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Offline zanzarinoTopic starter

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094021#msg1094021
« Reply #468 on: August 23, 2013, 05:15:58 am »
Trainer updated with part of the work on marks done (ctrl+F5)

http://www.elementsthegame.com/trainer.html

Marks will be upgradable several times when you have the required reputation with an element (Mark I to Mark X).
Each upgrade at the moment gives 5 extra HP's (to be balanced).
Upgraded marks can not be used in pvp.


Offline mrpaper

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094022#msg1094022
« Reply #469 on: August 23, 2013, 05:30:42 am »
Trainer updated with part of the work on marks done (ctrl+F5)

http://www.elementsthegame.com/trainer.html

Marks will be upgradable several times when you have the required reputation with an element (Mark I to Mark X).
Each upgrade at the moment gives 5 extra HP's (to be balanced).
Upgraded marks can not be used in pvp.
Tried it a bit.... you did great Zanz!

Offline BeefSupreme

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094024#msg1094024
« Reply #470 on: August 23, 2013, 05:45:32 am »
Trainer updated with part of the work on marks done (ctrl+F5)

http://www.elementsthegame.com/trainer.html

Marks will be upgradable several times when you have the required reputation with an element (Mark I to Mark X).
Each upgrade at the moment gives 5 extra HP's (to be balanced).
Upgraded marks can not be used in pvp.

Wow, this is actually looking beautiful. Great work, zanz!
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Offline Leodip

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094043#msg1094043
« Reply #471 on: August 23, 2013, 09:10:21 am »
Whee, love the de-zoomed images, maybe it'd be a little hard to get used to it, but it's pretty nice.

Offline Mathematistic

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094062#msg1094062
« Reply #472 on: August 23, 2013, 12:58:08 pm »
Trainer updated with part of the work on marks done (ctrl+F5)

http://www.elementsthegame.com/trainer.html

Marks will be upgradable several times when you have the required reputation with an element (Mark I to Mark X).
Each upgrade at the moment gives 5 extra HP's (to be balanced).
Upgraded marks can not be used in pvp.

It would be much better if the reputation is spent as a currency to unlock otherwise inaccessible rewards (random shard/new super-rares, along with the HP upgrades). That way the use of the reputation is more diverse, and the players feel like they have control over the elemental they manifest into in the game, much like a real RPG, where you grow you character to the path you wish to. Small perks like attack bonus/hp bonus (like +1 for the atk or hp for cards of that element if nonzero) much like HD Xyth's campaign mode might work too. If you know about Tyrant, you know the reasons that the raid revamp worked because raid reputation can be spent and grinding got greatly improved. Elements is different from other CCGs, but it's always good to learn from the good things about others.

As for the balancing issue, I would recommend that you make small perks for different stats (10% chance to generate 1 extra quanta/+20HP/+1 atk/hp for nonzero creatres/15% to regain 1 qaunta when playing cards of that element) etc etc. Buffing 1 stat (health) to 150% sounds ridiculous and game-breaking, although the pvp enthusiasts would probably have already thought of pvp1 and 2 banning extra perks and adding pvp3 that allows them, which is also a quick and cost-effective solution.

To sidetrack even more, you see, bans make elements fun. Why not, instead of empowering the elemental, constrain him at battles for a gamble for bigger/rarer rewards?

Suggestions are called 2 :electrum because... well...
PVE shouldn't be all about copying a deck code and converting time into electrum, score, and potentially rares.
If the only way to derive fun from a game is its PVP content, then non-hardcore players a.k.a. the mass are alienated from the hardcore community.

Offline vindices

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094082#msg1094082
« Reply #473 on: August 23, 2013, 03:17:02 pm »
Trainer updated with part of the work on marks done (ctrl+F5)



Marks will be upgradable several times when you have the required reputation with an element (Mark I to Mark X).
Each upgrade at the moment gives 5 extra HP's (to be balanced).
Upgraded marks can not be used in pvp.

It would be much better if the reputation is spent as a currency to unlock otherwise inaccessible rewards (random shard/new super-rares, along with the HP upgrades). That way the use of the reputation is more diverse, and the players feel like they have control over the elemental they manifest into in the game, much like a real RPG, where you grow you character to the path you wish to. Small perks like attack bonus/hp bonus (like +1 for the atk or hp for cards of that element if nonzero) much like HD Xyth's campaign mode might work too. If you know about Tyrant, you know the reasons that the raid revamp worked because raid reputation can be spent and grinding got greatly improved. Elements is different from other CCGs, but it's always good to learn from the good things about others.

As for the balancing issue, I would recommend that you make small perks for different stats (10% chance to generate 1 extra quanta/+20HP/+1 atk/hp for nonzero creatres/15% to regain 1 qaunta when playing cards of that element) etc etc. Buffing 1 stat (health) to 150% sounds ridiculous and game-breaking, although the pvp enthusiasts would probably have already thought of pvp1 and 2 banning extra perks and adding pvp3 that allows them, which is also a quick and cost-effective solution.

To sidetrack even more, you see, bans make elements fun. Why not, instead of empowering the elemental, constrain him at battles for a gamble for bigger/rarer rewards?

Suggestions are called 2 :electrum because... well...


I like these ideas myself, would certainly make the game more interesting, especially the constraints to make things harder for better rewards. would make grinding for cards/electrum much more enjoyable and entertaining.

Offline treebeard xiii

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094118#msg1094118
« Reply #474 on: August 23, 2013, 04:40:58 pm »
marks levels giving you extra health is good but I also agree with math i find it hard enough as it is to grind boring and monotonous, but if i can bcome more personalised towards my element of choice or indeed become more balanced with the other elements suddenly the will to grind skyrockets ofc the coding part may indeed be tricky but that depends on how it is done you may already know this but hierarchical databases are used to great success in rpgs. Having a personalised growth root makes me feel more like an elemental than simple bonuses anyone could have it just doesn't feel like an accomplishment to me so i've got maximum reputation within in entropy what do I have max health, and maybe a few other stat increases that ais have to use against ais, but in pvp I'm just another player and m chance of winning is based on luck and how well mine and my opponents decks are built, or so I'm against mr water he can have any bonuses earned from water or he could have a few bonuses within all the elements, suddenly the duel is no longer whose deck is better or who has the better luck or a mixture of both it becomes a battle of wits and the ability to predict your opponents elemental choices, suddenly even the most noobish player has a chance to beat a veteran based on ability alone conerning his card pool. Now that I could do and would be perfectly happy to donate more money to an already great game just to aid in game development. In short what I am saying is yes, k.i.s.s at first this is a massive revamp to elements and already will rekindle it in my eyes but consider putting more detail into the whole rpgesque ai section and maybe bring it to pvp also it would cerainly spark of more pvp event options and with that more people join the community and therefore more people stay and therefore elements stays strong while it competitors stagnate the community is by far one of the best parts of the game but the decision ofc lies with you.
love makin my decks unusual if able. Chaos and luck are widely regarded as different i beg to differ just refer to :entropy but for those in the know also refer to :time and :death.

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Offline ggabriel2

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094159#msg1094159
« Reply #475 on: August 23, 2013, 07:41:39 pm »
marks levels giving you extra health is good but I also agree with math i find it hard enough as it is to grind boring and monotonous, but if i can bcome more personalised towards my element of choice or indeed become more balanced with the other elements suddenly the will to grind skyrockets ofc the coding part may indeed be tricky but that depends on how it is done you may already know this but hierarchical databases are used to great success in rpgs. Having a personalised growth root makes me feel more like an elemental than simple bonuses anyone could have it just doesn't feel like an accomplishment to me so i've got maximum reputation within in entropy what do I have max health, and maybe a few other stat increases that ais have to use against ais, but in pvp I'm just another player and m chance of winning is based on luck and how well mine and my opponents decks are built, or so I'm against mr water he can have any bonuses earned from water or he could have a few bonuses within all the elements, suddenly the duel is no longer whose deck is better or who has the better luck or a mixture of both it becomes a battle of wits and the ability to predict your opponents elemental choices, suddenly even the most noobish player has a chance to beat a veteran based on ability alone conerning his card pool. Now that I could do and would be perfectly happy to donate more money to an already great game just to aid in game development. In short what I am saying is yes, k.i.s.s at first this is a massive revamp to elements and already will rekindle it in my eyes but consider putting more detail into the whole rpgesque ai section and maybe bring it to pvp also it would cerainly spark of more pvp event options and with that more people join the community and therefore more people stay and therefore elements stays strong while it competitors stagnate the community is by far one of the best parts of the game but the decision ofc lies with you.

Adding RPG grinding to PVP would probably be popular but honestly in my opinion it would be a much worse game. You say that it would make it easier for new players to beat veterans but it's transparently obvious that it would have precisely the opposite effect--it doesn't matter how customizable your stat bonuses are, the guy who's been grinding is going to have more of them and will be even harder to beat for a new player no matter how wisely they invest their bonuses.

Some pages ago someone suggested adding options to the PvP duel system to allow players to set up PvP duels with whatever HP/mark multiplier/draw rate they want on each side (subject to both players' approval) and I think this would be the best route to go for increasing the variety and scope of PvP while still keeping a level playing field. That way you could run PvP events with what the heck ever parameters you want--20 HP vs 20 HP duels, "False God" PvP tournaments, handicapped events to even up a match or create a deliberately lopsided challenge, etc. You'd create even more variety than letting players grind stats for bonuses in PvP. And hey, if people want to play with RPG-style grinding in PvP there would be nothing stopping them from doing it themselves, set up a tournament/league that rewards players with the right to use higher stats within league matches as they get wins.

Offline Zso_Zso

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094175#msg1094175
« Reply #476 on: August 23, 2013, 08:52:55 pm »
Another variant for PVP: use the arena-level difference between the opponents to even-out the odds by adding "skill points" just as you have for your arena decks for the lower level player. E.g. if the difference in arena levels is 23, then the lower level player has 23 skill points to spend on boosting his/her stats same way as you do for your arena decks, i.e. you can add HP, mark-power, double draw.
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Offline BeefSupreme

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094197#msg1094197
« Reply #477 on: August 23, 2013, 10:22:26 pm »
Another variant for PVP: use the arena-level difference between the opponents to even-out the odds by adding "skill points" just as you have for your arena decks for the lower level player. E.g. if the difference in arena levels is 23, then the lower level player has 23 skill points to spend on boosting his/her stats same way as you do for your arena decks, i.e. you can add HP, mark-power, double draw.

This would be awesome.
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Offline eaglgenes101

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094557#msg1094557
« Reply #478 on: August 26, 2013, 02:47:23 am »
The current map controls feel kinda clunky. Maybe change them so you can click the top-down map to move around?
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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1094564#msg1094564
« Reply #479 on: August 26, 2013, 03:25:34 am »
The current map controls feel kinda clunky. Maybe change them so you can click the top-down map to move around?
I agree this would be nice to have
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