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Offline crusader2010Topic starter

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Pillars https://elementscommunity.org/forum/index.php?topic=49130.msg1068764#msg1068764
« on: May 10, 2013, 07:07:33 am »
Hi. I've been playing this game for a while now(mainly against the computer) and i thought of writing this on the forums too. It's about the complete randomness of pillars and such and how a game is lost from the first 2-3 turns...

But before i start:

1. I already know about the mulligan roll (just read about it)
2. I know there are pillar-less decks but this has nothing to do with them; it doesn't change the game play but only makes things a lot more fair.

So here's my problem:  if i don't get enough pillars in the first 2-3 turns i'm ALWAYS losing to a level 2+ computer, unless it also had the same "bad luck". This to me is really frustrating and instead of making me play more it's actually doing the exact opposite. Right now if i don't get enough pillars in the first 3 turns and i see that the opponent has more than enough already, i just quit as it becomes a big waste of time... So here's what i'm suggesting, either as options or somehow combined:

a) from the deck management let us choose 3 pillars that will be automatically deployed on the board before the match starts. Losing the coin toss is a big enough disadvantage already... at least we should start on equal terms. With this you can also remove that mulligan roll.

b) make sure our starting hand has at least 3 pillars (random maybe). I could live with that and since probably you're going to argue about pillar-less decks, how can one compete against one of those while having only 1-2 pillars the whole damn game?! how is this fair to you?  >:( i believe game designers should really understand that one-sided matches are not fun for anyone - and it's NOT an answer to introduce hidden mechanics just so one could cope better with very unlucky card rolls that shouldn't have happened in the first place...

c) remove pillars as cards altogether; then give a choice, in the deck management screen, that for all 12 elements the player can put some points(maybe 20) in. Each point counts as a chance to get a quanta in that element, each turn (with at least one quanta being generated each turn). This way a 2-elements deck can have the points distributed like 10-10 or 13-7 or something like that, and each turn there will be a chance to have AT LEAST one quanta generated that IS USEFUL TO YOU. For a little balance, every 3-4 points could mean that an extra quanta can be generated from that element (so you can have more per turn from the same element).

Now for another issue:

d) the Oracle button does not get enabled unless i log out and log back in. Please change this behavior as it's really irritating (not even knowing when it resets). There should be a timer (bound to the account NOT the log-in session) that enables the button when it finished counting down.

Have a nice day!

Offline Absol

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Re: Pillars https://elementscommunity.org/forum/index.php?topic=49130.msg1068795#msg1068795
« Reply #1 on: May 10, 2013, 10:26:21 am »
if i don't get enough pillars in the first 2-3 turns i'm ALWAYS losing to a level 2+ computer, unless it also had the same "bad luck". This to me is really frustrating and instead of making me play more it's actually doing the exact opposite. Right now if i don't get enough pillars in the first 3 turns and i see that the opponent has more than enough already, i just quit as it becomes a big waste of time...
Optimal amount of pillar in a deck is usually 40% of the deck. It could reach up to 50% or as low as 30% depending on the deck. To avoid bad draw, add more pillars.
So here's what i'm suggesting, either as options or somehow combined:
a) from the deck management let us choose 3 pillars that will be automatically deployed on the board before the match starts. Losing the coin toss is a big enough disadvantage already... at least we should start on equal terms. With this you can also remove that mulligan roll.

b) make sure our starting hand has at least 3 pillars (random maybe). I could live with that and since probably you're going to argue about pillar-less decks, how can one compete against one of those while having only 1-2 pillars the whole damn game?! how is this fair to you?  >:( i believe game designers should really understand that one-sided matches are not fun for anyone - and it's NOT an answer to introduce hidden mechanics just so one could cope better with very unlucky card rolls that shouldn't have happened in the first place...
Point A and B has already been answered.
c) remove pillars as cards altogether; then give a choice, in the deck management screen, that for all 12 elements the player can put some points(maybe 20) in. Each point counts as a chance to get a quanta in that element, each turn (with at least one quanta being generated each turn). This way a 2-elements deck can have the points distributed like 10-10 or 13-7 or something like that, and each turn there will be a chance to have AT LEAST one quanta generated that IS USEFUL TO YOU. For a little balance, every 3-4 points could mean that an extra quanta can be generated from that element (so you can have more per turn from the same element).
In duo and trio, quanta balance is an art. Also, there are pendulums to help.
d) the Oracle button does not get enabled unless i log out and log back in. Please change this behavior as it's really irritating (not even knowing when it resets). There should be a timer (bound to the account NOT the log-in session) that enables the button when it finished counting down.
This is due to a bug or something so people can't abuse it. Oracle reset at 7 AM GMT.
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Re: Pillars https://elementscommunity.org/forum/index.php?topic=49130.msg1068796#msg1068796
« Reply #2 on: May 10, 2013, 10:28:50 am »
Just a question : Can we see your deck?
Also count that randomness is part of the game. It's a part that you have to build flowing with, because it's part of what makes replayability.

For your other issue : the timer is global, set for 7AM GMT (iirc). It is not session based or account based.
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Re: Pillars https://elementscommunity.org/forum/index.php?topic=49130.msg1068797#msg1068797
« Reply #3 on: May 10, 2013, 10:29:15 am »
Doctor Death

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Re: Pillars https://elementscommunity.org/forum/index.php?topic=49130.msg1068814#msg1068814
« Reply #4 on: May 10, 2013, 12:03:02 pm »
Please change this behavior as it's really irritating (not even knowing when it resets).
If every clock you own stops, you can always go to the Arena and look in the bottom-right corner.  If the circle that shows your current Oracle card is empty, the Oracle reset.
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Re: Pillars https://elementscommunity.org/forum/index.php?topic=49130.msg1068838#msg1068838
« Reply #5 on: May 10, 2013, 01:59:33 pm »
1- Just letting you know that the starting player has a disadvantage to compensate the starting quanta: It doesn't draw a card in his first turn.

2-Let me guess: You are using a deck with 4+ elements and using pillars of all of them.

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Offline eaglgenes101

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Re: Pillars https://elementscommunity.org/forum/index.php?topic=49130.msg1069358#msg1069358
« Reply #6 on: May 11, 2013, 09:37:01 pm »
Bad luck is a fact of life. What you can do is reduce its chances by optimizing your deck. Sounds like you should replace a few of your cards with pillars and slim it to 30 cards if you haven't already.
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Re: Pillars https://elementscommunity.org/forum/index.php?topic=49130.msg1074008#msg1074008
« Reply #7 on: May 24, 2013, 09:12:13 pm »
funny how everyone started about his deck.
Especially because i'd have done the same.

All three suggestions are pretty good, but... a different game.
the way quanta generation works, is part of elements. Changing this is so fundamental, you might as well make a new game.
be quick- time is quanta.

 

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