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Offline Blacksmith

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Re: Elements 1.4 (Semi-Permalink)
« Reply #408 on: August 14, 2013, 10:38:10 am »
I think mathematic got a point. I will add this in my final feed back post in a few weeks.
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Offline treebeard xiii

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Re: Elements 1.4 (Semi-Permalink)
« Reply #409 on: August 14, 2013, 11:37:52 am »
I'm with math yes new cards would be nice a way to force more creative deckbuilding would be a whole lot better at least for me it will bring more enjoyment to the game more than 10 new cards would bring. New cards unless they were powerful would be just some other niche card and the normal decks used day to day would not change maybe for a couple of weeks until people decide the old cards are better. There are more deckbuilding options available than people realise what about the forever forgotten parasite, antlion to name a couple they could do with some love rather than some new cards to push them further out of mind. If you must have new cards i would rather they were ones to work with current less used cards rather than ones that would boost the strength of the already highly used cards.
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Offline Higurashi

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Re: Elements 1.4 (Semi-Permalink)
« Reply #410 on: August 14, 2013, 12:33:33 pm »
1. Make grinding fun. RPG-styled grinding feels less tedious than matching up with random AIs.
I agree this is much more important than new cards. For me and many others who have done everything in this game, the only challenge left is when heavy restrictions are imposed. Imagine a campaign in Elements where you, as an elemental, find yourself in trickier and tricker situations in search of the ultimate power of your Element. Tough conditions manifest in heavy deckbuilding restrictions as you challenge foes on their home field, and as the quest chain advances you gain access to more and more powers, but the foes also get stronger.

Soul Calibur 2 campaign anyone? Kept me playing for hundreds of hours :>
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Offline nerd1

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Re: Elements 1.4 (Semi-Permalink)
« Reply #411 on: August 14, 2013, 01:26:23 pm »
To balance cards before giving them out to players, possibly some cards become AI only, and only for specific AIs, and they turn into relics/ some other "worth money" card when gotten. Even if they're equivalent to another card and end up not being particularly useful, players won't feel bad about getting more cash.
Anyways, I'm tempted to make a new account to re-play the game from the beginning, honestly.
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Offline treebeard xiii

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Re: Elements 1.4 (Semi-Permalink)
« Reply #412 on: August 14, 2013, 01:26:44 pm »
1. Make grinding fun. RPG-styled grinding feels less tedious than matching up with random AIs.
I agree this is much more important than new cards. For me and many others who have done everything in this game, the only challenge left is when heavy restrictions are imposed. Imagine a campaign in Elements where you, as an elemental, find yourself in trickier and tricker situations in search of the ultimate power of your Element. Tough conditions manifest in heavy deckbuilding restrictions as you challenge foes on their home field, and as the quest chain advances you gain access to more and more powers, but the foes also get stronger.

Soul Calibur 2 campaign anyone? Kept me playing for hundreds of hours :>

Now that is something i would like to see and it could be something for the newer players as well as older players as the beginning stages i'm guessing will be possible with the starter decks and as you progress you need more and more cards and deck will need further fine tuning to fit in with restrictions or the like, the reason I feel people want more cards is they can't see the potential this whole rpg style map can bring. Either tey don't like rpgsmuch or have very little experienc in the area.
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Offline nerd1

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Re: Elements 1.4 (Semi-Permalink)
« Reply #413 on: August 14, 2013, 01:59:52 pm »
I have to wonder- will chaos mode be integrated with the real game? I figure that some decks could have it chosen by default, which would be interesting.
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Offline Zso_Zso

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Re: Elements 1.4 (Semi-Permalink)
« Reply #414 on: August 14, 2013, 02:03:15 pm »
Exactly, Higs! Right on. That's why tournaments and PVP events are so much fun, because of the various restrictions in deck-building. It would be great if the game would have some built-in support system for these, e.g. some RPG-style campaign with restriction system.
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Re: Elements 1.4 (Semi-Permalink)
« Reply #415 on: August 14, 2013, 02:13:40 pm »
the "Random Card Pool Deckbuilding" that mathemathistic said in the page before this one sounds fun too
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Offline ColorlessGreen

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Re: Elements 1.4 (Semi-Permalink)
« Reply #416 on: August 14, 2013, 03:15:25 pm »
the "Random Card Pool Deckbuilding" that mathemathistic said in the page before this one sounds fun too

I would absolutely love some sort of "sealed deck"-style mode added to the actual game.

From a story standpoint for PvE, it could be yet another coliseum/arena type of thing where you pay X electrum to enter the arena/coliseum (as an entrance fee, mostly to discourage people from rerolling the sealed deck until they were dealt ghostmare or whatever) and then face a number of opponents in some kind of AI-controlled "tournament". The entrance fee would essentially be the loss fees for all matches, so if you quit out right away due to not liking your sealed deck, you'd pay the full amount, but if you stuck it out, you'd make back all of the money (and then some) making it a similar level of net profit to just playing a similar number of games against random NPCs.

Alternately, the rerolling problem could be solved by just tying it to oracle spins such that your "sealed deck" is generated when you visit the oracle, which would make it able to be used outside of just one structure (i.e. usable in PvP/community tournaments/general PvE). If it were a generally-available thing, perhaps bonus rewards in PvE for using your "sealed deck" and possibly a new PvP mode that only allowed use of sealed decks.

That would be glorious.

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Re: Elements 1.4 (Semi-Permalink)
« Reply #417 on: August 14, 2013, 03:31:43 pm »
I dont think people understood maths point. It wasnt so much "We dont want any new cards" it was "Before you make new cards, first fix the existing card pool so that the cards are used a lot more evenly." This wouldnt technically raise the card pool, but it would increase the amount of viable decks, and in a way, increase the card pool.

Ill say what I have always said when it comes to new cards though. Special cards are fun, but vanilla cards can be added in more mass, and also make decks more "fun". For example, a  I would build and play with a deck that is all fire dragons. Some would be cheap, some would be expensive (no more expensive than the current dragon) and most of them could be vanilla. It may not be the most effecient deck, but Id have the ability to role play a bit and be a dragon tamer in elements, and to me, that is more enjoyable than getting the strongest deck and rushing through the ai.

30 card deck minimum, we will say a generic 10 pillars. That leaves 20 slots, so 5 crimson dragons, 5 fire drakes (5/2 vanilla dragon) 3 dragon eggs (hatches into a random fire dragon 0/5), 4 dragon riders (7/2) and 3 Dragons of the East (3/9). Only 1 of the new cards I mentioned actually has an effect, the names suck cause im no good at them, but the deck itself would allow me to actually have some fun. Right now, even if Im not playing seriously, and want to have some fun with my deck, it is very hard to make a single theme for any 1 element due to all new cards having a special effect, and therefor taking longer to develop and being harder to balance. I love making a 3 scorpion deck and palying with it even though its not the best deck ever because its fun. Its almost impossible to make a deck like that though, and it be at all serious due to the randomness of needing over 3 quanta sources (momentum, or other buff for 0 attack scorpion)
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Offline Blacksmith

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Re: Elements 1.4 (Semi-Permalink)
« Reply #418 on: August 14, 2013, 04:44:45 pm »
the "Random Card Pool Deckbuilding" that mathemathistic said in the page before this one sounds fun too

I would absolutely love some sort of "sealed deck"-style mode added to the actual game.

From a story standpoint for PvE, it could be yet another coliseum/arena type of thing where you pay X electrum to enter the arena/coliseum (as an entrance fee, mostly to discourage people from rerolling the sealed deck until they were dealt ghostmare or whatever) and then face a number of opponents in some kind of AI-controlled "tournament". The entrance fee would essentially be the loss fees for all matches, so if you quit out right away due to not liking your sealed deck, you'd pay the full amount, but if you stuck it out, you'd make back all of the money (and then some) making it a similar level of net profit to just playing a similar number of games against random NPCs.

Alternately, the rerolling problem could be solved by just tying it to oracle spins such that your "sealed deck" is generated when you visit the oracle, which would make it able to be used outside of just one structure (i.e. usable in PvP/community tournaments/general PvE). If it were a generally-available thing, perhaps bonus rewards in PvE for using your "sealed deck" and possibly a new PvP mode that only allowed use of sealed decks.

That would be glorious.
This remidns me of Zanz idea TRIALS.

I'd like to have more cards like lychantrope and sundial, play cost from 1 and activation from another.
« Last Edit: August 14, 2013, 04:47:52 pm by Blacksmith »
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Re: Elements 1.4 (Semi-Permalink)
« Reply #419 on: August 14, 2013, 05:40:44 pm »
Anybody who's done PvP Events and Weekly Tournaments knows that we've come at the limited card pool from every different angle. For most elements, War hasn't changed in 3-4 Wars. The Nymph buff helped some teams a bit, which there should be more card changes to existing cards.

Spoiler for possible card changes:
Make a relatively useless card worth playing?

This would allow Air to fly the opponent's weapon, then kill it with Air's CC.

(Heavy) which doesn't allow RT'ing, can make combos more fun!

Cockatrices wanna be cool too... with protection from weapons also?? Sounds good.

Trio ability with Light/Life?
More info here.

A lot of these 'slight' changes would do a lot.
New areas and challenges would do a lot.
BUT... the only way to keep people from leaving is to add new cards. (Otherwise it's like putting the CD you've listened to 1000 times on shuffle... it's still the same songs.....)

 

anything
blarg: