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Messages - Genuinous (745)

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685
Design Theory / Re: Pre-Smithy Ideas
« on: April 18, 2011, 02:51:59 am »
Ahh.... Okay, thanks anyway :)
*Goes and tries to figure out  how to get around this issue*

686
Design Theory / Re: Pre-Smithy Ideas
« on: April 18, 2011, 02:26:40 am »
Okay... I have nothing certain yet jut broad ideas and a few notes.

I was thinking about a Glass creature (not sure about the name) and it would have 6 attack, 5 HP and a balanced cost.

The main idea was, that the creature would react differently for different spells. For example
fire damage: melt, mutate into a mutant
freeze: shatter, brake into 2 creatures with original stats /2, rounded up.
BB: dirt, gain -1 -1 permanent and not delayed

I will post the rest once i make some art and a topic for it, but my concern was the following. Would such a creature be too hard to put into the game, causing too much problem for developers, therefore making it unlikely to advance anywhere?
I hope this was the place where I should ask the question.

Any  comment is welcomed either commenting on the idea or on the question.
Its complicated nature would make it hard to accurately represent with card text. I would strongly recommended a different effect.
Card text would only have the name of this ability. ( forgot to mention I admit) For the simplicity lets call it Glass.
Glass: reacts differently to various elements/effects.
Because people might not know how this exactly work they will more likely to target them.

I think with this it could work and card text space would be conserved. What I'm worried about is the difficulty of involving it in the game....

687
Design Theory / Re: Pre-Smithy Ideas
« on: April 18, 2011, 02:14:16 am »
Okay... I have nothing certain yet jut broad ideas and a few notes.

I was thinking about a Glass creature (not sure about the name) and it would have 6 attack, 5 HP and a balanced cost.

The main idea was, that the creature would react differently for different spells. For example
fire damage: melt, mutate into a mutant
freeze: shatter, brake into 2 creatures with original stats /2, rounded up.
BB: dirt, gain -1 -1 permanent and not delayed

I will post the rest once i make some art and a topic for it, but my concern was the following. Would such a creature be too hard to put into the game, causing too much problem for developers, therefore making it unlikely to advance anywhere?
I hope this was the place where I should ask the question.

Any  comment is welcomed either commenting on the idea or on the question.

688
Competitions / Re: Competition: Elements Card Flavor Text #2
« on: April 18, 2011, 12:56:17 am »
So obeying the rules here's separately (felt like this way I can avoid any confusion :P)

Blessing: Irony
Phoenix: Death only happened to be the target of this caption :D Couldn't phrase it otherwise... Wanted to fit Masters (Known by only Masters is the secret of Death), but it proved to be too long....)
Skeleton: In case you don't get it... Pharaoh because superior TIME creature (time for RT). Also to give some respect to Death after the previous one :P

I was wondering if Skeletons would be removed though, since their new version would be 3 lines.... I hope not, because it took a while to figure out how to do it :D


@az4rel you can't do 2 fire creatures.

689
Competitions / Re: Competition: Elements Card Flavor Text #2
« on: April 18, 2011, 12:53:58 am »
   

Code: [Select]
[img width=146 height=222]http://i.imgur.com/NKs57.png[/img]  [img width=146 height=222]http://i.imgur.com/7jvS9.png[/img]  [img width=146 height=222]http://i.imgur.com/BjElF.png[/img]

690
Looking at aids.... I had  :air :death :earth :life, facing  :darkness (devourers)  :fire (deflag, fractix, and firebolts, which i wasnt counting on...) and  :water (proved to be useful against my poison deck)

Game 1
After thinking a lot poison seemed to be the best way to counter the shields of aether. He got unlucky and only had a few pillars/ pends in the game. I used lightning on the devourers, PUd the dragons and poisoned him to death.... It was a pretty easy win.

Hover over cards for details, click for permalink
Deck import code : [Select]
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 61q 61q 61q 61r 61r 61r 61t 61t 61t 61t 61t 61t 61u 61u 718 718 718 718 718 718



Game 2
Only got 2 of the EQs into game. Also totally miscalculated when to play my shields.... So I got killed..... Not much to say.

Hover over cards for details, click for permalink
Deck import code : [Select]
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 61q 61q 61t 61t 61t 61t 61t 61t 61u 61u 61v 61v 61v 61v 77j 77j 77j 77j 77j 77j



Game 3
Based on the previous 2 games I was expecting fractaled creatures. Against the masses I planned heavyly shielded, heavy quantum production deck. Well... I got the total opposite of it. Not much to say.... However the fact, that I got my 2nd pendulum (total of 17 pends and pillars) in the 7th turn is quite remarkable. Wouldn't have changed anything.... I feel lucky for not spending money on the upgrades for this deck.

Hover over cards for details, click for permalink
Deck import code : [Select]
5oc 5oc 5oc 5oc 5oo 5oo 5oo 5oo 5oo 5pu 5pu 5pu 5pu 5pu 5pu 5pu 61o 61o 61o 61o 61o 61o 61q 61q 61q 61q 61q 61q 61r 61r 61s 61s 61t 61t 61t 61t 61t 61t 61u 61u

 

691
FG Proposals / Re: Pandemic
« on: April 14, 2011, 11:57:17 pm »
If anyone was wondering no this is not meant to be hard.(the deck)
It depends... Your creatures turn into skeletons (not elite), pandemonium messes up everything if you use too many creatures. It would be a god based on luck in many cases, and in some games may prove to be hard. But definitely can be beaten and (imo) it looks fun :)

692
Budokan / Re: Stage I: The Proving of Worthiness ROUND 1
« on: April 14, 2011, 02:59:13 am »
Game 3 with Scauduro couldn't happen because we were just about to play the game, when due to personal reasons (not sure whether he wants to make it public or not, when he comments he will clarify, I'm sure) we could not play the game. I'll wait for a little longer, if he can come back and after he commented I will post the decks of the first 2 games and comments on them.

693
Budokan / Re: Stage I: The Proving of Worthiness ROUND 1
« on: April 12, 2011, 03:41:58 am »
You still have 2 days to play the last game.
It's gonna be a one game matchup then... 100% metagame... But play only the last or the previous two as well?

694
Budokan / Re: Stage I: The Proving of Worthiness ROUND 1
« on: April 12, 2011, 03:14:48 am »
Okay so.... I was playing Scauduro, I won game 1, he won game 2. So after 1-1 he had to go. Not knowing what would be the standard procedure in this case, I'm asking for help. What happens now?

I'm fine with starting from game 1, though deckbuilding and everything got a bit compromised, if it's allowed and okay.
On the other hand Scauduro said, "otherwise you will win by default". Just to mention his view about the situation as well (he had a little time in chat to explain and plan what to do next).

I'm not posting the decks used yet, for the same reason, I don't know whether we will play or not.

What happens now?
(sorry for being new and not knowing how these events are handled...)

695
I posted it separately. Please comment and have some discussion.

Note:Didn't know where to post it, so I posted it in the AI3 section. I hope it was the right place :) So if anyone is interested getting more of the rares to AI3, new and interesting decks, variety, then you can find it there.

Note II: only 7 rare weapons can be grinded from AI3, 13 decks in total. So eternity + 4 other weapons are missing (forgot which ones) hmmmm....

696
Random, Normal and Elder / More AI3 decks
« on: April 12, 2011, 12:07:39 am »
What do you do when you get bored of facing the same FGs and slow stalldecks? Some faster grinding. Then the question, whether play T50 or AI3. Well AI3 is full of farms, you wanna have some fun, so lets go beat up AI3. But within 30 mins you have to realise that you are facing the same decks over and over again.... And then you think.... "More AI3 decks por favor"

I think there should be a greater variety of AI3 decks. Somewhere (if approved) we should have possible decks posted and with the help of the community and trainer we can make them balanced. There are loads of possible combinations, which, imo, could be the base for great AI3 decks. These decks should have some rares as well. However, not all of the decks should possess rares, simply because this would make huge difference in the value of the rares. (Half the decks with rares, half without I would suggest)

If we consider adding all the rares (15) in separate decks and then (15) other decks (approximates) these would make a balanced collection of AI3 decks (I think at least). This would be useful in many ways, new players (and those who lack them) could have more ways of getting rares, while playing an interesting and versatile collection of decks. The more types, the better I think. New player would also benefit from these decks, they would face many types, learn and improve themselves.

So... How about creating new decks for AI3? (I think we should keep the decks what we have now, they are good and balanced, we should focus on new ones imo)

Note: Currently there are 13 different AI3 decks. These involve all 3 non-weapon rares, but only 10 out of the 12 rare weapons. Right now farming T50 is an option to get the rares, but with War, not necessiary finding all rares needed and T500 coming up (sooner-or-later it will) it would be important to prepare a decent, balanced and reliable AI3.

Any additional idea is welcomed, so let's make something happen. (AI3 deck suggestions are really down, while we have lot of FG proposals)


1) How many Elders should there be?
2) How can Elders be balanced?
3) Should it be more challenging? How newbie-friendly should AI3 be? How easy to beat?
4) Can we have stalls and rushes?

Feel free to answer the questions, these are the ideas I had in mind. Also if a bigger question would come up, it could be added in a poll.

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