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DDD (Round 4 voting) https://elementscommunity.org/forum/index.php?topic=54404.msg1134507#msg1134507
« on: April 28, 2014, 06:00:15 am »
Note you will have until 1 daybefore Round 5's tasks are due which, at the moment, is up in the air.
Your favorite Hotyugh

Offline rob77dp

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Re: DDD (Round 4 voting) https://elementscommunity.org/forum/index.php?topic=54404.msg1134701#msg1134701
« Reply #1 on: May 01, 2014, 03:26:47 am »


Spoiler for Task:

Elements "The Game"
Design a sport to be played by Elementalists or creatures.

Special Rules: Please limit to under 250 words (we will be using The Word Count Tool for validation). Submissions breaking these rules will be disqualified.

Vote #1 - My own team - Crushing ist sehr gut!
Spoiler for DDD:
Growthball

- Played by any creatures
- Gameplay is bouncing/throwing a ball back and forth between the players. The ball grows proportionately as the users use their means/abilities to grow. If any player ends up weaker than the ball, that player is out (or rather, crushed :P) Last player standing wins.

Special Notice: CHIMERA NOT ALLOWED - as soon as he joins the game, he is the only player left standing ;)

Vote #2 - Most sport-like among remaining entries...
Spoiler for Divine Light:
Elements Jousting

Basic Rules
Each competitor will pick an element which has a special set of skills explained bellow. Each competitor will be given an elemental suit of armor and a dragon of their element to serve as a mount. While all different, each suit does have one universal feature, A grid guard on the left shoulder. The goal is to hit the grid guard with your elemental lance. Hitting the guard is worth one point, breaking the lance is worth 5 points, and knocking your opponent off his mount is worth 10 points. Rounds are best of five.

Elemental advantages
Each armor set will give you a unique advantage, choose wisely.

 :entropy Perception filters foul your opponent's aim
 :death Your opponent's mount may turn into a skeleton, counting as a knock off
 :gravity Your lance will be drawn to your opponent's grid guard.
 :earth Your plate armor will make it impossible to be knocked off your mount.
 :life After each joust your will be healed of injurys.
 :fire You can choose to double the overall points gain
 :water Freeze the wingtips of your opponent's dragon.
 :light Cause holy flash before impact to blind your opponent.
 :air Your joust will take place in a lightning storm.
 :time Time will move slightly slower for you, allowing you to aim better.
 :darkness You and your steed will be shrouded in haze.
 :aether Hits your psionic lance land gain you two more points.



Spoiler for Task:

Baroque
Depict one or several creatures in a Baroque Painting Style (may use any medium, but should match the style)

Special Rules: Only use original or royalty-free art. Provide credit where necessary. Use of work from other members of the Elements Community (even with permission) is strictly forbidden.

Vote #2 - The one that caught my eye and seemed to somewhat stick to what I think of as baroque (granted, I am far far FAR from an art expert)...
Spoiler for Divine Light:


Vote #1 - I especially like the texture added to give a "painting-feel" :D
Spoiler for DDD:




Spoiler for Task:
A Deck of Emotions
Create a deck themed around one wedge of the wheel of emotions in each of it's levels, and write a short explanation.

Special Rules: Decks must be playable in-game. Voters will be highly encouraged to take originality and potential winnability into consideration.

Vote #2 - Fairly equal to the other submissions in quality relative to the task... but doing it via Spider Wings makes Master of Death happy!
Spoiler for Silver Ferns:
Emotion: REMORSE

Hover over cards for details, click for permalink
Deck import code : [Select]
52j 52j 52j 52j 52j 52o 52o 52o 52o 52o 52o 52q 52q 52q 5oo 5oo 5oo 5oo 5oo 5oo 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pk


Strategy:
 Feel absolutely no Remorse as you stall with your Shield of Sadness [a.k.a.Wings] and see your opponent getting Bored to :death! Use the Disgusting Webs of your Loathsome Spiders to ground any airborne hitters. Behold as your Arsenic of Grief is filling your opponent with Pensiveness [and poison counters]! Victory will come swiftly with this Deck of Remorse.
 Though not really recommended for Elders (Pharaoh/Scarab can be really annoying), it can farm Half-Bloods pretty well for a fully unupped and almost rareless deck and can often make its way through Bronze.
 Just do not expect fast matches, okay? :P

Q: Upgrading order?
A: 1st: Arsenics; they're greatly going to improve the potential winability of this deck!
              2nd: Poison; same reasoning as Arsenic.
              3rd: Death Pendulums; faster quanta production.
              4th: Flesh Spiders; however, I would have kept one or two unupped just for Maxwells.
              5th: Wings; -1 cost wont't change a lot.

Q: Why it is a fair HB farmer?
Spoiler for answer:
A: First of all, we must take into account that HBs are completely random decks. Then, we must count the strengths & weaknesses of our Deck of Remorse as well as calculating the amount of cards that can counter our deck. So here we go:

 * The greatest weakness of this deck is PC, because it counters the superb defence of Wings as well as the most reliable damaging source of this deck, which is Arsenic. So, we have the following counters:
 Deflagration|Explosion
 Steal|Improved Steal
 Butterfly Effect|Buttefly Effect
 Pulverizer|Pulverizer

That is 8 cards between 256 non-pillar & non-pendulum cards (I won't bother counting Nymphs), so the chance for a HB to have packed one of these is about 3% (pretty low if you ask me). Furthermore, in case of BE it also needs a low-atk creature and there are 59 low-atk creatures between 256 cards (23% chance, minus the fact most of these are growers and untargetable by BE after a while or lose a much more significant ability, minus the fact an AI can never use a BE properly) to use it and Pulvy needs 2 or 3 :gravity quanta to use his PC (chances to generate enough :gravity quanta via Quantum Pillars are low, let alone an AI can't use Pulvy's PC properly), lowering the chances even further. This shows the overall weakness of the HBs towards permanents.

* CC is also a weakness, but not that great. Flesh Spiders aren't the best hitters and the true reason this deck needs them is because of their Web ability. However, there are about 80-85 cards with CC out of 256 non-pillar & non-pendulum cards (I won't bother counting Nymphs once again) and only about half of them (40-43) are really good against Flesh Spiders (16% chance to appear). But even without spiders, only 62 creatures are airborne of 256 cards (24% chance to appear). Moreover, the most commonly spammed airborne creatures are Dragons (because every element has one of them) which are easily countered with even a single Flesh Spider (dragons are expensive, AI rarely makes any other move on the same turn it plays one of them, they lack any PC or CC ability and became totally harmless after Webbed if Wings is in play).

* Quanta control (Devourer, Black Hole, Discord, Earthquake, Trident) can be annoying, especially in the beginning when you're tough on quanta. However, due to the small cost of the cards used in the Deck of Remorse, a player is more likely to prevail such a difficulty.

* There are however some annoying, quite hard counters towards this deck. Momentum, Charger, Titan, Psion can be devastating in numbers and DR shields like Titanium, Diamond, Jade, Permafrost, Dissipation, Hope with Light-emitting creatures and Dims completely block your Arsenic and its poisoning, letting you fight only with Poison Spells (Purify also hurts this deck really bad). Ironically, the most annoying shield that greatly counters this deck is Wings! Fortunately, 12 hard counters and several other smaller and softer counters aren't that bad against randomly generated decks.

A: Can we have some actual HB results?
 Sure, here it is:
 
Spoiler for Half-Bloods Testing Results:
Games played: 33
 Wins: 20 (1 Elemental Mastery)
 Loses: 13
 Winrate: 60%
 It doesn't look like a lot, but according to my experience it is a quite good result for an unupped deck.

Spoiler for Card By Card Breakdown:
Wings:
 It represents sadness because relying to a shield spam tactic is just sad. :(
 It is also boredom because it is really boring for your opponent who waits for 5 turns in order to attack you. :P
Flesh Spider:
 It represents Loathing and disgust. If you disagree, give this cute spider a kiss! :-*
Arsenic & Poison:
 They both represent grief and pensiveness. They cause such feelings to your opponents as they see themselves about to die due to mass poisoning, muhahaha! ;D

Vote #1 - Strong ties to the emotion wheel, and very enjoyable to play... used it even after the Round ended a few times! :)
Spoiler for DDD:
A Deck of Emotions
Create a deck themed around one wedge of the wheel of emotions in each of it's levels, and write a short explanation.

Special Rules: Decks must be playable in-game. Voters will be highly encouraged to take originality and potential winnability into consideration.

Pensiveness, Sadness, & Grief
Hover over cards for details, click for permalink
Deck import code : [Select]
5uq 5uq 5uq 717 717 717 717 72i 72i 72i 72i 72i 72i 72i 72i 7h0 7h0 7h0 7h0 7h0 7h0 7t8 7t9 7t9 7tb 7um 7um 7um 7um 7um 8pp

(Grieving in the) Graveyard
Nymph's Tears (of sadness)
(Pensiveness) sets in at Nightfall

The most "death-like" wedge contains the levels 'grief', 'sadness', and 'pensiveness'.  Nymph's Tears is included as the sadness represented by sad tears many feel in grieving (grief) at a loved one's grave (Graveyard).  Done so at Nightfall is likely to lead to pensive mood.  Dusk, Steal, and Vagger help improve "winability" of the deck as shown with a breezy run in AI3 (3-0, 7 TTW, 7 TTW, 10 TTW) and decent showing in AI4 (2-1).

Spoiler for Winning screenshots...:












Spoiler for Task:
Alphabetical Counter
Design two cards: one for your team and one of the next team alphabetically using both team names for the thematic. While staying in thematic, make your card hard counter the card you made of the other team.

Special Rules:
All card submissions must follow the CIA Guidelines, with one important exception: NO card art alowed. You can say and explain anything about the card in <100 words.


Vote #1 - Neat counter, my own teams entry too.
Spoiler for Death Dost Dominate:
NAME:
Silver Fern
ELEMENT:
Life
COST:
3 :life
TYPE:
Creature
ATK|HP:
0|4
TEXT:
0 Spores: All your nearby creatures are put in stasis, or if they are already, have the stasis removed.
NAME:
Bracken Fern
ELEMENT:
Life
COST:
3 :life
TYPE:
Creature
ATK|HP:
0|3
TEXT:
0 Spores: All your nearby creatures are put in stasis, or if they are already, have the stasis removed.

ART:
-
IDEA:
Death Dost Dominate, Brawl #3
NOTES:
  • Nearby means all creatures within 2 tiles.
  • Creatures in stasis are untargetable, but don't attack.
  • The spores ability is an activated ability, and thus can be lobotomized.
  • Ferns have the passive ability 'Fern': they aren't affected by their ability, and destroying a Fern removes all stasis on all nearby creatures.
SERIES:
-


NAME:
Rigor
ELEMENT:
Death
COST:
3 :death
TYPE:
Permanent
ATK|HP:
-
TEXT:
Creatures that do not attack for 3 consecutive turns gain 'rigor': they die if they don't attack next turn.
NAME:
Rigor Mortis
ELEMENT:
Death
COST:
3 :death
TYPE:
Permanent
ATK|HP:
-
TEXT:
Creatures that do not attack for 2 consecutive turns gain 'rigor': they die if they don't attack next turn.

ART:
-
IDEA:
Death Dost Dominate, Brawl #3
NOTES:
  • Rigor is shown as a status like momentum and adrenaline.
  • If they do attack next turn, the rigor status is removed.
  • A creature with adrenaline needs to not make any attacks for the specified number of turns to contract rigor, as opposed to counting each adrenaline iteration as a turn. Yes, this means adrenaline functions as a counter to Rigor.
SERIES:
-
[/quote]

Vote #2 - I REALLY like the DDD card you designed here... A very nice counter counter too (if a bit OP and basically unkillable)
Spoiler for Whispers in the Dark:
Wither King | Wither King
Representing Death Dost Dominate

"Wither - This creature loses -2|-2 each turn or +2|-2 if current attack is negative. Attack cannot go beyond 0 but the creature can die." If Wither King dies before a creature with "Wither" dies, the effect stays but no bonus will happen upon death. A creature dying from "Wither" only benefits the Wither King that targeted the creature. "Wither" can only be given to a creature once. Using the curse skill with 1 HP will use the ability but kill the Wither King.

Whisper | Whisper
Representing Whispers in the Dark

Ability is passive. You can't kill a whisper. If you attack it, it duplicates and attacks you back. Since this card cannot "die", any card that triggers from death effects will have no effect here. So if a Wither King were to target this, it would just de-buff itself slowly whilst Whispers keep on coming back again and again. And if the Wither King decids to not use its ability, the Whisper will outpace it in the end.



Spoiler for Task:

Forum Upgrade
Come up for a new Forum or Subforum and explain why we need it.

Vote #1 - Stem the ebb of active community members!
Spoiler for DDD:
FORUM: Community Promotion
Why is this needed?
It is a commonly held view the Elements community is no longer expanding and likely contracting.  Getting current members involved in various ways to curb this ebb and erosion serves to keep members here and garner new members simultaneously.

Sub-forums:
Donating Why? Donations can be used to motivate further development and to keep the community functional.
- How to donate.
- Why donate.
- Who to donate.
Useful Skills Why? A member using their skills to help the game is a member that stays longer AND provides a more attractive environment for new members.
- Member skill list
- Wanted skills
Expand Elements' Influence Why? Elements has a unique way of grabbing the interest of many that just "tried it a few times".  Getting more to try playing leads to more players and trickles into more forum regulars.
- Who did you invite to try Elements this week?
- Advertising opportunities

Vote #2 - I have never used the BATTLE feature/forum stuff here... perhaps something like this could get me to at least try it!
Spoiler for Silver Ferns:

LET'S BATTLE!!!

A submission dedicated to save Battle forum game from the brink of destruction!

 "A new forum... or subforum. But, for what?"
 The above phrase was running through my mind the whole day after reading the Forum Expert task of Round 4. Was there a need for anything new? EtG forums seem pretty full of everything and with many activities, enough for the community to self-sustain itself for a very long time.

 "What does the community really miss?"
 That was an easy question to ask myself yet its answer was very tough. According to my ideals and beliefs, a new forum or subforum must include something huge, famous, that is important to the current EtG forums yet it does not need to be directly connected to EtG or the community itself; it must be a part of the forums yet a seperated thing, a self-sustained entity.

 "But is it possible for such a thing to exist? And if it does, what is it?"
 This was probably the most critical question I had to answer. The solution came as my cursor was searching for "Help" yet it mistepped a button to the right, right onto "Battle". That's right! Battle has the right to hold its own forum or subforum since it is an extremely important part of our community, yet it is a self-sustained entity at its own right! Am i right? The righteous battle of Battle has just begun!

 "But Battle is dead!"
 Shut up! Battle is not dead! It is alive. ALIVE! >:(
Ok, in all seriousness, Battle is not in a very good condition lately. And that's the reason we need a Battle-related forum/subforum asap.
Consider the following:

1) The "Battle" button to the top of the forums and the Battle-related off-topic thread can't provide enough advertisment for our beloved forum game. If you ask most people what the "attack player" button does, they are probably going to think it is an anti-reputation button or something, showing that most of forum members do not even know what Battle is in the first place! However, a new forum/subforum about Battle would definitely be something which catches people's attention and can't be missed! After all, we can't expect Battle to stay alive when most people do not even know it exist, can we?
 ::)

2) The new sections included are going to rejuvenate the interest of the community. Who is going to remain untouched by a new, well-organised battle forum where he/she can easily suggest new neat monsters and/or quests, bugs, balancing issues, events & competitions, graphical changes or whatever it comes into his/her mind?
 :D

3) Of course, we are going to recruit a new Battle-related Admin whose responsibilities are going to include (but not limited to) maintance of Battle's coding, rules update, organizing and running Battle-related events etc.
 8)

"Ok ARTH, we had enough of your fantasies! Show us some of your plans or stfu!"
 Hey! I am you! How dare to treat me, I meant you, like this? You, you... me!
But it is fair enough I have to provide some more info and planning, so here we go:


1) In case we had a subforum, it should look like this:



Spoiler for Battle Subforum Breakdown:

A) Introduction
Introduce yourself to the Battle community and learn the basics.


The Introduction board includes 3 categories; Introduce Yourself, Rules and Battle Basics (plus any Introduction topic which doesn't fit in any of these categories).

Spoiler for Introduce Yourself:
Much like the respective EtG topic, every new Battle player is advised to post in here and introduce himself/herself to the Battle community.
Spoiler for Rules:
Much like the respective EtG topic, Rules does NOT neccecarily include descriptions of in-game rules of Battle (read Battle Basics below) but it ought to state the rules of polite behaviour within the Battle community (no spamming, no insults, no threats, no trolling, no PK overdoze etc.) as well as the punishments of any hypothetical rulebreaker.
Spoiler for Battle Basics:
Here, a newcomer may find any in-game rules of battle in rich detail as well as some basic advice and basic strategies (but not too advanced ones; better let those to be created by Battle vets in the General Discussion thread; see below).

B) General Discussion
Feel free to discuss anything Battle-related in this board.


As the description itselfs states, this board is for discussing anything that is related with our beloved Battle forum game, yet it doesn't fall in any other category. Despite of being too general, this is probably going to be the most used Battle's forum section.

C) Suggestions & Feedback
Any idea of how to improve Battle? Post it here!


A vital section of Battle and the only one which can truly offer longlivity to the game, this board works much like the corresponding EtG board. It gives the chance to Battle players to express themselves and suggest improvements as well as notifying for any balancing issues, bugs etc. Moreover, since Quests and Monsters are the two aspects of the game which need to be expanded (and have the potential to be expanded infinitely), they will have their respective threads in here (though an "Item Suggestions" thread wouldn't be bad, we don't really view it as a dire need right now).

Spoiler for Quest Suggestions:
Here players can suggest changes to the current quests' rewards, text, energy points and, of course, they can suggest entirely new quests on their own!
Spoiler for Monster Suggestions:
Here players can suggest changes to the current monsters' statistics, level, image and, of course, they can suggest entirely new monsters on their own!

D) Events & Competitions
Any currently active, Battle-related events & competitions can be found here.


Battle is a forum game which can spam dozens of competitions, if there is an active Battle Admin to run them of course. :P
Both active and inactive competitions as well as competition suggestions can be posted in here. However, only the "Hall of Heroes", the currently active "Tasks" (any inactive task should be moved into a respective "Task Archive" topic or something) and the currently running major event (like "The War of Three Houses") deserve a direct link to them as well as their own thread.


Spoiler for Hall of Heroes:
This is not any event or competition of any short. It is actually the place where the winner of each task is mentioned, honored by allies and envied by enemies!
Spoiler for Tasks:
The currently active Task(s) can be found in here.

Spoiler for The War of Three Houses:
The "War" of the Battle forum game; The War of Three Houses was actually a massive Battle event which was discontinued due to inactivity. However, since it is an excellent example of how epic a Battle-related event & competiton can be (and because we hope that, one day, it will be continued once again, much like WoE; hey! Can't I keep dreaming?) we thought it was a more-than-worthy aspect that should definitely deserve a thread of its own...

E) Battle Chat (Shoutbox)
Wish to join the Battle-related chatroom (a.k.a. Battle Shoutbox)? Click Here!


Chatrooms need more love (and more direct links), especially the Shoutbox which serve as the chat room of Battle. More active chatters brings more people and more people bring more active players and more active players bring more Battle awesomeness! The Shoutbox opens in a seperate tab.
:D


2) In case we had an entirely new forum, it should look like this:



* Every window (Battle, History, Stats, Navigation etc.) are movable via Dragging & Dropping its headline, minimizable by Double Clicking its headline and resizable by dragging its edges.

* The "Search" button, if pressed, it will provide a selection of searcg engines to choose from. You can choose one of the following:
 1) EtG Community Search engine that opens the EtG forum on a new tab.
 2) Google and/or similar Search engines.
 3) Battle Search engine that searches specifically for battle related topics and, most importantly, for other Battle players to attack!


* The "Options" button offers a number of different options, like changing the colour of any part of any window and/or button (headline, text, background, border etc.) as well as changing the Font's type and size of any window and/or button. Furthermore, you can change the forum background with one included in a pre-made list, import a new background directly from your PC or use a single color as the background of the Battle forums. You will have almost unlimited power to the forum's appearence!

* The "Log Out" button changes to a "Log In/Register" button if you log out.

Other Suggestions

{-} The Exploring Map of Battle should be replaced by Vrt's world map.

{-} Competitions like "Design A New Battle Quest, Item and Monster" should definitely be held.

{-} Guilds may haven't been popular at EtG forums, however they would definitely be successful in a forum game like Battle. Battle has many similar aspects with other browser RPGs which have implemented clans & guilds with great success! Furthermore, with the hybrid marks selection being finished, we can have up to 120 Guilds (12 Mono Guilds and 108 Dual Guilds). A guild should be ranked according to the amount of total kills & overall gold each of their member gathered and can participate at Battle-related events & competitions that allow the participations of Guilds. This should definitely keep players interested!

Think about it... ; - )



Spoiler for Task:

Lore Task
Choose an NPC/AI with very little or no lore and write a more in depth lore.

Vote #2 - Refer to reasons behind my Vote #1 in this task...
Spoiler for Whispers in the Dark:
"It was a long time ago when I've seen her. Or just I felt it long, I don't know. But she will arrive, soon... She wouldn't miss my new gift. She always likes my gifts. With that laugh, with that smile... She should appear soon. I shouldn't say it, but I trust in you. I've made a new dolly for her! Look! Amazing, doesn't it!?... No, I can't use this in a battle, it's for her! I know that my own dollies a bit old and scratched, makes me weaker in fight, but I don't care. What would happen if she had seen that I've broke that dolly... No, I can't let this, she'll hate me for ever. Ohh, and who is her? Forgotten that you don't know. But she'll arrive soon and you can meet her. How much I'm waiting here? A year or so... I don't really count. She'll come. But don't touch her, she is mine! I fear about the thing happened last time. Some sort of little demons appeared in the middle of our... khm... moment and done bad, bad things with those dolls. Sometimes they just appear. She went really angry said it was my fault, but I did nothing, trust me! And it was only a tiny, tiny thing, I didn't knew it will lead to things like that. She said she never want to meet me again. But she didn't mean it. I know she didn't mean it. Don't look at me like that! I see you want to say, but I'm not... Ohh, so you have to go. That's okay, go if you want. But if you meet Hecate, say her that I waiting for her and have a present! I'm... my name... just say that I'm one of the Elders. She will know that it's me! Goodbye!"

Vote #1 - It would fit in the in-game lore space.  The task did not specify either way, I choose that it should emphasize use-able in-game over more characters in my voting criteria.
Spoiler for DDD:

Morte
A fanatic of death, Morte spent years perfecting his deck. Most would consider his combination of elements 'weak' or 'unsynergized' but Morte disregarded these statements. This is what first attracted the False Gods. But the gods needed proof that Morte had what it took. Morte was asked to join the gods, but only if he could perfect his deck. He spent some time killing players as a halfblood until finally, he had done it. He had perfected his deck. Now, his legend lives on, stories being passed down through the generations of how a simple commoner became one of the greats.

Bonus Task!

Vote #2 - Yes, this would be good and also implies a super-cool 1.4 release has happened!
Spoiler for Silver Ferns:
>>> NPC distributions <<<

* Prevent submitting decks with a deck image of a card which doesn't exist in the deck at all:
 Quite a few times, I've encountered NPC decks with a deck image completely alien to the nature of the deck itself. While a minor issue, it really ruins the fan while battling NPCs. There should be appropriate coding to prevent that.

* We need a greater variety of pre-made decks for testing:
 I know, we can test our NPC deck by submitting the code of any deck we like, but the trainer oughts to have a greater variety of pre-set testing decks. Right now, we only have "Fire Start Deck", "Std.Vanilla", "Up.Vanilla", "Stormy" and "Poison Dials", while there is free space for at least +10 decks. At the very least, a shortcut button leading to the "Community Recommended Decks" forum section for faster deck code copy-pasting should be made...

* Easier Interface:
 Once you go back to "change stats" you should be able to instantly return back to the final screen instead of passing through the deckbuilding screen all over again. Moreover, the health of the deck should be draggable.


>>> AIs <<<

* Stop Foolish AI decisions that make certain deck ideas unplayable:
 More accurately:
1) Fractal and Nightmare should target only creatures owned by the AI; why the AI to fractal your Photon when it can create an army of Minor Phoenixs.
2) Mitosis should only be played if the AI has no creatures on its hand.
3) Stop spamming shields on top of other shields; especially replacing upped shields with unupped ones of the same time.
4) Prevent Sundial spamming while AI has a Dim Shield or Wings on play.
5) AI should play Cloak only if there is NOT another Cloak already in play.
6) AI should use CC spells only if it can deal enough damage to kill a creature. Wasting Thunderbolts to Dragons while it could instakill a smaller critter with an annoying ability should be prevented.


>>> Maps <<<

* We need more areas:
 The world's end is easily reached and reduces a great amount of epicness for being able to reach it in mere clicks and less than a minute.

* zoom in/zoom out map feature:
 Sometimes, I feel like I want to zoom in to see more details of each area or just larger hexagon tiles, while other times I would love to zoom out and enjoy a bigger map view and achieve a greater awareness of my surroundings.

* no world's limit [a.k.a. no more "World's End" stuff]:
 In my honest opinion, the EtG world should be round and not flat. In other words, if you reach a "World's End" area, you are moved to its symmetrical counterpart in exactly the opposite side of the world map.

* Areas should have actual effect while traveling:
 Right now, the areas are flat, mountains, trees, marshes, deserts, jungles, hills or water, yet it has absolutely no effect while traveling on them. My suggestion is the following:
 1) You can't travel through a mountain without a :fire creature or an airborne creature in your deck.
 2) You can't travel through a water-filled area without an airborne creature or a creature immune to flooding in your deck.
 3) You can't travel a forest without a :life or :light creature, or without a non-airborne creature in your deck.
 4) You can't travel a marsh without a :death or :darkness creature, or without a poisonous creature in your deck.
 5) You can't travel a desert without a burrow-able creature or a :time creature in your deck.
 6) You can't travel a jungle without a :entropy or :life creature, or a buffing spell in your deck.
 7) Flat areas have no restrictions of any short.

* Bonuses within an area of a realated element:
 If a player has the Mark of his/her deck matching the element of the current area, the mark generates 1 more quantum of its element (e.g. A Mind Flayer water deck with an Aether Mark is going to gain +1 :aether quanta each turn while battling at Erebus Flats).


* You sould NOT be able to change your mark/deck in a wilderness:
 Being unable to change your deck & mark adds greatly to the overall challenge of the game and offers an unmatched RPG feeling while playing EtG (resources while traveling through the wilderness should be sparse). If someone wants to change deck and battle variable opponents, he/she can easily do it by remaining near a palace and instantly face Ai0, Ai1, Ai2, Elders, Half-Bloods, False Gods or the Arena via the corresponding buttons.

* There should be an instant-travel button:
 The instant-travel button should allow you to instantly go back to the palace matching your Mark. Very useful if lost to the wilderness or being too lazy to travel manually.

* NPCs should definitely NOT appear on hexagons with an arrow:
 There's nothing more annoying than trying to travel to a different area and, just because there is a NPC on the respective arrow, you click on the NPC instead of the arrow itself. Coding the game to prevent that kind of spawning shouldn't be too hard imho.

* And one last thing:

Spoiler for Hidden:

Fix

Spoiler for Hidden:

that

Spoiler for Hidden:

annoying

Spoiler for Hidden:

NaN elemental!!!




 I've lost count of how many times my game broke due to the appearence of that thing near the Oracle! You can't enjoy the trainer that way!! It must fixed asap!!!


Vote #1 - This would really keep the AI grinding from being quite so monotonous... from a current Level 73 players, this is something that might allow me someday reach LVL80!!
Spoiler for DDD:

Improved AI!!
Adaptive in-game AI featuring:
- Database that stores facts and tendencies about decks used by players in PVE duels.
  * What type of deck at certain AI levels (3, 4, FG, etc) based on Mark (0th turn) and cards played (1st turn and beyond).
     ~ How can the AI's current deck best act to counter best-guess player-deck type?
  * For AI levels utilizing "randomized" deck builds, scan its own deck.
     ~ Query database to determine best strategies of its deck build
     ~ How did human players (that used similar deck builds to current AI random-deck) use similar decks to win in similar match-ups?
- Every turn and card play, AI analyzes game state and variables/facts described above to modify and adapt play style in-duel to better its performance and game decisions.

Challenges!
Spoiler for Challenge Task - Silver Ferns vs. Cuckoo's Nest:
Design a new forum tool. The tool can be anything the community needs and has yet to be proposed and made. You don't really have to create the tool, just to describe the way it would work and its usefulness in general. However, any actuall creation of a tool will be viewed as a high plus at voting.


VOTE to Cuckoo's Nest - I already know how to quickly self-calc the catapult damage... Go go draw chance ideas!
Spoiler for Cuckoos Nest:
Our suggestion is a tool that takes a deck and evaluates 3 things

  • How long does it take, for each card in the deck, to draw it and have the quanta to play it in a scenario that all the cards are played as soon as the quanta is available (measuring only for the first time you are able to play a copy of a card, for example, the first Lava Golem or the first fractal) (Turns to Play)
  • How long does it take to draw the first copy of each card (Turns to Draw a Card)
  • How long does it take to draw a given combo (Turns to Draw a Combo)

Turns to Play should give a measure of quanta balance and speed of the deck that is easier to understand than the QI and is particularly fit for rush decks.
The other 2 measures are more fit to check the reliability of decks where cards are not played as they are drawn, such as control decks and combo decks (mainly OTKs).
One way to improve the accuracy is to take abilities into account (for both creatures and permanents) for their quanta cost (relevant to Turns to Play) and to take into account drawing and card advantage (these play a huge role in OTK decks)

Here are now a sketch of the interface and a Python prototype of the Turns to Play calculator



Spoiler for prototype:

(to see the code I recommend copying and pasting in a text editor. Even better if it has sintax highlight)

Code: [Select]
#We are assuming the following functions have been implemented in the package 'elements'
#The package contains the following objects are implemented in it
#most of these are kinda implemented in the library Pinapple posted in the Tools section.
#An actual implementation of this tool should adapt to it easily
#
#Card object:
#has attributes Name, Code (to be used in deck codes), Upgrade status, Cost,
#Element and Type (creature, spell and permanents, that are further split in pillars, weapons and shields)
#
#Deck object:
#A list of card objects with special methods.
#the attribute CardList is a list such that CardList[i] is the i-th card still in the deck, countin from the top (count starts at 0)
#Methods include:
###InitialDraw, that does the mulligan evaluation, decides on the random order of the deck and returns a list with the starting hand
###Draw, that draws the next card, returning it and removing it from the deck or returning None if the deck is empty
###CardList, returns a dictionary with card Names as keys and their quantities in the deck as values
#the object has a constructor (called Deck) that takes a string with a deck code, a list of card objects or still, another deck to create a copy
#
#There is also a global dictionary that takes a card Name and returns its Card Object

#We are assuming the user is going to behave, so no error checking is being done

import elements
import random

ElementName = ['Air', 'Water', 'Fire', 'Earth', 'Death', 'Life', 'Darkness', 'Light', 'Gravity', 'Time', 'Aether', 'Entropy']
Deck        = elements.Deck(raw_input("Please enter the deck code\n"))
simulations = int(raw_input("Please enter the number of simulations to be done\n"))
#we prompt the user for the data to be simulated
quanta      = {'Air' : 0, 'Water' : 0, 'Fire' : 0, 'Earth' : 0, 'Death' : 0, 'Life' : 0, 'Darkness' : 0, 'Light' : 0, 'Gravity' : 0, 'Time' : 0, 'Aether' : 0, 'Entropy' : 0}
pillars     = {'Air' : 0, 'Water' : 0, 'Fire' : 0, 'Earth' : 0, 'Death' : 0, 'Life' : 0, 'Darkness' : 0, 'Light' : 0, 'Gravity' : 0, 'Time' : 0, 'Aether' : 0, 'Entropy' : 0, 'Other' : 0}
TurnsToPlay = dict((card.Name, 0) for card in Deck.CardList().keys())
#this mixes unnuped and upped cards, to fix this the way to deal with towers/pillars would need to be changed

for i in range(simulations):
    DeckCurrent = elements.Deck(Deck)       #create a copy of the inputed deck
    quanta_cur  = dict(quanta)
    pillars_cur = dict(pillars)
    card_look   = len(TurnsToPlay.keys())   #how many cards we still need to get TurnsToPlay data on this run
    card_found  = dict((name, False) for name in TurnsToPlay.keys())
    turn        = 0
    hand        = DeckCurrent.InitialDraw() #make the draw and account for the mulligan
    #we are set to go
    while card_look > 0:
        hand.append(DeckCurrent.Draw())
        #drawing first assumes you play second. For playing first the draw should be done in the end of the loop
        random.shuffle(hand) #this is to remove biases
        for j in range(len(hand), -1, -1): #play pillars first
            if hand[j].Type == 'pillar':
                pillars_cur[hand[j].Element] += 1
                if hand[j].Upgraded == True:    #separate treatment for towers
                    if hand[j].Element != 'Other':
                        quanta_cur[hand[j].Element] += 1
                    else:
                        quanta_cur[ElementName[random.randint(0, 11)]] += 1
                        quanta_cur[ElementName[random.randint(0, 11)]] += 1
                        quanta_cur[ElementName[random.randint(0, 11)]] += 1
                if not card_found[hand[j].Name]:
                    card_found[hand[j].Name] = True
                    TurnsToPlay[hand[j].Name] += turn
                    card_look -= 1
                hand.pop(j) #the card is played
        for element in ElementName:
            quanta_cur[element] = min(75, quanta_cur[element])
        #apply the quanta cap
        for j in range(len(hand), -1, -1):       
            if hand[j].Element == 'Other':
                if sum(quanta_cur.values()) >= hand[j].Cost:
                    if not card_found[hand[j].Name]:
                        card_found[hand[j].Name] = True
                        TurnsToPlay[hand[j].Name] += turn
                        card_look -= 1
                    cost = hand[j].Cost
                    hand.pop(j) #the card is played
                    while cost > 0:
                        rand_element = random.randint(0, 11)
                        if quanta_cur[rand_element] == 0:
                            continue
                        quanta_cur[rand_element] -= 1
                        cost -= 1
                    #pay the cost
            else:
                if quanta_cur[hand[j].Element] >= hand[j].Cost:
                    quanta_cur[hand[j].Element] -= hand[j].Cost
                    #pay the cost
                    if not card_found[hand[j].Name]:
                        card_found[hand[j].Name] = True
                        TurnsToPlay[hand[j].Name] += turn
                        card_look -= 1
                    cost = hand[j].Cost
                    hand.pop(j) #the card is played
        turn += 1 #end of the turn
    for element in ElementName:
        quanta_cur[element] += pillars_cur[element]
    for j in range(pillars_cur['Other']):
        quanta_cur[ElementName[random.randint(0, 11)]] += 1
        quanta_cur[ElementName[random.randint(0, 11)]] += 1
        quanta_cur[ElementName[random.randint(0, 11)]] += 1
    #pillars generate quanta
    for element in ElementName:
        quanta_cur[element] = min(75, quanta_cur[element])
    #apply the quanta cap
    #this finishes one iteration of the simulation loop
print ("Average turns for the first time the card is played\n")
for card in TurnsToPlay.keys():
    print (card + ": " + str(float(TurnsToPlay[card])/simulations) + "\n")


Spoiler for Silver Ferns:

Catapult Damage Calculator
(Improved!)


A Catapult Damage Calculator (CDC) would be a simple yet quite useful tool designed in order to calculate quickly and without any effort the damage a creature deals to our opponent when launched via a Catapult | Trebuchet.

Spoiler for More Info:

* In the beginning, the user would select the creature he/she wants to launch.
* The list shouldn't include every single ETG creature, just the following:
 Flying Titans
 Armagio
 Voodoo Doll
 Photon
 Chimera (its health will be given by the user)

* After selecting your creature, you would be able to buff it with the following health-increasing buffs:
 Blessing
 Chaos Power (random number)
 Momentum
 Plate Armor
 Heavy Armor
 Basilisk Blood

* There is also a freezing buff (Freeze) and a poisoning buff (Liquid Shadow).
 
* Finally, there are the following buttons:
 "Launch" to calculate the overall damage dealt and if our damage was higher than 100, a message would appear which would inform that our hit was an OTK.
 "Reset" to restart the tool in order to execute different calculations
 "Quit" to close the tool/program
 "Help" to reveal further instrcutions.


The formula used for the calculations is the original one used by the game:

(100 x [creature HP]) / (100 + [creature HP])

The tool has been made!
Download the Windows version here (size = 3 Megabytes): https://dl.dropboxusercontent.com/u/61724283/Brawl%233/ICDC.exe




Spoiler for Challenge Task - Cuckoo's Nest vs. Whispers in the Dark:
"Depict an elemental (of the element of your choice) using a non-digital medium (pencil, pen, charcoal, painting, etc.)"

VOTE to Whispers in the Dark!
Spoiler for Whispers:

Spoiler for Cuckoo's:


Rock-dude, the earth elemental, chilling with his mountain buddies.
Death War #12/TBD TTG Brawl #6/1st Death War #10/9th GP Brawl #5/6th Death War #9/9th MoL Brawl #4/3rd Water War #8/7th DDD Brawl #3/3rd*Death War #7/5th*Death War #6/11th

Offline Rutarete

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Re: DDD (Round 4 voting) https://elementscommunity.org/forum/index.php?topic=54404.msg1134831#msg1134831
« Reply #2 on: May 02, 2014, 08:38:55 am »
This post will be continually updated

Boss Task: Whispers in the Dark

Artist Task: Divine Light
I'm not really a good judge at all for this task, so I'm not to sure about any team deserving a vote (even though they mention using period-specific techniques). I just liked the look of the nymph here.

Card Design: DDD & Whispers in the Dark

Challenge: Silver Ferns vs Cuckoo's Nest -> CUCKOO'S NEST

Challenge 2: Cuckoo's Nest vs. Whispers in the Dark -> CUCKOO'S NEST
« Last Edit: May 02, 2014, 11:08:15 pm by Rutarete »
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[22:50] <Jyi> meaning gets lost in translation... even in the same language.
My Decks

Offline Odii Odsen

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Re: DDD (Round 4 voting) https://elementscommunity.org/forum/index.php?topic=54404.msg1134873#msg1134873
« Reply #3 on: May 02, 2014, 05:12:57 pm »
Boss Task: DDD and Silver Ferns

Artist Task: DDD amd Cuckoo's Nest. The other doesn't seem really baroque to me.

Deckbuilder: DDD and DL

Card Design: DDD & Silver Ferns

Forum Expert: DDD and DL

Bonus Task: DDD and Silver Ferns.
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Offline the dictator

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Re: DDD (Round 4 voting) https://elementscommunity.org/forum/index.php?topic=54404.msg1134876#msg1134876
« Reply #4 on: May 02, 2014, 05:35:00 pm »
Boss: DDD and Divine Light

Artist: DDD and Divine Light

Deckbuilder Task: DDD and Whispers in the Dark

Card Designer Task: DDD and Whispers in the Dark

Forum Expert Task: DDD and Divine Light

Writer Task: DDD and Divine Light

Bonus Task: Each and every one of them (should be implemented), but my votes  are for DDD and Silver Ferns

Challenge 1 (SF vs. CN): Cuckoo's Nest

Challenge 2 (CN vs. WD): Cuckoo's Nest
« Last Edit: May 02, 2014, 05:40:12 pm by the dictator »
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Re: DDD (Round 4 voting) https://elementscommunity.org/forum/index.php?topic=54404.msg1135027#msg1135027
« Reply #5 on: May 04, 2014, 01:47:03 am »
Voting closed
Your favorite Hotyugh

 

blarg: