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Chival

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New game styles and rewards https://elementscommunity.org/forum/index.php?topic=122.msg886#msg886
« on: December 15, 2009, 10:09:30 pm »

i like the idea, but the pvp lag needs to be fixed for time based matches to be viable

Klingzog

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New game styles and rewards https://elementscommunity.org/forum/index.php?topic=122.msg887#msg887
« Reply #1 on: December 15, 2009, 10:09:30 pm »

I certainly think the games needs new game modes to detract from the grinding, and the ones posted seem pretty good. I'd also add another mode:

C. Instant Action - players start with 20 of each quanta so that many cards may be played instantly

wolfy67

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New game styles and rewards https://elementscommunity.org/forum/index.php?topic=122.msg888#msg888
« Reply #2 on: December 15, 2009, 10:09:30 pm »

I've been playing about a week and I'm really enjoying Elements. I need to take a break from grinding and thought I'd list a couple features that would be neat.  Feedback is appreciated.

1) New game styles
 A. Time Attack - players have a set amount of time to defeat each other. If there is no winner within the time limit (say 4 minutes) it results in a draw. This gameplay favors speed decks.
 B. Damage Master - the game starts with 5 to 10 minutes of play time. Instead of HP bars players have damage counters. Whom ever racks up the most damage is the winner. This game play favors denial and stall decks.
Quote from: Klingzog
C. Instant Action - players start with 20 of each quanta so that many cards may be played instantly
Quote from: Pilchard123
D. Sudden Death - Players do not take damage unless the total damage is above 100. In case of both players reaching 100, then the higher damage wins. Dimensional and Dissipation shield are ignored.
2) New rewards -- these should give a few extra coins or maybe some extra spins depending on the difficulty
 A. Weenie winner: player is rewarded for winning the match with only creatures of 2/2 or less. (easy)
 B. Dragon fiend: player is rewarded for winning a match using only dragons. (easy)
 C. Shut out: player is rewarded for defeating his opponent before they could play any creatures/spells (medium)
 D. Deadly: Reward given for destroying all opponent creatures before winning the match (medium)
 E. Final draw: player is rewarded for winning the match on their final draw (difficult)
 F. Wipeout: Reward given for destroying all opponent resources before winning the match (difficult)

I imagine the new styles of play would be easier to implement. It would only require a few minor code changes/additions. The extra rewards for play style could be difficult to track though. I don't imagine we'd see those any time soon but it would be a fun way to alter play styles.

~*~ EDIT ~*~
I'll post more ideas as I think of them. Thanks all for adding yours!

Macintosh

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New game styles and rewards https://elementscommunity.org/forum/index.php?topic=122.msg1098#msg1098
« Reply #3 on: December 15, 2009, 10:09:31 pm »

Final draw is easy with eternity. That could totally be exploited :P

New game styles and rewards https://elementscommunity.org/forum/index.php?topic=122.msg1099#msg1099
« Reply #4 on: December 15, 2009, 10:09:31 pm »

D. Sudden Death - Players do not take damage unless the total damage is above 100. In case of both players reaching 100, then the higher damage wins. Dimensional and Dissipation shield are ignored.

wolfy67

  • Guest
New game styles and rewards https://elementscommunity.org/forum/index.php?topic=122.msg1100#msg1100
« Reply #5 on: December 15, 2009, 10:09:31 pm »

i like the idea, but the pvp lag needs to be fixed for time based matches to be viable
I agree. It might be a better idea to make these games vs. AI until the lag is fixed. Thinking about it further one player could be in the lead with damage and stall the game by always waiting out the timer. Although -- it would be funny to watch it backfire when the second player drops 4-5 dragons on the last round.  :P

 

blarg: