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Offline Higurashi

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092692#msg1092692
« Reply #12 on: August 15, 2013, 01:48:15 pm »
Submitted these decks to the bestiary:
Spoiler for Time Lvl 0:
Undead Soldier
HP 15
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52m 52m 52m 52r 52r 52t 52t 542 542 542 542 542 542 542 542 542 542 5rk 5rk 5rk 5ru 5ru 5ru 8ps

As you wander the dunes, you see a long past battlefield. Trying to find some loot, you search the corpes when suddenly the start moving again!

Swarm
HP 25
Hover over cards for details, click for permalink
Deck import code : [Select]
55q 55q 55q 576 576 576 576 576 576 5rq 5rq 5rq 5rq 5rq 5rq 8ps

You find a treasure chest. As you open it, a swarm of scarabs surrounds you!


Spoiler for Aether Lvl 0:
Bard
HP 20
Hover over cards for details, click for permalink
Deck import code : [Select]
5c1 5c1 5c2 5de 5de 5de 5de 5de 5i8 5if 5if 5jm 5jm 5jm 5jm 5jm 61o 61q 621 621 623 624 624 624 624 8pu

A crazy bard jumps out of the bushes and attacks you.

Spider Lair
HP 30
Hover over cards for details, click for permalink
Deck import code : [Select]
52j 52j 52j 52j 52o 52o 52o 542 542 542 542 542 542 542 542 542 620 620 620 620 624 624 8pu

Spiders can be found anywhere. Even in the aether realm where dream meets reality.
I like 'em. Especially when there's a little bit of cute lore. One thing I don't wanna see is when low level decks deck themselves out too easily. 12 card decks are far too small to provide any kind of lesson or challenge.

Submitted to Bestiary:
Divine Spark
HP 30
Hover over cards for details, click for permalink
Deck import code : [Select]
5l8 5l8 5l8 5l8 5l8 5l8 5lf 5lf 5lf 5lf 5lf 5lj 5lj 5mq 5mq 61p 61p 61p 61p 61p 61p 61r 61r 8pu


It just can't win against that darn Fire Starter deck! But it has a nice little lore tidbit, as all my decks do. Stories about the Aether or the character itself if the NPC is that unique. I would post my lore on the aforementioned deck, but I can't find it in Trainer. Actually can't find any of my decks there.

Edit: Really nice reputation and quest update in Trainer. Finally a bit RPG-ish :D

Edit2: The Aether Palace is full of Earth and Gravity NPC's. The Brave Golem got a 26/20 Shard Golem with Fiery on the second turn. Kinda crazy for a lvl 8 NPC. Hm, same for the Peon Gravity Pull one. Got a Doll out with 96 HP and GP on it. I assume these are very much misplaced x)

Edit3: Added Immortal Spirit, Fledgeling Phase Spider and Living Mirror to the Bestiary. Easy enough to be starter NPC's, showing an example of a strategy, and obligatory lore included. Educational.
« Last Edit: August 15, 2013, 05:22:18 pm by Higurashi »
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Offline Keolino

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092693#msg1092693
« Reply #13 on: August 15, 2013, 02:48:25 pm »
Water
Spoiler for Hidden:
Jellyfish (20 HP)
Hover over cards for details, click for permalink
Deck import code : [Select]
52i 52i 52i 52o 542 542 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i5 5i5 5i5 5i5 5i6 5i6 8pp

Description: These little jellyfish are poisonous, so better be careful!

Mind Reader (25 HP)
Hover over cards for details, click for permalink
Deck import code : [Select]
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5if 5if 5if 5if 5if 5if 61p 61p 61p 61p 623 623 63a 63a 63a 8pp

Description: He tries to read your mind to fight you with your own weapons!
What's the speed of dark?

Offline Chapuz

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092695#msg1092695
« Reply #14 on: August 15, 2013, 03:18:00 pm »
Bone Wall
HP: 35
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52g 52g 52g 52g 52g 52g 52g 52i 52i 52i 52i 52i 52i 52r 52r 52r 52r 52r 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oh 5oh 5oh 5oh 5oh 5oh 5on 5on 5on 5on 5on 5on 8pr
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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092696#msg1092696
« Reply #15 on: August 15, 2013, 03:25:31 pm »
Submitted these decks to the bestiary:
Spoiler for Time Lvl 0:
Undead Soldier
HP 15
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52m 52m 52m 52r 52r 52t 52t 542 542 542 542 542 542 542 542 542 542 5rk 5rk 5rk 5ru 5ru 5ru 8ps

As you wander the dunes, you see a long past battlefield. Trying to find some loot, you search the corpes when suddenly the start moving again!

Swarm
HP 25
Hover over cards for details, click for permalink
Deck import code : [Select]
55q 55q 55q 576 576 576 576 576 576 5rq 5rq 5rq 5rq 5rq 5rq 8ps

You find a treasure chest. As you open it, a swarm of scarabs surrounds you!


Spoiler for Aether Lvl 0:
Bard
HP 20
Hover over cards for details, click for permalink
Deck import code : [Select]
5c1 5c1 5c2 5de 5de 5de 5de 5de 5i8 5if 5if 5jm 5jm 5jm 5jm 5jm 61o 61q 621 621 623 624 624 624 624 8pu

A crazy bard jumps out of the bushes and attacks you.

Spider Lair
HP 30
Hover over cards for details, click for permalink
Deck import code : [Select]
52j 52j 52j 52j 52o 52o 52o 542 542 542 542 542 542 542 542 542 620 620 620 620 624 624 8pu

Spiders can be found anywhere. Even in the aether realm where dream meets reality.
-snip-

Edit2: The Aether Palace is full of Earth and Gravity NPC's. The Brave Golem got a 26/20 Shard Golem with Fiery on the second turn. Kinda crazy for a lvl 8 NPC. Hm, same for the Peon Gravity Pull one. Got a Doll out with 96 HP and GP on it. I assume these are very much misplaced x)

Ah!  My 'mini-stompy' submission made the Trainer, eh?
The Brave Golem  <-- Is this the one you found?

If so...
Maximum 7-turn games for The Brave Golem as you should win by deckout in that case.  Alternatively, handle the initial Golem with some soft-CC (BB, Freeze) or a shield (Dim, Fog/Dusk, Bonewall) to stop it a couple times to generate the low-HP-kill attack for the win.  :)

Finally, that level 8 will adjust up if it actually wins a lot.  I'm not really expecting it to be that but level 8 seems a tad low.
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Offline Higurashi

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092697#msg1092697
« Reply #16 on: August 15, 2013, 03:42:03 pm »
I really don't need to hear how to beat SoI decks :p
It's much harder than lvl 8, as is the Peon GP one, but the main problem I mentioned is that it's in the Aether Palace along with more erronously displaced NPC's.

Many decks won't have the right level on them because the actual deck matters more than stats. That's why zanz has this system where they adjust with winrates.
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Offline zanzarinoTopic starter

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092723#msg1092723
« Reply #17 on: August 15, 2013, 06:13:27 pm »
Updated OP.

Palace areas are done, thank you for the quick submissions.

I am now starting to work on level5 areas, I need 3 NPCs per area here, the 3rd one is going to be a rare spawn that can use rare cards.

There should be no rare card in level 0 or level 5 areas (non-elite): too easy to farm and a new player would not understand that value of a rare if it pops as the first card he/she wins.

If you see a rare in a non-elite from the table in the OP let me know and I'll remove it.

p.s.: Yes, in the trainer level 0 area have a random level between 0 and 4, but that is because it was set to sample all the NPCs submitted, it will just say 0 in the final version.

Offline majofa

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092724#msg1092724
« Reply #18 on: August 15, 2013, 06:24:01 pm »
It says rare though. Can a pop up appear when the player wins their first 'rare' card? Then the problem of them being in the first zones would be solved. One per deck is tough to win, though.

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092727#msg1092727
« Reply #19 on: August 15, 2013, 06:28:21 pm »
It says rare though. Can a pop up appear when the player wins their first 'rare' card? Then the problem of them being in the first zones would be solved. One per deck is tough to win, though.

I modified the slot machine a while ago with new borders/colors etc. it is hard to miss now when you win a rare or upgraded card. Still, winning a rare as your first card is anticlimactic.

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092728#msg1092728
« Reply #20 on: August 15, 2013, 06:29:22 pm »
It says rare though. Can a pop up appear when the player wins their first 'rare' card? Then the problem of them being in the first zones would be solved. One per deck is tough to win, though.

I modified the slot machine a while ago with new borders/colors etc. it is hard to miss now when you win a rare or upgraded card. Still, winning a rare as your first card is anticlimactic. EPIC!
;)

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092731#msg1092731
« Reply #21 on: August 15, 2013, 06:49:46 pm »
Updated OP.

Palace areas are done, thank you for the quick submissions.

I am now starting to work on level5 areas, I need 3 NPCs per area here, the 3rd one is going to be a rare spawn that can use rare cards.

There should be no rare card in level 0 or level 5 areas (non-elite): too easy to farm and a new player would not understand that value of a rare if it pops as the first card he/she wins.

If you see a rare in a non-elite from the table in the OP let me know and I'll remove it.

p.s.: Yes, in the trainer level 0 area have a random level between 0 and 4, but that is because it was set to sample all the NPCs submitted, it will just say 0 in the final version.

Just submitted a Light elite NPC.

Cutlass of Justice v2 (Light mark as opposed to dark mark of v1)
Hover over cards for details, click for permalink
Deck import code : [Select]
5lf 5lf 5ll 5ll 5ur 5ur 5ur 5ur 5v1 5v2 606 606 606 606 606 606 7jv 7jv 7k5 7k5 7n2 7n2 7t9 7t9 7um 7um 7um 7um 7um 7um 8pq


mark x2, 100 HP, normal draw power.

The split helps both against EQ (very minor purpose and chance to oppose) and keeps the rare winning from being too high.  Let me know if the idea is liked but build should be changed and I can do another (v3).
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Offline Zso_Zso

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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092733#msg1092733
« Reply #22 on: August 15, 2013, 06:52:36 pm »
I did some quick test in fire starter area, comments:

1. I love that the upgrade button is separate from the Quests  8)
2. "Fire bug" NPC has the right difficulty for the area, but it contains an upgraded Tower-shield which is unexpected for such low level deck -- I think upgraded cards should be used only in higher level decks
3. "Graviton Fire Eater" NPC is a bit too hard for a starter opponent IMHO, it has Unstable Gas -- devastating against low HP fire critters, CC, good-shield (wings).
4. After a few battles (and shopping in bazaar) you get the Quest: clear the area, kill everything in an area. However, new NPCs keep popping up after each battle, so it seems like an impossible challenge: kill 1 => 3 new pops up.
5. The idea of many NPCs suggested a more varied experience, i.e. that you don't have to keep fighting the same opponents decks over and over again. But with the current setup where you have multiple copies of nly 2 NPCs per area, the result is actually the opposite. A new player will keep facing the same opponent even more often than in v1.321

« Last Edit: August 15, 2013, 07:02:56 pm by Zso_Zso »
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Re: 1.4 Starting areas https://elementscommunity.org/forum/index.php?topic=50781.msg1092737#msg1092737
« Reply #23 on: August 15, 2013, 07:17:16 pm »
I did some quick test in fire starter area, comments:

1. I love that the upgrade button is separate from the Quests  8)
2. "Fire bug" NPC has the right difficulty for the area, but it contains an upgraded Tower-shield which is unexpected for such low level deck -- I think upgraded cards should be used only in higher level decks
3. "Graviton Fire Eater" NPC is a bit too hard for a starter opponent IMHO, it has Unstable Gas -- devastating against low HP fire critters, CC, good-shield (wings).
4. After a few battles (and shopping in bazaar) you get the Quest: clear the area, kill everything in an area. However, new NPCs keep popping up after each battle, so it seems like an impossible challenge: kill 1 => 3 new pops up.
5. The idea of many NPCs suggested a more varied experience, i.e. that you don't have to keep fighting the same opponents decks over and over again. But with the current setup where you have multiple copies of nly 2 NPCs per area, the result is actually the opposite. A new player will keep facing the same opponent even more often than in v1.321

2. Removed all upped card from level < 20
3. Fire eater moved to lvl10 area, now we need a lvl0 fire critter!
4. Doubled the respawn time from 3 mins to 6 mins. Reduced the max amount of NPCs in palace area to 6. (will be live soon).
5. A player should kill those NPC only a few times before moving out of the palace area, the other areas will have random NPC's spawning from the NPC database (1300 NPC's and counting)
« Last Edit: August 15, 2013, 07:29:55 pm by zanzarino »

 

anything
blarg: