*Author

Active members:
Skillgannon(1) XYTWO(1)

Skillgannon

  • Guest
Quirks and Ends: How To Resolve https://elementscommunity.org/forum/index.php?topic=71.msg650#msg650
« on: December 15, 2009, 10:09:29 pm »

Okay, first off not all of these are my ideas... so I'm not going to take credit for them.  Even though some of them will be my own idea I'd rather not spend the time clarifying, so just assume this is a collection of ideas.  Any person who had an idea to make the game slightly easier can have their idea posted here.  People suggest good things in chat, but never make a topic about it... and it's soon forgotten.  That's why I'm making this.  I'll say a problem and state a solution (whether it be mine or someone else's).

1)  Why is there a Spin and a Spin All button when doing a singular Spin does nothing?
           - There's a few ways to deal with this.  My first solution would be to make the Spin do something.  Maybe have spins be exchangeable for gold.  Every spin you don't use is rewarded as gold.  Every level determines how much gold you get; lvl 1 = 1 per spin, lvl 2 = 2 per spin, lvl 3 = 5 per spin, T50 = 20 per spin, and False Gods would be 100 per spin.  This way a person may want to just spin once (to see if they get lucky) and have the rest as guaranteed cash.  My other solution would be to replace it with a "Try Again" button.  This way a person can click that and repeat the same level (against a random deck) without having to go back to the menu.  Of course, you could do both.  The "Try Again" button could just be located somewhere else.

2)   Why do you have to Spin to get your reward?  Why can't you just get the reward after you win?
            -  This is a good question.  Spinning can waste graphics and make grinding even longer.  There should be an option where a person can neglect spinning and just take their reward.  Of course, this could conflict with the previous solution.  To solve that I'd suggest a few boxes.  One box says "Auto Reward."  This box, when checked, prevents the spinning option.  The other two boxes would be "Auto Spin" and "Auto Gold."  If a person wants to just get the spin reward the click "Auto Spin" and see a picture of whatever they got.  The "Auto Gold" would convert their spins into gold automatically.

3)  Why does switching your Mark cost anything?  Why can't metamorphosis be free?
            -  It shouldn't be completely free.  However, I agree that for beginners it should be.  Changing your mark should be free until you you receive the 500 score quest reward.  Once you've received that it should begin to cost 100 gold each time a person changes their mark.  My reasoning is that once you get past the 500 score mark you should know that becoming better takes work.  If you wish to change your mark later on you should be willing to shell out the 100 gold.  The beginners, however, just don't have the cash.  They should be free to try out whatever marks they want and see which type they like the best.  This allows them to find which Element they like the best for when the really get into the game.

4)  Mulligans... why don't you have them?
           -  Mulligans should be added to the game, but not like MTG (Magic the Gathering).  MTG is a fun game, but we play this because it's unique.  An Element mulligan should be different from a MTG mulligan.  In MTG when you mulligan you put your starting hand back into the deck, shuffle, and redraw one less card than you started with.  An Element mulligan should be different.  To mulligan you should lose 5 life.  Every time you mulligan you lose another 5 life.  That way you risk losing the actual game, which makes it fair.  I would suggest only one mulligan allowed, but I feel the 5 life thing could be more interesting (if you do decide to allow mulligans and only allow 1... I'd suggest 10 life instead of 5.

5)  Why isn't there a lvl 4 and 5 to face?
             - There should be, but I'm sure it'll be a while before they come out.  It's a lot of work to get those down, but we can always help with some ideas.  Here's what I think may work for them.

Lvl. 4:  Elite Elemental
x100 HP
x3 Quantams
Upgraded Pillars (Towers) only.
6 Different Types.
Spin Chance Distribution: 20% Rare.  80% Common.  (Still keep the 5% to get a card from a spin)

Lvl 5:  False Demi-God
x150 HP
x2 Quantams
x2 Cards Drawn
Upgraded Pillars (Towers).
50% of Cards Upgraded.
12 Different Types.
Spin Chance Distribution: 25% Upgraded. 25% Rare.  50% Common.

This way people who farm False Gods may even go for them just for the chance of a rare.

6) How come Elemental Mastery only gives you a bit of extra gold?  It should do more like give you extra spins.
      - Rather than get extra spins you should get an improved wheel spin.  Why have a 5% chance of getting a card if your an Elemental Master?  Make it a 10% chance.  This allows the people who take the time to get Elemental Master have a reward for it.  The extra gold is really nothing... you can use a speed deck to win 3 games before 1 Elemental Master with a life deck (vamps, FFQ, etc.).  The 10% isn't unreasonable and it will cause some people to redefine their farming methods.  Some people who were bored with their current grinding will resort to trying out decks to "master" Elemental Mastery.  It just makes the game a bit more interesting and allows a little more variety.


I'll be updating this constantly, so if you have any thing you want addressed you can PM me or post here and if you want it in my first post then please say so in your post.


Offline XYTWO

  • Sr. Member
  • ****
  • Posts: 523
  • Reputation Power: 7
  • XYTWO is a Spark waiting for a buff.
  • New to Elements
  • Awards: Existing Card Rework #2 Winner
Re: Quirks and Ends: How To Resolve https://elementscommunity.org/forum/index.php?topic=71.msg352809#msg352809
« Reply #1 on: June 17, 2011, 05:58:48 pm »
This is a good thread, but it was made more than a year ago. It's generally frowned upon to revive threads that are THAT old.

 

anything
blarg: