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Offline Higurashi

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093102#msg1093102
« Reply #456 on: August 17, 2013, 02:07:26 pm »
Agreed, that makes no sense. Especially if lvl 30 is supposed to be equivalent to the current lvl 3. Even with lvl 4 you only got a small chance to win ups, yet with this automatic upgrading for spins you have a very big chance for it after beating a much easier opponent.

And even if lvl 30 was supposed to be harder than lvl 3... it isn't. They're easier because most have 50 HP or around that. This can, of course, be fixed by selecting the lvl 30-ish decks better, which will happen long before it goes live of course.
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Offline Keeps

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093110#msg1093110
« Reply #457 on: August 17, 2013, 03:50:30 pm »
Here's my suggested breakdown
Unupped decks only,
0-10 1 no-rares, unupped spin
11-20 2 no-rares, unupped spin
21-30 3 no-rares, unupped spin, clearing the area gives special spin for unupped rare weapon
upped decks
30-40 3 rares included unupped spins, clearing the area gives special spin for unupped all rares
40-50 2 upped spins, clearing the area gives special weapons only upped spin
50-60 3 upped spins, clearing the area gives special all rares upped spin
60-70 3 upped spins, clearing the area gives 2 special spins upped spin
80+ 3 special spins upped spins all rares.


Pick it apart.

Offline Mathematistic

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093228#msg1093228
« Reply #458 on: August 18, 2013, 11:54:20 am »
The upgrade problem can be solved by, well, MATH.

IMO we need to revamp the approx. level formula. Right now it is plain addition, right?
Multiplication and peicewise-defined functions will solve a lot of things.

All numbers can be changed:

There could be a base lv of 30 for an elemental with 100 HP and 0 ups.
For HP: (a)
0-100 HP: (current HP/100)^2.5
for 101-300HP: (current HP/100)
for each extra 20HP above 300, add 1 to (x)

For Marks: (b)
(Mark multiplier)^0.6

For Card Draws: (c)
(Card draw multiplier)^0.7

Upgrades: For every 13.3% of the deck upgraded, add 1 to (x)

Resultant lv: r = 30*a*b*c +x

You could smooth the function out if you like. Basically what I am suggesting is that add a quadratic-to-cubic multiplier for HP at low HP (1-100) so that this cannot be exploited. For moderately high HP the multiplier should be linear. But to prevent ridiculous numbers to be created, for even higher numbers, the HP should follow the current addition system. For mark/card draw multiplier, since the marginal benefit of having those diminishes, adopting a concave curve makes sense for determining level.

Here's my 2 :electrum.

Oh, and, back to the unused card problem:

Some cards are just plain outclassed, and not redeemable by any meta shift. See cockatrice/giant frog, or phase salvager/ball lightning, as 2 examples that came right to my head. Meta-shifts will only make cards that at least occupy a niche become a centrepiece. But for niche-less, statwise-sucky cards, they are screwed up beyond all repair for normal battles. In every CCG, there are always a batch of cards that belongs to this desolated corner. The only situation they will be used is as substitutes of their big bros if the player has no access to that particular big bro. That is, if graboids are banned in an unupped environment, haematite golems may see some use. This kind of restriction can be enforced by restricted pvp tourneys (which IMO should not exist in the forums only; a free-for-all tourney with special rules could be incorporated into the main game), or subtly by random pools (draft battles anyone?). If those kind of play are available within the game, even rubbish vanillas will have a niche in restricted play. EVERY NEW CARD will see some use even if they're out of normal play, if that is so.

(Yes, I'm adopting a milder stance to card making. New cards have their uses, but restricted play is the only way you can MAKE SURE that they add value to the game. Think of phase salvager :( As of today, adding new cards to the game is merely a gamble for an increment in meta diversity)

Well another 2 :electrum. Together you have 4 :electrum from me  ;D
PVE shouldn't be all about copying a deck code and converting time into electrum, score, and potentially rares.
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Offline Marsu

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093229#msg1093229
« Reply #459 on: August 18, 2013, 12:22:41 pm »

Some cards are just plain outclassed, and not redeemable by any meta shift. See cockatrice/giant frog, or phase salvager/ball lightning, as 2 examples that came right to my head. Meta-shifts will only make cards that at least occupy a niche become a centrepiece. But for niche-less, statwise-sucky cards, they are screwed up beyond all repair for normal battles.

Considering the fact that out of your two examples one is already totally off, I have to stick to my initial opinion of strong disagreement. :)

And the formula... well. It might be better approximation than the one in the bestiary at the moment, but the latter is just supposed to be a very rough starting point anyway. The problem lies in formula themselves, they can never be more than a starting point.

Offline serprex

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093236#msg1093236
« Reply #460 on: August 18, 2013, 03:14:32 pm »
Have the AIs battle themselves to determine their level

Also, on Cockatrice/Giant Frog, Phase Salvager/Ball Lightning, what's the one thing he's wrong about? Not to say he's right or you're right, only that I lack understanding to determine which you were implying
« Last Edit: August 18, 2013, 03:17:07 pm by serprex »

Offline willng3

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093326#msg1093326
« Reply #461 on: August 19, 2013, 07:03:08 am »
I'm absolutely awestruck by all of the changes that are taking place.  I'm not entirely sure if I like all of the changes that are being made (then again I haven't really had the time to do more than read through ALL of this thread and fiddle with the trainer a bit yet), but I foresee this update being a vast improvement over 1.32 which is really all that matters to me.  I'm also very happy to see that you've managed to curb the sense of grinding without shifting to a god-awful energy system as someone else mentioned earlier. 

I look forward to experiencing 1.4 in its final form when its released; as much as I'd like to keep tabs on the project as it continues to grow to fruition, I have a feeling I'd get more of a new experience out of the update if I take it all in while being caught completely unawares.  I only hope that some kind soul will let me know when the update is released :P

Keep up the great work!
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Offline Submachine

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093479#msg1093479
« Reply #462 on: August 20, 2013, 08:51:13 am »
I'm absolutely awestruck by all of the changes that are taking place.  I'm not entirely sure if I like all of the changes that are being made (then again I haven't really had the time to do more than read through ALL of this thread and fiddle with the trainer a bit yet), but I foresee this update being a vast improvement over 1.32 which is really all that matters to me.  I'm also very happy to see that you've managed to curb the sense of grinding without shifting to a god-awful energy system as someone else mentioned earlier. 

I look forward to experiencing 1.4 in its final form when its released; as much as I'd like to keep tabs on the project as it continues to grow to fruition, I have a feeling I'd get more of a new experience out of the update if I take it all in while being caught completely unawares.  I only hope that some kind soul will let me know when the update is released :P

Keep up the great work!

Hey will! When 1.4 will be out, will you come back again to the community?
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Offline The_Mormegil

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093484#msg1093484
« Reply #463 on: August 20, 2013, 10:35:31 am »
This might make me come back and play some more. Keep up the good work, this is still one of my favorite games (although... a bit stale unfortunately).
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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093599#msg1093599
« Reply #464 on: August 20, 2013, 10:27:27 pm »
I think something (obvious or not) hasn't been said officially:
There will still be synchronous PvP and PvP Duels, right?
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Offline treebeard xiii

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093604#msg1093604
« Reply #465 on: August 20, 2013, 10:43:02 pm »
I think something (obvious or not) hasn't been said officially:
There will still be synchronous PvP and PvP Duels, right?
zanz said somewhere in this thread that pvp and arena will remain the same 1.4 is only changing the asychronous ais
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Offline brgst13

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093927#msg1093927
« Reply #466 on: August 22, 2013, 08:48:24 pm »
I've been messing about with this on the trainer...holy crap, this is cool!  I love the idea of progressive difficulty!  Plus, RPG=win!

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1093946#msg1093946
« Reply #467 on: August 22, 2013, 10:25:57 pm »
:O Will the new 1.4 version have anything to do with this?

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anything
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