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Messages - prophious (26)

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13
Card Ideas and Art / Re: Pillar Effects series
« on: August 11, 2011, 02:11:54 am »
@moomoose, yea that might work... but i would guess it would be like a free cast creature or up to 3 cast of each quanta with abilities that are similar to what is posted above....

so ok i think i understand now what everyone is saying... 5%-10% chance for everything or just a 5% chance no matter if its upped or not?

imo 5% is like 1 out of 20 turns it activates... ofc mat will say is alot less often then that... as a chance every round to activate i think would come out to about 1 ever 45-50 turns... with a chance you could have it in as little as 10(?) turns from last one

you will see if the intention is to have it work about 1 out of 10 turns and no more then 1 out of 5 turns (mathematically) you would need about a 30%-35% chance

i'm sure someone will run the numbers on how often the ability will work at 5%, 10%, 15%, 20%, 25%, 30% and 35% unless you have it delay on when it will 100% chance work like work 1 time every 5 turns or what....

sorry for the ramble

14
Design Theory / Re: Steal My Idea!
« on: August 10, 2011, 10:38:10 pm »
1. how about an extra card that allows some "instant" spells to become a skill for a creature or permanent, with limitations on what cards can be used and cost of skill, perhaps would be the cost of the card.... similar to mitosis in life
2. a card (permanent or instant) that randomly removes 1 card from opponents hand
3. a card (permanent or instant) that randomly removes 1 card from opponents deck
4. a card that enhances attack instead of just hp or both (like +3/+0 and +6/+0)
5. other small attk and hp for other elements that dont have them

perhaps having some epic cards in there where only 1(maybe 2) of that card can be used(both regular and upgraded count towards the total) in a deck collectable only from half-god and false good no oracle

15
Card Ideas and Art / Re: Pillar Effects series
« on: August 10, 2011, 09:31:07 pm »
updated the first post with chance to heal/drain quanta/deal damage, i was honestly thinking that it was small enough to not really make a difference but large enough to be something viable

perhaps we could have these as a free cast permanent that for most do not stack(and ofc have the 6 card limit and the only cards that would stack would be the ones that deal damage/heal/drain quanta

16
Card Ideas and Art / Re: Pillar Effects series
« on: August 10, 2011, 08:54:50 pm »
tbh i was trying to be conservative with the passive skills of pillars... but if they need a little tone down, perhaps ya could steer me in the right direction

17
Card Ideas and Art / Pillar Effects series
« on: August 10, 2011, 08:24:19 pm »
OP in steal my idea page 37

pillar effects (should be all passive)

:fire : deal 1 damage to opponent per pillar up to 5 per turn with 25% chance to deal damage
:water : randomly freeze up to 3 creatures on opponents field at 35% chance(not stack-able)
:time : randomly cast reverse time on up to 2 creatures on opponents field at 25% chance(not stack-able)
:aether : randomly duplicate a non-flying weapon creature at 10% chance(not stack-able)
:darkness : drain 1 quanta from opponent per pillar up to 10(6 if there is a max) per turn with 25% chance to drain quanta
:light : heal 1 health per pillar per turn up to 5 health at 25% chance to heal, or randomly heal up to 3 of your creatures up to +5 health each at 20% chance (not stack-able)
:gravity : randomly add momentum to up to 3 of your creatures at 20% chance (not stack-able)
:entropy : randomly add up to 3 quanta to your pool from the cards in your hand (meaning if you have just 1 fire card in your hand, you would get up to 3 quanta of fire) at 20% per quanta per card in hand (not stack-able)
:air : randomly double the attack of up to 2 airborne creatures(allows to be further doubled with dive)at 25% chance (not stack-able)
:earth : randomly add 5 to max health(not healed) at 15% chance (not stack-able), or randomly cast plate armor to up to 3 of your creatures at 25% chance (not stack-able)
:life : heal yourself for 1 health per creature per pillar up to 5 creatures and 4 pillars (max would then be 20 per turn) with 20% chance to heal
:death : randomly poison opponent 2 points or up to 3 of opponents creatures for 1 point each at 25% chance (not stack-able)

and for quantum pillar will get a random effect but at 1/3 chance or max and with multiple quantum pillars ya might get all effects

entropy might be a little OP'ed... but this is just the base of the "pillar effects"

unknown if this will work in total, perhaps it could be as a second upgrade to cards or just included into the pillars themselves

18
Design Theory / Re: Steal My Idea!
« on: August 09, 2011, 04:15:41 pm »
double strike as a passive ability(un-lobo-able) for creatures attack less then 4 only(as a spell or ability) 

pillar effects (should be all passive)

:fire : deal 1 damage to opponent per pillar up to 5 per turn
:water : randomly freeze up to 3 creatures on opponents field at 35% chance(not stack-able)
:time : randomly cast reverse time on up to 2 creatures on opponents field at 25% chance(not stack-able)
:aether : randomly duplicate a non-flying weapon at 10% chance(not stack-able)
:darkness : drain 1 quanta from opponent per pillar up to 10(6 if there is a max) per turn
:light : heal 1 health per pillar per turn up to 5 health, or randomly heal up to 3 of your creatures up to +5 health each at 20% chance (not stack-able)
:gravity : randomly add momentum to up to 3 of your creatures at 20% chance (not stack-able)
:entropy : randomly add up to 3 quanta to your pool from the cards in your hand (meaning if you have just 1 fire card in your hand, you would get up to 3 quanta of fire) at 20% per quanta per card in hand (not stack-able)
:air : randomly double the attack of up to 2 airborne creatures(allows to be further doubled with dive)at 25% chance (not stack-able)
:earth : randomly add 5 to max health(not healed) at 15% chance (not stack-able), or randomly cast plate armor to up to 3 of your creatures at 25% chance (not stack-able)
:life : heal yourself for 1 health per creature per pillar up to 5 creatures and 4 pillars (max would then be 20 per turn)
:death : randomly poison opponent 2 points or up to 3 of opponents creatures for 1 point each at 25% chance (not stack-able)

and for quantum pillar will get a random effect but at 1/3 chance or max and with multiple quantum pillars ya might get all effects

entropy might be a little OP'ed... but this is just the base of the "pillar effects"

19
your connection could have been bad at the time and progress wasn't saved.
my thought are the same on this.... going in and out of arena is kinda slow... sometimes i lose things(tho i lose alot there in arena so hardly play there....) anyway ya could just go in and out of deck management a few times to see if it helps

20
sorry for DP but an important information regarding delay type skills/spells/shields

i did find another bug related to this.... when an adrenaline has been used(on a creature with less then 3 attack) then later a basilisk blood is played it will delay for all 4 attacks, then the next turn it will delay the next 2 attack allowing the last 2 to hit.... meaning that adrenaline uses turns instead of attacks

personally with any type of delaying spell/shield i would expect the delay to last turns(each turn is when you first get to draw a card, not any time its payed for, like hourglass, aka draw step)

like freeze is 3 turns and congeal is 4 turns and basilisk blood is 6 turns and procrastination is 1 turn (this should only lower each draw step for that player)

21
Issue Archive / Re: [Arena][Unconfirmed] Arena Deck Not Ranking
« on: August 09, 2011, 03:20:19 pm »
i assume that a new deck made would be placed at rank 250, then as other players add decks yours would move down(as in over 250 rank number) as other decks are played this causes the decks to move up or down in rank, even when the deck itself has not been played

correct me if i'm wrong

22
Issue Archive / Re: Scorpion did not apply poison? [unconfirmed]
« on: August 09, 2011, 03:07:14 pm »
it may be something with the adobe flash saving information on your computer and possibly a de-sync

but ya could just try to clear out some the adobe cache(might be good to save this link)

http://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager07.html

23
Issue Archive / Re: - Loadin arena all time
« on: August 07, 2011, 07:50:45 pm »
i've found that refreshing(reload) the browser helps
The problem with doing this is that then you lose whatever progress you may have made (rings) in the Arena.
so it seems that i did not know that(not enough wins in arena)... .but loading up the leader board then going to main menu works just fine

24
ya know what.... i dont really remember... it was vs a lvl 3 AI so it is possible... but i really dont remember if there was one or not...

SS was a little late to notice... only 1 turn left anyways... next time i will SS it if it seems to happen again

yea i do understand most of the card mechanics..... atm having trouble getting a good EM + stone skin deck going(which i found out increase the amount you can get from a battle at "x" times 100/ your life.... max hp i did find to be 500 tho..... but a different topic).... actually having trouble getting a good deck going atm swapping between 4-6 decks and buy-selling cards for deck ideas

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