Elements the Game Forum - Free Online Fantasy Card Game
Elements the Game => Report In-game Issues => Issue Archive => Topic started by: iskelion on November 16, 2013, 08:18:44 pm
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immolating singularity produces no quanta :-\
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This is intentional. What would happen if you did this on the first turn? 4 of each quanta with 9 fire. On the first turn. It is made like this to prevent abuse
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This is intentional. What would happen if you did this on the first turn? 4 of each quanta with 9 fire. On the first turn. It is made like this to prevent abuse
that's kind of cheap, like saying "you can't use quicksand before turn 5"
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So gaining 53 quanta on the first turn without a drawback is considered cheap? Wow
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So gaining 53 quanta on the first turn without a drawback is considered cheap? Wow
making an exception specifically for a single card is cheap, and without even including it in the card's text
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singularity specifically says that it may behave oddly.
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So gaining 53 quanta on the first turn without a drawback is considered cheap? Wow
making an exception specifically for a single card is cheap, and without even including it in the card's text
I agree. Singularity is a silly game mechanic, and all the weird little exceptions around it are a stain on the game.
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Singularity was basically made to prevent abuse of mechanics. DtD is correct, 53 quanta on turn one is pretty op.
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Singularity was basically made to prevent abuse of mechanics. DtD is correct, 53 quanta on turn one is pretty op.
Another solution would be for the game to actually prevent you from casting a 3rd nova or 2nd supernova, as in either wasting the card or not playing it if clicked. The greatest abuse IMO is 2SN + Improved Mutation.
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Why would you ever prevent a player from doing things when you could introduce something as hilarious and thematically fitting as a singularity? It can even be used in OTK's for heaven's sake. Creativity and appreciation of mechanics, where did you go? I for one love doing my own research.
There's a line where games can get too chaotic and random for me to enjoy. Elements, however, is very structured. It's even completely possible to see the odds of a sing doing certain things. It's controllable and can only be triggered by you.
Sing wasn't really created to prevent abuse of mechanics. Chaining Supernovas didn't lead to any OP combo or anything, it was just the fact that Supernovabows were able to pack everything AND be very fast at the same time. The nerf slowed them down by a turn or two, which hasn't had much impact on controlbows against Arena or in PvP tbh.
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Everything Higurashi said is spot on, in my opinion.
I do wish playing that 3rd Nova or 2nd Supernova prompted for confirmation or had a way to cancel, but it's all part of the chaos/fate/randomness that is Entropy. The fact that it doesn't generate quanta when Immolation/Cremation is used on it is just a continuation of that chaos and helps with balance. It only takes one time to find out it works this way, and the many hidden mechanics like this are part of what make this game interesting to me. Creating the Singularity as a way to balance Nova/Supernova was very creative and provided a surprisingly deep new mechanic.
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I do wish playing that 3rd Nova or 2nd Supernova prompted for confirmation or had a way to cancel
You are about to unleash the Singularity. Are you a bad enough dude to do this?
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The fact that it doesn't generate quanta when Immolation/Cremation is used on it is just a continuation of that chaos and helps with balance. It only takes one time to find out it works this way, and the many hidden mechanics like this are part of what make this game interesting to me. Creating the Singularity as a way to balance Nova/Supernova was very creative and provided a surprisingly deep new mechanic.
I don't know if you've hung out in card ideas or buff/nerf this card much, but singularity would never fly there (unless it was submitted by Zanz). It's bad for a card to have effects that aren't explained by the card. People would think singularity was arbitrary and overly complex for what it does. They would complain about the mutation loophole vs. the immolation patch. They would (rightly) say that the upped singularity is too powerful and (outside of the arbitrary loopholes) is basically the same as "you lose." Basically, if anyone other than Zanz suggested it, people would say that it was not worth the coding complexity, and a silly idea.
Personally, I don't think it is very creative. It is just a bunch of standard effects that mess you up thrown on an antimattered card, and a bunch of annoying extra complexities added to prevent its abuse (in almost every case). As to it being "deep," I don't think you know what that means. Deep doesn't mean "it takes me a few games to figure out what it does." Deep means "a minute to learn, a lifetime to master." Singularity is not deep. It is a silly gimmick.
>:( </rant> :)
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Deep doesn't mean "it takes me a few games to figure out what it does." Deep means "a minute to learn, a lifetime to master." Singularity is not deep. It is a silly gimmick.
I get that you're upset by this card, but resorting to a straw man argument doesn't help. I never claimed deep means it takes a few games to figure out. Depth to a mechanic has to do with variability to responses and uses for that mechanic.
You are about to unleash the Singularity. Are you a bad enough dude to do this?
:P
blarg: