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Messages - Kael Hate (3661)

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3589
Patch Notes and Development News / Re: Elements 1.19
« on: February 10, 2010, 06:53:26 am »
I like the Pet thing but for only one game means it isn't much. As an Idea could we have a slot to always have a pet and maybe a restriction such as if you lose or the pet is not in play at end of the match its lost otherwise it carries over to the next game? Maybe even allow you to commit a card from your collection that could be lost permanently to a pet slot?
I think that's a bit too powerful. Think about how many creatures would be abusive to this. Start the game with Anubis in a no-time deck, or start the game with a Nymph in play. Even most dragons are tough to deal with in the first few turns.
I'd guess there'd be limitations then. ie a cost of card payment to activate or delayed entry, or only vs AI.

3590
Patch Notes and Development News / Re: Elements 1.19
« on: February 09, 2010, 08:39:50 am »
Also forgot to ask. How did you align the elements with the astrological symbols?

Seems odd to me that Aries is Life.
Leonin is Fire and Sagitarius is Time seem fine tho.

Can't think of what Aries should be.
It is the Fire Sign and first of the Zodiac.
The God of war and Master of Mars. Aries is the Leader.

Leo is Courage and Sagitarius The Skill of Body.

3591
Patch Notes and Development News / Re: Elements 1.19
« on: February 09, 2010, 08:21:45 am »
Thanks Zanzarino.

The Oracle is a nice addition. Slightly Alters the perceprtion of the game but is enjoyable. Since I've had access to 1.19 I've come home from work and hit the oracle and gone off to fight the False God with some preemptive changes if I'm warned of who the god is.

I like the Pet thing but for only one game means it isn't much. As an Idea could we have a slot to always have a pet and maybe a restriction such as if you lose or the pet is not in play at end of the match its lost otherwise it carries over to the next game? Maybe even allow you to commit a card from your collection that could be lost permanently to a pet slot?



3592
I do agree. That's why I voted for you.

But if the amount of votes for your entry should exceed the amount of my entry, I will remove my vote for you  :P
Awww. :(

Thats fine its part of the voting. Still it puzzles me why others don't vote my idea. I guess they either don't come in contact with the Abominations so it does not affect them or they don't care for entropy as much.

I do know that Darkness is more popular in monotypes simply because of the name/Colour but also because of the strength of the Darkness Monotype deck. Really, I like and dislike your idea. Like becase it can be used in a positive effect and dislike because against Incarnate I'm going to have no force to attack with.

3593
Oracle says your Pet for Today is "Fallen Elf".

vs

Seism

Hmm...

Adds 6 photons and 2 Protect artifact.

11 Abominations killing Seism. All the same 5|5
Don't you agree the random value abominations would be better?

3594
If I post "I LOVE the idea and it needs no modifications whatsoever you stupid idiots"--will that reignite the flame war?
Probably. But at the moment any Flaming is about as weak as dueling with Cigarette Lighters.

I think there's room for another element's ability to draw more cards.  And while I agree that gravity (not time) pulls sand through an hour glass, the reality (of this fantasy game) is that changing a card crucial to so many decks would not be a big crowd-pleaser, for better or for worse.
Aye.

3595
Is this still being cast against. LOL
I folded 8 posts and 5 days ago.

3596
Card Ideas and Art / Re: Existing Card Reworking Entry: Hematite Golem
« on: February 07, 2010, 03:35:32 pm »
Blessing cancels itself out, simple as that.

Rage potion conserves the sum, as the resulting 8/1 on a Hematite one is still sum 9, same as 3/6.
K, code it for me.
Ready for this?  It's gonna be awesome.

Start of turn.  CurrentAttackPower = AttackPower;  CurrentHealthPoints = HealthPoints;

End of turn:

If AttackPower!= CurrentAttackPower{
HealthPoints = 9 - AttackPower
}
If HealthPoints != CurrentHealthPoints{
AttackPower = 9 - HealthPoints
}

This means blessing increases attack power by three and decreases health by three, but other than that it works.
Nice attempt, but it does miss some things according to the original idea.

If the Golem gets Firestormed then his Damage should immediately rise by 3. Also using Heavy Armor would do nothing, as the +3 would not reduce the attack power and then the end of turn step resets the hitpoints of the golem back to what it was at the start of turn (olr inverse the current power). This coding does not cater either of these cases at all.

Might as well have had the idea just say "Hematite Golem is always 3/6"  or "At end of turn Hematite Golem becomes 3/6"

Edit : Fix Typo

3597
Card Ideas and Art / Re: Existing Card Reworking Entry: Hematite Golem
« on: February 07, 2010, 03:28:57 pm »
I got permission from Scaredgirl to use the images as is.  Also reuploaded the pics because of forum wonkyness.
Cool. Just need some votes then.

3598
I've had a long think about this and am starting to think that Immortal/Immaterial effect should remain the way it is. Unlike some other games playing creatures does not defend your life total and creature elimination tends be a one-sided effect in that he who gets to use it first will prevent the other from damaging him.

In Magic / L5r / Warcraft CCG / Jyhad aka Vampire and various other card games, you trade offensive vs defensive by commiting or choosing not to commit the creature and in a defensive action you may destroy the attacker or lose your defender. That does not exist in elements. Immortal/Immaterial should stay the way it is as a solution to open ended creature control.

3599
Rain of Fire targets every enemy creature. Get your "no target" and "target all" separated.
No it doesn't. There's nothing about RoF or Plague or the others that target. They blast the whole area.

If you want the status to make stuff immune to spells and abilities, then say so.
Actually Bobcamel is somewhat right here. For Rain of Fire The code targets all creatures with an effect that does 3 damage. Its not a logical conclusion if you have played games like Magic where Targeting is strictly an act of picking a target but thats how it is in elements.

If you'd wish it not to target, a code change would have to be made.

3600
Card Ideas and Art / Re: New cards ideas: Elementals
« on: February 07, 2010, 02:37:42 pm »
YOU MUST BE KAELHATE TRYING TO DEVALUE VANILLA
lol backoff.

If the idea was mine they'd have abilities instead of just wicked high stats.

Ie Fire Elemental
N/3 - N is equal to the number of other fire creatures you control
 :fire :fire :fire :fire : Firestrike deal x damage to target non-fire creature where x is Fire elementals Damage. Fire elemental does not attack this turn.

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anything
blarg: