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Offline JenkarTopic starter

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What makes a good card suggestion? https://elementscommunity.org/forum/index.php?topic=29758.msg378597#msg378597
« on: August 10, 2011, 04:40:07 pm »
After seeing (and being abashed) by the voting of shard of intuition, with the three best shards (in my opinion) voted as lowest, I feel the need for this topic, so that people that are not active in the cia board can still have a view of what is a good idea when voting on a card.

Put your view of the thing.

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Offline EmeraldTiger

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Re: What makes a good card suggestion? https://elementscommunity.org/forum/index.php?topic=29758.msg378613#msg378613
« Reply #1 on: August 10, 2011, 05:12:19 pm »
I think most people vote on "Wow I want that!" not what is balanced for the game.
They also vote for a friends card regardless if card is good or not.

Just to let you know without being able to see card images I voted for Shard of Freedom.
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Offline Pineapple

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Re: What makes a good card suggestion? https://elementscommunity.org/forum/index.php?topic=29758.msg378643#msg378643
« Reply #2 on: August 10, 2011, 06:05:00 pm »
I vote for all card concepts/mechanics that can be modified/tweaked to be balanced, unless the mechanic's niche too closely overlaps with a current card's niche. So, new, interesting cards that increase the meta-game by boosting the feasibility of some deck concepts.

Offline Jocko

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Re: What makes a good card suggestion? https://elementscommunity.org/forum/index.php?topic=29758.msg378648#msg378648
« Reply #3 on: August 10, 2011, 06:15:02 pm »
I think most people vote on "Wow I want that!" not what is balanced for the game.
They also vote for a friends card regardless if card is good or not.

Just to let you know without being able to see card images I voted for Shard of Freedom.
This. I've seen many amazing cards being thrown out because they competed against a well known player's card.

Offline The_Mormegil

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Re: What makes a good card suggestion? https://elementscommunity.org/forum/index.php?topic=29758.msg378649#msg378649
« Reply #4 on: August 10, 2011, 06:16:21 pm »
You know, there's a really cool topic here on IF boards (http://elementscommunity.org/forum/index.php/topic,25096.0.html) about this...
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Offline JenkarTopic starter

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Re: What makes a good card suggestion? https://elementscommunity.org/forum/index.php?topic=29758.msg378708#msg378708
« Reply #5 on: August 10, 2011, 08:41:56 pm »
You know, there's a really cool topic here on IF boards (http://elementscommunity.org/forum/index.php/topic,25096.0.html) about this...
God. How did i miss this? Topic locked.
I can't lock it. Someone lock it for me? :3
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Re: What makes a good card suggestion? https://elementscommunity.org/forum/index.php?topic=29758.msg378844#msg378844
« Reply #6 on: August 11, 2011, 02:12:47 am »
This thread does not need to be locked. The IF has its own thread that shows the thoughts and philosophies of the IF members. However gems of insight are found in many places. This thread can be used for the rest of the CIA to post their ideas and opinions. (Just please put the IF thread link in the OP)
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Re: What makes a good card suggestion? https://elementscommunity.org/forum/index.php?topic=29758.msg378854#msg378854
« Reply #7 on: August 11, 2011, 02:25:28 am »
Good ideas have a few distinguishing characteristics:

1. They are simple.  Complex ideas fit much more specific niches, are more difficult to balance, and may not combo with existing cards as well.  Someone might think your "Nuclear Tiger" creature card idea is cool because it can use a rocket pack to become airborne, can destroy permanents whenever its health is below half, and its attack is dependent on the number of gravity quanta the player has... but that's not a good idea because it's too complex.  Stick to one mechanic and see if you can put it in an interesting framework.

2. They revolve around a mechanic not yet seen in the game.  Thus a permanent that boosts Fire creatures' stats while on the field is a rehash of Nightfall and is not a good idea; an Earth creature that gets 0|+X, where X is the player's shield's damage reduction, is a good idea because we don't have any form of that in the game right now.  This isn't totally black and white; some good card ideas may revolve around putting an ingame mechanic into a new framework - like taking a spell card that already exists and putting it "on a stick" in an interesting way by making a new permanent that can do the same thing in some limited fashion.

3. They are reasonably balanced for the game as it exists at the time of posting.  You may not foresee all the combos your card could produce, but that's one of the hallmarks of a good card idea: flexibility.  This forum is an excellent tool for ferreting out the possible abuses you didn't foresee.  Input is important here; points 1 and 2 are entirely your job, but the community helps greatly with point 3.  Listen to the community, and address concerns in a reasonable manner without becoming defensive.  Balancing your card idea makes it more likely for that idea to advance to the Forge and Armory, and also more likely for Zanz to give it a second look.

 

anything
blarg: