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Chronospawn

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Game Turn - sequencing https://elementscommunity.org/forum/index.php?topic=7681.msg85759#msg85759
« on: June 08, 2010, 03:38:13 pm »
At present the game sequence is pretty random. As such it's:

1. Take final action. Click SPACEBAR or click button top left.
2. Final attack sequence from cretures commences. Weapon damage applied. Heal sequence from Feral/Empathic bonds sequence.
3. End of turn.
4 or 2.5. Heals from SoG sequence.

I've had where the "End of Turn" kicks in half way through round 2 on a regular basis, where I've had a plethora of creatures.
Theoretically, I should be at 100% health at start of turn.
Commonly, I'm at 80-99% (or any other value not full health).

Can we add a pause / sequencer / speed-up of end of round aspects as such that the sequence becomes:

1. Take final action. Click SPACEBAR or click button top left.
2. Heal effects from creatures calculated (if applicable). [anti'ed offensive, anti'ed defensive, etc]
2a. Heal effects from weapons calculated (if applicable). [vampiric/druid etc]
2b. Heal effects from globals calculated (if applicable). [bonds/SoGs etc]
3. Final attack sequence from cretures commences.
3a. Creature global card effects applied (if applicable). [devourer etc]
4. Weapon damage applied (if applicable).
4a. Weapon effects applied (if applicable). [heal/discord etc]
6. Global card effects applied. [flood etc]
7. End of round sequencing. ***

A player can play to an exact sequence: creature THEN weapon THEN global THEN end of round calculations.

This would be in comparison to the hit SPACEBAR and cross fingers the heal sequence kicks in enough before end of round damage.
This way when you are on 99hp with 3 SoGs out, you will achieve EM, instead of requiring to play a Bond to overcome that 1 point of poison damage you received in round 2 - for example.


*** Also allows new card developments affecting round sequencing.
Quick idea for global card effects per quantum type:
* Light card: Resurrection - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. Light quantum exhausted.
* Life card: Regeneration - If at end of round at 0 hitpoints, return to play with 2^x ((2^x) + y improved) hitpoints.  All creatures owned destroyed.
(x= # creatures destroyed [0-8/9-15/16+] / [6/7/8])
* Darkness card: Disorientation - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. 3 round no creature attack.
* Fire card: Pheonix - If at end of round at 0 hitpoints, return to play with 0.4X (0.6Y improved) hitpoints.  All creatures on board returned to a 0/X state of dormancy. Require creature quantum to reactivate.
* Entropy card: Chaos Effect - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  5 rounds of Chaos effects commence.
* Death card: Sacrifice  - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  Sacrifice creatures for X(Y) hitpoints. No creatures - then start at 50/100 with 10 points of poison.
* Water card: Poseidons Call - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All creatures frozen.
* Gravity card: Black Hole - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All owned quantum zeroed. Life gain "Black Hole" related.
* Earth card: Seismic Activity - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All pillars destroyed. Life at 20 / 50.
* Air card: Exhaust - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All creatures take damage for X(Y) rounds. Gain Z life / round.
* Time card: Revision - If at end of round at 0 hitpoints, return to play with 0.5X (1.0Y improved) hitpoints.  All creatures rewound.
* Aether card: Xerography - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. X(Y bonus) = opponent hitpoints. Your creatures now duplicate of opponent's.

Offline jmizzle7

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Re: Game Turn - sequencing https://elementscommunity.org/forum/index.php?topic=7681.msg85928#msg85928
« Reply #1 on: June 08, 2010, 07:47:40 pm »
Okay, I stopped reading when I read your explanation of the EOT sequence. This is entirely incorrect. Everything happens in a simple, specific order...

  • Creatures take action by order of position
  • Permanents take action by order of position
...and that's it. Bonds heal as creatures take their action, but still take action as part of the EOT action queue. Permanent positions are as follows:

61728394105
151116121713181419
Permanent positions 4, 5, and 10 are reserved for your shield, mark, and weapon, respectively.

Offline yaladilae

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Re: Game Turn - sequencing https://elementscommunity.org/forum/index.php?topic=7681.msg85943#msg85943
« Reply #2 on: June 08, 2010, 07:56:32 pm »
Okay, I stopped reading when I read your explanation of the EOT sequence. This is entirely incorrect. Everything happens in a simple, specific order...

  • Creatures take action by order of position
  • Permanents take action by order of position
...and that's it. Bonds heal as creatures take their action, but still take action as part of the EOT action queue. Permanent positions are as follows:

61728394105
151116121713181419
Permanent positions 4, 5, and 10 are reserved for your shield, mark, and weapon, respectively.
Totally agree to that table
Since info box on creature shows the turn they play in, so I wont bother tabulate

If fact, if you build on that, you will understand how AI react as well.

SoG heals at the end of turn while bond doesnt explains already by mizzle.

There are also one interesting thing on EoT sequence for creatures.
If you have flooding out, and you have bone yard, Say creature 10 is dead, then slot 11 (if empty will be generated a skeleton) and also get killed
Say creature 10 dies, 11 is filled, the skeleton goes to 12 from 10, then creature 11 die, the skeleton goes to 13. then 12 13 is skeleton and they both die...

But if the first 7 slot is filled, 8,9 is empty, slot 10 has a creature, 10 dies, the skeleton goes to 8 and survives until the next turn. Very useful for rewinding and what order and how things is play.

Another example is bone wall, say your opponet has bonewall x3, and you have creature ins slot 1 2 3 4, 1 2 3 will break the wall and 4 goes through.
Therefore when i play golem rusher for example, I always play out the photons and non golems first because golem hits the hardest!

Wisemage

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Re: Game Turn - sequencing https://elementscommunity.org/forum/index.php?topic=7681.msg85972#msg85972
« Reply #3 on: June 08, 2010, 08:35:01 pm »
Also, SoG's heal after your creatures attack before your weapon attacks.

also (part two) this is another thread where the OP is complaining he doesnt get Em when he is close and he wins the turn he would have healed.  Its been discussed to death, it wont happen.

Offline jmizzle7

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Re: Game Turn - sequencing https://elementscommunity.org/forum/index.php?topic=7681.msg85977#msg85977
« Reply #4 on: June 08, 2010, 08:38:36 pm »
Also, SoG's heal after your creatures attack before your weapon attacks.
Only if the SoG is in any of the permanent slots 1-9. If you play an SoG in the second row of permanents it will act after your weapon, as I explained in my previous post.

Chronospawn

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Re: Game Turn - sequencing https://elementscommunity.org/forum/index.php?topic=7681.msg85990#msg85990
« Reply #5 on: June 08, 2010, 08:55:28 pm »
Okay, I stopped reading when I read your explanation of the EOT sequence. This is entirely incorrect. Everything happens in a simple, specific order...

  • Creatures take action by order of position
  • Permanents take action by order of position
...and that's it. Bonds heal as creatures take their action, but still take action as part of the EOT action queue. Permanent positions are as follows:

61728394105
151116121713181419
Permanent positions 4, 5, and 10 are reserved for your shield, mark, and weapon, respectively.
Simple fact - depending on which computer I play on, and which browser, as well as how long since refreshing also play a solid factor beyond this placement sequence.
When I have SoG's trigger BEFORE creature slots have finished on occasion as well as weapons trigger before most of creatures, then sequencing isn't consistent.
I'm even considering running some Photoshop automation batch processes / scripts as I finish a round just to see if I can balk the results. Just to see how much processor/graphics load affect game results.

Alas my suggestions.

Instead of a positional sequence of events, have a logical phase sequence that completes before the next phase.
Instead of a random position of card placement allocating how my deck/build will work, have a strict sequence.

I've even had a decked AI start their turn before my heals have finished.

I want my "heal to full" to register for EM, instead of requiring to reload the browser, refreshing the computer, clearing cache or any other plethora of reasons for the simple creatures, then permanents, then other player, not enacting out.

It's getting sad that if I want better results playing this game (which should be held to logical rules and sequences) I play on my high spec graphics multimedia laptop. I honestly feel like recording results via video of 100 games on each device to show the differences.

Currently I'm playing on my laptop through wireless in the loungeroom HDMI'ed into the television then using Firebug on Firefox to expand the game to 1650x1280 on a 50" screen with bluetooth mouse/keyboard controlling from other side of room. Fkn amazing the response time look and feel of the game. By comparison, playing regularly on my desktop, I find my deck does not shuffle as well and all the above idiosyncrasies occur.

Alas my suggestions.

I'm sorry that my opinion runs contrary to yours Jmizzle. I hold a strong respect for your deck builds, strategy and game play. The simple aspect of inconsistent game elements and sequences is diminuitive towards game satisfaction.

I'm also sorry that the last time I programmed Flash was 6 years ago when I coded an AS2/javascript 2-way bridge which uniformed Javascript/XHTML interactions directly with the Flash animations/buttons, no matter which was clicked. Part of it was deactivating clickable regions until sequences were finished. This practice continues with the building of AJAX/Javascript/Java/XHTML/CSS driven sites now, where allowing further interactivity to continue causes failure until after a sequence has completed.

Final question:
Are you happy to have results differ between a win and an EM depending on processor load or other random factors on a regular basis?

Chronospawn

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Re: Game Turn - sequencing https://elementscommunity.org/forum/index.php?topic=7681.msg85999#msg85999
« Reply #6 on: June 08, 2010, 09:05:52 pm »
Also, SoG's heal after your creatures attack before your weapon attacks.

also (part two) this is another thread where the OP is complaining he doesnt get Em when he is close and he wins the turn he would have healed.  Its been discussed to death, it wont happen.
Not consistent, but a majority aspect - yes SoG's are a poor consideration towards developing a deck that'll need to heal before round finish of a win to achieve an EM.
Well aware of that (most case) fact.

Something I've been able to achieve is SoG's healing mid-creature actions, and also triggering after the AI has started its following round.

It does require "tiring" the computer - leaving it on for a day for the extreme levels of poor sequence. Else a fresh computer with fresh combined overloading. ie: antiviris, photoshop render/batch, decompress/compress, etc.

The main reason for my OP was to exact the sequence of gameplay, in such a way that perhaps even bonds/sogs are an equal alternative for deck building, as well as allowing the scope for other gameplay elements to be added into this great game.

 

blarg: