Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - fede91 (48)

Pages: 1 [2] 3 4
13
Forge Archive / Re: Chaos pact | Chaos pact (NEW!)
« on: November 18, 2011, 11:18:04 am »
CURATOR COMMENT
I will do it in few hours!

14
Forge Archive / Re: Chaos pact | Chaos pact (NEW!)
« on: November 18, 2011, 11:16:47 am »
CURATOR COMMENT
  • Please capitalize the 'p's in the title.
  • Please remove '(NEW!)' from the title.
  • Please capitalize the 'p' in the upgraded Name field.
  • The Series field should be left blank unless the card is in a series thread.
Done! How can I post pacts in series?

15
Forge Archive / Re: Chaos pact | Chaos pact (NEW!)
« on: November 16, 2011, 09:23:29 pm »
Chaos pact is now modified and will be posted into crucible!

16
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 16, 2011, 04:48:57 pm »
Ready to be balanced.
in what sense? XD the way for crucible is still so long even if modified as we had say?
Increase or decrease the casting cost to balance. Ask the community for guidance to the right cost. Submit to the crucible during this process.
mmm I put 6 :entropy and 5 :entropy .. do you think that we should submit chaos pact to the crucible even if other pacts aren't ready? It was my doubt because it's a serie..

17
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 16, 2011, 04:25:26 pm »
Quote
That would cause problems for Fractal and lesser problems for other decks. However it would cause a forced many card combo. Those tend to drastically shrink the versatility and usability of the card.

I thought Entropy Pact was the starting idea. If the CC hits both sides then the benefit would favor non fractal decks while the trigger would favor fractal decks resulting in a versatile balance.
No, starting idea was Chronos Pact, Chaos pact is the second one  :) mmm so you are saying that (for example) Chaos pact has to activate chaos seed (power) on creatures of both sides (if there is a creature in that side obviously: if not, ability activates, and you can target only one your or your opponent's creature)? And Chronos pact has to reverse time one in both sides, etc? It can be possible, I don't dislike it! Are there problems with implementation? 2 spells in the same time..if there aren't problems, I believe that pacts can finally work in this way  :D
I was referencing the Pact -> Entropy Pact -> Chaos Pact thought process.
The concept of hitting both sides was a solution that fit Entropy (Pandamonium) it might not fit Time and works much better for CC than for Buffs.
An effect like "When a creature enters play, Chaos Seed 1 random and 1 specific target.". The random selects between all creatures and is more likely to be detrimental for Fractal users. This solution would not work for Chaos Power so perhaps the upgraded would still use Chaos power but be cheaper.
why not making 1 random and 1 specific for all pacts? We thought that druidic pact could heal 10 HP's to both players..it seems to be weak, but if you are dying or (better) if your opponent has shard of sacrifice! Death pact can poison both players, but in combo with purify won't lose his strongness..it could be a solution:
1) eliminates fractal
2) finally pacts don't make anymore problems (I hope)!
For 3 reasons
1) The effect must target creatures
2) The effect must be detrimental
3) Randomness of this variety fits Entropy but it would be too much of a stretch for most Elements
and ideas about druidic pact and death pact? I think it's detrimental make the opponent gain life, or poison yourself (I think that idea about druidic pact is more fine)..
Those would not balance the fractal and non fractal usages of those pacts.
In fact they both exacerbate the problem.
Druidic: Healing your opponent can be made irrelevant by stalling and using a Fractal win condition.
Death: Self inflicted poison can be removed entirely with purify. The more poison the better.
To balance fractal and non fractal usages you need the triggered effect to be more beneficial to the non fractal usage.
Chaos Seed does this because fractal fodder is more vulnerable to Chaos Seed and would be hit more often than non fractal fodder.

Note: Sometimes two mechanics do not work well together. The Pact mechanic is picky about which effects would enable it to have both its usages balanced simultaneously. As you practice card design, you will notice that most mechanics are similarly picky when attempting to enable their full potential value to the game.

For future pacts:
Choose a core idea for the card: The mechanic "Pact"
Choose an Element
Take note of all methods for increased pact triggering (Fractal, Mind Gate, Hourglass)
Think of an effect that would not be included as a spell in a fractal decks but would be included in non fractal decks
Combine Pact and the effect into a Pact card.
Watch as Fractal decks would start using the effect while non fractal decks would still use the effect.
mmm ok we will think about modifing other pacts..but with these modifies, how is Chaos pact?  good/acceptable/not so good/bad/etc...?
Ready to be balanced.
in what sense? XD the way for crucible is still so long even if modified as we had say?

18
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 16, 2011, 04:04:59 pm »
Quote
That would cause problems for Fractal and lesser problems for other decks. However it would cause a forced many card combo. Those tend to drastically shrink the versatility and usability of the card.

I thought Entropy Pact was the starting idea. If the CC hits both sides then the benefit would favor non fractal decks while the trigger would favor fractal decks resulting in a versatile balance.
No, starting idea was Chronos Pact, Chaos pact is the second one  :) mmm so you are saying that (for example) Chaos pact has to activate chaos seed (power) on creatures of both sides (if there is a creature in that side obviously: if not, ability activates, and you can target only one your or your opponent's creature)? And Chronos pact has to reverse time one in both sides, etc? It can be possible, I don't dislike it! Are there problems with implementation? 2 spells in the same time..if there aren't problems, I believe that pacts can finally work in this way  :D
I was referencing the Pact -> Entropy Pact -> Chaos Pact thought process.
The concept of hitting both sides was a solution that fit Entropy (Pandamonium) it might not fit Time and works much better for CC than for Buffs.
An effect like "When a creature enters play, Chaos Seed 1 random and 1 specific target.". The random selects between all creatures and is more likely to be detrimental for Fractal users. This solution would not work for Chaos Power so perhaps the upgraded would still use Chaos power but be cheaper.
why not making 1 random and 1 specific for all pacts? We thought that druidic pact could heal 10 HP's to both players..it seems to be weak, but if you are dying or (better) if your opponent has shard of sacrifice! Death pact can poison both players, but in combo with purify won't lose his strongness..it could be a solution:
1) eliminates fractal
2) finally pacts don't make anymore problems (I hope)!
For 3 reasons
1) The effect must target creatures
2) The effect must be detrimental
3) Randomness of this variety fits Entropy but it would be too much of a stretch for most Elements
and ideas about druidic pact and death pact? I think it's detrimental make the opponent gain life, or poison yourself (I think that idea about druidic pact is more fine)..
Those would not balance the fractal and non fractal usages of those pacts.
In fact they both exacerbate the problem.
Druidic: Healing your opponent can be made irrelevant by stalling and using a Fractal win condition.
Death: Self inflicted poison can be removed entirely with purify. The more poison the better.
To balance fractal and non fractal usages you need the triggered effect to be more beneficial to the non fractal usage.
Chaos Seed does this because fractal fodder is more vulnerable to Chaos Seed and would be hit more often than non fractal fodder.

Note: Sometimes two mechanics do not work well together. The Pact mechanic is picky about which effects would enable it to have both its usages balanced simultaneously. As you practice card design, you will notice that most mechanics are similarly picky when attempting to enable their full potential value to the game.

For future pacts:
Choose a core idea for the card: The mechanic "Pact"
Choose an Element
Take note of all methods for increased pact triggering (Fractal, Mind Gate, Hourglass)
Think of an effect that would not be included as a spell in a fractal decks but would be included in non fractal decks
Combine Pact and the effect into a Pact card.
Watch as Fractal decks would start using the effect while non fractal decks would still use the effect.
mmm ok we will think about modifing other pacts..but with these modifies, how is Chaos pact?  good/acceptable/not so good/bad/etc...?

19
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 16, 2011, 02:28:19 pm »
Quote
That would cause problems for Fractal and lesser problems for other decks. However it would cause a forced many card combo. Those tend to drastically shrink the versatility and usability of the card.

I thought Entropy Pact was the starting idea. If the CC hits both sides then the benefit would favor non fractal decks while the trigger would favor fractal decks resulting in a versatile balance.
No, starting idea was Chronos Pact, Chaos pact is the second one  :) mmm so you are saying that (for example) Chaos pact has to activate chaos seed (power) on creatures of both sides (if there is a creature in that side obviously: if not, ability activates, and you can target only one your or your opponent's creature)? And Chronos pact has to reverse time one in both sides, etc? It can be possible, I don't dislike it! Are there problems with implementation? 2 spells in the same time..if there aren't problems, I believe that pacts can finally work in this way  :D
I was referencing the Pact -> Entropy Pact -> Chaos Pact thought process.
The concept of hitting both sides was a solution that fit Entropy (Pandamonium) it might not fit Time and works much better for CC than for Buffs.
An effect like "When a creature enters play, Chaos Seed 1 random and 1 specific target.". The random selects between all creatures and is more likely to be detrimental for Fractal users. This solution would not work for Chaos Power so perhaps the upgraded would still use Chaos power but be cheaper.
why not making 1 random and 1 specific for all pacts? We thought that druidic pact could heal 10 HP's to both players..it seems to be weak, but if you are dying or (better) if your opponent has shard of sacrifice! Death pact can poison both players, but in combo with purify won't lose his strongness..it could be a solution:
1) eliminates fractal
2) finally pacts don't make anymore problems (I hope)!
For 3 reasons
1) The effect must target creatures
2) The effect must be detrimental
3) Randomness of this variety fits Entropy but it would be too much of a stretch for most Elements
and ideas about druidic pact and death pact? I think it's detrimental make the opponent gain life, or poison yourself (I think that idea about druidic pact is more fine)..

20
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 16, 2011, 10:44:34 am »
Quote
That would cause problems for Fractal and lesser problems for other decks. However it would cause a forced many card combo. Those tend to drastically shrink the versatility and usability of the card.

I thought Entropy Pact was the starting idea. If the CC hits both sides then the benefit would favor non fractal decks while the trigger would favor fractal decks resulting in a versatile balance.
No, starting idea was Chronos Pact, Chaos pact is the second one  :) mmm so you are saying that (for example) Chaos pact has to activate chaos seed (power) on creatures of both sides (if there is a creature in that side obviously: if not, ability activates, and you can target only one your or your opponent's creature)? And Chronos pact has to reverse time one in both sides, etc? It can be possible, I don't dislike it! Are there problems with implementation? 2 spells in the same time..if there aren't problems, I believe that pacts can finally work in this way  :D
I was referencing the Pact -> Entropy Pact -> Chaos Pact thought process.
The concept of hitting both sides was a solution that fit Entropy (Pandamonium) it might not fit Time and works much better for CC than for Buffs.
An effect like "When a creature enters play, Chaos Seed 1 random and 1 specific target.". The random selects between all creatures and is more likely to be detrimental for Fractal users. This solution would not work for Chaos Power so perhaps the upgraded would still use Chaos power but be cheaper.
why not making 1 random and 1 specific for all pacts? We thought that druidic pact could heal 10 HP's to both players..it seems to be weak, but if you are dying or (better) if your opponent has shard of sacrifice! Death pact can poison both players, but in combo with purify won't lose his strongness..it could be a solution:
1) eliminates fractal
2) finally pacts don't make anymore problems (I hope)!

21
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 15, 2011, 05:09:50 pm »
Quote
That would cause problems for Fractal and lesser problems for other decks. However it would cause a forced many card combo. Those tend to drastically shrink the versatility and usability of the card.

I thought Entropy Pact was the starting idea. If the CC hits both sides then the benefit would favor non fractal decks while the trigger would favor fractal decks resulting in a versatile balance.
No, starting idea was Chronos Pact, Chaos pact is the second one  :) mmm so you are saying that (for example) Chaos pact has to activate chaos seed (power) on creatures of both sides (if there is a creature in that side obviously: if not, ability activates, and you can target only one your or your opponent's creature)? And Chronos pact has to reverse time one in both sides, etc? It can be possible, I don't dislike it! Are there problems with implementation? 2 spells in the same time..if there aren't problems, I believe that pacts can finally work in this way  :D

22
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 14, 2011, 09:55:44 pm »
We think that pacts can:
1) Destroy previous pacts when played.
2) Last 3 turns (all pacts, I have to radically modify druidic pact and night pact (I think I would delete night pact and create a new one)). Also upgraded version.
3) They can say "whenever you play a (matching element) creature, you can...". Pact is destroyed if you play a creature of an other colour (its ability doesn't activate): this eliminates fractaling photons or spark (there aren't  :light and  :aether pacts). Therefore, this favours mono-deck colours (like mono time, for example). We wanted to use old abilities because pacts can take the place of spells in hand: the innovation (we thougt) is that pacts activate ability when a creature is played (there aren't cards of this type). I think that this modify can make pacts better cards, and also suits with the idea of a pact (I promise you that I play only creatures of your colour and you give me an advantage for several turns). What do you think?
Part 1 is obligatory
Part 2 is a consequence of part 1
Part 3 does not change much at all. Fractal would switch to Micro Abominations, Giant Frogs etc if they didn't start that way.

It is still biased in favor of Fractal.
What about point 3 and "activates only if the creature played has a casting cost of 3 or more?"
There are good fractal creatures from Photon up through Charger. Some elements don't have any non Dragon/Nymph that costs more than 5. Not to mention that such an arbitrary limit would be inelegant.

Why not alter the benefit rather than the cost?
yes, it was a very stupid idea. Modifing the benefit goes far away the starting idea: if there is no choice we will think about modifing it, but (I think) this is a radical change. An idea that we had before posting pacts was that the creature played from hand hasn't to be into the field under your control (if you have, for example, a cockatrice in play and you play a cockatrice, pact effect doesn't activate). We discarded this idea in the past, but perhaps it could be good, or, at least, acceptable. Obviously with this idea the limitation about the cost that I wrote before isn't valid, you can play a creature of any colour (that was original idea).

23
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 14, 2011, 05:36:56 pm »
We think that pacts can:
1) Destroy previous pacts when played.
2) Last 3 turns (all pacts, I have to radically modify druidic pact and night pact (I think I would delete night pact and create a new one)). Also upgraded version.
3) They can say "whenever you play a (matching element) creature, you can...". Pact is destroyed if you play a creature of an other colour (its ability doesn't activate): this eliminates fractaling photons or spark (there aren't  :light and  :aether pacts). Therefore, this favours mono-deck colours (like mono time, for example). We wanted to use old abilities because pacts can take the place of spells in hand: the innovation (we thougt) is that pacts activate ability when a creature is played (there aren't cards of this type). I think that this modify can make pacts better cards, and also suits with the idea of a pact (I promise you that I play only creatures of your colour and you give me an advantage for several turns). What do you think?
Part 1 is obligatory
Part 2 is a consequence of part 1
Part 3 does not change much at all. Fractal would switch to Micro Abominations, Giant Frogs etc if they didn't start that way.

It is still biased in favor of Fractal.
What about point 3 and "activates only if the creature played has a casting cost of 3 or more?"

24
Forge Archive / Re: Chaos pact | Chaos pact
« on: November 14, 2011, 11:45:57 am »
We think that pacts can:
1) Destroy previous pacts when played.
2) Last 3 turns (all pacts, I have to radically modify druidic pact and night pact (I think I would delete night pact and create a new one)). Also upgraded version.
3) They can say "whenever you play a (matching element) creature, you can...". Pact is destroyed if you play a creature of an other colour (its ability doesn't activate): this eliminates fractaling photons or spark (there aren't  :light and  :aether pacts). Therefore, this favours mono-deck colours (like mono time, for example). We wanted to use old abilities because pacts can take the place of spells in hand: the innovation (we thougt) is that pacts activate ability when a creature is played (there aren't cards of this type). I think that this modify can make pacts better cards, and also suits with the idea of a pact (I promise you that I play only creatures of your colour and you give me an advantage for several turns). What do you think?
We can also say that if a pact is stolen or destroyed it deals 15 damage to its controller (it wasn't able to mantain and defend his pact). But his is only a idea, I don't know if it's good.

Pages: 1 [2] 3 4
blarg: