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Offline MalissinTopic starter

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Re: OMG! That's so overpowered https://elementscommunity.org/forum/index.php?topic=5172.msg52149#msg52149
« Reply #12 on: April 12, 2010, 10:11:36 am »
I am constantly amazed at the maturity of this forum.  I have yet to see any of the posts I've made degrade into useless bickering, and I really appreciate that.  Let me address a few things directly.

@Puppychow I think you're really only looking two steps ahead, and couldn't agree more with omgarm that the eventual equilibrium is that A is awesome, B beats A, C beats B, D beats C, etc...until there are a dozen or so really viable deck ideas at any given time.  While more than that would be great, you're probably never going to get to 100 decks that can all be played in PvP because as Amilir said, eventually L will beat K but will get demolished by D. 

@omgarm I couldn't agree more

@Amilir As I said, you do have a good point, but it won't happen that quickly.  Your 3rd deck won't be beaten by your 1st deck, it won't happen that fast. 

Do to the limited ways in which you can win at a CCG, there will only ever be a core number of deck ideas that succeed.  These might include, Deck A out defends the opponent using Hope.  It never gets hurt, and as long as it doesn't deck out, will eventually defeat the opponent.  Deck B destroys any creatures the opponent tries to plays and its creature damage will eventually overtake the opponent.  Deck C has no creatures, but relies on direct damage to destroy its opponent.  Deck D has the best permanents the game can offer, and will use shields that reflect spells cast against it.  Deck E uses steal and deflag to prevent permanents from staying on the board, and generally strives to disrupt the opponents strategy.  Deck F uses control to drain quanta and destroy pillars leaving the opponent with nothing to play.  All of these decks might win hands down against 1 of the other deck types, but against all the others it's a combination of skill and luck.  This is what a CCG should be.  You design decks that do 1 thing very well, get completely crushed against 1 other thing, and everything else is a combination of luck and skill.  Now, it's not always 1, that's true.  And there's certainly a lack of balance if 1 deck destroys 10 other decks, but can be beaten by only 1 idea, but we aren't there...and almost no CCG I've ever seen is there.  Which brings me to...

@Xinef Where do we draw the line?  Certainly a card combination that's beating 80% of "good decks" is overpowered, but what defines this good deck?  In most other games, it's purely the metagame.  Your good deck was only good because it won more than it lost, which it only did because the majority of decks out there couldn't counter it.  Now that it's being countered, it's no longer a good deck to you, but this new deck is.  The new deck will continue to be a good deck until it no longer wins most of its games, because of a new good deck.  This has little to do with the relative strength or weakness of the deck or strategy being used, but more to do with the popularity of the decks and strategies it beats.  The only reason we take exception to this idea in Elements is due to the PvE environment present.  We often look at a good deck as beating the AI.  So we call a new idea overpowered because it defeats a majority of decks that beat the AI, and the AI doesn't change. (Or doesn't change often.)  I challenge you to consider the PvE and PvP elements of this game seperate, because the AI often will not be adapting its strategy based on the deck it is playing against, but the playing community will.  Don't always think of it as the developers responsibility to nerf a strategy, but the communities as well.  If a strategy begins to beat FG too much, I expect to see Zanz stepping in, but if a strategy begins to beat people in PvP too much, I expect to see players adapt to the changing environment and build decks to accommodate.

@Gl1tch At the heart of it all, this is what I want to see.  Players not just stating that something is overpowered, but coming up with a possible solution.  I agree that the strongest card in any rainbow deck is the Quantum Pillar.  A pillar?!?  Absolutely.  The ability to produce 3 quanta per turn is an excellent advantage, and it never would have worked in M:tG.  Part of the reason for this is because that game has 5 colors.  This game has 12.  When you get 3 random quanta spread out across 12 elements, it's not as strong anymore.  Suddenly a lot of thought has to go into designing your deck to not too heavily use any one element.  Now, I would like to address your statement that I refrain from posting.  I certainly don't find this constructive.  I'm willing to give you the benefit of the doubt, and say that you may not of read my entire post.  I used it as an example because it was something that I had recently seen complained about.  The entire point of my post was that RoL/Hope/Fractal was not overpowered, and neither is any card or strategy.  I proposed no change to that strategy, because I saw nothing wrong with it.  As I said, I'll call this a misunderstanding, and move on.

@Kurohami I absolutely agree with your first sentence.  The strength of a rainbow deck is not overpowered when compared to the strength of the AI and any reduction for the sake of balance against PvP would only serve to increase the games difficulty overall.  I can't say I agree as much with your second sentence.  One point I was trying to make is that striving for equilibrium is not always the way to go.  If it was our ultimate goal to make every card (or playing piece) equal, we would be trying to play checkers.  That's not what I want.  I'll assume that's not what you want. 

Offline Xinef

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Re: OMG! That's so overpowered https://elementscommunity.org/forum/index.php?topic=5172.msg52164#msg52164
« Reply #13 on: April 12, 2010, 11:31:44 am »
@Xinef Where do we draw the line?  Certainly a card combination that's beating 80% of "good decks" is overpowered, but what defines this good deck?  In most other games, it's purely the metagame.  Your good deck was only good because it won more than it lost, which it only did because the majority of decks out there couldn't counter it.  Now that it's being countered, it's no longer a good deck to you, but this new deck is.  The new deck will continue to be a good deck until it no longer wins most of its games, because of a new good deck.  This has little to do with the relative strength or weakness of the deck or strategy being used, but more to do with the popularity of the decks and strategies it beats.  The only reason we take exception to this idea in Elements is due to the PvE environment present.  We often look at a good deck as beating the AI.  So we call a new idea overpowered because it defeats a majority of decks that beat the AI, and the AI doesn't change. (Or doesn't change often.)  I challenge you to consider the PvE and PvP elements of this game seperate, because the AI often will not be adapting its strategy based on the deck it is playing against, but the playing community will.  Don't always think of it as the developers responsibility to nerf a strategy, but the communities as well.  If a strategy begins to beat FG too much, I expect to see Zanz stepping in, but if a strategy begins to beat people in PvP too much, I expect to see players adapt to the changing environment and build decks to accommodate.
Well, I've been talking mostly about PvP, because when a game is balanced in PvP, making it balanced in PvE is done in a different way (adjusting AI, advantages AI has, it's decks, rewards etc.)
How do I define 'good decks'?... I'd say these are decks more experienced players are using for PvP.
Where do we draw a line?... No need to draw a line, players decide if a card is OP by voting, discussion, etc. because players are the ones who play PvP and know PvP, so they know what is OP and what is not... we only have to solve the problem of people who do not understand what OP means.
From your post I see you prefer a CCG where some decks become obsolete, while new decks replace them as 'the good decks'. Well... it certainly has a good side of the game constantly changing, being more interesting, more challenging...
But I prefer it if the developer (and community helping him) take a harder path of making a game where new cards, buffs and nerfs create new strategies while not completely destroying the old ones. Some players do not like to change their strategy (eg. they really like mutation spam) and if at some point it becomes a really weak strategy these players might quit or feel really bad about having to change their strategy.
I know it's not always possible, and there are always problems like people who are angry because their OP deck was nerfed so that it is average, and they shout it's no more playable, but as long as the community stays on as high level as it is right now, it's nothing we have to fear.
The question is, is my vision of card balance and Elements development right, or do you all prefer the 'constantly changing' vision?

If my vision is what you call 'checkers' then I'd say you oversimplify things. A game where players start with different 'situation' (different decks), where there is randomness, and which is much more complex, will never reach equilibrium similar to checkers/chess, but we can try to achieve some equilibrium specific to CCG.
Though don't take 'equilibrium' too literally :P I don't want all strategies to be equally good and all games to be equal matches where no-matter-the-deck the outcome depends only on skill and strategy.
I want some strategies (those that seem interesting to play) to be balanced, and as long as it does not win or lose too often, it's balanced. Players will do some balancing by changing their PvP decks to adjust to the current situation (which decks are popular etc.) and Zanz+community will take care to balance the cards at the same time. I don't think limiting it to the first part is good, because it harms those players who do not like to change their strategy.
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Offline MalissinTopic starter

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Re: OMG! That's so overpowered https://elementscommunity.org/forum/index.php?topic=5172.msg52170#msg52170
« Reply #14 on: April 12, 2010, 11:58:28 am »
From your post I see you prefer a CCG where some decks become obsolete, while new decks replace them as 'the good decks'. Well... it certainly has a good side of the game constantly changing, being more interesting, more challenging...

Now, what does Elements have going for it that Magic didn't?  It's a virtual game.  If a card isn't working properly, it can be fixed.  In a lot of CCGs (The ones with real cards) you really only have 2 options when you release a card and your players begin using it in a way you never intended.  1).  You release a card designed to counter it or 2). You ban it in sanctioned play.  Well, the second option pretty much leaves your players with a bad taste in their mouth, so let's discuss the first.  Magic did this a lot.  You'd see a card that was extremely powerful, and being used in a combination that wasn't originally intended, then three months later a new card came out that made the original card worthless if you played it.  Why did Wizards of the Coast do this?  Because they couldn't recall the cards.  They couldn't say "Give us back all your Sundials because they're too powerful", but Elements can, and then it replaces it with a card that's less powerful...and also called Sundial.  They do it while you sleep.  Really.  This means that Elements has the potential to fix balance issues, and continually tweak the game.  This also means that Elements will survive with far fewer cards than a Magic booster set needs.  Because a lot of those cards are to replace old cards that are being phased out with similar cards, or to counter the effects of already existing cards for the sake of balance.  Elements needs neither.  There are a dozen or so cards for each element in Elements, and if you had twice that number the combinations would be amazing.  We won't need 250 card sets coming out once every three months.  We'll need a couple new cards every couple of months to keep things fresh.
While it's true that new cards are what I'd prefer in a lot of CCGs to keep them fresh, as I stated above, it's not what I think the answer is here.  Elements has the advantage of being able to balance cards without creating new cards to 'nerf' them.  I totally understand a card getting a +1 casting cost, or a -1 to attack from time to time when something isn't working right, but overall I think Elements has the potential to keep from escalating cards.  One of the things I talked about in my OP was the perpetual arms race I'd seen in other games because they needed a way to make you want to buy their new cards instead of playing with the old ones.  Elements can avoid this, and will be better for it.  Everything else in your post I completely agree with btw.  Certainly the checkers thing is an oversimplification I was using to get a point across and to help people realize that a CCG isn't a game of chess.  Part of playing a CCG is and will always be the deckbuilding you do before you ever set down at the table.

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Re: OMG! That's so overpowered https://elementscommunity.org/forum/index.php?topic=5172.msg52173#msg52173
« Reply #15 on: April 12, 2010, 12:12:18 pm »
Quote
@Puppychow I think you're really only looking two steps ahead, and couldn't agree more with omgarm that the eventual equilibrium is that A is awesome, B beats A, C beats B, D beats C, etc...until there are a dozen or so really viable deck ideas at any given time.  While more than that would be great, you're probably never going to get to 100 decks that can all be played in PvP because as Amilir said, eventually L will beat K but will get demolished by D.
Yes, that's what happens ideally and that's what happens right now.

However, we're talking about when a deck is overpowered. In my opinion, overpowered = only beaten by one other type of deck.

When you have an OP deck out there, it goes B beats A <- OP DECK beats everything else beats B.

Offline MalissinTopic starter

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Re: OMG! That's so overpowered https://elementscommunity.org/forum/index.php?topic=5172.msg52190#msg52190
« Reply #16 on: April 12, 2010, 01:15:36 pm »
Thank you so much for this thread. 

I was hoping that your post would discuss more about determining the actual power level of an undeveloped card, because the word "overpowered" is constantly thrown around in the Card Ideas section, and I'm pretty sure that in ~75% of cases, it's unwarranted. 
Your hope is my command...or something like that.  Let me start off by saying I can't pretend to be inside Zanzarino's head.  He may very well have hard and fast rules regarding play balance that I'm unaware.  These rules might include things like, "No creature can have more than X attack for Y quanta" etc.  If these rules exist anywhere publicly, I am unaware of them.  So I will try to talk a bit about general concepts of play balance, while less about Elements specifically. 

Let's take a look at the metagame (yes, I will bring this up an annoying amount in this thread).  How do we gauge the success or failure of a card?  It's simple really, it's measured in the enjoyment players gain by it existing.  Why is that the only thing that matters in the grand scheme of things?  Because there are exactly 2 reasons to be making a game like this.  1 of them is far more common than the other. 

The first, you're out to make money.  The more enjoyable cards in your game, the more players play it, the more money you make.  Simple.  Well, not so simple actually.  Not all of your players are going to enjoy your cards the same.  So we have to look at the "Net Enjoyment" of each card.  If more players enjoy it than don't, it's a well made card.  If the majority don't enjoy it, but the minority that does enjoys it so much that the amount of money they spend because of it outweighs the money the majority stops spending because of it, it's a successful card.  Yes, money really does make the world go round. 

The other reason is probably going to be far less common, although it may be the original reason a lot of games are designed.  It was a labor of love.  The designers view the success of their game by how much they and others enjoy playing it.  You may place far more emphasis on the majority slightly disliking a card and a vocal minority really loving it at this point. 

From what I can gather, Elements is falling somewhere between these two extremes.  Zanz uses ad space to make money doing something he enjoys.  While he won't likely create cards that drive away most of the players, because he'd lose ad revenue, he probably places some emphasis on how much he and others are enjoying his game.  These two goals largely coincide, because the more I enjoy his game, the more I come to play it, and the more I see that Pop Tarts Toaster Pastries jingle that I can never get out of my head.  Only he knows how much he focuses on one aspect over the other.

So let's look at some of the nitty gritty of game design.  At the start of it all you have to determine the general conventions that your game will follow.  These include things like, Players will have a starting and maximum HP, there will be cards that Poison, you can summon creatures that remain turn after turn, you can cast spells that only stay for one turn, there will be ways to heal your HP or increase your maximum HP, players will have a starting hand, players will draw cards at the start of each round.  These are some (though certainly not all) of the conventions that Elements the Game has.  Take a look for a moment and realize that none of these are necessary to have a CCG.  None of them? I hear you asking.  Nope, not a one.  Don't want to have HP?  Fine.  I've seen games with such diverse mechanics as using your deck to signify your life total, (when you take damage you discard a corresponding number of cards, when you have no more cards, you die) to being hit a single time causes you to lose (you have numerous ways to defend yourself from attacks and generally play games in a best 2 out 3 format).  Everything is optional, and designing a game means designing it from the ground up, even if you assume that some conventions of the CCG are set in stone (they're not).

So once you've set all the aspects of your game, you're going to need to scale them to one another.  You've decided there are poison counters?  You can't make them hands down better than creature damage, or creature damage won't get used.  You're generally going to set limits, some of which will evolve naturally as you design the system, on what cards can and cannot do.  You'll decide that spending 1 :fire is worth a 2/1 creature, and spending 1 :earth is worth a 1/2 creature.  If you're coming in after some of these conventions are already in place, wanting to design a new card for Elements for instance, you should look at and try to follow them.  Don't suggest a card design for a 5/1 for :time or a 5/1 for 5:fire because neither of these fit the balance proposed by other cards.  A 5/1 for 1 Quanta is clearly too powerful, while 5/1 for 5 is too weak.  What these limits are in Elements I can't say.  I've quickly looked over the cards just now, and am at a loss.  It has everything to do with the small sample of cards though.  I remember a time in my life when I could tell you precisely what 2 Dark Mana in M:tG was worth in a creature though.  There were hard and fast rules to go by, and creatures that exceeded or failed to exceed these expectations were good and bad respectively.  Since Elements has only a handful of creatures from each element, none with the same Attack and Health and almost all with some special ability, I can't say. 

What I can guess is a general power level, and a flavor for each of the cards though.  Fire has flimsy but highly damaging cards while Earth has sturdy but slower cards.  Shriekers just confuse me.  I think it has everything to do with the Tremors movies really.  Now, notice I said Shriekers, not Graboids.  The Graboid matches a general slowness found in Earth, with a terrifying thing leaping out of the ground a moment later.  If anything is to be gained from comparing the different creatures in Elements, it's from the Dragons, since all elements have Dragons.  They usually cost 10.  They usually are 10/5.  Variations on this speak to the element they're in.  Aether costs more because of Immaterial.  We might just infer that the ability costs 3.  When we look at the Immortal, we see a 4/3 for 3 and 3 more for the ability.  Well, death has a 3/3 for 3.  So perhaps Immaterial is worth 2.5 or at least 2.x. 

OK, you say to yourself.  So if I want an immaterial fire creature all I've got to do is add 2.x to its cost and I'm good...well, not so fast.  Let's look at the Pegasus for a moment.  He can dive for :air.  OK, so dive costs :air?  Not if you look at the Wyrm, his costs :air :air.  They both have 3 attack.  It makes no sense.  Until you realize that the Pegasus is :light and presumably has a much harder time getting Air Quanta.  It's the same reason Anubis is handing out Immaterial for  :aether :aether instead of 2.x.  Abilities will actually be cheaper in another element, but it's balanced by the difficulty of producing it. 

Makes sense? OK good, because I think I've talked enough in this reply.  And yes, xdude, one of these days I will figure out how to make short posts to get my post count up...that day just isn't today.

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Re: OMG! That's so overpowered https://elementscommunity.org/forum/index.php?topic=5172.msg52499#msg52499
« Reply #17 on: April 13, 2010, 01:38:05 am »
About your posts, I agree with basically everything you say. You state the mentality of people in general perfectly.
It feels like i know exactly what you mean, my main occupation was MtG (about 5 years starting at 4th edition lasting to 8th edition) and no further than local level, sealed tournaments etc.

Its the failure of imagination if one thinks his/her opponents deck is OP. People seem to give up too easy if their strategies doesn't work or stops working with new cards/decks. Right now the biggest factor in PvP is luck with the starting hand, thats it.

I say that there are no OP cards/decks, they are all different shades of strong, there are always counters or frogleaps that enables you to bypass them.
Some cards/decks are widely used because they have a good effect that will benefit most. Others are used no matter the cost if they have an at the moment necessary ability or effect. They change with time. Ive played since late February and the only big shift I've seen yet is the heavy use of fractal.
Not too far from now people will get tired of it and move to other decks its just that fractal have a huge range of possibilities.

Ive yet to see any OP deck though. The FGs doesn't matter in my opinion since they are AI.

With elements its the collecting part I enjoy and if FG win rate drops below 50% with any given deck the game dies for me since that amount of dead slow grind needed then is too much wasted time compared to other activities.
PvP is too haphazard (too much luckbased) and slow atm. Only the weekend tournaments are good and they enable the win of otherwise unobtainable cards.
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Re: OMG! That's so overpowered https://elementscommunity.org/forum/index.php?topic=5172.msg52599#msg52599
« Reply #18 on: April 13, 2010, 10:22:29 am »
Another awesome post, Malissin.  Thank you so much for your well-thought out posts, they are incredibly helpful.  Basically, the best way to create a balanced card, is to study the "system" currently in place, and take cues from cards already implemented in the game.  It seems like such common sense, but I don't think too many people really grasp the importance of this.

Also, Rasta, very nicely put.  :)  You've taken the words straight from my... er, fingers.

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On another note:  Even if you do not agree with the actual content of Malissin's posts, you have to give credit to the fact that Malissin poured so much time and effort into explaining their point of view for the benefit of the community -- and in a mature, well-thought-out manner.  Extraordinarily well done, I say.  These are the types of threads I love to see.  (:

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Re: OMG! That's so overpowered https://elementscommunity.org/forum/index.php?topic=5172.msg52616#msg52616
« Reply #19 on: April 13, 2010, 11:04:30 am »
I haven't had time to read every post yet (that's a ton of stuff...), but my take on overpoweredness in Elements coming from the vantage point of someone who has seen all of the cards go through their various forms over the past year is as follows:

A card is overpowered if it creates over-the-top synergies, deals a ton of damage for next to nothing, or has an effect that singlehandedly breaks a match by speeding up the win condition drastically or disabling the opposing strategy with no drawbacks. In short, a card is overpowered if it is so powerful that it demands to be played, or conversely, demands that a player pack cards in their deck to deal with it. If the card is powerful to the point that it completely dictates the PvP metagame (i.e., "that's a pretty good deck, but how are you going to deal with sundial?") then it needs to be changed.

In Elements, there have been degrees of power. This basically means that there were certain cards that were blatantly overpowered from birth that have since been completely reworked, and there have also been cards that have seen minor tweaks in casting/ability costs. Some examples of the former are Nova, Phase Dragon, Sundial, Aflatoxin, Flooding, and Stone Skin. Nova used to have the same effect as Supernova has now for no cost... no need to go into that. Phase Dragon has been nerfed a couple of times, actually. The first was a complete rework, changing its attack/hp, raising the cost slightly and making it immaterial (the most important change) so that it could not be targeted by Parallel Universe, an insane synergy. It was nerfed again around v1.13 when its cost was raised to 13 :aether, as mono-aether completely dominated the game because of its ability to farm the false gods with a pretty decent win rate. Sundial was nerfed in v1.15 to last only one turn, cutting stall time and card drawing in half (from 12 turns/cards to six). Being able to completely ignore what your opponent plays while ripping through your deck for little to no cost was just too much. Aflatoxin, Flooding, and Stone Skin all started out as super powerful cards but were fixed during beta testing, so they never had a chance to break the game.

Cards like Elite Otyugh, Hourglass, Eternity, Pulverizer, etc., have all been tweaked at least once since Elements began in order to balance their cost with their power level. The nerfs have not changed the fact that they are great cards, nor have the nerfs changed the fact that people will still play these cards. However, these cards do require more quanta to play/use, so certain decks (rainbow) are a bit slower in casting them, allowing other, more aggressive decks a larger window through which to try to achieve victory. These tweaks have not in any way killed any deck types, but have definitely helped shape the metagame into a more even playing field where control no longer dominates.

 

blarg: