting cards back in the deck and shuffling rather than discarding. This idea is quite interesting, but would probably change the entire meta XD
i agree, it would make decks low on pillars perform considerably better than normal, it could even allow most speedbows to run with less than 6 QTs and still being competitive

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Re: Loweing the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473870#msg473870
« Reply #6 on: March 24, 2012, 09:48:11 pm »
I'd go with putting cards back in the deck and shuffling rather than discarding. This idea is quite interesting, but would probably change the entire meta XD
i agree, it would make decks low on pillars perform considerably better than normal, it could even allow most speedbows to run with less than 6 QTs and still being competitive
And that's why I would be against this.
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Re: Loweing the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473872#msg473872
« Reply #7 on: March 24, 2012, 09:49:45 pm »
I'd go with putting cards back in the deck and shuffling rather than discarding. This idea is quite interesting, but would probably change the entire meta XD
i agree, it would make decks low on pillars perform considerably better than normal, it could even allow most speedbows to run with less than 6 QTs and still being competitive
And that's why I would be against this.

And then you remember if that's ever going to be implemented, supernova will be already nerfed and then some.

Offline Aves

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Re: Lowering the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg473874#msg473874
« Reply #8 on: March 24, 2012, 09:53:25 pm »
It's not just about the SN decks. As rowcla mentions, it reduces the amount of planning- getting a near optimal hand every time increases the power of rush decks by a lot. If it weren't for that, I'd be all for it.
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Offline pulli23Topic starter

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Re: Lowering the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg474474#msg474474
« Reply #9 on: March 26, 2012, 10:24:45 am »
It can also be used the other way: actually rush decks rush BECAUSE they have a simple deck, not wasting cards on defensive abilities & just straight forward. With an update like this one can make a more advanced deck - and choose the cards based on what you expect the opponent to run. - Expect earthquakes? Don't drop towers. Expect a rush? Take the cc/defensive cards necessary to withstand early. Expect stall? Take a few pc cards. Expect poison? take a purify.
Basically it becomes very much more worthwhile to add a few "counter" cards to a deck.

The planning is still important, as you can't just slap everything inside a single deck when you choose 10 cards. However it is a proven technique many real-life card games use to prevent someone from having a too unlucky hand, and put more emphasize on the actual playing instead of drawing the correct cards.

Offline Gunthar

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Re: Lowering the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg475043#msg475043
« Reply #10 on: March 28, 2012, 08:04:06 am »
Drawing 10 (9 for the first starting player) cards in the first round is with a 30 card deck like drawing one thirth of the complete deck, which will help smaller decks even more. If this will getting in then I think it is necessary to raise the minimum deck size to 35 or 40.

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Re: Lowering the randomness, especially from good/bad hands. https://elementscommunity.org/forum/index.php?topic=37721.msg475085#msg475085
« Reply #11 on: March 28, 2012, 03:07:11 pm »
watching, and wanted to mention that the game has an internal mulligan system, just something to keep in mind.
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