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Messages - chriskang (283)

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85

Check the box on the right for the threads and then click unsubscribe.
And.. I'd do this from what page?
Go there:
http://elementstheforum.smfforfree3.com/index.php?action=profile

And check for the "Notifications and Email" link in the left hand side menu.

86

Check the box on the right for the threads and then click unsubscribe.
  • Put a check in the boxes on the right of the threads you want to unsubscribe.
  • Click on Unsubscribe at the bottom of the page, on the right.
Try this

88
General Discussion / Wtf are all the veteran players doing?
« on: December 15, 2009, 10:10:27 pm »
I guess I am a veteran, but didn't know about the challenges.
If you have this problem, many others probably have it too :(
Do you have suggestions to make the challenge more visible? The sub-forum is already linked from the main page, I don't really know what more the mods could do. Please let me know if you have ideas.

Also, the next event will either be JFF Part 3 or this:
http://elementscommunity.org/forum/index.php/topic,1127.msg12139#msg12139 (http://elementscommunity.org/forum/index.php/topic,1127.msg12139#msg12139)

Drop a post in the thread above if you're interested by the championship.

89
Card Ideas and Art / Recycle
« on: December 15, 2009, 10:10:21 pm »

Code: [Select]
var SavedDeck = {Card1, Card2, Card3, Card4, Card5, Card6, Card7, Card8}
var CurrentDeck = { }

Shuffle:
var SavedDeck = {Card1, Card2, Card3, Card4, Card5, Card6, Card7, Card8}
var CurrentDeck = {Card5, Card7, Card1, Card2, Card8, Card6, Card4, Card3}

Draw first card:
var SavedDeck = {Card1, Card2, Card3, Card4, Card5, Card6, Card7, Card8}
var CurrentDeck = {Card5, Card7, Card1, Card2, Card8, Card6, Card4}

Draw second card:
var SavedDeck = {Card1, Card2, Card3, Card4, Card5, Card6, Card7, Card8}
var CurrentDeck = {Card5, Card7, Card1, Card2, Card8, Card6}

...

Draw last card:
var SavedDeck = {Card1, Card2, Card3, Card4, Card5, Card6, Card7, Card8}
var CurrentDeck = { }

There's NO discard pile. Period.

90
Card Ideas and Art / Multi-mark cards (multicolor) the can produce combos
« on: December 15, 2009, 10:10:21 pm »

Have you ever seen this situation where the 2 players bring an Oty out early in the game and then nothing for 2/3 turns?
Both Otys, gazing into each other's eyes, just like in those old Italian westerns :)
In this case, I usually play the first non-vital creature that I draw (like a druid or a maxwell demon) and devour it myself. Most of the time, that's the key moment of the game cause my 1/6 Oty is now able to eat its 0/5 counterpart and nearly everything that comes next.

My point is: Otyugh is an opening creature. Play it, make it grow quickly and it'll give you an immediate advantage on the battlefield.
Of course you can tell me that there are 10 million ways to counter a simple 1/6 oty and you would be right but those mechanics can be used against your opponent as well so they're not really meaningful "counters". Sometimes, there are even ways to counter the counters:
* your opponent freezes your Oty to prevent his from being devoured? Freeze his too to prevent him from growing.
* he ROFs you? ROF him too

Now I took Oty as an example, but I could use the same arguments with most weapons, with some other creatures like Anubis and with some spells like Protect Artifact. You must agree with me to say that there's no point, really, in protecting a stack of pillars after turn 20.
Some cards are designed to be played early in the game. That's a fact. And if both you and your opponent have the same key card, the one that plays it first has the best chances to take an advantage over the other.
I know that theoretically, every correctly built deck CAN play any card on turn 2, but as SG pointed out before this game is all about statistics, not potential. I don't care if 1 time out of 100 I can play my Oty on turn 2. What really counts is this: "Am I able to play my Oty on turn 2 MORE OFTEN than my opponent" because that's were the real advantage is.
With all the tricks currently used by rainbow decks (supernovas and hasten ability to speed up own quantum generation, explosion and devourers to slow down enemies, and many more) they can nearly compete with mono and duo decks, even at the game opening. That's a serious problem because mono/duo decks have very little chances against rainbow in mid/end-game.

I can see 2 solution to balance this :
* increase the disadvantage of rainbow decks in the first few turns of the game. That would create a "rush vs turtle" situation well known by all RTS players. Mono/duo would be rushers: they have to win quickly or they're f***ed. Rainbow would be turtles: they'd try to survive long enough for their strong cards to come into play and then it's won.
* or make mono/duo decks stronger in end-game to have something balanced from the beginning to the end.

The game only needs one thing for the second option to be possible: more content. Because what makes mono/duo decks weak end-game is their lack of diversity. With more choices in their element, they would have a chance to counter every key card that comes out of rainbow decks. For now, it's just impossible for them to compete.
Luckily for us, our experts in the "suggestion" forum explained that it was very easy for Zanzarino to create new cards and features. I guess we just have to wait for him to take 5 minutes to implement that.

Meanwhile, we can think about the first option: make rainbow weaker at opening. IMO, SG's suggestion to increase the cost of key cards is a very good way to achieve this. For now, if you play rainbow and have an Oty in your starting hand, you'll probably be able to summon it around turn 5/6. Most of the time, this delay isn't enough for your mono-Gravity opponent to make his own Oty grow and take the advantage over you. A higher card cost would increase this delay even more and it's a good thing. Rainbow decks would still be able to play a 10 gravity Oty. They would just do it later which is exactly what we want.
It's just sad to notice that this solution is very complicated. Doing this in my trainers takes my more than 15 minutes!

To conclude this long post, let me explain why Miracle is a bad example IMO: it's not an opening card. Very few speed decks can kill you in less than 5 turns and in most cases you won't have to cast Miracle before turn 8/10. At this point, even rainbow decks have enough quantums to cast expensive spells so the cost isn't really a problem. Even a 20 light Miracle would probably interest some people whereas a 10 gravity Oty or a 12 time Anubis would make many people hesitate seriously.

91
False Gods / Chriskang's Trainer
« on: December 15, 2009, 10:10:21 pm »
I'd like this thread to be moved to this section of the forum, please:
http://elementscommunity.org/forum/index.php/board,39.0.html (http://elementscommunity.org/forum/index.php/board,39.0.html)

Thanks.

92
False Gods / [JFF Part 2] Screenshots & Discussions
« on: December 15, 2009, 10:10:21 pm »

For example, you mentioned realm of Earth what is "clearly designed to promote the use of a rainbow deck". You are right, the effects of this realm really make the non rainbow victory very hard. But, if you check it, you will see that I killed all the 3 Earth Gods with a non rainbow deck. It was great fun for me, and if I would have punched these Gods with the "ordinary" FG deck I would surely fall asleep in the meanwhile... :D
With enough time, any correctly designed deck can probably beat any God. And between all those good decks, rainbow is for sure the one with the highest success rate overall. There's not much I can do against that, except maybe nerf some key cards as we said in the other thread. But if you look carefully at some realms, you should see that some environment effects are there just to promote a certain type of deck. For example, in the realm of Entropy, when your typical boring anti-god rainbow has a 10% success rate, you can easily design a good mono-aether with more than 50% success. IMO, that's where the real heart of the challenge is. Beating the God is easy, you just have to restart until you get a perfect draw. But finding the best possible deck to deal with the environment effects and the God's deck is somewhat harder.

Congratulations for your victory *bows* :)

93
False Gods / [JFF Part 2] Screenshots & Discussions
« on: December 15, 2009, 10:10:21 pm »

Is Big Bang supposed to be that hard?
All Gods are designed to be somewhat hard BUT beatable. That's just my definition of "fun".
Most players would quit if they weren't able to kill a God after 2 hours.


94
Trio & Quartet / Zero-Pillars Zero-Permanents Six-Scarabs
« on: December 15, 2009, 10:10:21 pm »

cool strategy, are all the chaos powers really necessary though?
They have a good synergy with the devour skill from Scarabs, just like Improved Blessing.
Having 2 cards with the same purpose (Chaos Power & Improved Blessing) with 2 different quantum requirement is always a good thing: you'll be able to cast both at the same time. It would be much harder to cast 2 Improved Blessing in a row.

95
General Discussion / Is there a printable card list somewhere?
« on: December 15, 2009, 10:10:21 pm »

Oh, and about the buy/sell prices of upped cards... How does an Aether Tower, for instance, cost 1734? Is that what the price WOULD be based on a ratio gotten from the other cards? Or did you find those values in the code?
Yes, it's the theoretical price based on the formula (the "6 x Rarity² / 4 x Rarity²" thing). You can ignore those numbers.

(are they JPGs?).
About 85% of the card images are jpg. 15% are png.

Chriskang, what is the sandbox for in the wiki, and how is it better than just posting a new article?
It's a place to test code (usually for templates and complicated tables) and formatting.
Every wiki has at least one in the "main" namespace:
http://elementsthegame.wikia.com/wiki/Sandbox
But the official page above can be trashed by anyone so, when I have WiP that I want to keep, I store it in my own user space where it's much easier to keep track of the changes.
Real articles are not supposed to be drafts and/or WiP.

By the way, is there a way to save that list to Word or Excel for editing? Whenever I try I get all the info in the same column.
I don't have time to do that now. Bump this thread by the end of the week.

96
General Discussion / What the game mechanics should be
« on: December 15, 2009, 10:10:21 pm »

Bone Walls work exactly like Pillars.
That's it.
I can confirm that for now Bone Walls work exactly as intended by Zanzarino except maybe for the stealing part.
The wording of the card confirms that:
"Summon 7 bone shields ..."

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