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Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg399964#msg399964
« on: September 27, 2011, 02:37:05 am »
So, the other thread that talked about visual changes to permanents had me thinking about another problem and solution that was on my mind lately.

Currently, spells like Explosion and Steal are pretty much in every deck that uses those elements, and rightfully so; the amount of utility they provide is extremely valuable, nullifying about a 3rd of the cards in the game (that's a rough estimate, please don't get caught up in it if I am off a lil' bit). Whenever a card is a no-brainer when using a particular element, I begin to question it's power.

A sensible change would be to distinguish Weapons and Shields (items) from other permanents (artifacts). This would at least reduce the incentive to include several copies of the PC cards when building a deck. It is possible that Steal could only affect items, and explosion would only affect artifacts, or perhaps new cards would be introduced that deal specifically with items. However, allowing PC to target both simply provides far too much utility given the way the game is designed. And, considering that protection for these cards can only be found in 1 out of the 12 elements, there are few options in the game for reducing this utility.

The fact that you can only have 1 weapon and 1 shield further justifies distinguishing the two from one another, and will make future balancing easier; whenever you have to take into account two very different card types while designing a card, it increases the difficulty in nailing down its attributes. With the upcoming introduction of stackable artifacts, this will become more of a concern.

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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400074#msg400074
« Reply #1 on: September 27, 2011, 10:59:29 am »
I couldn't agree more.

Offline OldTrees

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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400101#msg400101
« Reply #2 on: September 27, 2011, 01:07:40 pm »
The vulnerability of artifacts to destruction is not altered by whether the item is being held or not. Weapons, as permanents, should be vulnerable to generic Permanent control and various other anti permanent defenses. I would prefer if cards that acted as defense against permanents were added to all elements in such a manner that the individual effects are varied, thematic and balanced.

I would agree that there is a case for cards that specifically target one subcategory or the other but that does not mean we should forgo more expensive more versatile defenses. That said the low cost of the common PC was once justified by the low number of permanents and synergies with permanents making permanent cards less frequent in decks. The cheap Destruction PC like Deflagration also makes it hard to create competing defenses against permanents that do not use PC.

In conclusion the game should:
Increase the cost of PC
Add more non PC forms of defenses against Permanents to give each element a competitive means of dealing with permanents whose mechanics fit the element thematically
Add "item" and "non item permanent" targeting categories in addition to the "any permanent" targeting category
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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400477#msg400477
« Reply #3 on: September 28, 2011, 04:10:28 am »
While I don't think it is out of the question that there could be a card that targets both items and artifacts, the difference in weight and utility of these two types of cards makes it a difficult balancing issue. Considering that the developer has chosen to make this an individual project, thereby limiting his resources, I'd say increasing the ease in which cards are balanced becomes a higher priority.

Aside from that, there is the impact it has on deck building. Since you can place multiple artifacts down simultaneously, having multiple copies of those cards in a deck is typically not a problem. However, having only 1 slot for a weapon means that placing multiple copies can result in useless cards sitting in your hand in a lot of scenarios. I love the concept and mechanic of weapons and shields, and don't think they should be changed. However, destroying them should be far more difficult. In fact, I'd even say it would make a lot more sense to completely remove the ability to destroy them, and instead focus on control, in line with the excellent events that already exist: freezing or delaying a weapon, or bypassing a shield via momentum. (Edit: think about it, how much sense does it make when envisioning a battle between foes, and seeing a guy lugging around 4 swords and 4 shields, you know, just in case.)

I can easily imagine a lot of other concepts that would add a fun element, such as a Disarm that would nullify the effects of a weapon or shield for, say, 3 turns. Or Curse, returning an equal amount of damage caused by a weapon to its owner. This would create a lot of interesting gameplay scenarios, instead of the very boring removal of an item and, unless the player has redundant copies of the weapon or shield, eliminating a cool aspect of the game. This is all in line with creating varied, thematic effects, while making the metagame more interesting by eliminating the need to overstock weapons and shields.

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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400483#msg400483
« Reply #4 on: September 28, 2011, 04:30:42 am »
Balancing 2 types of PC would be harder than balancing 1 especially with all the work invested towards balancing the  I&A PC.

I am sure you have noticed that the Weapon/Shield slot cost is correlated with a lower quanta cost. Historically soldiers often did carry multiple weapons and occasionally a second held defensive item. (Javalin, Spear, Sword, Shield, Dirk)

The need to overstock on weapons is not the presence of PC but rather the difficultly of finding 1 card in 30.

We both agree that there is much room for design in the non removal defenses from permanents.
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Offline EvaRia

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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400503#msg400503
« Reply #5 on: September 28, 2011, 05:36:36 am »
I don't think you understand...

Permanent control isn't really that powerful. HOWEVER, the majority of permanents ARE. It's not that the ability to destroy permanents on its own is powerful, but they are a must against permanents because otherwise you could be overrun with win cards.

When we see cards like Dimensional Shield, Eternity, Discord, Permafrost, Hax Shield...

Not having a way to deal with them can very easily cost you the game.

Permanent controls as a check to keep cards like this from being way too overpowered. Imagine how Ridiculous Mono Aether would be if Deflag was removed from it's list of checks.

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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400507#msg400507
« Reply #6 on: September 28, 2011, 05:49:49 am »
EvaRia:

I understand, but I'm not sure you do. As I said in my original post:

"Currently, spells like Explosion and Steal are pretty much in every deck that uses those elements, and rightfully so; the amount of utility they provide is extremely valuable, nullifying about a 3rd of the cards in the game"

Yes, the changes I mentioned would necessarily involved other changes to deal with Phase Shields, for example. I can't cover every scenario, and trust that people understand this.

OldTrees:

I don't agree that it would be more difficult to balance I&A over PC, but I'm not sure what you reasoning is so I can't really address that. I've put out some of the reasons for my position in my earlier post. I guess a further exercise I would suggest is to have you try to identify what the cost would be for a card that can affect both creatures and permanents.

I have noticed that quanta cost related to power is lower for weapons and shields, which is exactly why having a card that affects both becomes a balance issue. There is a greater incentive to target weapons and shields, which increases the need to include duplicates in decks, which increases the chances of useless, redundant cards in your hand, which limits the potential options you have in gameplay, which makes the game less interesting/fun.

While real-world scenarios of multiple weapons definitely exist, your example clearly shows that they are carrying them for utility, not for redundancy (the example I used cited 4 swords, not 4 different weapons). They would switch between them, something you can't do in this game (though perhaps casting a weapon over another weapon could create a swap effect, but that would be another discussion, and I'm sure would bring up the tired cries of manpower concerns). When speaking of multiple weapons in this game, it is almost always for redundancy to combat PC.

There is definitely incentive to carry multiple copies in order to increase draw chances, but PC is a bigger factor right now for a lot of decks. Were the changes above to go into effect, it cannot be disputed that people would reduce the number of copies of weapons and (non-:aether) shields in their decks. It is also quite possible to address this in other interesting ways. For example, a generic 'Backpack' card that you play as an artifact, sacrifice on your next turn, and search your deck for an item. I know searching isn't currently in the game (quite unfortunate) but just painting a quick example.

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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400522#msg400522
« Reply #7 on: September 28, 2011, 07:30:25 am »
I am not sure what you meant by I&C (Item and creature like Icebolt?)

My cost estimations of Items and Artifacts came to the conclusion that they share a cost/effect standard. In the case of items the quanta portion of the casting cost is decreased and instead the player pays with less reliability or dead draws. Since they have the same cost/effect standard it is easier to modify existing attempts at balancing the "anti Item or Artifact" than it is to restrict the existing to "anti Artifact", add "anti Item" cards and make Items and Artifacts use different cost/effect ratios.

Since Items and Artifacts seem to have the same cost/effect standard, I see no reason one would be preferentially targeted. I would suspect that the preferential targeting is targeting the type of effect not the card types. Shields and many weapons have Defensive effects rather than Offensive ones like Unstable gas or Hourglass. Alternatively you might be seeing the natural result of the majority of non Pillar permanents being Items.

You claim that the multiple copies of a weapon card in EtG is to increase the Resilience of the effect rather than the Reliability of having the effect. I do not have the metagame knowledge to be able to recognize or challenge that assertion. I personally am of the opinion that 2-3 copies of a key item is fine considering the size of the deck. If/when searching is added to the game I expect many decks to not use it and thus still opt for 2-3 copies of key items.

Another reason I am against a division of the targeting ability of existing PC is that it would make the other elements even more dependent on the PC elements and it would take many more cards to fix this dependency.
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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400735#msg400735
« Reply #8 on: September 28, 2011, 05:30:26 pm »
Wouldn't a simpler solution that addresses a key part of this problem be to just make pillars/pendulums not 'permanents'?  Deflag/steal should be dead cards against an opponent with no sword, shield or other permanents.  That would make people a little more hesitant to run them.

I know there is a lot more to this issue as a whole, and there are many other possible solutions, this one just seems the simplest.  EQ and trident wrecking 3 pillars a shot and the quanta control cards already in the game are enough without people throwing deflags or steals (that might otherwise be dead) into your quanta sources.
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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400774#msg400774
« Reply #9 on: September 28, 2011, 06:59:11 pm »
CCCombobreaker:

While I think it would make sense to remove the ability to steal a pillar, and would be a step in the right direction to balance explosion, I don't think it does much to address the PC problems in this thread. I would definitely support this change, but I believe people would continue to include the same quantity of the cards mentioned in this discussion when designing decks.

OldTrees:

Sorry, that was a typo, I meant I&A, items and artifacts. I'll fix it to avoid confusion for others that read it.

You stated that the cost ratio between I&A is equal. First, I'm not sure I agree with this. Cards like Pulverizer, Trident, Fahrenheit, Eternity, and Discord seem to be clear examples. Discord costs a measly 3 quanta, yet deals 6 damage while seriously disrupting the opponents quanta pool. Jade Staff would be a more direct example, where for only 2 quanta it heals just as much as a SoG while also dealing damage. This makes sense to me, as you can only have 1 of each item, which helps balance them out via uniqueness. The only artifact that I think could be argued for having an equal ratio would be the Hourglass. I'm not sure how reliability was weighed into your measurements, but I can see how dead draws might. The problem with dead draws, though, is that it leads to a lame/frustrating game experience. My proposal would help alleviate that.

That said, I think ratio is secondary to actual value since we are talking about destruction, not casting. The balance concern appears during the former. When using PC, you generally want to target the most valuable card. In this game, aside from the Hourglass, that is quite often an item. The AI design clearly supports this belief as well, as this is how it operates. So, when determining what the cost and utility will be for a card that targets permanents, you need to consider both the highly valuable items, and the generally less valuable artifacts. This is why I posed the hypothetical scenario to you of designing a card that targets both creatures and permanents, which I would still be interested in hearing your response.

I don't understand why you think this change would increase the existing dependency on PC for other elements. If anything, it would split up the extremely necessary IC from the far less necessary AC. Shields (such as Phase and Dissipation) and weapons (such as Pulverizer and Eternity) create an unavoidable critical need for IC, whereas very few, if any, artifacts do so. Zanz could focus first on the urgently needed IC, and then consider more thematically appropriate AC afterwards.

I understand there would be some concerns about the need to add additional cards to support this change. However, at some point, Zanz needs to look at the big picture. You can't design a CCG card by card; everything is correlated. Heck, considering that there are only 3 PC cards in the game (not including pillar-specific cards, or the difficult Butterfly Effect), this would be the ideal time to make this change. And I believe that it would save him a lot more time with future card designs by reducing/simplifying the number of cards that need to be taken into account when designing an IC or AC versus a PC, aside from all the thematic potential.

My claim as to multiple copies certainly isn't backed up by any statistical data. I am basing this on what I have seen on deck designs for highly-effective decks on these forums, along with how I design my own decks (but, I'm new, so it's more the former point).

As for the side point...I  definitely disagree with your assertion that people would not use searching. Were that the case, it would only mean that the cards which use this ability were not designed well. Having the ability to search for a weapon or shield allows me to pick the best card for the situation, or the opposite of the one I already have in hand/play. This is a tremendously valuable mechanic that can increase player control over the game. And another mechanic with tremendous thematic potential.

Lastly, here is something I am starting to envision that would help differentiate this game from many of the other CCG's out there, while creating an interesting gameplay environment and reducing undesirable draws: each player would chose the weapon and shield for their deck, and would start with these cards in battle. You would no longer need to worry about multiple copies, and could better design decks with this knowledge; both around the cards you selected, and with the knowledge that your opponent will always have a weapon and shield when selecting cards to control (not destroy) them. Of course, this would only happen after many weapons and shields were introduced, and tweaked, so I don't expect to ever see this unless Zanz realizes he needs to work with other developers if this game is ever going to feel complete.

In the meantime, I feel that this is the easiest solution with a lot of positive, long-term effects.

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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400831#msg400831
« Reply #10 on: September 28, 2011, 09:25:04 pm »
Higher redundancy is a cost type. Quanta is a cost type. Draws are a cost type. Hp is a cost type. All costs are included for accurate benefit/cost ratio comparisons. Most people focus on only the quanta cost and not the draw cost or additional costs like the Weapon slot. Even different quanta cost types exist [ :life >>  :rainbow]

Yes, destruction targets the card with the most valuable effect. [Side note: The AI uses the quanta cost as a metric.] However there is no inherent thematic or mechanical rule of EtG that says Items should have more valuable effects (with higher total costs). Solution: Add more Artifacts to the game with varied costs.

You dislike dead draws as a cost and given the option would avoid them in favor of another cost type. Solution: Add more Artifacts to the game with varied effects similar in usage to Items to give people like you another option while still allowing people access to dead draw costs when they prefer. Some people like games with lots of variance (see Entropy) while others like less variance (see Aether). Let's pander to both.

You were suggesting splitting existing PC into IC and AC with the result that some PC elements would lack AC and be more dependent on the AC elements and vice versa.

Since we agree that the value of Removal is related directly with the average value of the target when used, the number of targets to consider when balancing is mostly irrelevant after the average value is calculated. The more targets the less change to the average each new target would cause when added to the game. The balance of PC is more stable than the balance of IC or AC.

I did not claim no one would use searching. I claimed that some people would not. I personally would use searching but I recognize that good design would be evident in the community as a whole being ambivalent about whether searching should be added to a generic deck. (aka balanced relative pros and cons)

Having items start equipped would remove itemless decks from the meta. Decreases in the meta are undesired unless they are linked to equal or greater increases in the meta.

With all this talk of PC I would like to emphasize the value of considering the broader category of Defenses against permanents rather than the small category of PC. All elements should have mono defenses against offensive permanents and counterdefenses/evasion against defensive permanents but not every element should have PC.

Something that targets any creature or permanent
Basic theory: The value of EffectX is related to the average results of EffectX.
EtG background: Permanents tend to cost more than creatures because defenses against creatures drastically outnumber defenses against permanents. This higher resilience translates to higher costs.
The desired effect's value can be calculated easily if it does not change the creature/permanent resilience ratio too much by using the average converted total cost of the targets . If it does change the ratio then the new balanced total costs should be used for the calculations.
Closest existing Example: Ice Bolt
However I do not have any inspirations at this time for an effect so the theory will have to be enough.
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Re: Separating Permanents from Weapons/Shields to balance Permanent Control https://elementscommunity.org/forum/index.php?topic=31619.msg400958#msg400958
« Reply #11 on: September 29, 2011, 03:45:32 am »
Well, I find it odd that, after expressing concern about the cards that would need to be created under my proposal, several of your solutions in your last post also involve the addition of more cards. It would seem that in both cases additional cards are needed (no surprise there). While there may be a greater quantity for one of our positions than the other, I doubt it varies by a significant amount. What I am attempting to demonstrate is that under my proposal there is a greater thematic and balance value, along with better control when designing cards.

Higher redundancy is a cost type. Quanta is a cost type. Draws are a cost type. Hp is a cost type. All costs are included for accurate benefit/cost ratio comparisons. Most people focus on only the quanta cost and not the draw cost or additional costs like the Weapon slot. Even different quanta cost types exist [ :life >>  :rainbow]

Yes, destruction targets the card with the most valuable effect. [Side note: The AI uses the quanta cost as a metric.] However there is no inherent thematic or mechanical rule of EtG that says Items should have more valuable effects (with higher total costs). Solution: Add more Artifacts to the game with varied costs.
There seems to be a disconnect between your premise and the solution you ended with. There is already a range of 1-5 quanta cost for artifacts, and considering how powerful a 4 quanta cost card like Hourglass is, I'm afraid to see what costlier artifacts would be capable of. Of course, other types of costs could be included, but I fail to see how this would address much of anything in regards to this discussion.

I understand the different costs you listed, and when I take cost into account I consider more than just quanta. Heck, my entire proposal is built around the cost of uniqueness for items, and the negative aspects that result from it. You say that there isn't a mechanical rule increasing item costs, but that uniqueness sure seems to counter your claim, and you listed it in your response ("weapon slot").

Quote
You dislike dead draws as a cost and given the option would avoid them in favor of another cost type. Solution: Add more Artifacts to the game with varied effects similar in usage to Items to give people like you another option while still allowing people access to dead draw costs when they prefer. Some people like games with lots of variance (see Entropy) while others like less variance (see Aether). Let's pander to both.
Ok, first off, my entire proposal increases variance. Second, let's not make this a personal matter. In the discussions we have had (which I have enjoyed) I think it should be clear that I am a champion of increasing options available to players. But, to say that players "prefer" dead draws? Come on. We may settle on them because a better option doesn't exist, but we don't ever prefer them. A dead draw means one less option; i.e., less in-game variance, less player interaction. There are a myriad of other options available for increasing variance that would be more desirable than dead draws. Of course, dead draws will never be completely eliminated, but where this can be reduced, it should be.

If your proposal to add items with effects similar to weapons were to make its way into the design, it would homogenize the game and ruin the wonderful feel that currently exists for weapons and shields. By following my proposal, it would further distinguish weapons and shields from other permanents, which I believe most would see as making the game more interesting. It also, as I seem to be unable to demonstrate to you, would ease balance by reducing the range of controlled cards that need to be taken into account.

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You were suggesting splitting existing PC into IC and AC with the result that some PC elements would lack AC and be more dependent on the AC elements and vice versa.
Well, this exists right now, so what's the problem?

With the weapons and shields that are currently in the game, it is already clear that every elements needs some form of IC. Personally, I don't think the same is true for AC, although this point is certainly debatable. Two scenarios result:

1) We decide that every element needs AC. Fine, just create those cards, and by splitting them up you allow them to more appropriately control their respective groups in a more finely-tuned thematic manner.
2) We decide they don't. This creates a more distinct feel and play-style for each element, which I'm pretty sure you would agree is a great thing.

Either way, it works out well.

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Since we agree that the value of Removal is related directly with the average value of the target when used, the number of targets to consider when balancing is mostly irrelevant after the average value is calculated. The more targets the less change to the average each new target would cause when added to the game. The balance of PC is more stable than the balance of IC or AC.
No, this is completely off. The values of the targets still varies widely, hence why items are frequently targeted (with the aforementioned exception of Hourglass). Additionally, it isn't the average that is the concern, but the range. IC and AC, if split, will have a smaller range than PC, which makes balance easier during design.

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I did not claim no one would use searching. I claimed that some people would not. I personally would use searching but I recognize that good design would be evident in the community as a whole being ambivalent about whether searching should be added to a generic deck. (aka balanced relative pros and cons)
Agreed.

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With all this talk of PC I would like to emphasize the value of considering the broader category of Defenses against permanents rather than the small category of PC. All elements should have mono defenses against offensive permanents and counterdefenses/evasion against defensive permanents but not every element should have PC.
Agreed. Although I would argue that this works just as well, if not better, under my proposal.

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Something that targets any creature or permanent
Basic theory: The value of EffectX is related to the average results of EffectX.
So, it seems our repeated disconnect is that you are focusing on average, whereas I am emphasizing the impact of range.

Using average is a way of determining cost and mitigating imbalance during gameplay.

Limiting range is a way of increasing the ease and accuracy with which costs are balanced, along with creating more appropriate thematic interactions between cards (e.g., you'd disarm a weapon or shield, but never an hourglass).

I agree that average has value. I would hope that you can see the value in range.

The reason I posed a control card for both creatures and permanents is bring to light this vast range (every non-action card in the game). The result would be that its actual cost would rarely match its value when used.

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The desired effect's value can be calculated easily if it does not change the creature/permanent resilience ratio too much by using the average converted total cost of the targets
Easily? Every time a new non-action card is added, you must take it into account for the hypothetical card we are discussing. That's on top of, what, the 150 cards that already exist? Inversely, this card must be taken into account every time you design a new non-action card, or change an existing non-action card. I believe it's obvious how this relates to the PC vs IC/AC discussion.


One last important note here that I think we have lost from earlier in our discussion: even if permanents were split into items and artifacts, you could still create a card that targets both. What the division allows for is greater control during card design.


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Having items start equipped would remove itemless decks from the meta. Decreases in the meta are undesired unless they are linked to equal or greater increases in the meta.
As I mentioned, that was a distant vision. By that time, the variety of control and items would be enough that a minor reduction in the total meta would be outweighed by the increased uniqueness of starting 'hands' and the speed with which matches would pick up. It would also greatly reduce the potential dead draws, which I think it a good thing, but it seems you would disagree for reasons I don't understand. This is really a side point though, so we can simply disagree on this and focus on the more relevant and interest discussion points.

 

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