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Scaredgirl

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Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg322827#msg322827
« on: April 29, 2011, 06:57:44 pm »
Post feedback about Actions.

Offline Avenger

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg333025#msg333025
« Reply #1 on: May 13, 2011, 08:50:31 pm »
I'm unsure where to write this. My character sheet contains some weird actions i'm sure i didn't enter.

"bind stone of return 31
capture
move 42"

I see in the organizer area that many people have stuff like this. I wonder where they got the idea, or how their actions were corrupted.

Offline TStar

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg333490#msg333490
« Reply #2 on: May 14, 2011, 04:10:37 pm »
The Rules state that organizers can give a victory to a player when a Battle doesn't happen if one person is clearly more more active than the other, however since there was no battle or deck posted by the loser there needs to be something done to explain how salvage and discarding will work in that situation.  Will the winner be given a full list of the losers Vault and be allowed to pick salvage from there?  Will the loser have cards randomly discarded by the Organizer?

I have also noticed that some skills allow players to use temporary cards that exist during the battle only but afterwards go away.  Is a winner allowed to salvage these "fake" cards or will they vanish before the salvage phase leaving a potential under-30 card deck to salvage from?
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Kael Hate

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342269#msg342269
« Reply #3 on: May 28, 2011, 07:49:41 pm »
Replicated here due to round being closed

I want cities to be safe zones only for your element.
Everyone else, fair game.
(This would mean the hex is a fortified zone only for armies matching the element. The other elements armies can't be protected by the city, they either are outside the keep and assaultable in the urban zone, or even moreso outside the protective wall camped on the city rim. It will mean that guests, less than allies can be scragged by anyone, and even underworlders consider it against the rules to attack on home ground)

OR

Cities of your element are open ground to you.
So I'm not prevented from attacking unless I am in someone elese house.
(While at someone elses house no attck occurs. So in Outlaw a light and Dark elemental can't attack each other where as in the first example this would be allowed. Underworlders would never be protected from underworlders under this method but every player can decide if they want someone out of their house. It does still allow a player to run to cover in any city they can enter from anyone except its owner.)

Offline YoungSot

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342289#msg342289
« Reply #4 on: May 28, 2011, 08:02:07 pm »
I want cities to be safe zones only for your element.
Everyone else, fair game.
(This would mean the hex is a fortified zone only for armies matching the element. The other elements armies can't be protected by the city, they either are outside the keep and assaultable in the urban zone, or even moreso outside the protective wall camped on the city rim. It will mean that guests, less than allies can be scragged by anyone, and even underworlders consider it against the rules to attack on home ground)

OR

Cities of your element are open ground to you.
So I'm not prevented from attacking unless I am in someone elese house.
(While at someone elses house no attck occurs. So in Outlaw a light and Dark elemental can't attack each other where as in the first example this would be allowed. Underworlders would never be protected from underworlders under this method but every player can decide if they want someone out of their house. It does still allow a player to run to cover in any city they can enter from anyone except its owner.)
The second one seems like the way to go. It gets rid of silly situations like someone hiding from you in your own city, but it leaves enough places of refuge that those who wish to avoid combat still have a chance to do so.

Scaredgirl

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342299#msg342299
« Reply #5 on: May 28, 2011, 08:22:30 pm »
I'm unsure where to write this. My character sheet contains some weird actions i'm sure i didn't enter.

"bind stone of return 31
capture
move 42"

I see in the organizer area that many people have stuff like this. I wonder where they got the idea, or how their actions were corrupted.
Old reply, but those data cells were part of the old Character Sheet. I'm actually in the process of making new Character Sheets and in those new Character Sheets, those cells will be gone.

The Rules state that organizers can give a victory to a player when a Battle doesn't happen if one person is clearly more more active than the other, however since there was no battle or deck posted by the loser there needs to be something done to explain how salvage and discarding will work in that situation.  Will the winner be given a full list of the losers Vault and be allowed to pick salvage from there?  Will the loser have cards randomly discarded by the Organizer?

I have also noticed that some skills allow players to use temporary cards that exist during the battle only but afterwards go away.  Is a winner allowed to salvage these "fake" cards or will they vanish before the salvage phase leaving a potential under-30 card deck to salvage from?
1. We'll probably use some kind of penalty system for that, like having to discard more cards if your deck isn't posted in time.

2. You will be able to salvage from the deck your opponent used and posted. Doesn't make 100% sense, but not letting players salvage them, will lead to some players salvaging them by mistake. Full salvage options is less prone to human error.

Replicated here due to round being closed

I want cities to be safe zones only for your element.
Everyone else, fair game.
(This would mean the hex is a fortified zone only for armies matching the element. The other elements armies can't be protected by the city, they either are outside the keep and assaultable in the urban zone, or even moreso outside the protective wall camped on the city rim. It will mean that guests, less than allies can be scragged by anyone, and even underworlders consider it against the rules to attack on home ground)

OR

Cities of your element are open ground to you.
So I'm not prevented from attacking unless I am in someone elese house.
(While at someone elses house no attck occurs. So in Outlaw a light and Dark elemental can't attack each other where as in the first example this would be allowed. Underworlders would never be protected from underworlders under this method but every player can decide if they want someone out of their house. It does still allow a player to run to cover in any city they can enter from anyone except its owner.)
First one will not happen because it severely limits safe zone options. I kind of like the 2nd suggestion though. We might go with something like that, or simply choose the "wild west" method and make Outcast City a free-attacking-zone. We'll see.

Kael Hate

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342539#msg342539
« Reply #6 on: May 29, 2011, 06:06:42 am »
I want cities to be safe zones only for your element.
Everyone else, fair game.
(This would mean the hex is a fortified zone only for armies matching the element. The other elements armies can't be protected by the city, they either are outside the keep and assaultable in the urban zone, or even moreso outside the protective wall camped on the city rim. It will mean that guests, less than allies can be scragged by anyone, and even underworlders consider it against the rules to attack on home ground)

OR

Cities of your element are open ground to you.
So I'm not prevented from attacking unless I am in someone elese house.
(While at someone elses house no attck occurs. So in Outlaw a light and Dark elemental can't attack each other where as in the first example this would be allowed. Underworlders would never be protected from underworlders under this method but every player can decide if they want someone out of their house. It does still allow a player to run to cover in any city they can enter from anyone except its owner.)
First one will not happen because it severely limits safe zone options. I kind of like the 2nd suggestion though. We might go with something like that, or simply choose the "wild west" method and make Outcast City a free-attacking-zone. We'll see.
With the first one, your 3 cities and any allies cities will be safe for you, is this not enough?
Do we need darkness city to be safe for the suspicous time element who is being chased by the Aether one?

Scaredgirl

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342560#msg342560
« Reply #7 on: May 29, 2011, 07:26:27 am »
With the first one, your 3 cities and any allies cities will be safe for you, is this not enough?
Do we need darkness city to be safe for the suspicous time element who is being chased by the Aether one?
Being able to attack in cities is something that will make WoE more complex with very little gain (in my opinion). Instead of asking "why cannot I attack other players in cities?", I think we should be asking "why cannot cities be safe zones?". I mean what harm does it do to give players a safe place to rest when they want to take a small break from WoE without having to come back and see themselves being killed 10 times?

Outcast City being "wild west" makes sense to me, but if all Cities and Town become places of constant battle, it would probably become a bit silly.

Kael Hate

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342569#msg342569
« Reply #8 on: May 29, 2011, 07:52:43 am »
With the first one, your 3 cities and any allies cities will be safe for you, is this not enough?
Do we need darkness city to be safe for the suspicous time element who is being chased by the Aether one?
Being able to attack in cities is something that will make WoE more complex with very little gain (in my opinion). Instead of asking "why cannot I attack other players in cities?", I think we should be asking "why cannot cities be safe zones?". I mean what harm does it do to give players a safe place to rest when they want to take a small break from WoE without having to come back and see themselves being killed 10 times?

Outcast City being "wild west" makes sense to me, but if all Cities and Town become places of constant battle, it would probably become a bit silly.
You could only be killed once.
Once you go back to your town via spirt world you are safe.
And if you are going to leave the game you are not going to be, or do we want you sitting in the middle of someone elses seige.

Offline the dictator

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342595#msg342595
« Reply #9 on: May 29, 2011, 10:01:25 am »
I'm unsure where to write this. My character sheet contains some weird actions i'm sure i didn't enter.

"bind stone of return 31
capture
move 42"

I see in the organizer area that many people have stuff like this. I wonder where they got the idea, or how their actions were corrupted.
Old reply, but those data cells were part of the old Character Sheet. I'm actually in the process of making new Character Sheets and in those new Character Sheets, those cells will be gone.

(...)
It might be usefull to do what I did in my character sheet.
I changed those cells to a to do-list, which is quite usefull when you are running around on the map and you are getting some ideas of what you want to do in the first city you enter. (like training, trading, completing/taking quests),

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Scaredgirl

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342717#msg342717
« Reply #10 on: May 29, 2011, 05:53:22 pm »
With the first one, your 3 cities and any allies cities will be safe for you, is this not enough?
Do we need darkness city to be safe for the suspicous time element who is being chased by the Aether one?
Being able to attack in cities is something that will make WoE more complex with very little gain (in my opinion). Instead of asking "why cannot I attack other players in cities?", I think we should be asking "why cannot cities be safe zones?". I mean what harm does it do to give players a safe place to rest when they want to take a small break from WoE without having to come back and see themselves being killed 10 times?

Outcast City being "wild west" makes sense to me, but if all Cities and Town become places of constant battle, it would probably become a bit silly.
You could only be killed once.
Once you go back to your town via spirt world you are safe.
And if you are going to leave the game you are not going to be, or do we want you sitting in the middle of someone elses seige.
Yes, that is true, but you still die that one time without being able to do anything about it, unless you travel to your own city or town, which could be far away. And my original question still applies: "why cannot cities be safe zones?". I just don't see why players would have to be able to attack others in cities or towns.

Kael Hate

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Re: Woe Alpha - Action Feedback https://elementscommunity.org/forum/index.php?topic=25361.msg342723#msg342723
« Reply #11 on: May 29, 2011, 06:19:45 pm »
With the first one, your 3 cities and any allies cities will be safe for you, is this not enough?
Do we need darkness city to be safe for the suspicous time element who is being chased by the Aether one?
Being able to attack in cities is something that will make WoE more complex with very little gain (in my opinion). Instead of asking "why cannot I attack other players in cities?", I think we should be asking "why cannot cities be safe zones?". I mean what harm does it do to give players a safe place to rest when they want to take a small break from WoE without having to come back and see themselves being killed 10 times?

Outcast City being "wild west" makes sense to me, but if all Cities and Town become places of constant battle, it would probably become a bit silly.
You could only be killed once.
Once you go back to your town via spirt world you are safe.
And if you are going to leave the game you are not going to be, or do we want you sitting in the middle of someone elses seige.
Yes, that is true, but you still die that one time without being able to do anything about it, unless you travel to your own city or town, which could be far away. And my original question still applies: "why cannot cities be safe zones?". I just don't see why players would have to be able to attack others in cities or towns.
To me having so many safe zones when really you are in enemy territory retards/impedes play.
The Event is based on the PVP aspect of elements but you are preventing players from actually being able to do so.


 

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