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Messages - zzz124 (11)

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1
ah, I've misunderstood the text, then - works as intended.

2
Issue Archive / shard of readiness - skill only usable once [unconfirmed]
« on: January 02, 2012, 02:24:27 am »
so, I'm confused
the description on SaR says "[time quanta]: use skill twice this turn"

when the AI plays it, it appears to be able to use the skill twice ONLY on the first turn it played it (this seems consistent with one of the possible interpretations of card text)

when I play it, I can never use the skill twice, even if I have time quanta available (can use once if skill was already active, or not at all if creature is suffering from summoning sickness)

this is obviously wrong, but I can't find any reference to this on the board(s)

v1.293

3
Game Suggestions and Feedback / Re: AI Improvements
« on: December 26, 2011, 08:44:03 pm »
priority on Mindgates seems to be pretty low for destruction, etc - AI prefers to kill off e.g. one more of my 40 bone walls

4
er... this might be a stupid question, but how DO you counter something like this, then, if you aren't playing a deck with blue mana? especially when the opponent hits you on the first turn and you can't even get mana out before you get poisoned?

5
opponent summons and Momentums 3 dune scorpions by turn 3 :(
I get up to 15 poison before I manage to get out an Oty and eat them all
However, every time I play a card I still get poison counters, even though there are no more dune scorpions on the table, including on subsequent turns.

Opponent playing cards does not increment the counter.

on version 1.284, gold-level Arena, fighting "Ace of Souls"

6
Forum Archive / Re: Post Unconfirmed Bugs Here!
« on: July 24, 2011, 11:42:27 am »
dune scorpion effect works after scorpions die
http://elementscommunity.org/forum/index.php/topic,29051.new.html#new

7
Game Suggestions and Feedback / Re: More slots for permanent card
« on: March 31, 2011, 04:05:07 am »
for those saying this is not a problem - try playing a complex deck based on mindgates, vs another complex deck. it's not a very serious problem, admittedly (do you *really* need all that junk to be on the table?), but stacking things seems to make sense, too.

8
Game Suggestions and Feedback / Re: in-game exiting
« on: March 31, 2011, 03:55:27 am »
how would one then prevent the player from quitting any time he's about to lose?

9
currently, a creature who has just been summoned (or has already used its ability, or has been lobotomized, or...) cannot use any further abilities until next round, and does not have the nice flashy border indicating that it can cast.

however, there is no way to tell if a creature *would* be able to cast if it had a skill, if it doesn't have one now - and for stuff like Butterfly Effect this can be critical.

in case of something like skeletons (produced by bone yard or other means, during the opponent's turn), it's even less obvious when they are "tired".

if adding an icon to the card is not feasible, at least add it to the creature pop-up info box (the one with "frozen rounds remaining", max/current hp, etc)

thanks!

10
Issue Archive / Antimatter + dive [Unconfirmed]
« on: March 14, 2011, 01:52:45 am »
1) Opponent mutated one of my creatures into a 10/7 azure dragon with Dive
2) Opponent Antimattered my dragon (so now -10/7)
3) I activated Dive (for the hell of it) - dragon became -20/7
4) dragon healed opponent for 20 and turned into a 10/7 creature (rather than -10/7)

Elements 1.27

(have not tried to reproduce)

11
Issue Archive / no pillars at game start [not a bug]
« on: March 08, 2011, 01:24:13 pm »
After hundreds of games played since the "at least 1 starting pillar" fix, I've had a game where I had *no* pillars in my starting hand. (playing vs Level 5 AI)

There are 25 or 28 or so pillars in my 60-card deck.

Did not get my first pillar until turn 7, by which time the game was pretty much lost.

Preceding and following games are all fine, so this is a rare/intermittent bug.


WinXP
firefox 3.6.8
elements  1.27


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