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Offline TimerClock14Topic starter

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Speed = win. Why? https://elementscommunity.org/forum/index.php?topic=20592.msg261570#msg261570
« on: February 01, 2011, 12:27:39 am »
In EtG, I see two aspects of the game that could use improvement the most. Rushes vs. Stalls and the oh-so-boring Grind. To start, let me say this: those two aspects are directly connected. The grind is boring, therefore people want to grind as quickly as possible to get it over with. Where do those people turn? To the fastest decks, of course. This is raw human nature. And due to that simple fact, the hierarchy of decks in elements has evolved to the simple reasoning that Rushes are better than Stalls; but to be politically correct, they are only better for the most part. Rushes are much better for grinding PvE, but stalls are best suited for PvP. However, due to the slow moving pace of PvP matches, most people will prefer PvE. As you can see, speed is a factor here as well.

So, what can we do to fix this? That is the point of this topic.
Post your ideas on how we can make elements better so that it's not always that "Speed = Win". But more towards "The best made deck + the best PvP player = win" As of now, the 'best made' decks are mostly Rushes. So this is what needs fixing, IMO.

Apologies if this topic has been made before. I did a quick search and didn't find anything.
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Offline RootRanger

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Re: Speed = win. Why? https://elementscommunity.org/forum/index.php?topic=20592.msg261573#msg261573
« Reply #1 on: February 01, 2011, 12:31:35 am »
I think more weight should be given to PvP competitions, because that is where strategy and creative deckbuilding are involved, instead of mindlessly playing the deck with the best statistics. I think more awards should be given out in PvP competitions, and PVP1 and PVP2 should give much more electrum and score.

However, Elements is moving in the right direction. New, fun, PvP events are being run, and new cards are diversifying the metagame. T500 combined with AI improvements will make EtG even more PvP centered.
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Offline Glitch

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Re: Speed = win. Why? https://elementscommunity.org/forum/index.php?topic=20592.msg261577#msg261577
« Reply #2 on: February 01, 2011, 12:34:19 am »
The problem with stalls, in my humble opinion, is desynch.

I remember when I was Team PVPing versus KDZ.  I had an adrenaline+devourer deck, he had a deck I don't honestly remember.  However, KDZ has always had desynch issues.  It plagues him.  Whenever I landed my combo and locked him down, lag happened.  As such, the only games that didn't desynch were games when I didn't drop my combo.

I love stalling, I prefer it over speed, actually.  But even when I'm spamming rustlers until I have 400 life quanta, I still have less desynch issues than when I stall.

I'd prefer to stall, but I lose more often doing it, simply because the game can't handle it.

Offline TimerClock14Topic starter

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Re: Speed = win. Why? https://elementscommunity.org/forum/index.php?topic=20592.msg261583#msg261583
« Reply #3 on: February 01, 2011, 12:46:47 am »
The problem with stalls, in my humble opinion, is desynch.

I remember when I was Team PVPing versus KDZ.  I had an adrenaline+devourer deck, he had a deck I don't honestly remember.  However, KDZ has always had desynch issues.  It plagues him.  Whenever I landed my combo and locked him down, lag happened.  As such, the only games that didn't desynch were games when I didn't drop my combo.

I love stalling, I prefer it over speed, actually.  But even when I'm spamming rustlers until I have 400 life quanta, I still have less desynch issues than when I stall.

I'd prefer to stall, but I lose more often doing it, simply because the game can't handle it.
Desync is an issue that all of us suffer from, perhaps some more than others, but the point still stands. The nature of desync, from what I understand, is a slip up in the servers. Imagine you are driving on a slippery road (for example) and your car begins slipping (the wheel turns but it's just sliding on the wet surface) If the car was one computer, and the tire another, the slipping would be the desync. It's unavoidable sometimes, but there are measures that can be taken to reduce the chances of it happening. Some of these include having minimal tabs open, not switching between tabs during a game, having as few 3rd party applications open during the match, and ensuring your internet is at a nice speed.
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Re: Speed = win. Why? https://elementscommunity.org/forum/index.php?topic=20592.msg261590#msg261590
« Reply #4 on: February 01, 2011, 12:50:58 am »
Reminds me of this (http://elementscommunity.org/forum/index.php/topic,18419.0.html) topic. But yeah, being a fan of slower decks for enjoyment (horribly slow timebows, Darkness denial decks etc.) I wouldn't mind longer games to be better rewarded. Spins = 2log(turns) rounded up comes to my mind for ai 3-6 (well, maybe not top 50 yet, that's just too easy rares from farms). That way extending your game needlessly becomes increasingly inefficient, while still rewarding longer games (after all, it's mostly the spins that count for electrum).

turn 10 spins
turn 21 spin
turns 3-42 spins
turns 5-83 spins
turns 9-164 spins
turns 17-325 spins
Etcetera.
Just spouting ideas.

Offline DSSCRA

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Re: Speed = win. Why? https://elementscommunity.org/forum/index.php?topic=20592.msg261620#msg261620
« Reply #5 on: February 01, 2011, 01:43:50 am »
Reminds me of this (http://elementscommunity.org/forum/index.php/topic,18419.0.html) topic. But yeah, being a fan of slower decks for enjoyment (horribly slow timebows, Darkness denial decks etc.) I wouldn't mind longer games to be better rewarded. Spins = 2log(turns) rounded up comes to my mind for ai 3-6 (well, maybe not top 50 yet, that's just too easy rares from farms). That way extending your game needlessly becomes increasingly inefficient, while still rewarding longer games (after all, it's mostly the spins that count for electrum).

turn 10 spins
turn 21 spin
turns 3-42 spins
turns 5-83 spins
turns 9-164 spins
turns 17-325 spins
Etcetera.
Just spouting ideas.
Those numbers look amazing i'd love it if that was implemented.




I am also firmly in favor of stalls (and some time far in the future milling).

As far as pvp goes in tourneys I often open with a stall to catch my opponent off guard one of my favorite stalls to open with is ss/mir stall and it is the stall that for some reason I rarely desync with.


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