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A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322454#msg322454
« on: April 29, 2011, 06:35:52 am »
alright I was just randomly thinking about the game today and new cards and such things...when I had a thought....what if there was an non element element? you know kinda like a rainbow element where the card costs are from all quantum sources? I know what you are thinking......super rush of doom because quantum pillar gives three a turn right? well I had a though that all we need to do to boost that up is to make the card costs like rediculously high...like a card could cost like 22 quantum to play if it were an non elemental card

or we could have creatures and cards that cost multiple elements to play...like the card would cost 4 :gravity and 5 :death...in order to play...I think that could open the spectrum to how many cards we have to play and the amount that could be added by implementing this.....this is just a though I had and I'm wondering how the other players of the game think of this and how we could all work together to make this plausible if alot of people think its a good idea

I have no clue if this has been brought up before...or if it should be in another section...thats why I just posted it in the general discussion topic....please give me your thoughts on this and maybe we can buffer it out and get it implemented :D

Offline Nepycros

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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322456#msg322456
« Reply #1 on: April 29, 2011, 06:39:45 am »
1. We have Other cards. Having cards that cost a ridiculous amount typically means they are uber-powerful, and that's a no-no.

2. That idea is also not liked. Having 2 elements cost specifically for something is just... not bueno.
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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322457#msg322457
« Reply #2 on: April 29, 2011, 06:45:57 am »
1. We have Other cards. Having cards that cost a ridiculous amount typically means they are uber-powerful, and that's a no-no.

2. That idea is also not liked. Having 2 elements cost specifically for something is just... not bueno.

for your 1.


the point is not to make them uber powerful...its to make the other cards not too easily played....say its like the abyss crawler for water....a 6/6 and it costs 4  :water....well the other equivalant of that would be like a cost of 12 other for like the same range of power

for your 2.

why is it not good? a simple mixture of elements can bring a wider spectrum of creatures....say there is a mud creature that costs both  :earth and  :water....it simple that dirt and water make mud...just mixing th costs make the game a bit more of a challenge...brings more stradegy into the game....and broadens the orizen of the game

Offline OldTrees

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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322461#msg322461
« Reply #3 on: April 29, 2011, 06:58:40 am »
Other cards randomly select quanta from all of your quanta pools.
Other cards should cost more than an elemental version of the same card. Currently the theory is 1.5+1.5x(Elemental Cost)=Other Cost. This is to allow their use in mono or rainbow decks.
Dual Element cards (Cost: 1 :earth+2 :entropy) or Hybrid element cards (Cost 3( :earth or  :entropy)) will not work with the current quanta system as it is coded right now.
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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322472#msg322472
« Reply #4 on: April 29, 2011, 08:12:06 am »
I talked about a similar thing a couple of days ago in chat. I think that having a "rainbow element" could have real potential. It would have powerful cards that use all elements. The cost number in the card would mean how many quanta it takes from all Elements. For example if the cost was 2, it would use 2 from each element, therefore a total cost of 24 quanta.

But like OldTrees said, the way Elements is coded, apparently makes this impossible, because the cost has to be from one element only.

If we wanted a new element, I think that Bloodshadow with his Void series, currently holds the 1st place.


1. We have Other cards. Having cards that cost a ridiculous amount typically means they are uber-powerful, and that's a no-no.

2. That idea is also not liked. Having 2 elements cost specifically for something is just... not bueno.
I disagree with both of these.

1. High cost cards are not automatically "uber-powerful". And if they are powerful, you can nerf them by upping the cost. Lets say I have a card that says "When you play thing card, you win the match". Pretty powerful, huh? Nope, because that card costs 1000 quanta to play. Of course we should NOT have cards like that, but the principle is the same: if you make powerful cards, you simply increase the cost, making the cards "slower".

2. "not liked"? I don't think we've had any polls on this subject, so you are only guessing. I don't see how someone would automatically hate duo-cost cards. We basically already have them with cards that use an ability from a 2nd element. Why would people have a problem with cards costing two different types of quanta, but no problems with ability costing other type of quanta?

EDIT

Offline OldTrees

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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322476#msg322476
« Reply #5 on: April 29, 2011, 08:20:17 am »
1. We have Other cards. Having cards that cost a ridiculous amount typically means they are uber-powerful, and that's a no-no.
1. High cost cards are not automatically "uber-powerful". And if they are powerful, you can nerf them by upping the cost. Lets say I have a card that says "When you play thing card, you win the match". Pretty powerful, huh? Nope, because that card costs 1000 quanta to play. Of course we should have cards like that, but the principle is the same: if you make powerful cards, you simply increase the cost, making the cards "slower".
You two are using different definitions of power.
Nepycros is using the pre cost definition, SG is using the post cost definition.
Pre Cost / Cost = Post Cost
A Post Cost Power level that deviates slightly from the norm is considered unbalanced.
A Pre Cost power level that to be balanced would require a cost high enough to lower the speed of the card enough to make it too hard to use is also considered a bad thing despite being balanced.
Hence a card the needed a cost of 1000 to be balanced would not be wise because it would be so hard to play with. Playability and Balance are both vital characteristics of a card.
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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322604#msg322604
« Reply #6 on: April 29, 2011, 02:26:16 pm »
Zblader tried to make ideas that required cost of 2 Elements, and was told to change them.
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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322854#msg322854
« Reply #7 on: April 29, 2011, 08:02:32 pm »
oldtrees you say that with the current coding that the game has now that multiple elemental costs wont work...but how does a card like discord work...you know it takes more then one element from multiple sources and adds them to others...I have no clue how coding works but it shouldnt be that hard to be able to change it to be able to add this


and to whoever moved the topic thanks...but I have a feeling this wont be read much in this topic by the majority of members

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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322895#msg322895
« Reply #8 on: April 29, 2011, 08:31:32 pm »
oldtrees you say that with the current coding that the game has now that multiple elemental costs wont work...but how does a card like discord work...you know it takes more then one element from multiple sources and adds them to others...I have no clue how coding works but it shouldnt be that hard to be able to change it to be able to add this


and to whoever moved the topic thanks...but I have a feeling this wont be read much in this topic by the majority of members
@SG I did a whole series around Duo-cost cards as Emeraldtiger stated.

From what Kael Hate told me and Oldtrees, a multi-selection quantum system that specifies 2-11 types of quantum is either impossible or just a pain for Zanz in terms of the current workload, to summarize. Discord is like Quantum Tower in a sense - it removes quantum from random pools and then generates random quantum for the opponent. The keyword is "random" - quantum costs can currently only be coded to cost 1 type of quantum or all 12 randomly. Unless Zanz states otherwise, duo-element costs are currently considered uncodable.

However, a card that costs all types of quantum is not as impossible to code - that's more like an inverse of the Nova card, but by design I find it rather... awkward. It's more intuition from me, but perhaps the reason I feel this awkwardness is that the card would only be truly viable using Nova or a ton a quantum pillars, and the large cost might be discouraging to some players. There's no need to make a card cost a ton when you could just make it Other and give it a few design tweaks.

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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg322965#msg322965
« Reply #9 on: April 29, 2011, 09:30:03 pm »
oldtrees you say that with the current coding that the game has now that multiple elemental costs wont work...but how does a card like discord work...you know it takes more then one element from multiple sources and adds them to others...I have no clue how coding works but it shouldnt be that hard to be able to change it to be able to add this


and to whoever moved the topic thanks...but I have a feeling this wont be read much in this topic by the majority of members
Costs are coded as Int, String. Valid inputs for the string are  :aether :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water or undefined.
Discord works by absorbing 10 random quanta [10, undefined] and generating 10 random quanta [10, undefined]
For a card to cost 1 :earth+2 :entropy it would have to be coded as [1, :earth,2 :entropy]. Note that such a function is completely different because it take a different number of variables. Even if the other option for coding were taken (ie expanding the possible inputs for the string) it would require 66 (assuming only dual element cards) new possible inputs to be coded for. That would be almost the same work as adding 33 new elements.
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Re: A Thought in Devolpment https://elementscommunity.org/forum/index.php?topic=25293.msg323079#msg323079
« Reply #10 on: April 30, 2011, 12:02:48 am »
well i certainly do understand this alot more now...thanks for clearing it up....I now understand why it is out of our reach for now...maybe in the future

 

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