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Messages - Chronospawn (15)

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1
Archived Decks / Firefly swarm! SoR+TU FFQ's
« on: June 10, 2010, 01:26:55 am »
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6rq 6rq 6rq 6rq 7ms 7ms 7ms 7ms 7n2 7n3 7n3 7n3 7n3 7n5 808 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80d 80d 80e 8pr


Play Elite FFQ, SoR her, then TU.
Each FFQ then churns out a FF every round for free.

Use Weapons for CC - threw an Animate Weapon in there to perhaps fly an Eagle Eye and SoR it, or fly the Electrocutor to equip bow as well.

Dropped it to 2 Phase Shields as most games were finished by the time 1/2 way through deck.

Overall just a fun deck that I've found a use for multiple SoRs.

2
Game Suggestions and Feedback / Re: Global cards
« on: June 09, 2010, 08:54:15 pm »
The simple concept for that sequence is an "Out of turn" heal/lifesaver.

It's a permanent, like Flood or Unstable Gas, which if triggered would lead to an impact which would make wanting more than 1 or 2 unlikely for any deck.

The names I used were nothing but a quick sample idea, that were intended to be related to the Mark type, and if possible related to an aspect of renewal.

Phoenix was meant to be something like "Phoenix Rebirth", or "From the Ashes".

Concepts aren't blocks of concrete.
This was meant to be nothing but a presentation of a different type of game card that could be put in play offering a means to build decks differently.

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Game Suggestions and Feedback / Re: Global cards
« on: June 08, 2010, 09:50:02 pm »
But how do people feel about extending global effects cards?

At present we have Flood - a card that sits there, gen's 3 water Q and kills 2 rows of creatures.

My first theory was one for each type that leads to living through a death, and each way based on the colour type.

The second (short) batch were alternatives for colour based gain permanents that could be played pending mark type.

The usual rules would have to be considered.
Fire, Earth and Gravity are good at killing permanents.
Darkness is draining - takes perm's, life and quantum.
Death decomposes.
Air targets.
Green and Light bloats/heals.
Water and Time controls.
Aether duplicates/denies.
Entropy randoms else works like death or darkness - gains life instead of loss.

4
Game Suggestions and Feedback / Re: Game Turn - sequencing
« on: June 08, 2010, 09:05:52 pm »
Also, SoG's heal after your creatures attack before your weapon attacks.

also (part two) this is another thread where the OP is complaining he doesnt get Em when he is close and he wins the turn he would have healed.  Its been discussed to death, it wont happen.
Not consistent, but a majority aspect - yes SoG's are a poor consideration towards developing a deck that'll need to heal before round finish of a win to achieve an EM.
Well aware of that (most case) fact.

Something I've been able to achieve is SoG's healing mid-creature actions, and also triggering after the AI has started its following round.

It does require "tiring" the computer - leaving it on for a day for the extreme levels of poor sequence. Else a fresh computer with fresh combined overloading. ie: antiviris, photoshop render/batch, decompress/compress, etc.

The main reason for my OP was to exact the sequence of gameplay, in such a way that perhaps even bonds/sogs are an equal alternative for deck building, as well as allowing the scope for other gameplay elements to be added into this great game.

5
Game Suggestions and Feedback / Re: Game Turn - sequencing
« on: June 08, 2010, 08:55:28 pm »
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:

61728394105
151116121713181419
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?

6
I'm not being cocky, I'm not trying to say I'm awesome, I just want to be able to get points at a decent rate.
Then you're looking in the wrong place. try AI3, or t50. They're easier, faster, and more efficient.
Agreed.
AI3 - farm until you can afford your initial improvements (most often imp'ed Otys :p)

Then t50 + AI5 to bulk out improvements - get additional weapons/rares and occasional upped cards.

Then enjoy a nice mixture of AI5+AI6 and t50 until you achieve a deck that meets your play preference - for both FG+PvP.
Yes - this can mean 2 completely different decks.

As for my sarcasm earlier - see signature for details.
PvP2 has safety labels. "No restrictions".
If someone is playing a deck that consistently beats yours in PvP2, then consider your deck build.
Right up there with - if you burn your hand placing it on the red hot burner on the stove top, and don't like pain and 2nd / 3rd degree burns, then consider not placing your hand on a hot element.

Non-upped rush decks have limitations of 2-3 rounds comparitively to upped through no quantum gain of pillar/tower placement.

If you're playing a time-rainbow, consider an entropy rainbow or pure life or earth to speed things up.
Else consider spending the time others have in AI5/T50/AI6 getting the cards required upgraded to make a deck functiuonal enough for PvP2.

Lastly - if all else fails - bite the bullet and play the decks that are beating yours.
Probably fire/earth rush, or a rainbow rush. A life rush only on really bad draws of an upped deck.

7
Game Suggestions and Feedback / Re: Ferox, The Spine Carpace, and You
« on: June 08, 2010, 04:21:52 pm »
I'd simply like Ferox to turn up more often.

This sort of criticism is making him shy, methinks.

40-50 games yesterday, and I think he was only there 3 or 4 times.

Ferox should be given some credit for being one of the originals.
Also helps newer players defvelop decks FG ready.
This could be their 1/5 FG's they beat, allowing them to get the improved card to sell to improve one they need to challenge a moderate FG.

Getting at least 1 deck set up improved for a new player takes dedication.
Lets leave Ferox to assist their cause.
Also means if you lose to Ferox one should read forums more often.

8
I want to play in PVP2 now.... with un-upped decks... and rank masking!

I demand rank masking!

If i D|ck around in PVP2 with an un-upped deck and win, then it's just progress...
But if I do the same with a half/half deck, I want some programming to hold my hand and save me.

Save me please from having to put in the same amount of effort others put in to make certain decks are PVP2 ready!!
Yeah - I sold most of my un-upped cards to improved others... but that's the game's fault... not mine!!

Err... (ponders when to remove sarcasm tags... nah - let's keep them)

It just looks bad when someone who knows how to play and/or reads help forums creates an un-upped deck and wipes me in PVP2.

How about a PVP1.5 - half-assed PVP.

You could even add a PVP0.5 for new players or those with a very low rank.
To even play in this bracket, you must accept you are using your tongue to move cursor; have extreme mental deficiencies; like Britney Spears/Justin Bieber.

*-*Ponders concepts for PVP 3 or PVP3.5*-*

9
Game Suggestions and Feedback / Global cards
« on: June 08, 2010, 03:51:36 pm »
Definitely needs polish and type ratio adjusted.

Predominantly considered as a suggested type of card that could be put in play as a "resurrection" type for each quantum type.

Quick idea for global card effects per quantum type:
* Light card: Resurrection - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. Light quantum exhausted.
* Life card: Regeneration - If at end of round at 0 hitpoints, return to play with 2^x ((2^x) + y improved) hitpoints.  All creatures owned destroyed.
(x= # creatures destroyed [0-8/9-15/16+] / [6/7/8])
* Darkness card: Disorientation - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. 3 round no creature attack.
* Fire card: Pheonix - If at end of round at 0 hitpoints, return to play with 0.4X (0.6Y improved) hitpoints.  All creatures on board returned to a 0/X state of dormancy. Require creature quantum to reactivate.
* Entropy card: Chaos Effect - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  5 rounds of Chaos effects commence.
* Death card: Sacrifice  - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  Sacrifice creatures for X(Y) hitpoints. No creatures - then start at 50/100 with 10 points of poison.
* Water card: Poseidons Call - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All creatures frozen.
* Gravity card: Black Hole - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All owned quantum zeroed. Life gain "Black Hole" related.
* Earth card: Seismic Activity - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All pillars destroyed. Life at 20 / 50.
* Air card: Exhaust - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All creatures take damage for X(Y) rounds. Gain Z life / round.
* Time card: Revision - If at end of round at 0 hitpoints, return to play with 0.5X (1.0Y improved) hitpoints.  All creatures rewound.
* Aether card: Xerography - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. X(Y bonus) = opponent hitpoints + # creatures in play. Your creatures now duplicate of opponent's.

Other methodologies purely based on quantum type.

ie: Darkness - each creature takes 1 dmg at end of round, gain 1 life per dmg taken. Card destroyed if no creatures in play. (cost 4)
Light - gain 1 life / light emitting creature in play. (cost 10)
Life - gain 1 life / creature in play (cost 15)

10
Game Suggestions and Feedback / Game Turn - sequencing
« on: June 08, 2010, 03:38:13 pm »
At present the game sequence is pretty random. As such it's:

1. Take final action. Click SPACEBAR or click button top left.
2. Final attack sequence from cretures commences. Weapon damage applied. Heal sequence from Feral/Empathic bonds sequence.
3. End of turn.
4 or 2.5. Heals from SoG sequence.

I've had where the "End of Turn" kicks in half way through round 2 on a regular basis, where I've had a plethora of creatures.
Theoretically, I should be at 100% health at start of turn.
Commonly, I'm at 80-99% (or any other value not full health).

Can we add a pause / sequencer / speed-up of end of round aspects as such that the sequence becomes:

1. Take final action. Click SPACEBAR or click button top left.
2. Heal effects from creatures calculated (if applicable). [anti'ed offensive, anti'ed defensive, etc]
2a. Heal effects from weapons calculated (if applicable). [vampiric/druid etc]
2b. Heal effects from globals calculated (if applicable). [bonds/SoGs etc]
3. Final attack sequence from cretures commences.
3a. Creature global card effects applied (if applicable). [devourer etc]
4. Weapon damage applied (if applicable).
4a. Weapon effects applied (if applicable). [heal/discord etc]
6. Global card effects applied. [flood etc]
7. End of round sequencing. ***

A player can play to an exact sequence: creature THEN weapon THEN global THEN end of round calculations.

This would be in comparison to the hit SPACEBAR and cross fingers the heal sequence kicks in enough before end of round damage.
This way when you are on 99hp with 3 SoGs out, you will achieve EM, instead of requiring to play a Bond to overcome that 1 point of poison damage you received in round 2 - for example.


*** Also allows new card developments affecting round sequencing.
Quick idea for global card effects per quantum type:
* Light card: Resurrection - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. Light quantum exhausted.
* Life card: Regeneration - If at end of round at 0 hitpoints, return to play with 2^x ((2^x) + y improved) hitpoints.  All creatures owned destroyed.
(x= # creatures destroyed [0-8/9-15/16+] / [6/7/8])
* Darkness card: Disorientation - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. 3 round no creature attack.
* Fire card: Pheonix - If at end of round at 0 hitpoints, return to play with 0.4X (0.6Y improved) hitpoints.  All creatures on board returned to a 0/X state of dormancy. Require creature quantum to reactivate.
* Entropy card: Chaos Effect - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  5 rounds of Chaos effects commence.
* Death card: Sacrifice  - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  Sacrifice creatures for X(Y) hitpoints. No creatures - then start at 50/100 with 10 points of poison.
* Water card: Poseidons Call - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All creatures frozen.
* Gravity card: Black Hole - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All owned quantum zeroed. Life gain "Black Hole" related.
* Earth card: Seismic Activity - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All pillars destroyed. Life at 20 / 50.
* Air card: Exhaust - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints.  All creatures take damage for X(Y) rounds. Gain Z life / round.
* Time card: Revision - If at end of round at 0 hitpoints, return to play with 0.5X (1.0Y improved) hitpoints.  All creatures rewound.
* Aether card: Xerography - If at end of round at 0 hitpoints, return to play with X (Y improved) hitpoints. X(Y bonus) = opponent hitpoints. Your creatures now duplicate of opponent's.

11
Water / Re: Ice Shield / Permafrost Shield
« on: June 08, 2010, 07:57:20 am »
Has this shield been given a nerf recently - as in reduced chance to freeze?

Just played DM where I had shield out first round.
DM's 2nd round had 1 non-momentumed creature out.
12 rounds later there were 5 non-momentumed creatures (3 nymphs).
During this entire game not a single mob was frozen. Just a bad run of average chance?

Also, does element play an effect on chance of freeze?

Over time playing against FG's, I've noticed Permafrost Shield has a lower chance to freeze water based creatures. This, once again, may be an aspect of freak coincidence whereby my playing against water based creatures with this shield out just have less of them getting frozen on average than other creatures.

It's also leading towards my appreciation of Fire Buckler over this shield for it's 100% aspect of doing 1 dmg to every creature without momentum. Destroying flying Morning Glories is especially fun - while watching RoL/Hope decks self-destruct is a perverse pleasure.

12
Just had another "last card Eternity" loss. Full control of board, a quin'ed 10/15 Oty with a quinned druid and some nasty mutants - just need a few rounds.

Thinking of either a 2nd Eternity, or more probably a Rewind which will have a greater benefit to the deck.

So modification = drop a tower, add either a Sundial (probably improved for use vs dark matter and other quantum denial decks) or Rewind to use if Eternity is drawn, or hold for last card Eternity, to rewind own creature, and be able to play Eternity and not deck out.

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