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Messages - TENSUKI (25)

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13
Crucible Archive / Re: Caveman | Caveman
« on: December 05, 2010, 09:18:07 pm »
But it would be rather silly, no? Also, would the hp go back? I mean, if you are almost dying, 1 hp left - CAVEMAN TURNS INTO {x} all hp comes back? I think Caveman itself should have more Hp and less attack, and {x} more attack and less hp. It would adapt itself very well with the battlefield.  But once you turn it into X it can't go back.  Otherwise the hp would come back and you would be unstoppable (No gravity pun intended.)
I can agree to the balancing of ATK/HP. That would be the whole point of evolving it regardless of the evolved creature's ability.

14
Crucible Archive / Re: Caveman | Caveman
« on: December 05, 2010, 04:17:49 pm »
Maybe Caveman should come out of reverse timed skeletons....
That would be silly.

Caveman -> {x}

Caveman  ":time: Turn the caveman into a {x}.
{x} "Generate a Caveman if targeted with reverse time."

Eternity would work well with this.

15
Crucible Archive / Re: Caveman | Caveman
« on: December 05, 2010, 12:34:22 pm »
1. Think Graboid. They can technically develop into an upgraded card. http://elementsthegame.wikia.com/wiki/Graboid

2. Caveman should have an evolved form such as "Defender of the Past". Perhaps its ability is "cannot be targeted".
2. Better yet the ability for the upgraded card could be "Generate a Caveman if targeted with reverse time."

16
Crucible Archive / Re: Caveman | Caveman
« on: December 05, 2010, 12:32:01 pm »
1. Think Graboid. They can technically develop into an upgraded card. http://elementsthegame.wikia.com/wiki/Graboid

2. Caveman should have an evolved form such as "Defender of the Past". Perhaps its ability is "cannot be targeted".

17
Rainbow Decks / Re: It doesn't Matter.
« on: December 05, 2010, 11:50:53 am »
I was trying to build the "CC? Why bother?" deck, but I unfortunately have only 1 shard of gratitude.
So looking at some of the top Upgraded FG decks, I made this. Initially it had Novas, but this deck was able to beat an FG every now and then, and also can get EM's on level 5. So I now have 6 supernova and the speed of the deck is better. Sometimes, you will draw all your supernovas and pillars first, but for the most part this a  great deck for getting EM's on AI3, and I think that it will make a great deck fully upgraded.

One thing that some of those upped FG decks DON'T do is account for things like phase shield, fire shield, carapace shield, ice shield and gravity shield.... but many of those decks try to use FFQ and Lava Golem! When you only have 3-4 creature in your deck, you can't just leave it open to be thwarted by that many contingencies. This is why I added MOMENTUM.

With 1 momentum quint golem, you get past all of those shield problems.
Antimatter should be held as long as possible, to use on the big guns
Pulverizer and Trident are included. Trident is better for when they get many pillars in the beginning.
I have 9 pillar because with only 6, gravity & earth quanta can get scares when you're destroying the field.
If flying weapon shows up early enough you can quint one weapon and use the other, and bring the cpu to a stand still.
Miracle and heal = elemental mastery
Sundial is there for bad draws and when you just need a second

I'm looking for suggestions on speed improvement, or if someone has this in fully upped version... how well odes it work?

One immediate change would be to make the Elite Queen a normal Firefly queen to make sure you have a better chance of using miracle when it shows up. Ok. I'm loving this deck. Suggestions!

Code: [Select]
4sa 4sa 4sa 4vn 4vn 4vn 55q 55q 58v 5c2 5fa 5fa 5i9 5ia 5ia 5ic 5li 5oi 5rl 5rl 621 621 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 74b 7n3 7q9
1. I found Purify to be very circumstantial and slows down a deck by having more than one when you already have increased drawing speed.

2. All cards except Sundial would be better if used upgraded.

3. Upgraded FFQ is used to generate Elite Fireflys. The main reason why you need the upgraded FFQ is because Elite Fireflys generate  :fire quanta which aides in getting Lava Golems out if you just seem to be short on Fire quanta.

4. Momentum can be replaced with an upgraded Pulverizer, as Pulverizer is able to take in account for not only shields, but most permanents. The exception would be reduced (1) damage shields and Jade Shield. Neither pose a game changing threat if you've got the stronghold. However, having Momentum with (2) Pulverizers can be a wondrous combo.

5. The reason why Jade Shield is used is for the Decay and Octane FG's. Neither can attack your life directly and have little reason to kill your creatures or you. Most resulting in a win because of Jade Shields presence.

6. I'm not sure how using an unupgraded FFQ would make Miracle easier to use when it shows up.

7. If you don't have another Pulvy, I'd recommend using holding onto an Explosion. It'll take care of a pesky shield or annoying weapon when the time comes around.

18
Deck Help / Re: Entropic Rainbow
« on: December 05, 2010, 11:39:24 am »
Code: [Select]
4sa 4sa 4sa 4vn 4vn 4vn 55q 55q 58v 5c2 5fa 5fa 5i9 5ia 5ia 5ic 5li 5oi 5rl 5rl 621 621 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 74b 7n3 7q9
If you'd like to use a fully upgraded example of your deck, visit http://www.elementsthegame.com/trainer.

In the trainer, poke around at the buttons to obtain all cards, infinite electrum, etc. Grab the deck import code after you've constructed the deck with that.

19
Card Ideas and Art / Re: Elemental Warriors series
« on: December 05, 2010, 11:30:37 am »
I'm working on Elemental Warriors series. When I'll do anything, I will paste link here.

 :entropy: Chaos Warrior: http://elementscommunity.org/forum/index.php/topic,17026.new.html#new
Are you looking for card ability ideas?
Not yet. Now I try to do Death Knight (Undead), but if I'd have some problems, I'll write it.
Awesome man, looking forward to it.

I was considering something like this to match RoL and Sparks for all elements.

20
Card Ideas and Art / Re: Elemental Warriors series
« on: December 05, 2010, 11:25:29 am »
I'm working on Elemental Warriors series. When I'll do anything, I will paste link here.

 :entropy: Chaos Warrior: http://elementscommunity.org/forum/index.php/topic,17026.new.html#new
Are you looking for card ability ideas?

21
In-game Troubleshooting / Re: Found a loop hole?
« on: December 03, 2010, 05:33:57 pm »
You can PM me the details and I'll take care of it. Thanks.
I've PMed you. Looking forward to hopefully contributing to this awesome game.

As a side note, two of my other friends play this with me and we often fought back and forth. AI3 and AI6 fighting was fun, but the best part was PvP.

To give you some background, I'm a web developer with extensive frontend and backend knowledge.

22
In-game Troubleshooting / Found a loop hole?
« on: December 03, 2010, 04:47:13 pm »
So, say I found a loop hole which instantly registers your account as being quest level "8", and able make your current deck any combination of cards (upgraded towers, 60 nymphs, etc), and I wrote an email to Zanz asking to help patch this up.. and haven't received a word.. who else would I contact?

It's a loop hole that is easily fixable, but I'm afraid someone else will find it like I did.

Please advise?

P.S. Not revealing how I did it.  :light

23
Rainbow Decks / Re: SG's deck update 1.25
« on: December 03, 2010, 04:28:14 pm »
Well, i player a TONS of game with SG's old deck, and teweaked till getting to a good working deck on 1.25.

My current setup:
Code: [Select]
52n 52r 5c2 5f6 5f6 5li 5oi 5oi 5ol 5ro 5ro 5rp 5rp 621 621 621 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6u0 6u6 749 74b 74b 7dm 7n3 7q5 7q5 7q5I know, some cards should be upgraded, i didn't want to sell my current upped cards to fully upgrade the deck, just to show that the deck works well not TOTALLY upped. Missing cards there are more SoG (Shard of Gratitude, green shard upped).

Ok explaining the basic that everyone already should/does know.
+Upgraded pillars is FUNDAMENTAL to this deck, as you need to start stocking quanta. It really makes the difference.
+Oughty is for creature control AND generating skeletons for the Fallen Elf
+Boneyard, Owls eye and Elite Queen are for providing creatures for Fallen Elf
+Dissipation, Bonewall and Graviti shield are for avoiding damage.
+Sundials for stall (ocasionnaly use them to get draws).
+Miracle is primarily to get elementary mastery, while SoG and Heal are for survival. They are complementary to get EM
+3 Deflagration are to break enemy shields or permanent cards (eclipse, shields, weapons, etc)
+Usually spend the 3 quintaeesence for Oughty+Fallen Elf, Elite Queen+Fallen Elf. The third is usually if you animate the owls eyes, the Eternity, or if you wanna quint the trio oughty+Elf+Queen.

Be VERY carefull with Dissipation shield: it eats our quanta (1 quanta = 1 unit of damage, a jade dragon (12|9) will take from you 12 quanta, that is 3 quanta pillar per turn).
When using wall keep an eye on the number of skeleton wall; 1 dead creature generates +2; each creature attacking eats -1 from shield.
By turn ~4 you will most of the times have already 4 or 5 pillars up, that is 15 quanta/turn; most probably 1 of each per turn. This guarantees to have your game up by turn 10~15.
The deck is pretty slim (39 cards, could get it to less), so to have a game taken by turn 10~15. You will build up and stall till turn 10 probably, DON'T  be afraid to play to the near end of the game. Most games can be won. Also don't get cocky, lots of Gods cannot be beaten or chances are pretty slim. Gemini, FireflyQueen, Obliterator, Decay, Dark Matter, Miracle are "beatable" Gods.

Unusual strategies:
+Mutate enemy creatures to increase their health (when you have gravity shield) or to get a creature with lower health and kill it with owls eyes, eat it with oughty or get it back to his deck with eternity
+ALWAYS keep 1 eternity to not deckout
+Use animate if you know that your enemy may destroy or steal your weapon card


(I ll keep update, feel free to comment, suggest addition, etc)
I don't have Permafrost because it require 7 water quanta, TOO many to get it into use. I try to keep quanta requirement below 5.
Looks good, just a suggestion:

-1 Dissipation Field, -1 Quintessence
+1 Permafrost Shield, +1 Sundial

Use Sundials when you have Light quanta just to draw the extra card when you're really in need of extra cards but don't have 4 time quanta.

24
Game Suggestions and Feedback / Re: False Gods: Spin Number and Drop Rate
« on: December 01, 2010, 04:52:24 am »
I'm intrigued by some ideas.

Actually, I think drop rates for False Gods are quite good. You need to sweat, but it's not impossible. I got myself 4 Electrum Hourglasses before even coming to the forums, and then I read the expert's advice and modified my original rainbow thanks to their ideas (taking away cards like Trident and Arctic Octopus, which didn't really do any good in the first place and replacing them with some awesome Quintessences). I'm starting to fight the FGs seriously and maybe I'm just lucky, but I don't think the card drops would need THAT much of an increase.

BUT!
You make an interesting point. I did have an extended pause where I was trying to get to FGs and couldn't really pull it off, and found strange that there was no in-between. As far as I know, the best way to get from newbie to FG slayer is through Sacredgirl's Rainbow, which would require like 6000 coins to get the first upgrades in (and gods do they help). Grinding 6000 golds is LAME and more importantly UNEXCITING.

So, I suggest another approach, using your ideas. Do indeed introduce Relics (or something) and make it so that Half-Bloods drop them. Like, a Half-Blood drops 1 Relic, 2 if with Elemental Mastery. Possibly, even FGs drop Relics, but not that necessary.

Then make it so that 30 Relics, or even up to 50 Relics, can get you a random upgraded card. That would make people grind Half-Bloods (which are usually just SKIPPED ALTOGETHER) and make them actually useful for that intermediate step. Then, when you have farmed to some decent levels and have an anti-FG deck ready, you can go and farm the (still more rewarding) False Gods.

I'm not sure if FGs would still be more rewarding after this change, but I'm sure SOMETHING can be done so that AI 5 has a purpose...
I'm liking your idea. AI5 would have a purpose if they dropped relics and to exchange (nn) relics to receive a randomly upgraded card.

In all honesty, I went off and make a variant of CC Why Bother deck, and I'm kicking most Gods butts now. My inaccurately recorded win ratio feels like 85% against everyone except Rainbow and Seism pretty much. Drop rates suck, but I managed to get three cards from False God yesterday.

So maybe the real issue here isn't the drop rates, but a helpful transition that might add a new level of fun to the game which is both helpful to new players and exciting to old players.

Here is another idea that may not took an incredible effort to build. In the upgrade card quest / window, it will say "1,500 electrum or (nn) relics". The game would first check for the sufficient amount of relics and if the user has them, it uses that before electrum.

ALTER TABLE `cards` ADD `relic_cost` INT( 12 ) NULL DEFAULT '30';

To determine how much each card costs for relics, a new column in the database for card entries would be called `relic_cost` -  int(12) default "30". From there, you'd manually edit the columns for particular cards which would serve as the "exception". Like Trident, that would cost (40) relics.


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