505
Round 3 / Re: ~~Match Results and Countdown~~
« on: November 12, 2010, 05:04:30 am »
no prob ... keep up the good work!
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You get beaten up for listening to Justin Bieber XDYou get an anatomically correct barbie doll.
I insert Justin Bieber
To the testing chamber!Let us know when you have a statistically significant sample size (probably on the order of 200++ games). Thanks for running these test, btw!
Hyroen only needs 2 pendulums to get out Wings.
1st turn: 2 pendulums(FIRE) + MARK = 1 Air
2nd turn: 2 pendulums (AIR) + MARK = 3 Air
3+1=4
What are the calculations of winning with that factored in?
No need to flame ... just think about the timing of quanta flow from pendula.hiThe fire deck needed to draw 2 pendula by its second turn in order to play a turn 3 wings.The entropy deck needed to draw 3 entropy pendula on its first turn in order to play a turn 2 discord, or else it could not get discord out until turn 4.[/list]
No need to flame ... just think about the timing of quanta flow from pendula.Your logic is very flawed. The Fire deck had an Air mark; your deck did not have an Entropy mark. Your deck should lose this matchup 60% of time.This is utter nonsense. I will post testing results for your benefit later on.
No reason to turn this into an argument, anyone can clearly see Hyroen got lucky, but that's part of the game. Congratulations to team Fire.
It's not luck based as deck design goes -- it's just that the only possible way to beat our Scorpion deck with it is to get very lucky. Right off the bat, it's simply impossible to win if Discord comes out before Wings, which it does a majority of the time. Let's examine:Your logic is very flawed. The Fire deck had an Air mark; your deck did not have an Entropy mark. Your deck should lose this matchup 60% of time.
You have 9 pendulums out of 32 cards in your deck, and Wings costs 4 Air Quanta.
We have 10 pendulums out of 30 cards in our deck, and Discord costs 3 Entropy Quanta.
I have many ideas for this and other cards... That is a lot of extra "Hidden" effects though and people are pretty evenly divided between "hidden effects are fine, keep adding them" and "stop adding hidden effects, it's too confusing"I definitely take this as a valid critique of my initial suggestion. "Hidden" effects are probably a bit difficult to keep track of - in coding, design, and play. Nevertheless, the added oomph these little extras would add to the feel and theme of the game might make them worth it. I started with reverse time since that has already been implemented for mummy --> pharaoh.
For example you play "Anubis". Then you play blood basilisk on "Anubis" and instead of anubis getting +20hp and 6 turn time bubble, anubis turns into a new card "Stone Guardian (or something). Stone guardian would be an earth card and a permanent (maybe with the ability to cast immortality still... or otherwise some new ability)This is a pretty cool idea; definitely thematic, although one would need first to develop the new card.
-Antimatter - Antimatter and gravity pull on same creature turns that creature into a novaInteresting idea, although possibly complicated to implement ... also, it might turn into a black hole? I don't know enough elements-physics.
-Gravity Pull - Antimatter and gravity pull on same creature turns that creature into a nova
-Rage Potion - if played on spark it turns into firespiritI like these along the theme of cards turning into other cards based on specific spells.
-Freeze - A card in the armory already has a mechanic using this, (Water Golem | Ice golem)
-Liquid Shadow - light creatures are transformed into darkness creaturesOne would need a map from light to dark creatures, e.g., golden dragon --> black dragon, pegasus --> vampire, angel --> gargoyle, but also an idea that could add theme and interest.