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Ignion

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Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg238528#msg238528
« on: January 02, 2011, 09:26:44 am »
Hi,

I have a suggestion to make this game even more sophisticated. I think each elemental property should be emphasized through relative strength/weaknesses to opposing elements.

For example, perhaps "fire creatures" are immune to "ice" effect (or only freezes for 1 turn). I mean, it makes sense given that those creatures are "hot." Conversely, perhaps "water creatures" receive "1 less damage" from fire spells such as rain of fire.

Some other examples:

- Light creatures cannot be turn into vampire (immune to liquid shadow's vampire effect, still receives poison). They are also immune to mutation for the similar reason.
- Boneyard & Bone Wall effects are not triggered when "non-living creatures" such as voodoo dolls, gargoyles, immortals, mummies, etc are killed (because they are technically not dying).
- Air creatures can ignore Burrow effects (birds eat worms, don't they?). They are also immune to Flooding (they are flying!)
- If you use devour to eat a fire creature, you can eat and kill the creature but you receive damage on your HP instead of gaining (doh, of course, you just ate something burning...).
- Gravity creatures can ignore Wings effect (if they control gravity, they can pull down the flying creatures and attack, right?)
- Entropy creatures gain HP instead of losing when poisoned (they are evil creatures like demons, so toxins are like beverage to them).
- Time creatures never receive more than 1 poison counter (if they control time, they should be able to stop the poison from spreading, right?).
- Time effects such as rewind are able to target Immaterial/Immortal cards (I mean, immaterial/immortal can only mean they are immune to "physical intervention," but time should not be included by the literal definitions of those terms.)
- Quintessence does not work on inanimate creatures (I don't need to explain this one, do I?)
- Aether creatures can paralyze water creatures for 1 turn (electricution effect?).

These are just examples. I think stuff like this would take this game to a higher level. What do you think?

Ignion

Offline ArtCrusade

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Re: Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg238590#msg238590
« Reply #1 on: January 02, 2011, 11:21:06 am »
This would make Elements far too complex. So no..
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Ignion

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Re: Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg238721#msg238721
« Reply #2 on: January 02, 2011, 04:06:22 pm »
You mean in terms of programing?

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Re: Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg238723#msg238723
« Reply #3 on: January 02, 2011, 04:11:18 pm »
As it stands, even simple hidden effects such as SoR with Rustler, flying Titan/Glory and Adrenaline with Venom are considered complicated and many people who are new to the game tend to complain.

If absolutely EVERYTHING had some kind of exception or hidden effect, than it would be difficult to keep track of how many exceptions there are, and make new players even more confused.

And as you said, it would be annoying to spend time programming everything when it's honestly not needed.

Ignion

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Re: Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg239079#msg239079
« Reply #4 on: January 02, 2011, 10:55:55 pm »
I never said they needed to be "hidden." Of course new players are confused with those stuff you mentioned. I don't even know some of them. It's a whole different story if you "inform" players of rules before hand. What they don't like is not complexity but a surprise that feels unfair to them. So, elemental uniqueness can be explained in depth at the first screen where they choose an element (that way they are fully informed and aware. Nothing hidden or unfair about it). Complexity is not a bad thing, especially when developing a game. Of course, I realize that you don't have enough man power given that this is a free game (and thank you). However, if you look at other more successful games, granted they cost money, are constantly implementing "more creative elements." Without it, players will soon see the limits of this game and fade away. It's easier to dismiss an idea calling it unneeded. After all, who needs/wants more work, right? But, then again, why did you even decide to create this game in the first place? Were you aiming to create an "OK" game and just stop there?

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Re: Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg239103#msg239103
« Reply #5 on: January 02, 2011, 11:21:46 pm »
Personally, I like the idea. However, those players who complain about things like that? How many of them would read that kind of thing on the first page. Anyway, if your only argument is that the game needs to be constantly expanding, it is. The cards are being slowly, but surely added to, and new cards often introduce new affects which in turn, modify the game. Along with these added cards, Zanz(the lead developer) will slightly modify existing cards based on usage, so that different cards are dominant.

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Re: Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg239117#msg239117
« Reply #6 on: January 02, 2011, 11:46:26 pm »
I think the most practical way to implement this is just creating more cards like Holy Light, Flooding, and Nightfall.

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Re: Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg239128#msg239128
« Reply #7 on: January 02, 2011, 11:59:59 pm »
I think the most practical way to implement this is just creating more cards like Holy Light, Flooding, and Nightfall.
This^ is an ideal method. Another ideal method is to maintain elemental integrity (aka no more other healing draining from the healing advantage from  :darkness :life :light)
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Re: Elemental Strength/Weaknesses https://elementscommunity.org/forum/index.php?topic=18723.msg256611#msg256611
« Reply #8 on: January 24, 2011, 11:59:04 pm »
this will make some decks less effective than they should be against opposing elements, the best thing in elements is that its balanced please keep it that way
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