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Offline Anarook

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024901#msg1024901
« Reply #264 on: December 23, 2012, 04:25:35 am »
Dammit moomoose, makin me jelly =/
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Offline moomoose

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024914#msg1024914
« Reply #265 on: December 23, 2012, 05:44:06 am »
if it makes you feel better, i have easily put over 500 hours (possibly over 1000) into card development ( http://elementscommunity.org/forum/index.php/topic,15180.0.html ) and only 2 proved useful, and at minimum wage of $7.25/hr that would be $3625 donated to the game for those two card ideas to take off.  well, i made myself sad.
« Last Edit: December 23, 2012, 05:46:42 am by moomoose »
moose dont say moo.

Offline henstheman

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024927#msg1024927
« Reply #266 on: December 23, 2012, 07:22:14 am »
Moomoose, I have just looked at your portfolio, and I have to say, your work is amazing. I know if those cards are implemented to the game, Elements would have a significant improvement. I'm very impressed and hope your cards will be added sometime soon.

Offline eaglgenes101

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024957#msg1024957
« Reply #267 on: December 23, 2012, 11:05:48 am »
1.33 has to have a way to make small amounts of specific quanta quickly on demand, or someone's going to rage over 1.32 over a long time.
(I'm thinking the gem makers, now floating around in the armory.)
« Last Edit: December 23, 2012, 11:07:57 am by eaglgenes101 »
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Offline Pineapple

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024963#msg1024963
« Reply #268 on: December 23, 2012, 11:30:30 am »
1.33 has to have a way to make small amounts of specific quanta quickly on demand, or someone's going to rage over 1.32 over a long time.
(I'm thinking the gem makers, now floating around in the armory.)

What's your reasoning for this claim?

Offline eaglgenes101

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024966#msg1024966
« Reply #269 on: December 23, 2012, 11:41:36 am »
The shard coloration. In particular, SoR, SoD and SoG now cost 3/2 of specific elements, which will render brave phalanx and other decks dependent on the colornessless of the shards disabled or worse.
« Last Edit: December 23, 2012, 11:45:12 am by eaglgenes101 »
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Offline Calindu

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024968#msg1024968
« Reply #270 on: December 23, 2012, 11:58:01 am »
The shard coloration. In particular, SoR, SoD and SoG now cost 3/2 of specific elements, which will render brave phalanx and other decks dependent on the colornessless of the shards disabled or worse.

Show me how you make Brave Phalanx working with those cards in.
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Offline Pineapple

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024972#msg1024972
« Reply #271 on: December 23, 2012, 12:21:48 pm »
The shard coloration. In particular, SoR, SoD and SoG now cost 3/2 of specific elements, which will render brave phalanx and other decks dependent on the colornessless of the shards disabled or worse.

I'm pretty sure more people will be HAPPY rather than raging about how zanz has fixed the shard's excessive splash-ability. Did you think zanz did this on a whim, only to create some problems?

Offline eaglgenes101

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024973#msg1024973
« Reply #272 on: December 23, 2012, 12:23:27 pm »
No (though I would take the problem up differently if I was the dev). It's just that this fix disables a few decks, so people going by them will find them less powerful in the next version.
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Offline Marsu

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024987#msg1024987
« Reply #273 on: December 23, 2012, 01:07:20 pm »
That's the sense of this game, to adapt to new situations and create innovative decks.
If some noob cries because his copy&paste deck doesn't work anymore... Noone should care.

Offline TheManuz

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1024995#msg1024995
« Reply #274 on: December 23, 2012, 02:25:59 pm »
Sure, it's nice when the meta changes, because new decks rise.
But we should also try to add cards that enable players to try more combinations, i don't think the problem is to maintain old decks, but to make a more diversified meta.
Right now the possible decks are: mono, duo, trio, and rainbows.
Quad decks are treated like rainbows, with quantum pillars and nova/supernova, and trios aren't very reliable.

Offline Wolfunit

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Re: Elements 1.32 https://elementscommunity.org/forum/index.php?topic=45197.msg1025003#msg1025003
« Reply #275 on: December 23, 2012, 02:53:44 pm »
Quote
Ah, yes, I remember that one too.  I believe that had like 2 or 3 features.

EDIT: if more badges are a requirement, perhaps we could come up with a few?

Kongregate rarely ever would r-ebadge a game (If it didn't have 4 already) also like I said Elements would never be featured for the reasons I posted before and only would if the Badge of the day system comes back. If I was in the council imo I would encourage the others to support a suggestion to zanz to add the microtransaction because he's losing out on a massive amount of revenue potential if he ever decides to add more then shards/artwork for $. Better then nothing in my point of view as you see all those popular games getting the developer a decent amount of $.
« Last Edit: December 23, 2012, 02:55:37 pm by Wolfunit »
Hello, If you're a active player on Kongregate and in need of help you can leave a message on my profile which is qazzaq123. :D

 

blarg: