This is a list of the most requested features for Elements the Game, saving you the time and effort of creating a thread about them.
In spoilers are any variations on that idea implemented or planned to be implemented in the game, the developer's response, or the elements community's response.
Any topics that are simply restating one or more of these points, without expanding or offering new input or ideas on it will be locked.
1 ) More Quests/ Campaign mode/ Storyline
[04:02:54]zanzarino: more quest = soon
[04:04:09]zanzarino: I'd like to create some daily quests
2 ) Method(s) for using Upgraded cards in unupgraded tournaments
A PvP Duel which automatically downgrades cards, or a method for downgrading individual cards. Main use is for nymphs or rares which cannot be purchased in the Bazaar.
Assumed low priority, since only a small proportion of the people playing the game will use it. (People who have upgraded nymphs, will use them in decks and are participating in unupgraded tournaments compared to everyone who plays elements)
3) Second tier of upgraded cards
Unlikely, due to the already large difference between new players (no rares, little electrum and cards) and veterans (most rares, lots of electrum and many cards, both upgraded and non). With the current system, there are very few players who have a full set of upraded cards, so this is not necessary.
4 ) Refund for Cancelled abilities
Unlikely to happen due to a bug allowing players to abuse this:
Players with slow CPU's managed to activate a creature skill, play a card and use the "cancel" button in a rapid sequence to re-use cards in an infinite loop.
In 1.25, after using a creature skill, a 1/10 of a second pause is added (same as the one used for playing a new card). It is the time required for the script to complete its function, during that time a new command (another creature skill, card, etc.) can not be used.
P.S. : this is also the reason why creature's skills do not have a "real" cancel option; giving back the cost of the skill would create a huge array of fast click combos and it would force me to make the UI much less fluid to keep control of all the possible exploits.
It is not because, as commonly believed, I am punishing the player for a bad choice.
5 ) Make Toadfish/Puffer fish and Chaos Seed/ Chaos Power separate cards, or allow 6 of each to be together in a deck
[21:18:33] zanzarino: The toad/puffer guys are not going to change soon
6 ) Mobile/Portable version of the game
Zanzarino is, at the moment a single developer, and this game itself is still being updated and improved on a regular basis.To move a game like this to the iPad would mean double the work, and as a result is quite unlikely.
Also, to create a game for the iPad, you have to buy the software necessary, or download and use the free and limiting software, which probably would not be able to recreate a game like Elements. Either way it would require much effort, learning how to use the new software and the investment into a new and expensive Mac that can run it.
7 ) Graveyard/Discard pile
[04:12:32]zanzarino: Not because graveyard is not a good idea it's just
[04:12:37]zanzarino: Soo common
[04:12:49]zanzarino: We can do better
8 ) Ability to save multiple decks
This idea has currently been rejected due to lack of server space. However, on the Your Deck screen, there is an import/export button, to generate a specific code for your deck. You can save these on a word document, and title them differently for easy acsess to your deck. You can also PM some of your most used decks to yourself, and use that to change between decks (the advantage of this is the deck image tool can be used in a PM, so you can see exactly what you are creating
9 ) Method of Trading Rares/Nymphs
As of now, the lead developer wants nymphs to be un-grindable, and the community sees a trading system as easily abusable.
[04:02:42]zanzarino: trading = no
10 ) Cancel end turn instead of force discard
11 ) Have all effects take place before the opponent is defeated
This could lead to situations where both players will win/lose
(example: Unstable gas is used on opponent with 20 health, while they have a voodoo doll and you have 1 health)
Also makes EM's simpler to achieve and removes some of the skill into timing your attacks for an EM
12 ) Mulligan System
An auto mulligan has already been implemented into the game, reducing opening hand bad draws.
Zanzarino's response to any queries about the current mulligan system:
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?
13 ) Improve AI5 (Half Bloods)
AI5s are often criticised for their random decks, which can very from very hard to very easy, and have no particular strategy. They are also time consuming as they have 200 health, and the other advantages of a False God.
Another disadvantage of grinding AI5 is the low rewards. Their decks are random, so you are unlikely to recieve a card. They also have a random 30% of their deck upgraded (updated in 1.26) , and if the slots lands on two unupgraded versions of a card, and one upgraded, you will recieve nothing. The chances of winning an upgraded card from AI5 is very low (said to be 1.5%).
Due to these, AI5s are one of the least played AI levels, and players are usually advised to skip them and move straight to False Gods. Possible improvements could be to build preset decks for AI5 (with more specific cards upgraded), or upgrade more of their cards, and lower their health (possibly to 150) and their mark (to 2x), to retain difficulty while increasing the rewards.
14 ) Text Log
A test version recording all the events of the game, in case you missed something or the animations go too quickly. Preferrably in a pop up which would be brought up by a button. Should not display anything on your opponents side while their cloak is active.
15 ) Cards re ordered in the bazaar
Sorted alphabetically, divided into permanents, creatures and spells, any more user friendly way while making it easier to find specific cards.
Possible separation of rares and non rares.
Could also be separated by casting costs.
16 ) Hotkeys
Pressing a button to activate/change something. (Like the slots, or to enter Bazaar or Arena)
17 ) Peak arena rank
Summary of information, including the maximum rank your arena deck reached, and perhaps thumbs up/thumbs down ratio