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Uppercut

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg352263#msg352263
« Reply #24 on: June 16, 2011, 02:42:13 pm »
Just put everything in the market and get rid of rares altogether. That's what would get me back into playing the game. I think everything should be attainable with ease because it'd create the best possible PvP.

I'm not concerned about what most people want because the reasons I'd have to be interested in EtG is entirely different than why most people would show interest. Ultimately what I have determined is that Elements isn't the right game for me from a marketing stance. The actual game part of EtG has a lot of interesting design space and could be fun if handled differently, but the community and structure outside of the game drives me away from it. I want to play a card game, not be bored to tears with grinding, hoping the oracle treats me right, and having no way to reasonably obtain some cards.

Offline BluePriest

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg352264#msg352264
« Reply #25 on: June 16, 2011, 02:49:08 pm »
Just put everything in the market and get rid of rares altogether. That's what would get me back into playing the game. I think everything should be attainable with ease because it'd create the best possible PvP.

I'm not concerned about what most people want because the reasons I'd have to be interested in EtG is entirely different than why most people would show interest. Ultimately what I have determined is that Elements isn't the right game for me from a marketing stance. The actual game part of EtG has a lot of interesting design space and could be fun if handled differently, but the community and structure outside of the game drives me away from it. I want to play a card game, not be bored to tears with grinding, hoping the oracle treats me right, and having no way to reasonably obtain some cards.
Changes have to be made to please the many, not the few unfortunately. The designer, no matter the game should consider 2 things (in no certain oder).
1)What will be enjoyable to the community?
2)how do I, as the developer,  picture the game being?

Those 2 things should drive the design of a game. You have to listen to the community, but you also need to remember this is your game. On the other hand, you arent just making the game for yourself, you are making it for the player. So there has to be a balance between what the developer and the community wants. The wants of people that fall into the minority, although individually no less important, are often ignored because the game is developed with the community as a whole, and how the developer wants the game in mind.

With that, it seems removing rares altogether wont happen, so a better approach to take would be how the system could b e improved without changing its core function of ultra rares.
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Uppercut

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg352266#msg352266
« Reply #26 on: June 16, 2011, 02:55:40 pm »
I agree 100%. The big thing I'd question though is if its better to have a lot of players come and go, as I'm sure the case is with EtG, or if its better to foster a strong tight knit community by making the game more leveled and sportslike. It's one thing when the curious passersby leave the game, since they were going to anyway, it's an entirely different thing when the people who would have potentially stayed for the long haul leave the game.

Offline DSSCRA

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg352329#msg352329
« Reply #27 on: June 16, 2011, 05:53:12 pm »
The best system would be to have rare "rotate" out of rarity as new cards are added to the game or after a set amount of time. imho of course
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Offline MeetJSquared

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg352371#msg352371
« Reply #28 on: June 16, 2011, 07:48:15 pm »
The best system would be to have rare "rotate" out of rarity as new cards are added to the game or after a set amount of time. imho of course
Do you mean the rares now would become "commons" and be available in the bazaar as new rares come out?  That doesn't sound too bad, although you would need a whole new set of cards to do that just because it wouldn't make sense to rotate a couple at a time.

Offline bucky1andonly

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg352410#msg352410
« Reply #29 on: June 16, 2011, 08:39:55 pm »
What the game needs is more cards, and thats it.  I'm pretty sure about that.  If updates had 20-25 cards each time, then any issue of ultra rares wouldnt even matter.  More cards I say, MORE!!!!

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg352459#msg352459
« Reply #30 on: June 16, 2011, 10:25:31 pm »
Actually that'd make rares more rare and thus make the problem worse.

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg352842#msg352842
« Reply #31 on: June 17, 2011, 07:14:59 pm »
Marks do nothing major to change gameplay, just enough to make them seems special. This makes them a total plus.
Nymphs, on the other hand, are massively game changing. They are, however, not the best of cards and are available easily through the Nymph's Tears card so I don't have any problem with them and see the incentive to log in daily as a good thing for the game. I can see both sides on them though.

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg361342#msg361342
« Reply #32 on: July 05, 2011, 09:44:23 pm »
I have been playing this game on an off for years. I feel that it fails almost entirely everywhere. There is no such thing as balance, it takes far too long to get a good deck let alone a good deck you like. The money system is horrible and ruins the game, the rarity system also ruins the game. If you haven't been playing since the beginning you have almost no way to catch up to a player who has been. As another player who likes MTG I will use it as a reference. IT has everything this game is lacking. Balance, a good monetary system, a wonderful rarity system and so on. Honestly if I had more real money I would just buy a MTG online account and be done with it. But I don't so I won't. I only really play this game when I have nothing better to do.

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg361646#msg361646
« Reply #33 on: July 06, 2011, 08:30:14 am »
And the community is filled with people who support the asinine system.

Although I have to disagree with you on one point. Elements has a great card balance, and plenty of testing. While the quantity of cards is lacking, the card balance is enough to make me continue to play this game, even with so many implementation problems and the ridiculous grind.

Ultra rares are ok, so long as their power does not match their rarity. In games where all you have to worry about is the CPU, having an uber weapon is fun, but multiplayer will not benefit from super-powerful rares like some of the nymphs. Alternate methods for obtaining the rares should be available.

Hodari

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg361815#msg361815
« Reply #34 on: July 06, 2011, 03:08:29 pm »
I have been playing this game on an off for years. I feel that it fails almost entirely everywhere.
Yet you still play....can't be failing too badly :)

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Re: [Poll] Do ultra-rares add or detract from elements? https://elementscommunity.org/forum/index.php?topic=27288.msg361831#msg361831
« Reply #35 on: July 06, 2011, 03:26:32 pm »
None of the super-rare cards actually factor into the metagame. I still haven't seen any successful nymph decks or decks that were greatly effected by marks. Ls/antimatter isn't good enough to beat out ccyb, and unless higurashi gets 14 aether marks and goes mono aether, I don't think marks will make much different.

 

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