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davidy22

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg378216#msg378216
« Reply #60 on: August 09, 2011, 11:25:55 pm »
Do they have to be rares? There's a distinct lack of weapons in general, and it'd be nice to be able to buy an elemental weapon from the bazaar.

Offline maverixk

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg378230#msg378230
« Reply #61 on: August 09, 2011, 11:45:18 pm »
Well I specified weapons in specific...so I was assuming that's what they'd do.
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Offline OldTreesTopic starter

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg378262#msg378262
« Reply #62 on: August 10, 2011, 12:49:05 am »
I am personally of the opinion that card ideas do not have inherent rarity values.
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Offline The_Mormegil

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg378397#msg378397
« Reply #63 on: August 10, 2011, 07:06:25 am »
What about a project for Armory cards evaluation?
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Offline EmeraldTiger

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg463454#msg463454
« Reply #64 on: February 22, 2012, 02:27:45 pm »
I have a Card Idea deck That I would  like to see play tested. http://sync.in/CardIdeaBattlefield1


Mutiplicity
Aether Mark
12x Life Penulums
Double Seed x3 http://elementscommunity.org/forum/index.php/topic,35145.0.html
7 :life or  :aether  Target creature gains Multiply.
Multiply: When ever this creature is targeted generate a new spawn of it. (passive)
Spawning Mirror x3 http://elementscommunity.org/forum/index.php/topic,33472.0.html
6 :aether When a creature enters your control, copy it unless it was played from the hand.  Triggers once per turn
Lither Shield x3 http://elementscommunity.org/forum/index.php/topic,29662.0.html
5 :aether Shield: Reduce damage by 1. Chance to generate a spawn. Absorb :life :life per spawn.
6 :life Electric Lizard x3 http://elementscommunity.org/forum/index.php/topic,21665.0.html
 4|2  :aether :aether : Shock Deal 4 damage to target creature
Mitosis x 3
Phase Spider x3
1-12 Life Penulums 13-15 Double Seed 16-18 Spawning Mirror 19-21 Lither Shield
22-24 Electric Lizard 25-27 Mitosis 28-30 Phase Spider
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
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Offline OdinVanguard

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg463544#msg463544
« Reply #65 on: February 22, 2012, 10:08:54 pm »
I would like to see a Face Down Card Mechanics added.

I.e. a card gets played to the field or perhaps targeted after already on the field, and appears face down to the opponent.
The card can still be targeted as normal. If it is directly targeted by a spell or effect that should not be able to target it, the card will be flipped up and the spell / effect nullified.
Spells and effects which remove invisibility could also be made to flip up facedown cards.

In essence, this mechanic does little to the actual internal mechanics of the engine, but would provide an extra layer of strategy to the game. Particularly if a card were introduced which could shuffle locations of face down cards.
For instance, suddenly voodoo dolls would be a very hazardous threat to direct cc.

The mechanic would also allow the introduction of booby trap like cards. E.g. Land Mines, Explosive Pillars, etc.
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Offline OldTreesTopic starter

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg463597#msg463597
« Reply #66 on: February 23, 2012, 01:43:35 am »
I would like to see a Face Down Card Mechanics added.

I.e. a card gets played to the field or perhaps targeted after already on the field, and appears face down to the opponent.
The card can still be targeted as normal. If it is directly targeted by a spell or effect that should not be able to target it, the card will be flipped up and the spell / effect nullified.
Spells and effects which remove invisibility could also be made to flip up facedown cards.

In essence, this mechanic does little to the actual internal mechanics of the engine, but would provide an extra layer of strategy to the game. Particularly if a card were introduced which could shuffle locations of face down cards.
For instance, suddenly voodoo dolls would be a very hazardous threat to direct cc.

The mechanic would also allow the introduction of booby trap like cards. E.g. Land Mines, Explosive Pillars, etc.
The hidden play cards (Invisible, Illusionary or Face Down) all have to hide their nature when the opponent sees the quanta paid to cast them and hide their nature when they affect the game.

How would you do this?
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
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Offline OdinVanguard

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg463605#msg463605
« Reply #67 on: February 23, 2012, 01:55:21 am »
The hidden play cards (Invisible, Illusionary or Face Down) all have to hide their nature when the opponent sees the quanta paid to cast them and hide their nature when they affect the game.

How would you do this?
Good point. I think this is already handled with invisibility mechanics well enough though.

As far as I can tell the main places where you can "see" the hidden cards nature are:
1) When being cast (quanta cost)
2) When attacking
3) When using an ability
4) When being targeted by an ability (already noted, but I may be missing something)

- Seeing quanta paid for cards only gives so much of a clue as to what is going on. Particularly if there are multiple face down cards, so I would say seeing quanta usage is not too bad.

-The attack damage showing above the card could be turned off for face down cards.
Again, this does give the opponent some information if they watch closely.
They can try to figure it out by watching their hitpoints closely and paying close attention to attack orders. However, that still won't tell them everything about the hidden card and they will really need to pay close attention to get anything out of it.

-For abilities, just turn off any visual cues for face down cards that would normally be associated.
I.e. if an ability makes a glow effect on the caster card normally, this would not be shown for a face down card.

A clever opponent may be able to figure out what is going on, but I think that may actually be a good thing since it will foster more skill and reasoning while playing the game. That should be a good thing right?

While writting this, though, I thought of another point. We would need to make the AI react appropriately. This may be more of a trick. I guess one option would be to let it still access information on opponents cards in play, but if it selects a particular facedown card, it will be redirected to target a random face down card. Does that seem feasible?
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
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Offline OldTreesTopic starter

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg463654#msg463654
« Reply #68 on: February 23, 2012, 04:20:53 am »
The hidden play cards (Invisible, Illusionary or Face Down) all have to hide their nature when the opponent sees the quanta paid to cast them and hide their nature when they affect the game.

How would you do this?
Good point. I think this is already handled with invisibility mechanics well enough though.

As far as I can tell the main places where you can "see" the hidden cards nature are:
1) When being cast (quanta cost)
2) When attacking
3) When using an ability
4) When being targeted by an ability (already noted, but I may be missing something)

- Seeing quanta paid for cards only gives so much of a clue as to what is going on. Particularly if there are multiple face down cards, so I would say seeing quanta usage is not too bad.

-The attack damage showing above the card could be turned off for face down cards.
Again, this does give the opponent some information if they watch closely.
They can try to figure it out by watching their hitpoints closely and paying close attention to attack orders. However, that still won't tell them everything about the hidden card and they will really need to pay close attention to get anything out of it.

-For abilities, just turn off any visual cues for face down cards that would normally be associated.
I.e. if an ability makes a glow effect on the caster card normally, this would not be shown for a face down card.

A clever opponent may be able to figure out what is going on, but I think that may actually be a good thing since it will foster more skill and reasoning while playing the game. That should be a good thing right?

While writting this, though, I thought of another point. We would need to make the AI react appropriately. This may be more of a trick. I guess one option would be to let it still access information on opponents cards in play, but if it selects a particular facedown card, it will be redirected to target a random face down card. Does that seem feasible?
Good Analysis
Casting Cost would give away the card played and the order if the opponent was watching the field. However your stance seemed to be it was okay if the opponent learned by figuring it out. Hidden skills that affect visible targets would be noticed.

It certainly sounds feasible and would increase the strategy involved.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
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Offline Pineapple

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg463779#msg463779
« Reply #69 on: February 23, 2012, 06:39:41 pm »

Offline Naesala

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg463795#msg463795
« Reply #70 on: February 23, 2012, 07:43:22 pm »
I thoroughly enjoyed the card testing feature and would like to see it grown upon and developed. Very easy to get into. If we could set up multiples of this chat with curators to watch I think this could be a good required step before submitting to the crucible. Some cards I'd personally like to see tested:

Graviton Barrier http://elementscommunity.org/forum/index.php/topic,33772.0.html
Fungus Monster and Fungus http://elementscommunity.org/forum/index.php/topic,35324.msg475477#msg475477
Graviton Behemoth http://elementscommunity.org/forum/index.php/topic,36486.0.html
Huginn and Muninn http://elementscommunity.org/forum/index.php/topic,35325.0.html
Your favorite Hotyugh

Offline OldTreesTopic starter

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Re: The Idea factory values your opinion. You may comment here. https://elementscommunity.org/forum/index.php?topic=25499.msg463796#msg463796
« Reply #71 on: February 23, 2012, 07:51:40 pm »
As a reminder: For a card to be playtested it needs:
Someone to use it
Someone to face it
A deck (Best to have the person that thinks the card is stronger, build and use the deck)
An organizer or the honor system

I am a willing opponent if the card is of reasonable quality or meant to teach the playtesting system.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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blarg: