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Messages - Hotshot2k4 (25)

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13
General Discussion / Re: Elements Community Nymph Totals
« on: November 07, 2010, 02:57:00 pm »
First one today:  :gravity
Second one 11 days later, which I'm pretty happy about.  :time

14
Game Suggestions and Feedback / Re: Spell type suggestion: Boomerang
« on: November 05, 2010, 03:41:14 pm »
Those would be awfully powerful in the endgame, and their high cost would make them nearly useless in rainbow decks that didn't have an incredible amount of towers to power them. If one such card was made for every element and balanced properly, I think it would be an excellent addition to the game.

15
Game Suggestions and Feedback / Re: Adrenaline + Adrenaline = Overdose
« on: November 03, 2010, 04:47:45 am »
I agree with this, it seems like a nice and balanced idea. Here's to hoping it'll be implemented sometime.

16
Game Suggestions and Feedback / Re: Antimatter state rebalance/realism?
« on: October 30, 2010, 08:54:58 pm »
I think it would be hard to code, Hotshot, because of exactly what you said.

Say I have a permafrost shield out.  I AM a 5/5 creature on your side of the field.

After a change that makes your -5/5 creature act like normal, I imagine this happens:

Creature attacks.
Shield check: effect, -2 damage, chance to freeze
Damage reduction: -5-2=-7
Freeze:  yes/no
Attack ends.

Reducing a negative number is actually a larger negative number, or more healing.  An extra check might be easy to add (no idea about programming), but I would question what sort of priority something like this would get, with easier solutions to be had if it is OP, and there is no need to change it if not.
Maybe some sort of if statement for shield damage reducing effects, that if the attack is less than negative, ignore that step? My concern is with the freezing effect, firewall damage, poisoning from thorns, etc. It doesn't make a lot of sense to reduce healing done with a shield, but an attack should still be an attack either way.

17
Game Suggestions and Feedback / Re: Antimatter state rebalance/realism?
« on: October 30, 2010, 04:30:54 pm »
It'd be a simple nerf to AM in concept, but probably impossible to code.
Would it really? I'm not familiar with this programming language, but from a general programming logic point of view it doesn't seem so bad. Make attacks that heal (negative power attacks) treated as normal attacks (hit sound and all), and follow through with the calculation normally. I figured the only reason antimatter works the way it does now was to tip people off that a creature is doing healing, and I think that's easy enough to figure out after one's first game dealing with antimatter.


Quote
From a practical point of view, if I know my opponent's creature is going to heal me with his attack, why would I want to stop it?
I thought about it, but from that same practical point of view if there was an army of creatures attacking you, would you really single out a creature from an attacking group and be like "ok when this one tries to attack me I'm going to move my shield out of the way and take it"?

18
Game Suggestions and Feedback / Antimatter state rebalance/realism?
« on: October 29, 2010, 10:08:11 pm »
Despite my favourite FG deck regularly taking advantage of how antimatter works, I really don't think it's fair to the target, nor is it logical that while normal attacks are affected by shields, attacks done with negative power are treated as a direct heal effect, and don't trigger shield effects or any other normal consequences of attacking (not remembering if there were any others). Instead of making a creature the exact opposite of its old form, it can actually become a far greater threat.

19
Patch Notes and Development News / Re: AI improvements
« on: October 29, 2010, 04:18:31 pm »
Looks like this one was mentioned almost a year ago, but nothing's been done about it until now. AI will deja vu an antimatter'd creature (usually a deja vu).

20
Issue Archive / Re: The big bad list of known bugs!
« on: October 29, 2010, 03:31:05 pm »
So I shouldn't mention that an antimattered dejavu will still split itself since that's part of the AI issues? Maybe there should be a list of what the AI issues are somewhere, so people can post new ones if they find any.

21
Oh...

That's...weird...

Thanks for the explanation, although I really don't see the logic in permanent cards acting the same way as monster cards. I guess that makes it easier to code. Still, why shouldn't the equipment slots just be counted before or after all of the other permanents, instead of in the potential middle of it? I'm going to go ahead and close this, but maybe you or someone else could PM me the answer?

22
Issue Archive / Weapon attacks before shards finish healing [not a bug]
« on: October 27, 2010, 11:24:42 pm »
Mini logic explanation:
So I've always noticed that the way damage and/or healing done to players can be a bit slow to animate, but it turns out the hp bar isn't just a visual aid, and calculations can actually be done in the wrong order if +hp/-hp effects are triggered slower than the engine goes through the cards. Here's what I mean:
Bug:
I had 78 hp, 6 shards (posssibly 5, but not 4), and a pulverizer. It was my winning turn and I had enough damage to bring my opponent to a low-enough hp, heal from shards for 100 life, and then have him die from the pulverizer. However the game ended with me having 98 life (and no elemental master award) because the pulverizer finished my opponent before my shards finished healing me, for reasons explained in above spoiler.

Also, this can be reproduced by having 5-6 shards and a weapon (seeing the weapon strike before the heals finish), it does not have to be a game-winning situation.


The fix idea:
Seems like if healing effect animated faster faster would fix this (chances are you know what's going to heal you anyway so you don't need much time to see the numbers go by), or have damage-causing permanents wait until all of the healing effects are finished before triggering an attack.

23
General Discussion / Re: Elements Community Nymph Totals
« on: October 27, 2010, 04:38:11 am »
First one today:  :gravity

24
General Discussion / Re: Kakerlake @ mobbed by Oracle
« on: October 27, 2010, 04:19:55 am »
I've been playing for almost a month now, and spun almost every day. I never once won a card, or saw the nymph picture show up as a card, so I was figuring it was pretty hopeless. Today my first nymph appeared, and my first card draw! At least the oracle doesn't cost anything, so keep spinning and hope one of these days you'll get lucky.

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anything
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