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Offline ddevans96

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg124475#msg124475
« Reply #204 on: July 26, 2010, 01:04:11 am »
We need more aether cards. It has less cards than any other element, and people seem to dislike it because of that. There's only so much you can do with dimensions, but still.
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Chromanin

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg125303#msg125303
« Reply #205 on: July 27, 2010, 01:23:50 am »
We need more aether cards. It has less cards than any other element, and people seem to dislike it because of that. There's only so much you can do with dimensions, but still.
Word up dude, i've been thinking that for a long time... Aether definitely needs more. It really is pretty difficult to come up with more ideas for it, but i know there are some really good ideas out there yet to be discovered.

like... A Phase Mage that replicates an N/0 copy of target creature for  :aether :aether :aether .. or something cooler.

the Sage

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg131712#msg131712
« Reply #206 on: August 05, 2010, 11:30:21 am »
I would say
1. Adding more cards for all quantum types (BADly polled atm. Preferebly introduce cards that improve mono/duo decks and specifically not rainbow)
2. Introduce more interesting PvP options (the community does a very nice job, but built-in options would synergize well with that  (ladder challenges, GAME MODES*)
3. Improving PvP game speed (so that turns are done when they are done, and not after 1 minute)
4. Improving PvE game speed (option to skip animations and CPU actions)


*Huh, what are game modes?!
Game modes are different types of games (I would say specific to PvP, but could be introduced in PvE with a lot more work).
A few examples:
-You may pick a (small) number of cards from your deck, which you draw first.
-You may pick a (small) number of cards from your deck, which you draw last.
-You may pick a number of cards. These will be somewhere in the first half of your deck.
-You may pick a number of cards. These will be somewhere in the last half of your deck.
-Only a fixed number of upgraded cards allowed.
-Start with 50 hp
-Start with 200 hp
-Start with a triple mark
-Start without a mark
-Random
-User specified card type exclusion

Using game modes will of course drastically change the balancing of certain decks, which is kind of the point. =D
This will require some kind of lobby system, but the game needs that anyway.
Obviously, once the use of options is programmed in, adding variants of these should be very simple. Also, they can be combined with each other, and with tournament rules the way they are defined right now, providing a huge number of new combinations.
This allows for many new and interesting tournaments, and it greatly promotes the making and updating of many different kinds of  decks, instead of specializing in just one or two decks.

Offline BluePriest

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg131814#msg131814
« Reply #207 on: August 05, 2010, 03:45:24 pm »
Personally I think new cards should be taken off of there. We all know cards are a high priority, because of them being there though, there is no way to really tell what else needs done. i think the poll has gotten a little too specific (and has been like that for a while).
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Mantriel

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg133160#msg133160
« Reply #208 on: August 07, 2010, 07:41:47 pm »
I used to play Elements a year ago, I mostly played on the "you have unlimited quantum" server and I liked it. (Especially the AI).

Recently I started to play elements again, but now on the Kongregate server.

The only thing that I would like to see changed is adding more mid level content.
By this I mean: I wish for an easy (non frustrating) way to farm electrum, that we might be able to experiment with cards (buy new basic decks) and/or to upgrade your cards till you are ready to face False-Goods.

I followed Scaredgirls thread (http://"http://elementscommunity.org/forum/index.php/topic,522.0.html") with ease until step 7. Farming that 6000 electrum is very boring and frustrating.

Right now AI3 is a 95% win, AI4 is a 20-30% win, and AI5 is a 50% win (with Scaredgirls Rainbow deck (http://"http://elementscommunity.org/forum/index.php/topic,1615.0.html")). I win 20-30 electrum and loose almost the same amount on the next game. Farming 6000 will be a nightmare.

(Of course, even better AI, Mulligan, refundable creature abilities, being able to buy/trade rares and even more cards are also welcome. :))

Ant-n-ero

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg133528#msg133528
« Reply #209 on: August 08, 2010, 08:20:32 am »
The only thing that I would like to see changed is adding more mid level content.
By this I mean: I wish for an easy (non frustrating) way to farm electrum, that we might be able to experiment with cards  (buy new basic decks) and/or to upgrade your cards till you are ready to face False-Goods.

I followed Scaredgirls thread (http://"http://elementscommunity.org/forum/index.php/topic,522.0.html") with ease until step 7. Farming that 6000 electrum is very boring and frustrating.

Right now AI3 is a 95% win, AI4 is a 20-30% win, and AI5 is a 50% win (with Scaredgirls Rainbow deck (http://"http://elementscommunity.org/forum/index.php/topic,1615.0.html")). I win 20-30 electrum and loose almost the same amount on the next game. Farming 6000 will be a nightmare.

(Of course, even better AI, Mulligan, refundable creature abilities, being able to buy/trade rares and even more cards are also welcome. :))
in yellow, This is what the elements trainer is for, experimenting with ANYTHING without splashing 'real' cash (to get it go to the top of this page, then click resources, then on Trainer)
there is a button for 'All Quests' and also 'All Cards', including those that are being developped (again, click on Resources at the top, and it should load on 'In Development')

in Teal(or blue-ish for those who don't know), there is an Auto-Mulligan already, if you have no cards that cost 0 to play in you starter hand, the game auto-mulligans and gives you a new hand, regardless of whether or not you have cards that can or can't be played....

other things have been discussed before (such as card trading) but I think Zanz entirely rejected them so no banana there...

Mantriel

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg135094#msg135094
« Reply #210 on: August 10, 2010, 12:51:22 pm »
in yellow, This is what the elements trainer is for, experimenting with ANYTHING without splashing 'real' cash (to get it go to the top of this page, then click resources, then on Trainer)
there is a button for 'All Quests' and also 'All Cards', including those that are being developped (again, click on Resources at the top, and it should load on 'In Development')

in Teal(or blue-ish for those who don't know), there is an Auto-Mulligan already, if you have no cards that cost 0 to play in you starter hand, the game auto-mulligans and gives you a new hand, regardless of whether or not you have cards that can or can't be played....

other things have been discussed before (such as card trading) but I think Zanz entirely rejected them so no banana there...
Thanks for the reply. I didn't really think I would get one. :)

After my post I've read a few dozen threads here, which gave me several new deck ideas. I searched the forum for for the trainers link, and after I've found it I tested several decks. I finally realised, that I love Scaredgirls rainbow deck above all. :) (I just need to figure out a way to mitigate the effects of  :fire Fire Shield/Fire Buckler and  :life Thorn Carapace/Spine Carapace.  :gravity Momentum would be an obvious choice.

I start to understand the game better now and managed to increase my AI5 wins to 60-75% which is ok for me. :)
I changed my mind about some of the things I've asked for, and right now the only thing I wish for is a Mulligan ability.

The Auto Mulligan is great, but I'm totally screwed if I start with only one pillar. :( (I loose 80-90%)

Offline BluePriest

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg135097#msg135097
« Reply #211 on: August 10, 2010, 01:04:50 pm »
Just  to show to give an understanding of why the mulligan feature works how it does (not saying your point isnt valid but maybe it will help you understant why its set up how it is.)

Elements 1.21

Auto-mulligan function:

Q - How does it work?
A - If none of the cards in your initial hand can be played during the first turn (none has cost 0) you'll automatically get 7 new cards. Only once.

Q - Am I going to realize a "mulligan" happened?
A - No.

Q - Why can't I decide myself if I want a mulligan?
A1 - People would use it to drastically improve the chances of getting the desired card X in the initial hand.
A2 - It would force me to add an extra turn in pvp games before the game actually starts: more waiting, more questions, more clicking.
A3 - I still want bad/good initial hands in the game. What I do not want is having 8 cards in your hand and having to discard one during your first turn - just too frustrating.

Q - I think it should count the number of pillars instead of the number of cost 0 cards
A - There are pillar-less decks

Q - I strongly prefer the system where I can have a mulligan, but if I get one I'll get less cards and it can be repeated up to 3 times, unless it is a first Monday of the month in which case I can get 2/3 of the cards that my opponent had yesterday.
A - Simple = Better

Q - I played a game where I still could not play any card during my first turn
A - You might still draw 14 cards and no pillars - did you try adding pillars to your deck?

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg135110#msg135110
« Reply #212 on: August 10, 2010, 01:37:28 pm »
Personally I think new cards should be taken off of there. We all know cards are a high priority, because of them being there though, there is no way to really tell what else needs done. i think the poll has gotten a little too specific (and has been like that for a while).
I agree with this ^^^

Also, here's a link (http://elementscommunity.org/forum/index.php/topic,9478.0.html) to a thread about being able to pick which false god to face in the trainer.  I suggested that go a step further and allow us to paste the deck code of what we want to face in the trainer with the option to make the 'deck' a false god deck (3x mark, 2x cards).

Mantriel

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg135208#msg135208
« Reply #213 on: August 10, 2010, 04:52:19 pm »
Just  to show to give an understanding of why the mulligan feature works how it does (not saying your point isnt valid but maybe it will help you understant why its set up how it is.)

Elements 1.21

Auto-mulligan function:

Q - How does it work?
A - If none of the cards in your initial hand can be played during the first turn (none has cost 0) you'll automatically get 7 new cards. Only once.

Q - Am I going to realize a "mulligan" happened?
A - No.

Q - Why can't I decide myself if I want a mulligan?
A1 - People would use it to drastically improve the chances of getting the desired card X in the initial hand.
A2 - It would force me to add an extra turn in pvp games before the game actually starts: more waiting, more questions, more clicking.
A3 - I still want bad/good initial hands in the game. What I do not want is having 8 cards in your hand and having to discard one during your first turn - just too frustrating.

Q - I think it should count the number of pillars instead of the number of cost 0 cards
A - There are pillar-less decks

Q - I strongly prefer the system where I can have a mulligan, but if I get one I'll get less cards and it can be repeated up to 3 times, unless it is a first Monday of the month in which case I can get 2/3 of the cards that my opponent had yesterday.
A - Simple = Better

Q - I played a game where I still could not play any card during my first turn
A - You might still draw 14 cards and no pillars - did you try adding pillars to your deck?

Damn, those are good answers. :( No Mulligan than. :)

Offline manaboy100

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg137498#msg137498
« Reply #214 on: August 13, 2010, 01:56:06 pm »
A Deck Foldering system?

It'll save us a great time to change decks without import/export codes
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snowballfr

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Re: [POLL] 5 most important things Elements needs right now? https://elementscommunity.org/forum/index.php?topic=1431.msg137520#msg137520
« Reply #215 on: August 13, 2010, 02:22:23 pm »
A card trading system would be great!
I have more than 30 shards unupped and 18 upped and almost all the rare because I spend lot of time farming T50 but I desperately need money. I'm sure others are in the opposite case. A trading system would allow us to make the difference with the older players.

 

blarg: