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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391520#msg391520
« Reply #48 on: September 10, 2011, 04:46:03 am »
I personally think that everything needs to be scaled back a bit. Like lower damage creatures or permanents/shield/weapons that aren't quite so effective. Take Dimensional Shift as an example. This card halts the opponent from attacking for three turns. 6 of them in a deck and that's 18 turns the opponents can even touch you. Unless I have a deck with steal/pulverizer/explode its game over.

I would also like to mention that being able to block would be amazing. This would literally change the entire game, but level the playing field against Dimensional Shift/Bone Wall types of decks in so many ways.

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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391528#msg391528
« Reply #49 on: September 10, 2011, 05:06:28 am »
I would also like to mention that being able to block would be amazing. This would literally change the entire game, but level the playing field against Dimensional Shift/Bone Wall types of decks in so many ways.
Being able to block in the MtG sense will never happen in EtG. Zanz, the sole developer, has decided that the decreased speed and increased bugs that the switching of control back and forth during 1 turn would cause is not worth the return.

However you might want to check  :earth Warden :earth out because it is the EtG blocker.
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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391531#msg391531
« Reply #50 on: September 10, 2011, 05:19:58 am »
yeah i know. i was just saying. and warden hardly counts. 1 creature that can block!

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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391573#msg391573
« Reply #51 on: September 10, 2011, 07:26:27 am »
The MtG mulligan system you are asking for is very likely not to be implemented. This is because it creates many potential problems with PvP, requires a lot of coding and is quite possibly a bug creator. I mean, desynch is a problem as the game is, I would hate to see how this would change with a mulligan rule. Additionally, I don't believe it's really needed: EtG has a very reduced percentage of really bad draws that aren't filtered out by the automulligan already. This, I believe, is mainly because of the reduced deck size / augmented card limit.
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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391583#msg391583
« Reply #52 on: September 10, 2011, 07:59:05 am »
The MtG mulligan system you are asking for is very likely not to be implemented. This is because it creates many potential problems with PvP, requires a lot of coding and is quite possibly a bug creator. I mean, desynch is a problem as the game is, I would hate to see how this would change with a mulligan rule. Additionally, I don't believe it's really needed: EtG has a very reduced percentage of really bad draws that aren't filtered out by the automulligan already. This, I believe, is mainly because of the reduced deck size / augmented card limit.
The mulligan system isn't specific to, nor did it originate from, MtG. It's a very common CCG mechanic. I suppose it's possible they were the first to introduce the '-1 card' stipulation, but I'm only suggesting it as one solution. Many different trade-offs would likely work.

I don't agree that the problems you listed exist or cannot be overcome. Firstly, it does not require a lot of coding. To say so in a game that includes AI for PVE matches is ridiculous. It's essentially a redraw, at the discretion of the player. Relatively simple. For these same reasons, it's hardly a bug creator any more than any other change to the system.

The fact that synch is a problem is hardly consequential to a mulligan option. The two are no more related than any other action in the game. By using your reasoning, the developers would be encouraged to remove far more from the game, thereby further reducing the synch demand.

As for your statement on reduced percentage of bad draws, it is true that automatic handling of the pillar-less draw does filter out a chunk, and that smaller decks can, but not necessarily do, help reduce bad draws. I make this distinction here because in this game you can have 6 copies of a single card, almost the same size as your entire draw. That particular rule results in an increase of the probability of redundant cards. So, depending on what kind of 30-card deck you've built, it is quite possible that you will have a large clump of 1-2 cards.

Ideally, I think the auto-mulligan rule would stay in place, since everyone would mulligan in those situations anyway. However, without a user-driven mulligan, you are forcing people to play with hands that could very well be unplayable, and the frequency with which this occurs is not inconsequential.

Putting aside unrelated matters, such as synch, and personal attachment to the existing condition of the game, there really isn't any reason against a user-driven mulligan. It helps the game progress and open up, it benefits the players, and it increases overall enjoyment. You may have accepted a bad decision in the game design, but until I hear a valid reason for why it was a good decision, I can't agree with you.

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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391588#msg391588
« Reply #53 on: September 10, 2011, 08:15:49 am »
Firstly, it does not require a lot of coding. To say so in a game that includes AI for PVE matches is ridiculous. It's essentially a redraw, at the discretion of the player. Relatively simple.
It does involve a lot of coding, because it would require to review all the modules and functions that operate at the start of a match (I believe those are a lot, as when you have some lag you can see the PC resetting the previous' match variables, and since this is a Flash game it's unlikely to be a single function that handles everything), because it would require an additional animation and some art (which is a rather easy but time-consuming part) and much more importantly because it would require heavy adjustments for the PvP version. If you kept it for PvE it would be easier, but also more useless as you can just quit and replay - something most farmers do a lot. This leads to:

Quote
For these same reasons, it's hardly a bug creator any more than any other change to the system.

The fact that synch is a problem is hardly consequential to a mulligan option. The two are no more related than any other action in the game. By using your reasoning, the developers would be encouraged to remove far more from the game, thereby further reducing the synch demand.
The desynch issue. It is not true that this change would produce the same number of potential bugs of any other change to the system, since it requires the going back and forth of player actions at the start of a match until both are satisfied of their draw, and that is something zanzarino has already said to be a true problem-maker. Desynch is a bug that heavily depends on the amount of information that needs to pass through the servers, and mulligan would multiply this, thus probably causing a lot of desynch if the two players are lagging.

Now for the usefulness:

Quote
As for your statement on reduced percentage of bad draws, it is true that automatic handling of the pillar-less draw does filter out a chunk, and that smaller decks can, but not necessarily do, help reduce bad draws. I make this distinction here because in this game you can have 6 copies of a single card, almost the same size as your entire draw. That particular rule results in an increase of the probability of redundant cards. So, depending on what kind of 30-card deck you've built, it is quite possible that you will have a large clump of 1-2 cards.

Ideally, I think the auto-mulligan rule would stay in place, since everyone would mulligan in those situations anyway. However, without a user-driven mulligan, you are forcing people to play with hands that could very well be unplayable, and the frequency with which this occurs is not inconsequential.
Most of the PvP players here agree that PvP matches are ruled by deckbuilding and luck. By introducing a mulligan system you enhance the importance of deckbuilding over luck. You do not eliminate luck, as the starting hand is often less important than subsequent draws; you do not eliminate bad draws, as the reduced starting hand will result in more quanta-screwage. Also, there are a lot of less convoluted systems to enhance deckbuilding over luck, one of which is to increase the number of duels played against the same opponent. Best of 5 is common nowadays, as it ensures less RNG-dependancy without creating the problems you can see listed above.

Also, a mulligan system will most likely not change the few balancing issues we have in this game, as it will effectively strengthen the chances of a strong deck to win over a weaker one, thus enhancing the power of the already strong decks without solving any real issue, since even frustration over RNG is not going to disappear with a mulligan ("Man, I would totally have had this game if I wasn't forced to mulligan down to 5 cards before getting a good hand!")
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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391597#msg391597
« Reply #54 on: September 10, 2011, 08:57:00 am »
Now, there are many cards like this. Because of this, the game is, in a sense, balanced. However, this balance doesn't translate as well in gameplay, where it results in the predetermined matches I mentioned earlier.
Indeed. There are many permanents (weapons like Eternity) and some creatures/spells that can seal a game entirely on their own. Due to the power of some cards, you can tell where the game is going to go the second one is played (most commonly cards like Immo+lots of offense, Nova+ditto or Fractal/Dim Shield/Bone Wall, etc.). Usually you either have fast PC (permanent control) like Steal or Deflag, or you will suffer heavily. Since there is very little effective PC for PvP in this game, people have to go to Darkness or, more commonly, Fire to remove this huge weakness.

While Eternity is incredibly powerful against the AI, it rarely plays a deciding role in PvP since the latter is dominated by speed and almost everyone are forced to pack PC. That points at a lack of balance in itself, and can be attributed to the low amount of cards in the game so far. Something that is slowly being alleviated.

By changing Eternity to a jab, say, by changing is so that it puts a creature out of play, whereby they return to play automatically the next turn, you allow it to stay within the interesting theme for Time without creating a lot of scenarios where the game has been decided by a broken game mechanic (the ability to stop your opponent from drawing cards). The Rewind card doesn't need this change because, in that case, you are trading off a card yourself for preventing them from drawing a card. And, as always, this is just an example, not necessarily a change I am proposing (though I do kinda like that idea). Also, this sort of adjustment is something that would ideally happen across all cards, to maintain the balance that already exists within the game.
That could certainly be one solution. In trying to balance cards like this, you'll have to do them one by one, which can at first unbalance the game even more, but the end result would be an environment that is less rock-paper-scissors. In the case of Eternity, one could let it bounce your own creatures to prevent decking out, since that's often what it's used for.

The problem with those numbers is that you are generally looking at a small number of decks. At least, that is my impression from what I have read so far. The 40% win rate wouldn't apply to even the best unupped FG deck, which I believe was at 32%, and it only declines from there as you include other unupped decks. The game isn't very forgiving due to the hay-maker style, and this eliminates a lot of potential decks. Some of this could be due to the fact that the card catalog is a little small. And, of course, the attributes that are assigned to the False Gods. But, I'm more inclined to believe that it is due to the constant danger of a game-ending card. As it stands, I'm not even close to building a single upped deck for FG's, so you would probably have a better vision of this matter.
Aye, it was easier to ascend back when I started because the AI was dumber, you had more powerful cards (2-turn Sundial) that have since been nerfed, and there were less counters to some strategies. There was also the Top 50, which was unbeatable for getting rares and was the second best place to make both electrum (after FG's) and score (after Elders).

It's quite a bit harder nowadays, which I noticed when starting an alternative account. I love going to PvP 1 with it, and building Silver Arena decks as well, but the grind has gotten even worse as of late. However, if you know what you're doing, you'll be running RoL/Hope or Flay 'Em in a week or two, which -really- speeds up your electrum gain. Regardless, you're correct in that there are few optimal decks for FG's when you're running unupped. The best way to make electrum to get to the aforementioned partially upped decks has now become the daily FG, farming Elders with Grabbix and the occasional trip to the Arena (Bronze is a decent place to get rares from the bonus spin), unless you want to take your chances with Liquid Antimatter.

I could take advantage of that, but I don't find that very fulfilling. Could just be a personal thing. I much prefer strategic contest, something that challenges the mind and is fun while you're doing it. This game definitely captures that to some extent. I'm just offering some suggestions from my initial observations to take it to the next level.

I think some of these changes are actually quite simple and easy to incorporate, especially the mulligan system, which on it's own could probably increase playable matches by ~10% (there is a reason that almost every CCG has this mechanic). Others I don't expect to see any time soon, as I understand how difficult it is to balance a CCG.
Aye, taking advantage of a lack of balance isn't all that satisfying, unless you're on a team that's competing for a cool prize (War, Team PvP, etc.) You will, however, find that in heavily restricted PvP, you often have to get very creative to get out of pinches. Some very unorthodox decks have won in both War and weekly tournaments, and the latter is a great place to start improving as a player and getting the chance to kick ass with weird decks that have previously had no place in the metagame. In successful restricted settings, there is no lack of balance.

I cannot stress that enough: heavy restrictions make for a much more interesting and challenging environment to build for. This is true for -all- card games. Period.

A manual mulligan would indeed be wonderful to make games less predetermined, but we've accepted it's not going to come for good reasons.
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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391705#msg391705
« Reply #55 on: September 10, 2011, 02:29:03 pm »
(Higurashi, you're below. Maybe someday I'll bother with the forum quotes, lol.)

MORMEGIL:

"It is not true that this change would produce the same number of potential bugs of any other change to the system, since it requires the going back and forth of player actions at the start of a match until both are satisfied of their draw."

It is not necessary for there to be a repeated communication between players while draws are being resolved. This could be handled between the player and the server until the player has decided on his hand (if he is even given multiple chances), and that final decision can then be communicated to the other player, as but one example.

To take a different angle, by using your logic, why not eliminate the player's ability to decide what card to discard when his hand is full at the end of a turn? Instead, the server could randomize the selection, thereby eliminating the need for the player to communicate this information. I imagine this was incorporated in the game because the ability to select the card allows the player to make a skill-based decision, something that adds value to the players overall experience. The exact same is true of a mulligan.

"If you kept it for PvE it would be easier, but also more useless as you can just quit and replay - something most farmers do a lot."

I would suggest reflecting on what this game was like when you were just starting out. You have a lot more matches with daunting odds, a light purse, and a minuscule income. Yes, you can just quit and replay, but for someone working towards just the simple opportunity to build a different deck, that means hours on end, and in a way that is not remotely reaching it's potential for enjoyment. This game obviously has a strong core at it's fanbase, but it would be wise to take into account the experiences of those who are just becoming familiar with the game. The more people that enjoy the game, the more support you will have. The more support you have, the more resources at your disposal. The more resources you have, the easier it is to fix bugs, such as synch.

"Most of the PvP players here agree that PvP matches are ruled by deckbuilding and luck. By introducing a mulligan system you enhance the importance of deckbuilding over luck. You do not eliminate luck, as the starting hand is often less important than subsequent draws; you do not eliminate bad draws, as the reduced starting hand will result in more quanta-screwage."

Nor did I claim that it would eliminate it; only mitigate. And that is a great thing.

"Also, there are a lot of less convoluted systems to enhance deckbuilding over luck, one of which is to increase the number of duels played against the same opponent. Best of 5 is common nowadays, as it ensures less RNG-dependancy without creating the problems you can see listed above."

A system that also mitigates, but does not eliminate. I'd suggest both. As for less complicated, I would ask: what about time-sensitive? What about maximizing the players experience? This is why I don't understand the fierce resistance to this suggestion. Yes, there are other changes that could be implemented to help reduce the undesirable factors within the game, but the value of this particular change cannot be denied. People keep trying to point towards other suggestions on related matters, many of which are good. But it doesn't mean that this suggestion should be dropped; it only means that there are multiple ways to improve the game.

"Also, a mulligan system will most likely not change the few balancing issues we have in this game, as it will effectively strengthen the chances of a strong deck to win over a weaker one, thus enhancing the power of the already strong decks without solving any real issue, since even frustration over RNG is not going to disappear with a mulligan ("Man, I would totally have had this game if I wasn't forced to mulligan down to 5 cards before getting a good hand!")"

It doesn't affect the balance of cards; that was more a target of the other points I brought up. It does provide a different sort of balance, in that it increases the odds of possessing the cards you want to execute the strategy you designed within the deck. As you said, this means that a well-designed deck is less likely to lose against a poorly designed deck. Now, call me crazy, but that sounds like exactly the scenario you want in a game. Don't use luck to provide developing players a chance at winning. That could be far better addressed by creating tiers in PVP, something that already exists to a certain extent. And really, how fulfilling is a win that you earned simply because your opponent couldn't play a single card? Can't we shoot for a bit more than that?


HIGURASHI:

"While Eternity is incredibly powerful against the AI, it rarely plays a deciding role in PvP since the latter is dominated by speed and almost everyone are forced to pack PC. That points at a lack of balance in itself, and can be attributed to the low amount of cards in the game so far. Something that is slowly being alleviated."

Yeah, it's that requirement to include certain cards that affects the diversity in deck-building. It's not just powerful against the AI; many decks I have experimented with have fallen prey to matches against an AI with Eternity, effectively reverting me to a starting point in the game. This isn't really an enjoyable playing experience, which is the most important factor in a game. Obviously, I could anticipate this when building my deck, but you can only prepare for so many cards, and because of the power of them, it is assured that you will find yourself losing to a single card at some point. But, I am interested in seeing what new cards come out, as I really enjoy the current feel of each individual quantum. I'm just hoping that it moves away from the trend to be overwhelmingly powerful, and more towards providing an interesting change to the contest.

"That could certainly be one solution. In trying to balance cards like this, you'll have to do them one by one, which can at first unbalance the game even more, but the end result would be an environment that is less rock-paper-scissors. In the case of Eternity, one could let it bounce your own creatures to prevent decking out, since that's often what it's used for."

It will be a long time before this game is completely balanced, that is for sure. Well, as complete as any CCG can be; this game format is really a perpetual work in progress, regardless of what game you are talking about. I'd say it took magic a good 5-6 years before really solidifying their masterpiece. As long as Elements is moving in the right direction though, I imagine it would receive enthusiastic support.

"It's quite a bit harder nowadays, which I noticed when starting an alternative account. I love going to PvP 1 with it, and building Silver Arena decks as well, but the grind has gotten even worse as of late. However, if you know what you're doing, you'll be running RoL/Hope or Flay 'Em in a week or two, which -really- speeds up your electrum gain. Regardless, you're correct in that there are few optimal decks for FG's when you're running unupped. The best way to make electrum to get to the aforementioned partially upped decks has now become the daily FG, farming Elders with Grabbix and the occasional trip to the Arena (Bronze is a decent place to get rares from the bonus spin), unless you want to take your chances with Liquid Antimatter."

That's funny...pretty much doing all of what you said already, lol. Running a RoL/Hope deck for this past week, that I built by playing Elders for far too many matches in a row with Grabbix. Contrary to the perception that Scaredgirl had of me, I have been doing a lot of research on the game since I wasn't finding a lot of success with my own experimentation early on. Now I've just started using a modified form of Liquid Antimatter (which I really wish had been named Dark Matter) in the Silver and Gold leagues since they are not quite as monotonous and provide big electrum rewards when you win. But, that sure seems like a sign of too much rigidity in this game, that the decks to be used as you grind your way up are so uniform. While I was using a Darkness quantum denial deck in Bronze league early on, I haven't found a lot of flexibility, due to the combination of high difficulty curve and low electrum/card rewards.

On a related note, the RoL/Hope deck is a prime example of a deck that has a lot of difficulty dealing with a single card like Eternity, and the reason why it was one of the first examples that popped into my head. But, I'm just not interested in doing another thousand monotonous Grabbix matches against Elders, so I'm seeing how these methods go.

"I cannot stress that enough: heavy restrictions make for a much more interesting and challenging environment to build for. This is true for -all- card games. Period."

I curious as to what you mean by this. Restrictions certainly can make a game interesting, as essentially the rules of the game are such, and each rule-set creates the environment unique to that game. But all restrictions are not created equally, and I can certainly imagine situations where a proposed restriction could be undesirable.

"A manual mulligan would indeed be wonderful to make games less predetermined, but we've accepted it's not going to come for good reasons."

I still don't see what those good reasons are. I understand the concern about lag/synch issues, but I feel the response is far too slanted by a vocal group of veteran players. But, hell, just put it in the PVE version, that'd be a great start. Other than that, though, no one has provided reasons against it, only other suggestions that are in a similar vein, and could likely be implemented along with the mulligan mechanic.

Sorry to keep harping on it, lol, but I'm always open to a change in perception, I just need good reasons for it. The value that a mulligan would have in Elements is clear. People may disagree just how valuable it is, but the fact that it increases the number of playable matches is concrete evidence that supports its inclusion. I could understand it not being a top priority atm, but to say it isn't even on the list? As it stands, I find that to be an established, closed-minded view that is hindering the potential of the game. I wouldn't knock the developer too harshly for making that decision; it's his game, he will live or die by it, and it's a wonderful creation regardless. But, I will respectfully point out the reasons why it is a bad decision.

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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391716#msg391716
« Reply #56 on: September 10, 2011, 03:08:05 pm »
It is not necessary for there to be a repeated communication between players while draws are being resolved. This could be handled between the player and the server until the player has decided on his hand (if he is even given multiple chances), and that final decision can then be communicated to the other player, as but one example.

To take a different angle, by using your logic, why not eliminate the player's ability to decide what card to discard when his hand is full at the end of a turn? Instead, the server could randomize the selection, thereby eliminating the need for the player to communicate this information. I imagine this was incorporated in the game because the ability to select the card allows the player to make a skill-based decision, something that adds value to the players overall experience. The exact same is true of a mulligan.
Heh. Discarding is actually a major source of timeouts and desynchs. The point I'm trying to make is not "eliminate everything that is a potential issue", but rather "don't bother with things that cause more problems than they are worth". Besides, the interaction between players and server needs to be repeated in order to account for Mulligans, and since you want mulligans to work before starting the duel you are adding before the duel a heavy interaction between both players and the server (reshuffling the whole deck is a lot of informations). That stresses the connection and is potentially a cause of timeouts, as your analogy with discarding points out.

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I would suggest reflecting on what this game was like when you were just starting out. You have a lot more matches with daunting odds, a light purse, and a minuscule income. Yes, you can just quit and replay, but for someone working towards just the simple opportunity to build a different deck, that means hours on end, and in a way that is not remotely reaching it's potential for enjoyment. This game obviously has a strong core at it's fanbase, but it would be wise to take into account the experiences of those who are just becoming familiar with the game. The more people that enjoy the game, the more support you will have. The more support you have, the more resources at your disposal. The more resources you have, the easier it is to fix bugs, such as synch.
There are a lot of very good tutorials in these boards. I recently started a new account and in less than 6 hours got over 9k electrum. Even if you consider my very early experiences with this game (before even knowing the forums or wiki), I managed to build an efficient AI3 farmer and then learned from the FGs how to make effective decks - in particular, I copied Rainbow's style to create an FG farmer, and slowly upped it. The amount of pain a mulligan function would have reduced is... well, pretty much insignificant, really.

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A system that also mitigates, but does not eliminate. I'd suggest both. As for less complicated, I would ask: what about time-sensitive? What about maximizing the players experience? This is why I don't understand the fierce resistance to this suggestion. Yes, there are other changes that could be implemented to help reduce the undesirable factors within the game, but the value of this particular change cannot be denied. People keep trying to point towards other suggestions on related matters, many of which are good. But it doesn't mean that this suggestion should be dropped; it only means that there are multiple ways to improve the game.
Again, I'm not saying your suggestion would be bad. I'm trying to point out that it has more flaws than praise. If you had a mulligan function AND make it work in PvP AND take away its potential desynching and timeout problems, then yes, this is a good idea. Is it worth the time and effort to introduce this and patch the following bugs? I say that it is not, and that I'd much rather have a different patch - one with more content.

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It doesn't affect the balance of cards; that was more a target of the other points I brought up. It does provide a different sort of balance, in that it increases the odds of possessing the cards you want to execute the strategy you designed within the deck. As you said, this means that a well-designed deck is less likely to lose against a poorly designed deck. Now, call me crazy, but that sounds like exactly the scenario you want in a game. Don't use luck to provide developing players a chance at winning. That could be far better addressed by creating tiers in PVP, something that already exists to a certain extent. And really, how fulfilling is a win that you earned simply because your opponent couldn't play a single card? Can't we shoot for a bit more than that?
The main issues in this game are the presence of some predominant decks that kill many options (e.g. Firestall). This suggestion doesn't solve those issues. I'm all for more strategy and less luck, but I think there should be some different patches before we look for a mulligan system: patches that solve those problems instead of amplifying them.
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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391727#msg391727
« Reply #57 on: September 10, 2011, 03:28:13 pm »
The MtG mulligan system you are asking for is very likely not to be implemented. This is because it creates many potential problems with PvP, requires a lot of coding and is quite possibly a bug creator. I mean, desynch is a problem as the game is, I would hate to see how this would change with a mulligan rule. Additionally, I don't believe it's really needed: EtG has a very reduced percentage of really bad draws that aren't filtered out by the automulligan already. This, I believe, is mainly because of the reduced deck size / augmented card limit.
I don't agree that the problems you listed exist or cannot be overcome. Firstly, it does not require a lot of coding. To say so in a game that includes AI for PVE matches is ridiculous. It's essentially a redraw, at the discretion of the player. Relatively simple. For these same reasons, it's hardly a bug creator any more than any other change to the system.
Zanz decided that only 1 player can act per turn. Adding a manual mulligan would require adding an additional turn for each player before the game starts. Zanz decided the increased deck stability from Auto Mull->Manual Mull was not worth this slowdown. Instead he uses the auto Mull to duplicate the early "No land" Mulls. Remember unlike MtG you only need 1 pillar/element to play all your cards.
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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391729#msg391729
« Reply #58 on: September 10, 2011, 03:33:08 pm »
Remember unlike MtG you only need 1 pillar/element to play all your cards.
unless it gets explosioned, stolen, or quicksanded.
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Re: Missing ingredient: Balance https://elementscommunity.org/forum/index.php?topic=30699.msg391731#msg391731
« Reply #59 on: September 10, 2011, 03:38:12 pm »
Remember unlike MtG you only need 1 pillar/element to play all your cards.
unless it gets explosioned, stolen, or quicksanded.
True. Now reread the sentence to understand what I meant.
PS: Land Destruction hurts in any game. It hurts much less in EtG.
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