(http://i118.photobucket.com/albums/o108/Kael_Hate/Elements/Spectral_Reflector2.png) | (http://i118.photobucket.com/albums/o108/Kael_Hate/Elements/Spectral_Prism.png) | ||||||||||||||||||||||||
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Hmmmmmm...It can't work as a rainbow does today because it does not directly give you quanta for the activators of cards. Some creative balance would allow you to get around that tho.
So basically, this card will replace what is now the rainbow deck?
I envision seeing a few of these in play, along with a mark of light and a few light pillars, and then just generating the exact quanta that you need, although somewhat slowly...
Hm, for every point I can think of that seems to make this card very powerful, there is a counterpoint to it. Very nice... Not sure what I would suggest differently. If this does make it, it will become a VERY influential card.
It can't work as a rainbow does today because it does not directly give you quanta for the activators of cards.Ok, now I'm confused. ???
It can't work as a rainbow does today because it does not directly give you quanta for the activators of cards.Ok, now I'm confused. ???
I thought, for example, if you had 3 life cards and 2 air cards in your hand, that at the end of your turn, this card would generate 3 life quanta and 2 air quanta.
Lol why are these always so complex? :) My brain hurts after reading that description.lol, my thoughts cycle between, Tactical Action, Calculations and Revelations. This is as simple to me as nova.
I like cards like Nova that are simple.
It can't work as a rainbow does today because it does not directly give you quanta for the activators of cards.Ok, now I'm confused. ???
I thought, for example, if you had 3 life cards and 2 air cards in your hand, that at the end of your turn, this card would generate 3 life quanta and 2 air quanta.
You Have 10 Light Pillars and 1 Spectral Prism in play, 10 :light in the stockpile, 3 Forest Spectre (life) and 2 Firefly Queen (Air) in Hand,
The Mirror takes 5 :light and gives you 3 :life , 2 :air
But this gives you no :water to pay for the forest spectres growth ability.
A card specifically designed against both mono decks and :darkness cards. How odd.Because if you don't draw a Spectral Reflector or Spectral Prism you're dead in the water.
Why use any other pillar type if you can use :light pillars/mark and this? This combo will always generate the quanta needed for the cards in hand. Sure, you mention it won't power the quanta needed for ability cards, but clever combinations can certainly get around this.
Which is the true magic of this. You can't just spam light pillars and these and get all the quanta you need. Since it's based off how many cards of an element you have in hand, even playing one may not guarantee that card being out soon.A card specifically designed against both mono decks and :darkness cards. How odd.Because if you don't draw a Spectral Reflector or Spectral Prism you're dead in the water.
Why use any other pillar type if you can use :light pillars/mark and this? This combo will always generate the quanta needed for the cards in hand. Sure, you mention it won't power the quanta needed for ability cards, but clever combinations can certainly get around this.
Which is the true magic of this. You can't just spam light pillars and these and get all the quanta you need. Since it's based off how many cards of an element you have in hand, even playing one may not guarantee that card being out soon.The "off switch" will be playing all the non :light cards in your hand or enough of them to let some of the :light accumulate.
...I guess the only problem that I can now see with this card is that there's no "off-switch", in case you want to conserve some of your light quanta for something vital (Hope, Miracle, or even a Light Dragon), rather than remove some of it for a card you don't need to play at all.
The problem is that Elements is not a game designed just for you. There are thousands of other people too, and these people (the general public) don't like complex cards. Keeping it simple is very important in game design. When you look at the most popular games in gaming history, all of them have a very simple core.Lol why are these always so complex? :) My brain hurts after reading that description.lol, my thoughts cycle between, Tactical Action, Calculations and Revelations. This is as simple to me as nova.
I like cards like Nova that are simple.
then i'm not made for this gameThe problem is that Elements is not a game designed just for you. There are thousands of other people too, and these people (the general public) don't like complex cards. Keeping it simple is very important in game design. When you look at the most popular games in gaming history, all of them have a very simple core.Lol why are these always so complex? :) My brain hurts after reading that description.lol, my thoughts cycle between, Tactical Action, Calculations and Revelations. This is as simple to me as nova.
I like cards like Nova that are simple.
Fractal is a perfect example of a good card. It's really easy to understand, but opens up dozens of different possibilities. It's simple, yet complicated. That's what we need, not cards with complex descriptions.
There has been some talk about "unwritten rules". This card idea, if implemented in its current form, would be hands down the most complex card to understand in Elements. I'm betting that Zanz has an "unwritten rule" against complex cards like this one.
Its my idea tho isn't it? If someone is allowed to have a card that would be meaningless to me, pass to the Crucible and maybe into the upper ranks, why can't an idea like mine go too? This is quite mathematically simple and once seen in action will likely provoke the response "Ah it makes quanta that matches the cards in my hand". Various posters have agreed here so I have some support.The problem is that Elements is not a game designed just for you. There are thousands of other people too, and these people (the general public) don't like complex cards. Keeping it simple is very important in game design. When you look at the most popular games in gaming history, all of them have a very simple core.Lol why are these always so complex? :) My brain hurts after reading that description.lol, my thoughts cycle between, Tactical Action, Calculations and Revelations. This is as simple to me as nova.
I like cards like Nova that are simple.
Fractal is a perfect example of a good card. It's really easy to understand, but opens up dozens of different possibilities. It's simple, yet complicated. That's what we need, not cards with complex descriptions.
There has been some talk about "unwritten rules". This card idea, if implemented in its current form, would be hands down the most complex card to understand in Elements. I'm betting that Zanz has an "unwritten rule" against complex cards like this one.
Its my idea tho isn't it? If someone is allowed to have a card that would be meaningless to me, pass to the Crucible and maybe into the upper ranks, why can't an idea like mine go too? This is quite mathematically simple and once seen in action will likely provoke the response "Ah it makes quanta that matches the cards in my hand". Various posters have agreed here so I have some support.The idea of this section is to give feedback on the cards and that's exactly what I'm doing. Whose idea this is makes no difference.
My only response to complexity in the game and unwritten rules is: Explain Mutation in full.We are talking about two totally different things here. Cards like Mutation and Adrenaline require trial and error to see what exactly happens, but the cards themselves are very easy to understand. The description is easy to understand. It might be easy for you but the fact that you designed this card might have an effect.
Many of these QUANTUM MECHANICS series cards are very difficult to understand, and many members have pointed it out (I've even received a PM about it). I'm not going to start arguing about it, but I can guarantee that I won't be voting any complex ideas to be moved to Forge because I think that would be a huge game design mistake. Then again my vote is no more important than someone else's so it's not the end of the world.There is a problem tho, because we only broadcast the Image of the card for voting, the community does not get to see the mechanics that make the card work. If I go with simple text the voter does not know the details on the back end, if I put the detail in the text box, I get complaints of complex text. What am I to do when the environment treats me as such. To take experience from the veteran game Magic, their sets are a conglomerate of complex and simple cards. The Complex cards require an indepth knowledge of the game or investigation or analysation of the card text and new terms.
EDIT:
One interesting solution would be to make the cards so that unupped version is much less complicated. This way it would be easier for newbies to actually use the cards in deck building. Then when they get experience and are able to upgrade the card, it would become more complex giving veteran players more challenge.
I went to see the workshop thread, and unless I'm mistaken, the basic idea behind this card was originally by Kuroaitou in this workshop post: http://elementscommunity.org/forum/index.php/topic,5361.msg60479#msg60479This card has been in catalog for other 3 months. I can even give you the original text file I have with the idea in process. When Kuroaitou posted his idea, I informed him I already had an idea with the principle he had suggested already to go. There is situation where 2 people can come up with the same idea via different methods and this is quite plausible with this when the mechanics of the idea are simple interactive combinations of components in the game. This is my idea tested and tweaked by me so it has my name on it.
However the cards says: "IDEA BY: Kael Hate" which isn't actually true. If there is a workshop where people post ideas, you cannot just take those ideas and put your name on it. The person with the original idea should be mentioned somewhere.
Mechanics:The mechanic I left unsmipped from your quote is interesting and I have a card for light that already uses a similar effect I'll spend some time when I get back to post it to the card ideas section.
-A card (or set of cards) that allow you to gain quanta to a proportion of how many cards of a certain element are in your hand, (not based off of your mark). However, other regular ways of gaining quanta are halted when you use this card.
Also - I'm totally interested in what type of card you have for 'light' that matches the uncut quote of my previous post.
Hmm.. did you change the description? It doesn't seem that bad anymore. Then again I know what it does now so I'm not a "newbie" anymore.Nope, Card text has not changed since its original inception.
I propose you rename it like this:Elemental is required because it has no effect on "Other" cards.
Before
For each Non-Darkness
Elemental card in hand Spectral
Reflector turns :light into a Quanta
of that cards type.
After
For each Non-Darkness card
in hand Spectral Reflector
turns your :light into a Quanta
of that cards type.
I think the "Elemental" is not needed, and "your" clarifies the situation a bit.
It is quite an exercise to create a concise and accurate description for some of these cards, but here are a couple of tries:Neither of these is technically correct.I think the second one is probably best.
- Each turn convert 1 (http://elementscommunity.org/forum/Smileys/SoLoSMiLeYS1/light18x18.png) into the corresponding element for each card in your hand. Non-elemental and darkness cards are not affected.
- Each turn gain 1 quantum of each non-darkness element in your hand. Lose the same number of (http://elementscommunity.org/forum/Smileys/SoLoSMiLeYS1/light18x18.png).
Yes, I know why the "Elemental" is there. However as far as I know this "Elemental Card" is a term you just made up. To me it sounds different than a "card that belongs to a specific element", and some newbies might think "Elemental Card" is some kind of special card.I propose you rename it like this:Elemental is required because it has no effect on "Other" cards.
Before
For each Non-Darkness
Elemental card in hand Spectral
Reflector turns :light into a Quanta
of that cards type.
After
For each Non-Darkness card
in hand Spectral Reflector
turns your :light into a Quanta
of that cards type.
I think the "Elemental" is not needed, and "your" clarifies the situation a bit.
2. Make it so that "Other" cards produce 1 random quanta.This is not required. You can safely assume the 1 random quanta was light. (Light converted to light: no effect).
PS. Why are you using images instead of smiley codes?Heh, I just right-clicked and copied the first quantum I saw. But thanks for the tip! :aether :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water :D
the way the card was worded, i thought that having a graboid in hand would simply give you :earth. but youre saying it gives you 3 :earth? confusing. but an interesting card...i like itIf the only card you have in hand is a Graboid, the reflector will turn 1 :light into 1 :earth.
oh, ok. earlier discussion on the thread said something different? w/ethe way the card was worded, i thought that having a graboid in hand would simply give you :earth. but youre saying it gives you 3 :earth? confusing. but an interesting card...i like itIf the only card you have in hand is a Graboid, the reflector will turn 1 :light into 1 :earth.
oh, ok. earlier discussion on the thread said something different? w/eTHe idea has never changed in that regard so its a misinterpretation.
then i think its underpowered? not positive though. i think its only useful in a :light duo...but i could be wrong. maybe if you have a rainbow with a bunch of cards that cost 2 or less quantaIts just fair. Not over or underpowered. It is designed for light to sub in other elements, self balancing by card presence in your deck.
i thought using the cards in hand as some sort of target is not allowed?It does not target cards in hand in any way,