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General Discussion / Re: An Interview With A Former Elements Player
« on: February 10, 2012, 06:48:46 pm »
OldTrees, you have been the voice of reason throughout most of this thread.
However, I also disagree with you.
Duos and Trios are still infant, most still rely on rainbow support or stall to get a win going because of the extended build out time. The problem comes from the quanta system itself that you agreed with is broken.
The quanta system is what's needed to support the duos and trios efficiently pendulums are rather inefficient.
Also some weapons are overpowered, too many games I've played are won or lost on the play of discord alone, it will devastate any duo or trio attempt, early enough can crush mono too... I've won many of games on just having a discord out. As for wrong fight of giants versus war of attrition, I remember a lot of that when I started out. Mono unupped a year ago played a lot like that.
My view point can be summed simply by:
This game to become a really good game is:
A.) A completely reworked quanta system and card cost system, something like, No more nova/cremation, quantum tower can stay though, but allow pillars to produce 2 of quanta, and have dual pillars that produce 1 of each, and totally shift the card costs. Don't allow a person to save onto more than 10 quanta of each element. Have cards, that require dual or random element cost casts as well.
B.) A good two thousand more cards, or 5 times the amount we have right now, about 200 per element with a large variety of abilities and every element having some sort of way of handling core concepts. Develop subcatagories.
C.) Reconcept the FGs a bit and have each FG have at least one card you can't purchase, get rid of spins except for FG, get rid of upgraded cards, those upgraded that do something radically different should just be regular cards, make cards more expensive in the shop, and introduce bundling of random cards in the shop. So for 5000 Electrum I could buy two dragons and a shard that I want for a deck idea or I could by 30 random cards that I have no idea what I'm getting, but I need to quickly expand my options.
Examples for B.)
Perms: Electrum Hour Glass could be considered a Time/Perm/Machine so time might have a perm counter like rust where the effect would say put a time bubble around target machine that accelerates time around it, in two turns target machine is turned to dust/destroyed. Aether might have a phase perm spell, that all perms in place phase out of play for one turn. And thing's like Feral Bond might be Life/Perm/Bonded, and so steal might not be able to steal a bonded perm but other perms but sanctuaries and sundials, those are fair game. Light could for example have a blinding light spell that blinds the other player for one turn, preventing them from being able use their weapon or shield, etc...
Sadly I don't think either of these will happen, it's a lot of coding and art work, etc... and for one developer it'll take 5 years...
Other concepts,
You mentioned field control, more abilities, like light, might have a guard of some sort where any cards to the side of the guard gain unable to target status, forcing people to have to destroy the guard first. Field control is a very interesting and allows for a very complex dynamic that could be played up more. Imagine how useful flooding would be, if you could choose where you place your water creatures. Etc...
We also only have a couple deck manipulation cards, more of these would be good too.
However, I also disagree with you.
Duos and Trios are still infant, most still rely on rainbow support or stall to get a win going because of the extended build out time. The problem comes from the quanta system itself that you agreed with is broken.
The quanta system is what's needed to support the duos and trios efficiently pendulums are rather inefficient.
Also some weapons are overpowered, too many games I've played are won or lost on the play of discord alone, it will devastate any duo or trio attempt, early enough can crush mono too... I've won many of games on just having a discord out. As for wrong fight of giants versus war of attrition, I remember a lot of that when I started out. Mono unupped a year ago played a lot like that.
My view point can be summed simply by:
This game to become a really good game is:
A.) A completely reworked quanta system and card cost system, something like, No more nova/cremation, quantum tower can stay though, but allow pillars to produce 2 of quanta, and have dual pillars that produce 1 of each, and totally shift the card costs. Don't allow a person to save onto more than 10 quanta of each element. Have cards, that require dual or random element cost casts as well.
B.) A good two thousand more cards, or 5 times the amount we have right now, about 200 per element with a large variety of abilities and every element having some sort of way of handling core concepts. Develop subcatagories.
C.) Reconcept the FGs a bit and have each FG have at least one card you can't purchase, get rid of spins except for FG, get rid of upgraded cards, those upgraded that do something radically different should just be regular cards, make cards more expensive in the shop, and introduce bundling of random cards in the shop. So for 5000 Electrum I could buy two dragons and a shard that I want for a deck idea or I could by 30 random cards that I have no idea what I'm getting, but I need to quickly expand my options.
Examples for B.)
Perms: Electrum Hour Glass could be considered a Time/Perm/Machine so time might have a perm counter like rust where the effect would say put a time bubble around target machine that accelerates time around it, in two turns target machine is turned to dust/destroyed. Aether might have a phase perm spell, that all perms in place phase out of play for one turn. And thing's like Feral Bond might be Life/Perm/Bonded, and so steal might not be able to steal a bonded perm but other perms but sanctuaries and sundials, those are fair game. Light could for example have a blinding light spell that blinds the other player for one turn, preventing them from being able use their weapon or shield, etc...
Sadly I don't think either of these will happen, it's a lot of coding and art work, etc... and for one developer it'll take 5 years...
Other concepts,
You mentioned field control, more abilities, like light, might have a guard of some sort where any cards to the side of the guard gain unable to target status, forcing people to have to destroy the guard first. Field control is a very interesting and allows for a very complex dynamic that could be played up more. Imagine how useful flooding would be, if you could choose where you place your water creatures. Etc...
We also only have a couple deck manipulation cards, more of these would be good too.