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Offline ZephyrPhantomTopic starter

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Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006307#msg1006307
« on: October 08, 2012, 10:07:45 pm »
What if there was an option to create your own personal card? Here's how I imagine it would work:

1) There would be a way to gain 'stat points' that you can spend on a personal card. This would most likely come in the form of beating Daily Quests, False Gods, or The Trial.
2) Your personal card starts as a 1 | 1 creature that has a cost of 1 :rainbow quanta. Stats point are spent to improve the creature's ATK | HP, give it a selected ability (with customizable keywords), make it a spell, or turn it into a permanent. You can also upload a custom image onto your card for a certain amount of points or select from a pool of already existing but unused art for free (recycling the old ETG art). Like a mark, changing the card's element is free.
3) You cannot spend stat points on your card's casting cost - rather, the 'buffs' you select to your card's effect increase it's cost, and the 'flaws' (drawback effects) you select for your card decrease its cost.  This is to maintain balance on the card in relation to normal cards.
4) You can't sell your personal card and you always have 6 copies of it unupped by default. You can spend stat points to purchase an 'upped' version of the card that lowers its cost by -1. You can however 'remove' buffs/upgrades and flaws to regain/lose the amount of stat points they were worth though.

Example rough interface :

Card Preview:


Name : Scrap Collector
Current Element : Gravity (Metamorphosis costs 0 points.)
ATK : : 2 (+2 Cost)
HP : 3 (+0 Cost)
Ability : :earth Conversion :gravity :gravity (Current Cost Modifier : 0)
Upped Copies Available : 2 (4 Points required per card.)
Stat Points Remaining : 0

A similar idea was done here. Thoughts?
« Last Edit: October 20, 2012, 04:26:40 am by Zblader »

Offline UTAlan

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006311#msg1006311
« Reply #1 on: October 08, 2012, 10:21:55 pm »
I approve.

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006313#msg1006313
« Reply #2 on: October 08, 2012, 10:25:50 pm »
I think there was an idea for something like this not so long ago...

Offline russianspy1234

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006314#msg1006314
« Reply #3 on: October 08, 2012, 10:28:42 pm »
a good idea in theory, but as the process would be (presumably) automated, it wont be long before people find flaws/loopholes in the balancing system and make cheap broken cards, so there would have to be someone keeping watch on it.
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Offline OldTrees

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006316#msg1006316
« Reply #4 on: October 08, 2012, 10:35:23 pm »
The balance system would have to be constantly updated by a quantitative cost theorist.

Too much upkeep cost for the feature to be worth it IMO.
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Offline ZephyrPhantomTopic starter

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006567#msg1006567
« Reply #5 on: October 09, 2012, 08:05:09 pm »
a good idea in theory, but as the process would be (presumably) automated, it wont be long before people find flaws/loopholes in the balancing system and make cheap broken cards, so there would have to be someone keeping watch on it.
Yes, but 'broken' combinations could quickly be corrected next patch/in between patches if it gets too out of hand - in addition, a release the next 'patch' of Personal Card into Beta/Trainer before it hit the actual game would prevent such combinations from entering the game too quickly.
The balance system would have to be constantly updated by a quantitative cost theorist.

Too much upkeep cost for the feature to be worth it IMO.
I doubt that the updates would have to be that constant - time in between the ingame patches is long, meaning that most balancing issues would be ironed out at the initial release of each patch, with between-patch editing only occurring if a really broken combo shows up.   What would probably be much more effort intensive IMHO would be the initial implementation of the system (especially for spells and nonweapon permanents since there is no strict system for them to follow yet.), since each effect ingame would have to be weighed according to what it does.
« Last Edit: October 09, 2012, 08:07:05 pm by Zblader »

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006602#msg1006602
« Reply #6 on: October 09, 2012, 11:35:36 pm »
The balance system would have to be constantly updated by a quantitative cost theorist.

Too much upkeep cost for the feature to be worth it IMO.
I doubt that the updates would have to be that constant - time in between the ingame patches is long, meaning that most balancing issues would be ironed out at the initial release of each patch, with between-patch editing only occurring if a really broken combo shows up.   What would probably be much more effort intensive IMHO would be the initial implementation of the system (especially for spells and nonweapon permanents since there is no strict system for them to follow yet.), since each effect ingame would have to be weighed according to what it does.
Using the Trainer as a buffer would reduce the impact of the changes required. It would also compress the constant updating into shorter more intense packets. This makes it possible but I question if adding it to the main game would be worth the time and effort. (Especially considering Zanz is not a quantitative cost theorist)
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Offline ZephyrPhantomTopic starter

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006648#msg1006648
« Reply #7 on: October 10, 2012, 02:06:08 am »
Using the Trainer as a buffer would reduce the impact of the changes required. It would also compress the constant updating into shorter more intense packets. This makes it possible but I question if adding it to the main game would be worth the time and effort. (Especially considering Zanz is not a quantitative cost theorist)
The Idea Guru is currently shown to be a position that has potential for more activities. Would having the Idea Guru help maintain Personal Card balance be workable? (Doing so would also establish a card cost theory.)

Offline Drake_XIV

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006660#msg1006660
« Reply #8 on: October 10, 2012, 02:28:19 am »
Using the Trainer as a buffer would reduce the impact of the changes required. It would also compress the constant updating into shorter more intense packets. This makes it possible but I question if adding it to the main game would be worth the time and effort. (Especially considering Zanz is not a quantitative cost theorist)
The Idea Guru is currently shown to be a position that has potential for more activities. Would having the Idea Guru help maintain Personal Card balance be workable? (Doing so would also establish a card cost theory.)

That's not really an issue, but as to whether Zanz would be willing to let a third party take charge of an addition if it were to be added.

Offline meowww

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006683#msg1006683
« Reply #9 on: October 10, 2012, 03:01:43 am »
So it is in fact balanced by its card cost, the stat point only like "action point" to change its strength?
If it is like that, I would like to see a lot of stat points, you can rather freely to change your card, like every week you will have enough point to change it into anything?

Offline ZephyrPhantomTopic starter

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006702#msg1006702
« Reply #10 on: October 10, 2012, 03:54:11 am »
So it is in fact balanced by its card cost, the stat point only like "action point" to change its strength?
Yes, since increasing strength through stat points will raise the cost in the process.
If it is like that, I would like to see a lot of stat points, you can rather freely to change your card, like every week you will have enough point to change it into anything?
I'm think that stat points would work more like the former - you can add/remove them any time you want and customize your card accordingly.

Offline meowww

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Re: Personal Card https://elementscommunity.org/forum/index.php?topic=43971.msg1006705#msg1006705
« Reply #11 on: October 10, 2012, 04:19:41 am »
So it is in fact balanced by its card cost, the stat point only like "action point" to change its strength?
Yes, since increasing strength through stat points will raise the cost in the process.
If it is like that, I would like to see a lot of stat points, you can rather freely to change your card, like every week you will have enough point to change it into anything?
I'm think that stat points would work more like the former - you can add/remove them any time you want and customize your card accordingly.
Dose that meant you will get refund (full or part) if you remove something, so stat point meant that is how far your card can go?
I like the idea that you can change the card often, but not like every battle, if it is like the later, it seems to losing the "Personal" in it.

 

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