Okay, I stopped reading when I read your explanation of the EOT sequence. This is entirely incorrect. Everything happens in a simple, specific order...
- Creatures take action by order of position
- Permanents take action by order of position
...and that's it. Bonds heal as creatures take their action, but still take action as part of the EOT action queue. Permanent positions are as follows:
Permanent positions 4, 5, and 10 are reserved for your shield, mark, and weapon, respectively.
Simple fact - depending on which computer I play on, and which browser, as well as how long since refreshing also play a solid factor beyond this placement sequence.
When I have SoG's trigger BEFORE creature slots have finished on occasion as well as weapons trigger before most of creatures, then sequencing isn't consistent.
I'm even considering running some Photoshop automation batch processes / scripts as I finish a round just to see if I can balk the results. Just to see how much processor/graphics load affect game results.
Alas my suggestions.
Instead of a positional sequence of events, have a logical phase sequence that completes before the next phase.
Instead of a random position of card placement allocating how my deck/build will work, have a
strict sequence.
I've even had a decked AI start their turn before my heals have finished.
I want my "heal to full" to register for EM, instead of requiring to reload the browser, refreshing the computer, clearing cache or any other plethora of reasons for the simple creatures, then permanents, then other player, not enacting out.
It's getting sad that if I want better results playing this game (which should be held to logical rules and sequences) I play on my high spec graphics multimedia laptop. I honestly feel like recording results via video of 100 games on each device to show the differences.
Currently I'm playing on my laptop through wireless in the loungeroom HDMI'ed into the television then using Firebug on Firefox to expand the game to 1650x1280 on a 50" screen with bluetooth mouse/keyboard controlling from other side of room. Fkn amazing the response time look and feel of the game. By comparison, playing regularly on my desktop, I find my deck does not shuffle as well and all the above idiosyncrasies occur.
Alas my suggestions.
I'm sorry that my opinion runs contrary to yours Jmizzle. I hold a strong respect for your deck builds, strategy and game play. The simple aspect of inconsistent game elements and sequences is diminuitive towards game satisfaction.
I'm also sorry that the last time I programmed Flash was 6 years ago when I coded an AS2/javascript 2-way bridge which uniformed Javascript/XHTML interactions directly with the Flash animations/buttons, no matter which was clicked. Part of it was deactivating clickable regions until sequences were finished. This practice continues with the building of AJAX/Javascript/Java/XHTML/CSS driven sites now, where allowing further interactivity to continue causes failure until after a sequence has completed.
Final question:
Are you happy to have results differ between a win and an EM depending on processor load or other random factors on a regular basis?