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Messages - Robotocracy (65)

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25
Trio & Quartet / Re: Throwing Frozen Popsicles... no I mean Titans
« on: January 03, 2011, 08:31:31 pm »
More effective yes, but the deck would lose the "frozen popsicle" theme.
nice catch, btw.
Rock candy, perhaps?

26
Trio & Quartet / Burning Souls (brutally fast pillarless death/fire rush)
« on: January 03, 2011, 08:28:28 pm »
Hover over cards for details, click for permalink
Deck import code : [Select]
713 713 713 713 713 713 71f 71f 71f 71f 7dp 7dp 7dp 7dp 7dp 7dp 7dq 7dq 7dq 7dq 7ds 7ds 7ds 7ds 809 809 809 809 809 809 8pm


So this is my attempt at coming at the cremation rush from a new angle - the strategy is pretty self explanatory. 

After an initial test run of 50 ai3 matches, the results are:
Average turns to win: 6.36
Losses:5
Percentage of games taking 5 turns or less: 42%

Compare this to the decks in the turns to win study for reference (http://elementscommunity.org/forum/index.php/topic,17903.0.html (http://elementscommunity.org/forum/index.php/topic,17903.0.html))

If anyone is willing to independently test this deck, it would be appreciated.  Also, if anyone has any suggestions to make it even faster, you are welcome to tweak it as you see fit.

27
Trio & Quartet / Re: Throwing Frozen Popsicles... no I mean Titans
« on: January 03, 2011, 06:01:44 pm »
Wouldn't it be more effective to switch mark to Earth and use basilisk bloods instead of congeals?
Then the armagios would do 30 damage and the Titans would do 37.

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Robotocracy 2 - H2Owned 0

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Robotocracy 2 - Lukce 1

30
False Gods / Re: Remaking the gods
« on: November 25, 2010, 05:37:35 am »
....for the fun?  Did you forget there was more to this game than just randomly gaining money?
No, I didn't.  The point remains that (winning percentage)x(average reward) - (losing percentage)x(electrum lost) = average gain per match.  Even if you make the new, buffed FGs so hard you can only win 1 out of a hundred times, if the rewards are big enough then the gain will still be positive and they will be farmable.  If the average gain turns out to be negative, then it is simply a case of the rewards being too small and people will complain to have it changed.  Thus, a PvE level cannot reasonably be "unfarmable."

Anyway, you didn't address my first point - this would require a ridiculous amount of grinding from new players to be able to even stand a chance against an improved AI6, leading many to quit out of frustration.  If you want a challenge, you can always play PvP.  An intelligent, creative human opponent will always be more challenging and interesting than playing against a computer.

31
False Gods / Re: Remaking the gods
« on: November 23, 2010, 08:14:15 pm »
I disagree with buffing the FGs.  This would just widen the already large gap between new players and veterans.  I understand that people who already have tons of electrum and upped cards want a challenge, but imagine it from the perspective of a newbie - how long would they have to grind to even consider fighting these buffed FGs?  They likely would just become discouraged and quit.  There are already some brutally hard FGs, having a few easy ones thrown into the mix for balance isn't a bad thing.

In any case, how could any level of AI be "not farmable?"  The average electrum gain per match has to either be positive or negative.  If it's positive, it's farmable.  If it's negative, why bother playing against it?  You'll go bankrupt.

32
Trio & Quartet / Re: Ball of Lightning Rush (Trio with Aether Mark)
« on: November 21, 2010, 11:22:28 pm »
Very nice deck, a lot of fun.  I approve.

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Robotocracy 1
Nephrit 0

Nephrit left after the first match.

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Robotocracy 1
Freakman 0

36
Deck Help / Re: FFQ tweaks
« on: November 09, 2010, 06:21:58 am »
The leaf dragons are unnecessary.  You don't need that much life quanta if you're only running empathetic bonds.  You could replace them with heals or SoGs, which would help with poison a lot.  Also, do you need thunderstorm?  Shockwaves might work better.

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anything
blarg: