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Scaredgirl

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8159#msg8159
« Reply #12 on: December 15, 2009, 10:10:08 pm »

I despise grinding so I totally disagree with OP (and other posters). I would like the upgrades to cost the same as the original card. This way I wouldn't have to to play with trained 95% of time.

Scaredgirl

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8160#msg8160
« Reply #13 on: December 15, 2009, 10:10:08 pm »

It's really not too much grinding. I can get about 4-6 upgrades an hour if I really try. I agree with other posters that the price should be based on the card.
So if you want to try a new upgraded 30 card deck with new cards, you need to grind for 5-6 hours non-stop? You don't think that is too much?

This card collecting and rare hunting is a big part of CCG's like MtG, but the difference is that they are in it for the MONEY. Elements however is a FREE game so there shouldn't be any grinding. This whole grinding crap was invented in MMO's because developers couldn't design enough content and they had to force players to grind. Somehow this mentality of "it's ok to grind" has been adopted by the gaming community.

If I had my way, there would be no money, no rare cards, or no grinding. We could have a system where you would "unlock" cards, and once you've unlocked one of them, you can use as many as you like in your deck.

This game should be about building different decks, not grinding money to buy cards.

Scaredgirl

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8161#msg8161
« Reply #14 on: December 15, 2009, 10:10:08 pm »

Yes, I actually DO think the grind should be 4-5 hours. Heck, maybe even longer.
Do you know what the word "grinding" even means? It's a "process of engaging in repetitive and/or non-entertaining gameplay in order to gain access to other features within the game."

An ideal game would have ZERO grind. Problem is that players like yourself (no offense) accept grind and think that all games are somehow required to have grind. That is not true. I have played many games with no grinding what so ever and it's always better that way.

The fact that some other game has more grind than Elements is irrelevant.

A problem with your idea (I saw your post farther down, too) is that many noobs would quit early because they wouldn't be able to unlock the first card, as the starter decks generally suck. Unless you had a list or something of which cards were harder to unlock and such.
The idea is this:

- One Storyline would have about 10 Quests (one for each card in that element)
- Quest 1 would be very easy, but they would become more and more difficult as you advance in the Storyline
- Quest 10 would be very difficult (Boss/Hero Quest)

Also, using as many as you want would be REALLY cheap. Here's what I would do:
-Get starter poison
-Unlock the card "Poison" if needed
-Deck: 20x poison, 10x bone pillar

Obviously, no card limit would make the game even MORE unvaried, and if you HAD a card limit with your system getting started would be VERY slow. There would also be very little replayability once you unlocked all the cards.
You misunderstood. There would still be the 6 card limit. I only meant you could "buy" as many cards from the Bazar as you wanted (just like you can now).

Scaredgirl

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8162#msg8162
« Reply #15 on: December 15, 2009, 10:10:08 pm »

I disagree here i think some of the fun of games is when they put obstacles in your way to make the game harder and slower. If you want to build a deck then you need the determination and skill to get the amount of money you need to upgrade, If everything was available from the beginning this game would lose alot of its appeal of slowly improving your deck as your skill level goes up.
Lol. :)

Almost any noob with an upgraded deck can have a 75-85% winning percentage against Gods. And even if your winning percentage was 25%, you would STILL make money. You don't need any skill. You only need TIME. And that my friend, is grinding.

Of course there needs to be some kind of system to buy or unlock cards, but what we have now is just ridiculous. It shouldn't take 6 hours of grinding to build a new deck only to find out that your idea sucks and you need to start all over again.

Scaredgirl

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8163#msg8163
« Reply #16 on: December 15, 2009, 10:10:08 pm »

Almost any noob with an upgraded deck can have a 75-85% winning percentage against Gods.
Too much grinding is bad and i agree that the game has too much but to eliminate money altogether leaves the game with only deck building and no rewards for the journey
I'm not saying we should have that. My vision would be something like this:

- You start with a starter deck of 30 cards.
- Each Element has a Storyline (not just fighting but also a small story behind it)
- Each Storyline consists of one Quest for each card
- Each Quest would consist of three matches
- The opponent would have three different decks all built around one card
- If you beat all three, you unlock that card
- If you lose one, the Quest resets and you have to beat all three again
- You can use any number of unlocked cards in your deck building
- Each Storyline would also have a Boss in the end, a "Hero card" like what I suggested here: http://elementstheforum.smfforfree3.com/index.php/topic,444.0.html (http://elementstheforum.smfforfree3.com/index.php/topic,444.0.html)

There wouldn't be any grind but players would still have a sense of achievement and rewards.

Sigh

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8164#msg8164
« Reply #17 on: December 15, 2009, 10:10:08 pm »

OPPOSITION.

Personally I feel that prices should be based on what the card is, and not just a flat out rate. Sure that means more work for Zan, but not much considering that upgrades are programmed into each individual card.

Sigh

  • Guest
I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8165#msg8165
« Reply #18 on: December 15, 2009, 10:10:08 pm »

Who ever said anything about hacking?

Sigh

  • Guest
I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8166#msg8166
« Reply #19 on: December 15, 2009, 10:10:08 pm »

Almost any noob with an upgraded deck can have a 75-85% winning percentage against Gods.
Really? You think that noobs, especially noobs that havn't been on this forum and copied a god killer deck can beat the gods with that high chance of winning?
Anyone who doesn't get advice from the beginning from the experts/veterans of the game is-in my opinion- an idiot, it's how you stay alive when you get to the party late. (both figuratively and literately XD ) If you don't care enough about something to get help, then either you're lazy, arrogant, or are so new you don't know what you're getting into yet.

I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8167#msg8167
« Reply #20 on: December 15, 2009, 10:10:08 pm »

I've played that, but it didn't have much replayability...
Same. I beat it, and got bored of it rather quickly. I even went undefeated on the online play. >.<

WaffleT2

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8168#msg8168
« Reply #21 on: December 15, 2009, 10:10:08 pm »

I disagree here i think some of the fun of games is when they put obstacles in your way to make the game harder and slower. If you want to build a deck then you need the determination and skill to get the amount of money you need to upgrade, If everything was available from the beginning this game would lose alot of its appeal of slowly improving your deck as your skill level goes up.

Its true that once you have reached end game and want to change decks often it becomes a real hassle but thats what the trainer is there for.
Another solution would be to sell an upgraded card for 1500 gold so you can change from deck to deck with minimal effort once you have built up your original deck that was good enough to earn you the gold to fully upgrade.

I also agree with the idea of making cheap cards easier to upgrade, it makes it easier to produce good 'cost efficient' decks

WaffleT2

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8169#msg8169
« Reply #22 on: December 15, 2009, 10:10:08 pm »

Almost any noob with an upgraded deck can have a 75-85% winning percentage against Gods.
Really? You think that noobs, especially noobs that havn't been on this forum and copied a god killer deck can beat the gods with that high chance of winning? I'm surprised because people spend alot of time developing god killing decks just to reach that level of success and someone who is new to the game wouldn't have the skill to just pull that together out of nothing. When i first saw the fake gods i thought they were impossible and i failed with several half upgrades decks before i could finally beat one with a rainbow deck of my own design.

Then when i finally started to beat the gods i got to prioritise which card to upgrade first and watch my deck slowly improve and my win rate go up to mirror that. To me finishing upgrading my deck was a sign of accomplishment I enjoy watching things grow and improve as i play.

Sure time = progress but what is also true is that higher skill = faster progress. Someone who didn't know how to play could in theory play against level 2's until they had every card upgraded, but beating the higher challenges with a high success rate is faster and shows to yourself that you have some skill.

Too much grinding is bad and i agree that the game has too much but to eliminate money altogether leaves the game with only deck building and no rewards for the journey

Celidion

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I think upgrade prices are too... https://elementscommunity.org/forum/index.php?topic=885.msg8346#msg8346
« Reply #23 on: December 15, 2009, 10:10:09 pm »

Any game needs grind, without it games would be boring. If you could beat the game in a few hours players would get bored and quit. Get used to grind, grind = life. Life is repetitive, as are games.

 

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