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Messages - wolfy67 (31)

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25
Game Suggestions and Feedback / Surrendering a match
« on: December 15, 2009, 10:09:31 pm »

That would make for easy exploitable farming with pvp duel, assuming that you mean for the opponent to win after you surrender.
I checked this to see if it was exploitable. Log in two accounts, challenge each other, and start the game. Once you leave the game with your second account, the first account gets notified that the player left and the AI takes over.  You still get to spin the wheels if you win though.

This might be exploitable if you build a second account with a horrible deck that you can easily stomp. But who has the time to do that?

26
Game Suggestions and Feedback / New game styles and rewards
« on: December 15, 2009, 10:09:31 pm »

i like the idea, but the pvp lag needs to be fixed for time based matches to be viable
I agree. It might be a better idea to make these games vs. AI until the lag is fixed. Thinking about it further one player could be in the lead with damage and stall the game by always waiting out the timer. Although -- it would be funny to watch it backfire when the second player drops 4-5 dragons on the last round.  :P

27
General Discussion / The OMGWTFBBQ mutation thread
« on: December 15, 2009, 10:09:31 pm »

I thought this little guy was funny so I took a screenshot.  Sorry it's blurry. I told firefox to zoom in thinking it would be better.

5/9 Abomination with Poison (1 entropy Q)


28
Issue Archive / Random Generator
« on: December 15, 2009, 10:09:31 pm »

And don't forget how a devourer will >90% of the time eat whatever quantum you have the least sources of. I kept track with tick marks on a piece of paper. Only counted when there was only one out.

That despite zanz claims it will choose a quantum at randon.
I'm going to agree with this. I play a deck that relies on devourers. They normally eat whatever quantum the opponent has least of but I have seen them gobble down 5/35 gravity Q's and leave that 1 freakin' light Q alone... and Armagio is all healthy again...

My best guess is the RNG has certain tendencies by it's nature.

29
Game Suggestions and Feedback / wheel of fortune?
« on: December 15, 2009, 10:09:31 pm »

What about a "pick one" option? Choose between spinning the wheel for a guaranteed common (most likely pillars) or rolling the slots for a 5% chance at a rare (or anything except pillars)?

30
Game Suggestions and Feedback / Mulligans
« on: December 15, 2009, 10:09:31 pm »

I like the idea of mulligans. We've all had those games where you don't get a pillar for the first few rounds. If you still don't have one on turn 4 it's pretty much game over.

To stop folks from abusing it just put a limit or cost on it. Only one mulligan allowed during turn 1, and/or only if no pillars are drawn, and/or once the deck is reshuffled only 6 cards are drawn instead of 7.

31
Game Suggestions and Feedback / New game styles and rewards
« on: December 15, 2009, 10:09:30 pm »

I've been playing about a week and I'm really enjoying Elements. I need to take a break from grinding and thought I'd list a couple features that would be neat.  Feedback is appreciated.

1) New game styles
 A. Time Attack - players have a set amount of time to defeat each other. If there is no winner within the time limit (say 4 minutes) it results in a draw. This gameplay favors speed decks.
 B. Damage Master - the game starts with 5 to 10 minutes of play time. Instead of HP bars players have damage counters. Whom ever racks up the most damage is the winner. This game play favors denial and stall decks.
Quote from: Klingzog
C. Instant Action - players start with 20 of each quanta so that many cards may be played instantly
Quote from: Pilchard123
D. Sudden Death - Players do not take damage unless the total damage is above 100. In case of both players reaching 100, then the higher damage wins. Dimensional and Dissipation shield are ignored.
2) New rewards -- these should give a few extra coins or maybe some extra spins depending on the difficulty
 A. Weenie winner: player is rewarded for winning the match with only creatures of 2/2 or less. (easy)
 B. Dragon fiend: player is rewarded for winning a match using only dragons. (easy)
 C. Shut out: player is rewarded for defeating his opponent before they could play any creatures/spells (medium)
 D. Deadly: Reward given for destroying all opponent creatures before winning the match (medium)
 E. Final draw: player is rewarded for winning the match on their final draw (difficult)
 F. Wipeout: Reward given for destroying all opponent resources before winning the match (difficult)

I imagine the new styles of play would be easier to implement. It would only require a few minor code changes/additions. The extra rewards for play style could be difficult to track though. I don't imagine we'd see those any time soon but it would be a fun way to alter play styles.

~*~ EDIT ~*~
I'll post more ideas as I think of them. Thanks all for adding yours!

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anything
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