yo, how're you guys doing?
it's been a while since i played ElementsTheGame(EtG) the last time... over 2 years in fact.
i'll be using the "common feature request"(CFR) topic for guidance on this post, although there's not much in it that would collide with my suggestions.
some of the stuff i'll be proposing can be quite difficult to implement, but i think it'll be well worth the efford.
some people may notice, that a couple of my suggestions base on a different, popular source. a game i stopped playing well over 10 years ago, and having even seen the recent stuff they did with it, i stand by my decision. imho the originality takes second place, after the question of "is the game fun to play?". if you do not share this view, then don't bother reading ahead. it will just waste your time and mine ^^
0.) Engine:
basically the most important thing. if it's presently not the case, then please change the game's entire engine to be as modifiable as possible.
in the long run it will greatly improve your prospect of prosperity by needing less effort to change stuff if necessary.
1.) Game Rules:
if the topic of modifiablility is dealt with, one might ask the question of what to do with it. the above mentioned game, for those of you who don't know it, is magic the gathering. as a paper oriented card game it has many difficulties with the modification of already present cards. has ban lists for different formats and so on. this problem is one of the main reasons for me quitting (MtG has online games, but they're all not worth mentioning). EtG on the other hand is not bothered by such problems. you have almost limitless possibilitys, and it would be quite a waste not to make use of them.
one of the basic ideas taken is the following: for each rule in the game, there's a card, that nullifies it. that means that whatever thing there is, there can be a card to temper with it. be it the maximum hand size, be it a card that allows you to survive with 0 lives or 0 deck cards. it doesn't matter what it is you modify for as long as it is balanced by it's cost.
you've already made it work with some cards like mindgate, shards and others, that didn't exist the last time i was here, modifying max life + and -, extra card draws... there's no reason to leave it at that.
2.) MORE CARDS, more concepts:
the reason why i stopped playing EtG two and a bit years ago was that after waiting quite some time for some new content, the stuff that arrived were the nymphs, which weren't even broadly available to the common player (and still aren't btw^^ ... but after 2 years, there are at least some other cards to compensate...). one argument may be, that one has to balance 12 colors... well, one made the decision to have 12 colors (and 6 arrows to each of his knees
) but the balancing must not necessarily take place for one(or few) card(s) at a time thanks to modifiability. beside the text content there might be problems with the artwork (in other words paying for the artwork) but with the existence of several sources of copyright free content for non profit projects (many users of deviantart.com for example) one may claim that it's more or less not existent (unless you want a profesional artist of a high calibre, but current artwork doesn't suggest that... to belittle the artists is not my intention).
what about multicolored cards? there are already several cards overreaching the boundaries of the attributes of their respectable element, like poison dealing creatures in life, water and time element, which is originally death's domain. what color to paint them in? well if you start out with cards having two colors, have a simple split background with a soft border between them. i will not list all the benefits it has to implement such a thing, they should be apparent. where to put them? into any element they share a color with.
some people may say, that increasing content without vigorous balancing is a bad idea, but look at it this way; you have a lot more to do than simple farming. if a tactic works exeptionally well it may be nerved the next time around, and with lots and lots of stuff to play with, at least from the point of variability, it won't become boring any time soon (for those who are quickly bored with farming...).
trouble having ideas for cards?
[ unupped(upped) ]
permanent: 11(10)
: randomly adjusts the power of your mark between 1 and 3 each turn, your opponents between 1 and 2. clears all your quanta.
creature: 6(7)
: Dam/HP:8/8. gets -2/-2(-1/-1) each turn.
permanent: 3(4)
: All gravity and earth creatures recieve +0/+2(+0/+4)
creature: 3(2)
: Dam/HP:0/1. 2
: grow<or evolve> into "(Elder) Tree of life"[next card]
creature: 7(7)
: Dam/HP:0/4. Heals your life by amount of it's HP(+1) at eot. Dam can't be raised above 0.
spell 10(9)
: All your creatures are sacrificed<no phoenix to ash> deals 2 damage to each opponent's creatures for each creature sacrificed.
creature: 4(3)
: Dam/HP:5/3. This creature can only recieve damage from effects<like poison or aflatoxin>.
creature: 3(5)
: Dam/HP:3(6)/3(6). Autoheal 3HP @ eot.
creature 5(7)
: Dam/HP:3(5)/3. Damage is dealt randomly to opponent's creatures. flying.
creature 5(5)
: Dam/HP:4(5)/4(5). switches @ eot to Dam/HP:5(6)/5(6) and back again next turn. status effects are removed
permanent: 4(5)
: changes opponents max handsize to 4(3)+1 cards.
creature 6(7)
: Dam/HP:7(8 )/4(5) Immortal during your turn.
imbalanced? i have no idea. just some ideas on ability possibilities.
the community has lots of great and interesting suggestions for cards. don't waste it!
3.) Deck building and Deck management
while a lower card limit is perfectly reasonable, i can't really see a reason why the max limit exists. if one so choses, he won't deck out, at the price of a lower chance of finding key cards. i think that this is a point worth discussing. if space is a problem (which it presently would be), we go back the the modifiability aspect and simply add a sliding bar, and stack cards in the deck view (i seriously don't understand why all the cards need to be "one by one" in the deck view, the total amount of cards is displayed on the left side anyway... edit: problem adressed, solution already in progress. but as it seems only for LQ... why? srsly...) and in addition, viewing all cards at once may be more convenient as well this way.
one aspect that comes to mind when considering balancing is the limitiation to less than 6 cards of one card type. with an overpowered card it may be possible to restrict the maximal amount to whatever is necessary instead of removing it entirely. ok, so this will definetly require some changes, but in turn improves the efficiency in the balancing process.
Bazaar: have the upper window display only the cards you want to sell without actually selling them until hitting a sell-button. display rare warning while the big card image is shown and not across the entire screen for 10 seconds...
4.) Common, Rare and Wasted
i personally have no trouble with temproarily restricting content, but beside playing, i also have my collecting part aching up if something's missing. The only cards in this position right now, and for the last couple of years, are the nymphs. may have been asked a million times already but just for annoyance once more: what makes them so special? not op, just sort of out there. shouldn't try to immitate dark orbit
x.) sidenotes...
if you make a card like "relic", at least give it a synergy with reverse time or something....
that's about all for now. will edit further stuff in if necessary.
have a nice day and game.