Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Game Suggestions and Feedback => Topic started by: regen2k9 on September 13, 2012, 10:46:22 pm

Title: Elements Updates
Post by: regen2k9 on September 13, 2012, 10:46:22 pm
I know that it would be foolish for me to expect more updates, as it has been mentioned before that Zanz has things in his personal life that take priority, and furthermore he sees the game as more of a hobby and something to add to his resume.  However, that doesn't change that there are plenty of people who either would love more frequent updates, or would love to see more cards added - sparingly of course - here or there.  Some players have left because of a loss of interest too. 

I know that Zanz has expressed an interest in being the sole programmer, but does that mean that he would be opposed to giving one of our admins access to adding new card here and there?  I don't mean, "OMG let's add 1000 cards to the game and give it just as many cards as MtG!"  No, I just mean one card every month or two.  This would also allow our CIA section to have more of an influence, past being simply hobbies.  It would give CIA fans something more to work towards.

Perhaps we can email Zanz about giving an admin rights to add a card here or there (and NOT to change anything else regarding the game, leaving Zanz as pretty much the sole programmer).
Title: Re: Elements Updates
Post by: russianspy1234 on September 13, 2012, 10:55:20 pm
you realize that it's not that simple to add a card right? especially if it's not an ability already in the game.  the A.I. has to be programmed to use it properly for one thing.  All the interactions with it have to be programmed, etc.
Title: Re: Elements Updates
Post by: regen2k9 on September 13, 2012, 10:56:08 pm
you realize that it's not that simple to add a card right? especially if it's not an ability already in the game.  the A.I. has to be programmed to use it properly for one thing.  All the interactions with it have to be programmed, etc.

True.  I wonder if Zanz would be against this though.
Title: Re: Elements Updates
Post by: russianspy1234 on September 13, 2012, 11:17:54 pm
you realize that it's not that simple to add a card right? especially if it's not an ability already in the game.  the A.I. has to be programmed to use it properly for one thing.  All the interactions with it have to be programmed, etc.

True.  I wonder if Zanz would be against this though.

against people mucking around with the game AI?  most definitely.
Title: Re: Elements Updates
Post by: regen2k9 on September 13, 2012, 11:23:24 pm
you realize that it's not that simple to add a card right? especially if it's not an ability already in the game.  the A.I. has to be programmed to use it properly for one thing.  All the interactions with it have to be programmed, etc.

True.  I wonder if Zanz would be against this though.

against people mucking around with the game AI?  most definitely.
Well, the game is at a stand-still until Zanz makes his next move then =/  I'm just trying to think of a way to remedy it with out sending nagging emails to Zanz asking him for more card updates and things.  I just feel that more card updates used sparingly would help keep our fanbase more interested and help CIA as well, if we could get it done somehow.  Say my idea doesn't work...then is there anything else that we, the community, can do?
Title: Re: Elements Updates
Post by: plastiqe on September 13, 2012, 11:33:16 pm
I think regularly adding cards from the top of the CIA polls would be wonderful.  Using card art created by players would be wonderful.  Implementing balance changes agreed upon by the community would be wonderful.  Surely our Admin programmers are skilled enough to work out the bugs.  Would increase forum traffic and likely increase donation revenue too.
Title: Re: Elements Updates
Post by: RootRanger on September 13, 2012, 11:42:28 pm
The only problem is that there isn't really an original, balanced, game-worthy card being added to the CIA every one or two months. Perhaps this could work if we introduced a new card from the CIA once a year.

Otherwise, this idea is fine.

The popularity of Elements has peaked - zanz can't prove his programming skills any further, and it doesn't look like he is trying to. Might as well let the community help out a little. The community could do pretty much all the work for free, and zanz gets all the money. What is there to lose, seriously?
Title: Re: Elements Updates
Post by: regen2k9 on September 13, 2012, 11:50:55 pm
The only problem is that there isn't really an original, balanced, game-worthy card being added to the CIA every one or two months. Perhaps this could work if we introduced a new card from the CIA once a year.

Otherwise, this idea is fine.

The popularity of Elements has peaked - zanz can't prove his programming skills any further, and it doesn't look like he is trying to. Might as well let the community help out a little. The community could do pretty much all the work for free, and zanz gets all the money. What is there to lose, seriously?

I think regularly adding cards from the top of the CIA polls would be wonderful.  Using card art created by players would be wonderful.  Implementing balance changes agreed upon by the community would be wonderful.  Surely our Admin programmers are skilled enough to work out the bugs.  Would increase forum traffic and likely increase donation revenue too.

Have we emailed Zanz about this yet?
Title: Re: Elements Updates
Post by: OldTrees on September 13, 2012, 11:53:21 pm
The only problem is that there isn't really an original, balanced, game-worthy card being added to the CIA every one or two months. Perhaps this could work if we introduced a new card from the CIA once a year.
This is one of the major problems. While it is easy to find cards with better design than the shards, it is rare that a card equals Pendulums or Fractal in quality. We could probably get a minimum of 4 quality cards per year provided they when through "In Development".

However adding a new card would be difficult and open the possibility of worse bugs resulting from interactions between the authors codes.

It could be done if Zanz were willing. I would understand if he were unwilling.
Title: Re: Elements Updates
Post by: plastiqe on September 13, 2012, 11:55:18 pm
Not that it will ever happen but......

If we were to implement a community driven system I would argue for a reboot of the entire crucible, forge & armory.  I bet if people knew cards had an actual chance to get into the game the submissions would improve.
Title: Re: Elements Updates
Post by: OldTrees on September 14, 2012, 05:15:58 am
Not that it will ever happen but......

If we were to implement a community driven system I would argue for a reboot of the entire crucible, forge & armory.  I bet if people knew cards had an actual chance to get into the game the submissions would improve.
Unless there is a revolutionary superior system it would probably reboot only the Crucible and add a new layer. I do expect most ideas would get more fine tuned. (The problem is most of the card creators think their submissions are great)
Title: Re: Elements Updates
Post by: OdinVanguard on September 15, 2012, 12:20:11 am
...adding a new card would be difficult and open the possibility of worse bugs resulting from interactions between the authors codes...
^This is the crux of the issue with card creation. Balancing is a tricky and time consuming thing to do.

Not that it will ever happen but......

If we were to implement a community driven system I would argue for a reboot of the entire crucible, forge & armory.  I bet if people knew cards had an actual chance to get into the game the submissions would improve.
Unless there is a revolutionary superior system it would probably reboot only the Crucible and add a new layer. I do expect most ideas would get more fine tuned. (The problem is most of the card creators think their submissions are great)

Thorough discussion and analysis at the low end can help. To some extent this happens already. What is missing is a means of quality testing at the higher end...
This means, in my opinion, the community needs to get more involved in play testing at the forge level and higher.
The discussion based sifting / feedback works well at the low end for spotting obvious issues, but true balance and quality control takes play testing.
Without data and feedback from play testing, higher levels of card creation voting will just be more rounds of popularity contests.

So what would be good here is
1) Some form of play testing standard (we have a simulator, so thats perhaps a place to start)
   -This likely will take playing many, many games to get a good feel for a card so there will need to be a way to get lots of community
     members involved.
2) A place in the forge (or maybe a new area altogether) to record play testing data and feedback
   -Without some kind of quantifiable data to base voting off of, the polls will just end up measuring personal opinions.
     (cost theory, etc. are good, but really there is no substitute for play testing)

Once quality testing of cards can be sufficiently improved, then we can think about increasing the frequency of updates. Otherwise we will be in for a nightmare of balancing issues.
Title: Re: Elements Updates
Post by: plastiqe on September 15, 2012, 12:29:20 am
I surmise your suggestion is that we add cards in the forge to the trainer for testing?  Who would do the programming for each and every forge card that we try out?  You want a finished or near finished product that only requires a few tweaks before you consider going into beta.
Title: Re: Elements Updates
Post by: OdinVanguard on September 15, 2012, 12:54:24 am
I was using the forge as an example its probably a bit too low and there would be too many to try out there. But there is need for being able to playtest once the prospective cards up for review have been narrowed down enough.

My point is though, that if we are to expect faster updates, then:

-There also needs to be improvement over the current "which of these are your top N favorites" polling system at the upper end of the polls.
 --Data from testing would help
 --More flexible polling system(s) at the high end would help (e.g. rate balance, playability, originality, etc.)

-there needs to be a way for the community to alpha test cards without directly integrating them into elements.
 --if this were a physical card game you could always do the "make a prototype, put it into a sleeve and test it out"...
     we need a way to do that here ( there is a text based play test engine out there if I remember right, thats a place to start)
Title: Re: Elements Updates
Post by: plastiqe on September 15, 2012, 01:10:37 am
Unless there is a revolutionary superior system it would probably reboot only the Crucible and add a new layer. I do expect most ideas would get more fine tuned. (The problem is most of the card creators think their submissions are great)

Revolution is my middle name. : P

(http://ts2.mm.bing.net/images/thumbnail.aspx?q=4780410964280061&id=d57743275888291e8f4b33046bc3f6ba)

Here are the problems as I see them, with solutions:

Everything gets archived
New rules means everyone starts on equal footing.  I wouldn't want to grandfather cards in the armory that were created under the old system into the game.

Overall level of ideas poor
Limit how many card creations players are allowed to submit each month.  Things like a 1 month wait after you register before you can start.  Amount of card threads you're allowed to submit per month limited by forum rank.  Less flood of ideas hopefully equals more consideration put towards each idea.  No more collections of card creations or ranking the best card creators.  Shift the goal from climbing the polls to creating the best card for the game.

Reusing old ideas
You're allowed to re-make one of your old cards from the archives as your idea for the month.  You can remake someone else's with permission/if they're long gone/give them credit.

Not getting the right ideas
Have more contests like Shard Revolution (bad example, shards suck) where a specific theme that is lacking in the game is explored with card ideas.  CC protection for Life contest, or PC for more elements contest, etc. 

People don't vote for best idea
No card art during card creation, card mechanics are voted on rather than looks.
Once an idea is selected for In Development, have art contests to find the best art.
Blind submission/voting system.  Maybe all card creation ideas are pm'ed to curators, who sort them and post them for voting.  Or we don't use player names on the submissions.  Ideally we'd remove player popularity from the equation.  If several people have the same idea then several people get credit. 

I'm probably quite a few checks and balances away from anything near a perfect system.  It's all just fantasy since I don't think zanz would ever let the players take over.








Edit:
[21:53] <plastiqe> Xeno I'm curious, if zanz would let you, are you capable of doing the programming to add new cards to the game?
[21:54] <!Xenocidius> I am. I'm 95% sure Zanz is in a coma or something at the moment though.
Title: Re: Elements Updates
Post by: regen2k9 on September 15, 2012, 02:29:09 am
[21:53] <plastiqe> Xeno I'm curious, if zanz would let you, are you capable of doing the programming to add new cards to the game?
[21:54] <!Xenocidius> I am. I'm 95% sure Zanz is in a coma or something at the moment though.

Have we tried to contact him about it, via email/another means of communication?

Edit:  If we have that, can we contact him?  ...preferably one of the mods (probably Xeno, since he would be the one doing the programming).
Title: Re: Elements Updates
Post by: plastiqe on September 15, 2012, 03:15:02 am
You keep asking about e-mails, something tells me you opened a new e-mail account and you're just dying to try it out.  : P

And.

We shouldn't put Xeno in charge of the game because he'd get lost in the Berministrator Triangle too.  : P
Title: Re: Elements Updates
Post by: BluePriest on September 15, 2012, 03:23:23 am
Wait you didnt know? I could have sworn everyone figured it out by now...

SG kidnapped Zanz. Xeno has gotten many hostage emails demanding that him and Higurashi relinquish the forum if we ever want to see him again

note... kidding... Id hope no one takes that seriously but... you never know...
Title: Re: Elements Updates
Post by: OldTrees on September 15, 2012, 04:15:58 am
Unless there is a revolutionary superior system it would probably reboot only the Crucible and add a new layer. I do expect most ideas would get more fine tuned. (The problem is most of the card creators think their submissions are great)

Revolution is my middle name. : P

-snip-
It suits you too. Those are good ideas that you should bring to the Curators.
Title: Re: Elements Updates
Post by: plastiqe on September 15, 2012, 05:11:15 am
Thanks for the compliment.

First we get the :electrum, then we get the power.. then we change the CIA section.

Actually, archiving everything is harsh.  A lot of people enjoy card creating as it is so I think it should stay.  That way I won't end up getting killed by the CIA in Boliva.
Title: Re: Elements Updates
Post by: Annele on September 15, 2012, 07:58:19 am
You said in chat you had horrible ideas... these don't look half bad.
However, it's still up to Zanz, who only has a 5% chance of not being in a coma atm.
Title: Re: Elements Updates
Post by: Tiko on September 15, 2012, 09:20:15 am
Overall level of ideas poor
Limit how many card creations players are allowed to submit each month.  Things like a 1 month wait after you register before you can start.  Amount of card threads you're allowed to submit per month limited by forum rank.  Less flood of ideas hopefully equals more consideration put towards each idea.  No more collections of card creations or ranking the best card creators.  Shift the goal from climbing the polls to creating the best card for the game.

+1 for this. This is a much needed change, could've been like this from the beginning; as for the reasons, plastiqe summed those up well too.

I'm a bit against the 'no art during creation' thing, though I see you point. One of the best part(s) in the process (at least in my opinion/practice) is when you're ready to present your idea to the public and you're trying to visualize somewhat how the idea should actually be imagined; be it just searching for the proper (royalty-free!) pic or you're drawing it from sketch. Yet people still tend to favor shiny presentations.

I know that Zanz has expressed an interest in being the sole programmer, but does that mean that he would be opposed to giving one of our admins access to adding new card here and there?

While it would be nice to get more toys to play with in a relatively short timescale, the only problem I see with this solution is that every person concerned/involved in the game and/or the community is somewhat biased towards ideas, concepts, or even elements - no matter how objective he/she may find themselves. I pretty much respect Zanz's viewpoint and judgement in balance/concept matters (though I still question the purpose of shards).
Title: Re: Elements Updates
Post by: regen2k9 on September 15, 2012, 03:18:41 pm
While it would be nice to get more toys to play with in a relatively short timescale, the only problem I see with this solution is that every person concerned/involved in the game and/or the community is somewhat biased towards ideas, concepts, or even elements - no matter how objective he/she may find themselves. I pretty much respect Zanz's viewpoint and judgement in balance/concept matters (though I still question the purpose of shards).

While I respect Zanz's judgement (except with shards), I do think that a relatively unbiased forum member or members (people we would suggest as being the most objective, compared to others), would be better than inactivity/lack of updates everyday.

If someone like OldTrees were responsible for this role, I would not be worried about idea, concept, or elements balance whatsoever.
Title: Re: Elements Updates
Post by: Cheesy111 on September 15, 2012, 03:23:45 pm
While it would be nice to get more toys to play with in a relatively short timescale, the only problem I see with this solution is that every person concerned/involved in the game and/or the community is somewhat biased towards ideas, concepts, or even elements - no matter how objective he/she may find themselves. I pretty much respect Zanz's viewpoint and judgement in balance/concept matters (though I still question the purpose of shards).

While I respect Zanz's judgement (except with shards), I do think that a relatively unbiased forum member or members (people we would suggest as being the most objective, compared to others), would be better than inactivity/lack of updates everyday.

If someone like OldTrees were responsible for this role, I would not be worried about idea, concept, or elements balance whatsoever.

I would.  For all of OT's great analysis, he does not have as much practical competitive PvP experience as some of our other members.  I think that a duo of him + an experienced PvPer would be great for testing card balance/power, but either one alone would not do nearly so well.
Title: Re: Elements Updates
Post by: regen2k9 on September 15, 2012, 03:30:13 pm
While it would be nice to get more toys to play with in a relatively short timescale, the only problem I see with this solution is that every person concerned/involved in the game and/or the community is somewhat biased towards ideas, concepts, or even elements - no matter how objective he/she may find themselves. I pretty much respect Zanz's viewpoint and judgement in balance/concept matters (though I still question the purpose of shards).

While I respect Zanz's judgement (except with shards), I do think that a relatively unbiased forum member or members (people we would suggest as being the most objective, compared to others), would be better than inactivity/lack of updates everyday.

If someone like OldTrees were responsible for this role, I would not be worried about idea, concept, or elements balance whatsoever.

I would.  For all of OT's great analysis, he does not have as much practical competitive PvP experience as some of our other members.  I think that a duo of him + an experienced PvPer would be great for testing card balance/power, but either one alone would not do nearly so well.
That's a pretty good point, Although for the sake of decision making, I would want it to be a sort of "triumvirate," so to speak.  Two-person decisions often lead to one person's wishes being overshadowed in favor of the others.  Three people ensures a more popular "majority-style" decision-making process.
Title: Re: Elements Updates
Post by: OldTrees on September 15, 2012, 04:18:48 pm
While it would be nice to get more toys to play with in a relatively short timescale, the only problem I see with this solution is that every person concerned/involved in the game and/or the community is somewhat biased towards ideas, concepts, or even elements - no matter how objective he/she may find themselves. I pretty much respect Zanz's viewpoint and judgement in balance/concept matters (though I still question the purpose of shards).

While I respect Zanz's judgement (except with shards), I do think that a relatively unbiased forum member or members (people we would suggest as being the most objective, compared to others), would be better than inactivity/lack of updates everyday.

If someone like OldTrees were responsible for this role, I would not be worried about idea, concept, or elements balance whatsoever.

I would.  For all of OT's great analysis, he does not have as much practical competitive PvP experience as some of our other members.  I think that a duo of him + an experienced PvPer would be great for testing card balance/power, but either one alone would not do nearly so well.
I agree that someone with a great deal of deckbuilding and pvp experience should be involved. They can see exploits I would not, have a good grasp of practical balance and understand the shape of the meta and the impact new cards would have better than I would.

However I do not expect to be active enough in the future to take this role. However someone like me would be a good person to judge the structural design of cards.
Title: Re: Elements Updates
Post by: Cheesy111 on September 15, 2012, 04:27:19 pm
While it would be nice to get more toys to play with in a relatively short timescale, the only problem I see with this solution is that every person concerned/involved in the game and/or the community is somewhat biased towards ideas, concepts, or even elements - no matter how objective he/she may find themselves. I pretty much respect Zanz's viewpoint and judgement in balance/concept matters (though I still question the purpose of shards).

While I respect Zanz's judgement (except with shards), I do think that a relatively unbiased forum member or members (people we would suggest as being the most objective, compared to others), would be better than inactivity/lack of updates everyday.

If someone like OldTrees were responsible for this role, I would not be worried about idea, concept, or elements balance whatsoever.

I would.  For all of OT's great analysis, he does not have as much practical competitive PvP experience as some of our other members.  I think that a duo of him + an experienced PvPer would be great for testing card balance/power, but either one alone would not do nearly so well.
That's a pretty good point, Although for the sake of decision making, I would want it to be a sort of "triumvirate," so to speak.  Two-person decisions often lead to one person's wishes being overshadowed in favor of the others.  Three people ensures a more popular "majority-style" decision-making process.
My personal feelings would be that such a triumvirate would be structured as Experienced PvPer, Structural Designer, Admin/Other Authority (unless people have other, better ideas).

While it would be nice to get more toys to play with in a relatively short timescale, the only problem I see with this solution is that every person concerned/involved in the game and/or the community is somewhat biased towards ideas, concepts, or even elements - no matter how objective he/she may find themselves. I pretty much respect Zanz's viewpoint and judgement in balance/concept matters (though I still question the purpose of shards).

While I respect Zanz's judgement (except with shards), I do think that a relatively unbiased forum member or members (people we would suggest as being the most objective, compared to others), would be better than inactivity/lack of updates everyday.

If someone like OldTrees were responsible for this role, I would not be worried about idea, concept, or elements balance whatsoever.

I would.  For all of OT's great analysis, he does not have as much practical competitive PvP experience as some of our other members.  I think that a duo of him + an experienced PvPer would be great for testing card balance/power, but either one alone would not do nearly so well.
I agree that someone with a great deal of deckbuilding and pvp experience should be involved. They can see exploits I would not, have a good grasp of practical balance and understand the shape of the meta and the impact new cards would have better than I would.

However I do not expect to be active enough in the future to take this role. However someone like me would be a good person to judge the structural design of cards.

That is unfortunate.  You have been a great aid to the forums so far, and it will be sad to see less of you.  Hopefully someone else will be able to pick up the mantle of structural designer.
Title: Re: Elements Updates
Post by: 10 men on September 15, 2012, 04:37:30 pm
Here's a few problems with card design. It's basically a three part problem. It is
a) a very complex skill that
b) lots of people think they are quite good at because
c) there is no clear and fast metric to decide what is good design.
The last point is especially problematic. The first two points are true for many cases, for example Elements PvP as well. However if you are bad at Elements PvP you will find this out pretty quickly if you join some PvP Events.
So what possibilities are there for card design?
- Forum Polls? - Doubtful. A card winning a forum poll basically means that a very small, highly unrepresentative portion of the Elements playership could imagine that card to be a good addition to the game. However, what expertise does a crowd have that the individuals in it don't?
- Opinions of individual Veteran Members? This of course depends on the member, a good designer is a good designer. However the difficulty of identifying good design obviously also brings a difficulty to identify good designers. A reputation of high Card design skill can come from both actual skills and a cycle of affirmation-reaffirmation by clueless forumers.
- Monitoring Card Usage statistics? Has the advantage of getting feedback from the entire playership but is of course also influenced strongly by a cards powerlevel (especially its usefulness in AI-grinders), habits, and card availability. The disadvantage is that a card has to be put in the game first.

Another problem with taking cards from polls is that while from time to time there may be a good idea among the winning cards, there would be no greater concept behind Elements sooner or later (such as Element A should be good at X, while not so good at Y, etc.).
Title: Re: Elements Updates
Post by: ZephyrPhantom on September 15, 2012, 04:47:21 pm
Skimming through, so apologies if I repeated anything:
Here's a few problems with card design. It's basically a three part problem. It is
a) a very complex skill that
b) lots of people think they are quite good at because
c) there is no clear and fast metric to decide what is good design.
The last point is especially problematic. The first two points are true for many cases, for example Elements PvP as well. However if you are bad at Elements PvP you will find this out pretty quickly if you join some PvP Events.
So what possibilities are there for card design?
- Forum Polls? - Doubtful. A card winning a forum poll basically means that a very small, highly unrepresentative portion of the Elements playership could imagine that card to be a good addition to the game. However, what expertise does a crowd have that the individuals in it don't?
- Opinions of individual Veteran Members? This of course depends on the member, a good designer is a good designer. However the difficulty of identifying good design obviously also brings a difficulty to identify good designers. A reputation of high Card design skill can come from both actual skills and a cycle of affirmation-reaffirmation by clueless forumers.
- Monitoring Card Usage statistics? Has the advantage of getting feedback from the entire playership but is of course also influenced strongly by a cards powerlevel (especially its usefulness in AI-grinders), habits, and card availability. The disadvantage is that a card has to be put in the game first.

Another problem with taking cards from polls is that while from time to time there may be a good idea among the winning cards, there would be no greater concept behind Elements sooner or later (such as Element A should be good at X, while not so good at Y, etc.).
Regarding c) - there's also the possibilities of testing the cards as if they were in the game (http://elementscommunity.org/forum/index.php/topic,36897.0.html), which can determine balance pretty well if done right. The downside is that 1 Playtest Match tends to take longer than 1 PvP Match unless both players are using rushes.

I like the suggestions posted by plastiqe, though I have one question - what if an archived card is optimally designed and remaking it only makes the quality worse? Would there be a way to suggest/draw attention to archived cards without remaking them or making a post that is likely be ignored?

I don't exactly like the idea of a 'triumvirate' of players that select cards, because it feels a little odd to have 3 players determine where the entire meta may head next (a 2-3 council could also be subject to bias even if they are experienced,). I would rather prefer that cards be sent directly into trainer/beta for everyone to test, so that everyone gets their 2 electrum in.
Title: Re: Elements Updates
Post by: 10 men on September 15, 2012, 04:51:51 pm
Balancing is not really a concern there, for that you pretty much just need a good PvPer who are easy to find, and then there's still always Elements Beta too.
Title: Re: Elements Updates
Post by: OldTrees on September 15, 2012, 04:58:09 pm
The best answers I have to C are:
1) Discussion. Opinions backed with reasoning where the goal is to leave with the correct answer rather than have others leave with your answer.
2) My opinion: Increased player enjoyment is easiest to create by increased desired play time and more players. Increased desired play time and more players both are easily created by more diversity in the options and experience. This is accomplished by growing the metagame. Good design relates to how much it grows the metagame. Cards that add are good. Cards that multiply are great.
Title: Re: Elements Updates
Post by: Cheesy111 on September 15, 2012, 05:00:53 pm
The best answers I have to C are:
1) Discussion. Opinions backed with reasoning where the goal is to leave with the correct answer rather than have others leave with your answer.
2) My opinion: Increased player enjoyment is easiest to create by increased desired play time and more players. Increased desired play time and more players both are easily created by more diversity in the options and experience. This is accomplished by growing the metagame. Good design relates to how much it grows the metagame. Cards that add are good. Cards that multiply are great.

What is growing the metagame? Is it increasing the number of viable cards, or the number of viable strategies, or something else?
Title: Re: Elements Updates
Post by: OldTrees on September 15, 2012, 05:06:00 pm
The best answers I have to C are:
1) Discussion. Opinions backed with reasoning where the goal is to leave with the correct answer rather than have others leave with your answer.
2) My opinion: Increased player enjoyment is easiest to create by increased desired play time and more players. Increased desired play time and more players both are easily created by more diversity in the options and experience. This is accomplished by growing the metagame. Good design relates to how much it grows the metagame. Cards that add are good. Cards that multiply are great.

What is growing the metagame? Is it increasing the number of viable cards, or the number of viable strategies, or something else?
I would measure it by number of viable strategies using number of viable decks as a rough estimate. UP cards do not affect the metagame, balanced cards grow the metagame (usually by addition) and  OP cards shrink the metagame.
Title: Re: Elements Updates
Post by: Cheesy111 on September 15, 2012, 05:08:42 pm
The best answers I have to C are:
1) Discussion. Opinions backed with reasoning where the goal is to leave with the correct answer rather than have others leave with your answer.
2) My opinion: Increased player enjoyment is easiest to create by increased desired play time and more players. Increased desired play time and more players both are easily created by more diversity in the options and experience. This is accomplished by growing the metagame. Good design relates to how much it grows the metagame. Cards that add are good. Cards that multiply are great.

What is growing the metagame? Is it increasing the number of viable cards, or the number of viable strategies, or something else?
I would measure it by number of viable strategies using number of viable decks as a rough estimate. UP cards do not affect the metagame, balanced cards grow the metagame (usually by addition) and  OP cards shrink the metagame.

I do not like this definition because the number of viable strategies and the number of viable decks are not highly correlated.  RootRanger's idea of metagame changes, for example, would absolutely destroy all forms of denial and I would consider that a large blow to the metagame even though relatively few decks are affected.  Entire archetypes can still consist of a small number of decks.
Title: Re: Elements Updates
Post by: OldTrees on September 15, 2012, 05:13:24 pm
The best answers I have to C are:
1) Discussion. Opinions backed with reasoning where the goal is to leave with the correct answer rather than have others leave with your answer.
2) My opinion: Increased player enjoyment is easiest to create by increased desired play time and more players. Increased desired play time and more players both are easily created by more diversity in the options and experience. This is accomplished by growing the metagame. Good design relates to how much it grows the metagame. Cards that add are good. Cards that multiply are great.

What is growing the metagame? Is it increasing the number of viable cards, or the number of viable strategies, or something else?
I would measure it by number of viable strategies using number of viable decks as a rough estimate. UP cards do not affect the metagame, balanced cards grow the metagame (usually by addition) and  OP cards shrink the metagame.

I do not like this definition because the number of viable strategies and the number of viable decks are not highly correlated.  RootRanger's idea of metagame changes, for example, would absolutely destroy all forms of denial and I would consider that a large blow to the metagame even though relatively few decks are affected.  Entire archetypes can still consist of a small number of decks.
I guess my definition of deck is closer to archetype. My definition of strategies is more abstract.
Title: Re: Elements Updates
Post by: Kuroaitou on September 15, 2012, 05:20:13 pm
It could be done if Zanz were willing. I would understand if he were unwilling.

...and this folks, is the crux of the problem.

I wanted to refrain posting in this thread because, hey, any idea of 'community-based development' is cool, right?

The issue with this all ties in directly to zanzarino and him alone; unless he decides to extend his development team beyond himself, the game's progress is dwindling rather than speeding up (for an extensive flash game, which is essentially death). What hurts more is that even if we managed to get the 'optimal solution' to card design (yes, I know we're using Kael's/SG's old system still), the idea of the community having a more active part in developing the game is moot, because without the ability to actually hard-implement or test the concepts in question, card ideas and suggestions (or anything related to game development) feels somewhat fruitless.

As long as he remains unwilling, the public will, in turn, be unwilling to subconsciously continue on.
Title: Re: Elements Updates
Post by: 10 men on September 15, 2012, 05:31:23 pm
The best answers I have to C are:
1) Discussion. Opinions backed with reasoning where the goal is to leave with the correct answer rather than have others leave with your answer.
Hrrmm yes. Obviously this would work theoretically but even though this community is more mature than most, it is still an internet forum...
2) My opinion: Increased player enjoyment is easiest to create by increased desired play time and more players. Increased desired play time and more players both are easily created by more diversity in the options and experience. This is accomplished by growing the metagame. Good design relates to how much it grows the metagame. Cards that add are good. Cards that multiply are great.
Let me present two examples from another big CCG. (apologies for doing this but there simply isn't enough precedence for EtG to make my point)
1. Jund era. "Jund" was an MTG deck that during its high time was ridiculously dominant. At big tournaments it would usually represent around 40% of the field and that figure would usually grow towards the end of a tournament. However, tournament attendance at the time soared, putting up record after record. (compare [1] (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/eventcoverage/gpkl10/welcome), [2] (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/eventcoverage/gpbru10/welcome), [3] (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gpwas10/welcome))
2. Time Spiral Limited. The "Time Spiral" set presented the most diverse Limited environment of all time. Basically what they did there was reprint mechanics from all over the history of MtG and mash them together in one epic set. The result? Players hated it, attendance for Limited tournaments plummeted (compare (http://www.youtube.com/watch?v=nwpr9wSLDbM#t=14m10s)).
Title: Re: Elements Updates
Post by: plastiqe on September 15, 2012, 06:01:58 pm
We have had dictatorships in the past with SG and zanz.  Now don't get me wrong, I am so very thankful for all the work both have done because none of this would be possible otherwise.  That being said, I don't necessarily agree with every decision each has ever made.  Putting all development on the shoulders of one (or three) wise people has the problem of supplying enough wise people.

I would rather have community driven development.  If everyone did their job I think we could handle it.  Card creators create, Veterans debate, curators curate, xeno codes etc.  This way, everyone has a chance to be involved which is the point of having forums and a community in the first place.
Title: Re: Elements Updates
Post by: OldTrees on September 15, 2012, 06:21:53 pm
The best answers I have to C are:
1) Discussion. Opinions backed with reasoning where the goal is to leave with the correct answer rather than have others leave with your answer.
Hrrmm yes. Obviously this would work theoretically but even though this community is more mature than most, it is still an internet forum...
2) My opinion: Increased player enjoyment is easiest to create by increased desired play time and more players. Increased desired play time and more players both are easily created by more diversity in the options and experience. This is accomplished by growing the metagame. Good design relates to how much it grows the metagame. Cards that add are good. Cards that multiply are great.
Let me present two examples from another big CCG. (apologies for doing this but there simply isn't enough precedence for EtG to make my point)
2. Time Spiral Limited. The "Time Spiral" set presented the most diverse Limited environment of all time. Basically what they did there was reprint mechanics from all over the history of MtG and mash them together in one epic set. The result? Players hated it, attendance for Limited tournaments plummeted (compare (http://www.youtube.com/watch?v=nwpr9wSLDbM#t=14m10s)).
I need to get more background on the Jund era before I can have an opinion about whether their is causation involved.

Buying reprinted cards is not of interest to players that existed when they came out previously. Consider if an EtG update had no new cards. People would be upset. Color shifted cards were more valuable but still might have felt reprinted. The complexity of the set was off-putting to new players. Consider an EtG update with only Kael cards (very complex cards).
Title: Re: Elements Updates
Post by: regen2k9 on September 15, 2012, 06:52:13 pm
It could be done if Zanz were willing. I would understand if he were unwilling.

...and this folks, is the crux of the problem.

I wanted to refrain posting in this thread because, hey, any idea of 'community-based development' is cool, right?

The issue with this all ties in directly to zanzarino and him alone; unless he decides to extend his development team beyond himself, the game's progress is dwindling rather than speeding up (for an extensive flash game, which is essentially death). What hurts more is that even if we managed to get the 'optimal solution' to card design (yes, I know we're using Kael's/SG's old system still), the idea of the community having a more active part in developing the game is moot, because without the ability to actually hard-implement or test the concepts in question, card ideas and suggestions (or anything related to game development) feels somewhat fruitless.

As long as he remains unwilling, the public will, in turn, be unwilling to subconsciously continue on.

I completely agree with this.  This is why I wanted us to contact Zanz.  Even if we think he will resist, we should contact him anyway, on off-chance that he might not.  Has anyone done it already?
Title: Re: Elements Updates
Post by: 10 men on September 15, 2012, 07:24:05 pm
I need to get more background on the Jund era before I can have an opinion about whether their is causation involved.
There is obviously no causation involved whatsoever, on the contrary! Having one vastly dominant deck in the metagame is bad. The important point to note is that there is a whole ton of other factors which can make a game fun/enjoyable, and the Alara block did a lot of them very well.

Buying reprinted cards is not of interest to players that existed when they came out previously. Consider if an EtG update had no new cards. People would be upset. Color shifted cards were more valuable but still might have felt reprinted. The complexity of the set was off-putting to new players. Consider an EtG update with only Kael cards (very complex cards).
There were not many reprinted cards (at lower rarity), there were just many old mechanics reused (along with quite a few new ones). Also the cards themselves were not the problem, each of them individually would have been completely fine in another set. It was exactly the overdone diversity what made the format so appalling for many players. So the lesson there is that diversity does not scale linearrily (nothing ever does) with enjoyability. There is such a thing as too much.
Title: Re: Elements Updates
Post by: OldTrees on September 16, 2012, 02:38:06 am
I need to get more background on the Jund era before I can have an opinion about whether their is causation involved.
There is obviously no causation involved whatsoever, on the contrary! Having one vastly dominant deck in the metagame is bad. The important point to note is that there is a whole ton of other factors which can make a game fun/enjoyable, and the Alara block did a lot of them very well.

Buying reprinted cards is not of interest to players that existed when they came out previously. Consider if an EtG update had no new cards. People would be upset. Color shifted cards were more valuable but still might have felt reprinted. The complexity of the set was off-putting to new players. Consider an EtG update with only Kael cards (very complex cards).
There were not many reprinted cards (at lower rarity), there were just many old mechanics reused (along with quite a few new ones). Also the cards themselves were not the problem, each of them individually would have been completely fine in another set. It was exactly the overdone diversity what made the format so appalling for many players. So the lesson there is that diversity does not scale linearrily (nothing ever does) with enjoyability. There is such a thing as too much.
Oh. I thought you were going for stronger claims. I took those two facts as assumed. There are lots of other methods for adding enjoyment besides variety. I consider the variety to the the backbone since it is easiest. Nothing scales linearly indefinitely. As the marginal benefit of versatility declines, it cannot be justified to forsake increasing the originally less efficient means of adding enjoyment. To  be honest variety is not the easiest means of adding enjoyment. The absolute easiest is thematic consistency. However EtG quickly maxed that out.
Title: Re: Elements Updates
Post by: 10 men on September 16, 2012, 09:30:58 pm
Oh. I thought you were going for stronger claims. I took those two facts as assumed. There are lots of other methods for adding enjoyment besides variety. I consider the variety to the the backbone since it is easiest.
First of all, using the word "easiest" here is quite misleading. It might be the easiest available but that is highly debatable. It is definitely not "easy" - as my examples show, people who do CCG design for a living can mess up badly there.

The absolute easiest is thematic consistency. However EtG quickly maxed that out.
So let's talk about EtG then.
Right now the biggest problems EtG has are
1) A very stagnant metagame. The problem here is really not the variety in terms of possible deck types, but the variety over time. A new player can't complain that there are too few different decks/deck types for him to play, however an old player might certainly complain that he is still playing basically the same Grabbow/Fire Bolt deck/Dim Shield stall as two years ago. The reasons for this are, on the one hand, generally slow updates and on the other hand, the second big problem which is
2) that the community basically rejected the latest batch of updates (aka the Shards). Why was that? Certainly, some of them are overpowered quite blatantly, but that is no reason to condemn the others as well. Out of the rest there's a few strong ones, some are mediocre and some of course are also just weak. But those are still banned in any competitive Event. Their problem is not variety either, we have actually seen quite a number of creative new decks spawned by them. What the shards are missing is resonance. Put simply, they are not what people expect/want to see in a fantasy card game. (It is what you could mean by thematic consistency, but I'm not sure.) There are actually quite a number of Elemets cards that are lacking in this respect, such as the Dragons, Blue Crawler, Guardian Angel, Black Hole, Thorn Carapace only to name a few.
Title: Re: Elements Updates
Post by: OldTrees on September 17, 2012, 05:13:36 am
Oh. I thought you were going for stronger claims. I took those two facts as assumed. There are lots of other methods for adding enjoyment besides variety. I consider the variety to the the backbone since it is easiest.
First of all, using the word "easiest" here is quite misleading. It might be the easiest available but that is highly debatable. It is definitely not "easy" - as my examples show, people who do CCG design for a living can mess up badly there.
They do selling CCG products for a living. This warps many of their choices (Rare => Power?!). Plus they get to make the mistakes first for us to learn from. However I do agree that "least difficult" might be a better term.

The absolute easiest is thematic consistency. However EtG quickly maxed that out.
So let's talk about EtG then.
Right now the biggest problems EtG has are
1) A very stagnant metagame. The problem here is really not the variety in terms of possible deck types, but the variety over time. A new player can't complain that there are too few different decks/deck types for him to play, however an old player might certainly complain that he is still playing basically the same Grabbow/Fire Bolt deck/Dim Shield stall as two years ago. The reasons for this are, on the one hand, generally slow updates and on the other hand, the second big problem which is
2) that the community basically rejected the latest batch of updates (aka the Shards). Why was that? Certainly, some of them are overpowered quite blatantly, but that is no reason to condemn the others as well. Out of the rest there's a few strong ones, some are mediocre and some of course are also just weak. But those are still banned in any competitive Event. Their problem is not variety either, we have actually seen quite a number of creative new decks spawned by them. What the shards are missing is resonance. Put simply, they are not what people expect/want to see in a fantasy card game. (It is what you could mean by thematic consistency, but I'm not sure.) There are actually quite a number of Elemets cards that are lacking in this respect, such as the Dragons, Blue Crawler, Guardian Angel, Black Hole, Thorn Carapace only to name a few.

(Prediction: The imbalance of the shards would lead to a lower variety in metagames that allow them.)

What I meant by thematic consistency:
The system obeys the thematic rules it imposes on itself. Steam machine uses both  :water and  :fire rather than creating steam with one alone. Cards belong or at least fit in the element they were placed in. (For the most part) The current shard design (Other + loyalty to thematic element) is an improvement over the old shard design (Other).

What I meant by maxed:
The system could have even more rigid thematic rules. Every effect could have 1 and only 1 correct element to be in. However I do not think much more enjoyment would be achieved by this and it would severely restrict adding other enjoyment factors.
Title: Re: Elements Updates
Post by: Anarook on September 17, 2012, 05:43:42 am
Honestly I see a lot of speculating but not much action.
Albeit, I shall speculate myself...

1)ETG has a problem, the problem needs a solution.
1a)Stagnant meta-game
1b)dwindling interest
1c)limited ability to make changes
1d)limited medium to solve the above

2)--because of 1d, it is difficult to find a solution--

Our primary source of change at this time is the implementation and/or changing of cards.

First and foremost I recommend absorbing the suggested changes section into the CIA section, I've long been confused as to why these are separated as they both have large impacts on one another. Separating the two only creates more opportunity for imbalance which is ironic considering the whole point of the suggested changes section is to better balance the game.


Now from my own perspective, I believe we could redesign the way CIA works.
I've personally seen many confusing voting trends which often leave great ideas falling into oblivion while many semi-good and some outright bad ideas get tons of praise.
There are two key points at issue here, the current voting system is ineffective at reflecting what cards would be a good addition and/or modification to the current game; and the community itself which uses this system often seems uninformed.

Because everyone has an equal chance at voting, there lies an issue with people voting based on quick decisions, face value, pretty mechanics, etc. I honestly believe that too few people take their time to break down the card and determine how it would impact the game.
To be perfectly honest, I imagine everyone is guilty of this to some degree, it's hard to avoid.

The other issue as that this same trend that impacts voting impacts card designers as well(grudgingly admitted I'm heavily guilty of this). Too many ideas are spur the moment  and while they may have nice initial appeal they often fall apart after careful consideration(unfortunately this also negatively impacts creative thinking, I personally design cards purely for fun, but it hurts to see nothing good come of it). Unfortunately the current system allows such ideas to pass through un-phased as long as they follow proper formatting.

Rant aside I think the biggest impact we could have currently would be to redesign the way the CIA section works.
1)Some better/stricter regulations need to be placed on cards entering the first level of voting, while it was improved when the number of weekly submissions was limited, I feel it could be improved more.
2)I recommend a two-party voting system. One where anyone in the community may vote and one where a select council votes. Card progression propagates as a culmination of the two.

But more than anything, I fiercely believe we need somewhere to really debate these changes and perhaps design a new system outside of these forums. I recall the card idea round table(i believe that was close to the name) in which a lot was discussed and quite a few ideas brought to light. It was also enlightening to me personally. I thank OT and ZB for personally giving me a very different perspective of the game. I've always treated this game as an aside but they showed me just what it means to really care about the direction this game is growing in.

If someone could set up a similar such board and organize it I believe we could really get down to making something happen(I'd do so myself but my voice is significantly smaller and my knowledge limited in scope).
Title: Re: Elements Updates
Post by: ZephyrPhantom on September 17, 2012, 05:35:11 pm
Quote
If someone could set up a similar such board and organize it I believe we could really get down to making something happen(I'd do so myself but my voice is significantly smaller and my knowledge limited in scope).
We do have such boards in the forum of Community Card Design and the Idea Factory. However the Idea Factory's membership requirement is beginning to prove a bit of a hurdle and Community Card Design focuses exclusively on designing one card.

The Round Table EmeraldTiger made was a good idea, though, (and by extension its predecessor, OT's CCC) and certainly worthy of revival.

At this point, I think the general consensus of the forums is that the CI&A section does need a total overhaul.
Title: Re: Elements Updates
Post by: OdinVanguard on September 17, 2012, 06:17:58 pm
Unless there is a revolutionary superior system it would probably reboot only the Crucible and add a new layer. I do expect most ideas would get more fine tuned. (The problem is most of the card creators think their submissions are great)

Revolution is my middle name. : P

(http://ts2.mm.bing.net/images/thumbnail.aspx?q=4780410964280061&id=d57743275888291e8f4b33046bc3f6ba)

Here are the problems as I see them, with solutions:
Everything gets archived
New rules means everyone starts on equal footing.  I wouldn't want to grandfather cards in the armory that were created under the old system into the game.

Overall level of ideas poor
Limit how many card creations players are allowed to submit each month.  Things like a 1 month wait after you register before you can start.  Amount of card threads you're allowed to submit per month limited by forum rank.  Less flood of ideas hopefully equals more consideration put towards each idea.  No more collections of card creations or ranking the best card creators.  Shift the goal from climbing the polls to creating the best card for the game.

Reusing old ideas
You're allowed to re-make one of your old cards from the archives as your idea for the month.  You can remake someone else's with permission/if they're long gone/give them credit.

Not getting the right ideas
Have more contests like Shard Revolution (bad example, shards suck) where a specific theme that is lacking in the game is explored with card ideas.  CC protection for Life contest, or PC for more elements contest, etc. 

People don't vote for best idea
No card art during card creation, card mechanics are voted on rather than looks.
Once an idea is selected for In Development, have art contests to find the best art.
Blind submission/voting system.  Maybe all card creation ideas are pm'ed to curators, who sort them and post them for voting.  Or we don't use player names on the submissions.  Ideally we'd remove player popularity from the equation.  If several people have the same idea then several people get credit. 

I'm probably quite a few checks and balances away from anything near a perfect system.  It's all just fantasy since I don't think zanz would ever let the players take over.

Edit:
[21:53] <plastiqe> Xeno I'm curious, if zanz would let you, are you capable of doing the programming to add new cards to the game?
[21:54] <!Xenocidius> I am. I'm 95% sure Zanz is in a coma or something at the moment though.
Many of these are pretty good i think.


So in terms of re-structuring idea, my take is:
If the community is given a go ahead to help add in cards to the game (or at least help handle some of the programming burden), the armory would be where actual coding / debugging would start.

Even if we don't have access to a working trainer to be tinkered with, it would still be worthwile to have a moderator / committee that is familiar with the workings of the game. That way pseudocode could get drafted  so that there would be less for Zanz to worry about when he goes to code a card he likes into the game.
blarg: