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Offline hypnotank

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1135385#msg1135385
« Reply #624 on: May 07, 2014, 12:48:48 am »
I made a deck called 'The coin toss' it basically shows the unfair ness of some cards, with 5 hp if you can put a creature out on turn 1 you win, else Silence will silence you for the rest of the game. With 900 hp it would be unbeatable, just putting it out there that Silence is really way to powerful, especially saying you can have it in like a 15 card deck.
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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1136255#msg1136255
« Reply #625 on: May 14, 2014, 12:53:43 am »
I made a deck called 'The coin toss' it basically shows the unfair ness of some cards, with 5 hp if you can put a creature out on turn 1 you win, else Silence will silence you for the rest of the game. With 900 hp it would be unbeatable, just putting it out there that Silence is really way to powerful, especially saying you can have it in like a 15 card deck.
Players may only have 6 of a given card in a deck...
So, in regular PvP, silence is not imbalanced.

With 900 hp, there would be a lot of decks that would be virtually unbeatable. But, you shouldn't judge a card's balance based on the NPC challenge decks that can be created with it.

NPCs that are difficult or even nearly impossilbe to beat are not necessarily a bad thing. It gives players a way to create and submit challenge ideas for others to try and overcome. As long as decks like that are used in special situations (e.g. questlines, world events, easter eggs) they can be quite fun.

It all comes down to how all these submitted NPC ideas end up getting used and distributed once v1.4 is released.

Arena decks could be a problem, however, if they are allowed to ramp up to 3x draw and over 200 HPs. In that case, silence would be badly imbalanced and could disrupt the arena meta-game pretty badly. I think that line of discussion may be better suited to other areas of the forum (card balance or arena related boards).
« Last Edit: May 14, 2014, 12:55:22 am by OdinVanguard »
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Offline MasN

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1136353#msg1136353
« Reply #626 on: May 14, 2014, 09:07:47 pm »
AI is hard coded to not make long silence chains.

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1136435#msg1136435
« Reply #627 on: May 15, 2014, 04:07:08 am »
The AI however, can chain 3 Improved Silences in a row. It happened more than twice to me now.
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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1136438#msg1136438
« Reply #628 on: May 15, 2014, 04:26:58 am »
AI is hard coded to not make long silence chains.
It's hard coded to make it extremely unlikely for a long chain to happen, not to 'not make long chains'. This goes for black hole too, and maybe nightmare? (My memory isn't perfect here)
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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1136511#msg1136511
« Reply #629 on: May 15, 2014, 11:42:30 pm »
AI is hard coded to not make long silence chains.
It's hard coded to make it extremely unlikely for a long chain to happen, not to 'not make long chains'. This goes for black hole too, and maybe nightmare? (My memory isn't perfect here)
So is it basically just decreasing the probability of each consecutive chaining then? That seems reasonable enough to me.
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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1136856#msg1136856
« Reply #630 on: May 18, 2014, 07:12:22 pm »
It's so that Gold + Plat arena decks wouldn't chain the hell out of those denial cards and make games against them virtually unwinnable. You know, so the arena metagame would be varied and arena games would be fun?
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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1137173#msg1137173
« Reply #631 on: May 20, 2014, 09:29:45 pm »
It didn't work. Just saying.

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1137518#msg1137518
« Reply #632 on: May 23, 2014, 05:47:44 pm »
So, now I've had time for testing the new version.
First of all, it looks cool indeed! Plus, that 'nostalgique' feeling – when I used to have save money for buying vanilla card and I used to be happy as the spin gave me any kind of card ^_^

The concept looks great; it's playable and exciting even if you don't add money/cards/etc. Many of the low-level opponents are fun to play against and still, somewhat challenging. The (rare) appear of those elite opponentis is great, though, unfortunately I've had to stop playing due to the bug mentioned before. If you meet that elite on the Oracle Palace screen, the game simply crashes and you have to start everything over.

However, I have some remarks as well.

(1) It's unclear how the program calculates the level of the submitted opponents. My creation has turned out to be Level25, even if it is just as weak as the decks on the first screen. Shouldn't certain factors, like using rare or upgraded cards affect the level?

(2) I think the game should give more information than a simple label about the estimated level of a screen. A newbie might not notice and might not understand it. In addition, a kind of tutorial about the basics of deck building should be added too. (I mean, remove the cards you don't need, sell them for good, buy some missing cards, etc.)

(3) An algorhythm (or manual control?) would be needed for fine-tuning the AI deck levels. Some of the very early decks are tougher than certain level20–40-ish decks. (Remember: I played as if I had started Elements wich this version.) Also, I've met some ridiculously low-level decks with rare weapons and shards. Should the game be to evade the 'rare card swarm' which is happening now, obtaining rare cards should be restricted. Eg. if the player's level is below 30, rares can't be obtained from a normal AI deck, below 45 shards can't be got etc. (With the exception of the elite AIs – that's the main function of them, isn't it?)

(4) The Palaces doesn't work for me. Is that normal? What is going to be the function of them?

(5) The correlation between the screens and the elements used by the appearing decks is on purpose, I suppose. What will happen to the rainbows and trios? How exactly the game places those?

(6) I don't know whether it's possible but, on the map there could be "significant points" and the AIs could move. The whole wandering would be much more exciting if you should reach a certain point for a Bazaar, or just for saving your process. (Especially, if certain cards could be bought only in the corresponding shops or, could be sold for more in a "dangerous" area, with moving AIs...?)

Sorry if these ideas has already been discussed, I've checked quite a few pages of this thread but, needless to say, it's too long to read everything.
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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1142803#msg1142803
« Reply #633 on: June 28, 2014, 02:48:24 pm »
Summarize of the first 53 pages.
Including important message to Zanzarino.

Heya people this took me 222 minutes (3 hours and 41 minutes) to make so from now on please think before making posts. And preferingly not anymore post about how great this is. I have not included bugs into this but the rest is there.

Spoiler for summarize:

Summarize of the new patch. Including common questions and detailed info.
Spoiler for Hidden:
Zanz speaking.

In Elements 1.4 I intend to get rid of the old level 0,1,2,3... grind and replace it with a map populated with a wide variety of enemies and, eventually, quests. It will take a while and I will need some help so I am going to divide the task in several phases where the community can participate.

Phase 1: The bestiary
To populate a map I'll need NPC's, create and submit your NPC here:
http://www.elementsthegame.com/bestiary.html
The beta version of something that we can use to create NPC's, they will vary in level between 0 and 120. In the interface you get to pick an image, a name, a description, a deck and some stats for the NPC that you would like to see in the game.
Soon we will also be able to test the current NPC and give them thumbs up or down.

Phase 2: Test the new NPC's
A *very* beta 1.4 is now in the trainer so that we can start testing the new NPC's.
The database is going to start a coarse tuning of the NPC level based on won/lost ratios, please try to be fair, refrain from rating your own deck and try not to use the trainer quanta boost while testing those new decks.

Phase 3: Create a World
In progress:
http://www.elementsthegame.com/development.html


FAQ:
Can we have something faster to set HP?
Just type whatever number you like where is says hp:____ just underneath the HP bar.

Does this replace arena?
Even though i recycled the arena interface to save time, this has nothing to do with the arena and nothing will change with the arena; but I would like to see the your arena decks wondering on the map in a level appropriate zone.

900 hp, isn't that too much?
The NPC creator is just a sandbox tool, it is not part of the game, we are going to need all kind of NPC's, from level 0 critters with 5 HP that give next to nothing as a reward to rare-elite NPC that are hard to find and very hard to kill.
If a "pinata" NPC with 900hp and no defenses is fun to hit with huge numbers... why not add it to the game? That is why I removed most restrictions.

What is going to happen to the old AI0,1,2,3,4 and FG?
They can all stay and find a new home on the map, they just need a name (if they do not have one yet) and a description, the old FG's can even get their own zones as local bosses, surrounded by smaller minions.
In general I would like to keep:
AI0 like deck in level 0-10 areas
AI1 like deck in level 10-20 areas
AI2 like deck in level 20-30 areas
AI3 like deck in level 30-40 areas
AI4 like deck in level 40-50 areas
FG like decks in level 50-70 areas
Higher level areas will come as well.

How does the level work on the map?
With the map system the players are not going to get a random opponent anymore, they can go to a specific area on the map, say, for instance, an area with level 20"ish" darkness NPC's and adjust their deck to kill efficiently those decks. Elite NPC will also randomly appear and will be much harder to kill, but will give better rewards (of course). The map is also going to allow events, maybe next week an invasion of rustlers following the lead of a leaf dragon boss, maybe with a quest asking you to save the world of Elements from their leafy menace.

How about the kongregate badges?
The old AI's will still be around in some form, badges will be adjusted accordingly.

Taken from another thread.

Akebono temporarily moved in the area 106,103. (trainer, CTRL+F5).

In the final version false gods will appear in rare occasions and randomly on the map in areas level 60 or higher.
The Oracle will also find one for you once every day and mark its location on the map.
To approach a false god it is necessary to defeat at least one of their minions, any damage taken while in a false god lair will be permanent: next duel does not start at hpmax. (does not happen in the trainer yet)

Now the problem is: akebono has its own minion (half-blood strength npc) but the other false gods would like one too, if you feel creative please post your minions in the bestiary (and here).

Feedback about the FG mechanics is also welcome.

Taken from another thread.

These are the current NPCs for the starting areas:

Area Level >0 (palace)5 (area I)5 (area I, elite)
  :entropyerwin, lycanthropeChaos-Scout, Quantaless ElementalChaos Devlet
  :deathvirus, corpseBone Creep, ReversitePoison Knight
  :gravitygraviton soldier, graviton recruitGraviton guard squad, Graviton shock troopColossal Drake
  :earthantlion, zirconPirates, Antlion HerdGrinder
  :liferustler, wandering peasantforest spirit, lively catknight of healing
  :firefirebug, fast phoenixgraviton fire eater. spiritblazeknight of fire
  :watermind reader, jelly fishice wall, crawlerCalm Waters
  :lightphoton, apprentice of lightsolar shield, flaming angelproest of weak
  :airbutterfly, mosquitostorm caller, sevetflyn
  :timeundead soldier, familiar deja vuDune Walker, Dark GhostAnubis
  :darknessbat, pestShade, ScourgeDark Devlet
  :aetherspider lair, divine sparklocal storm, mirageImmortal Spirit
  :rainbowreingard, oracle squireGordon, WandererPrism




Currently in the trainer (CTRL+F5)


Suggestions for the missing ones? (???) You can still submit your own NPC candidate.
Comments?

Taken from another post.

@zanzarino:
Making the players choose to play against 1 specific deck is a bad idea, in my whole opinion. there will be a perfect counter for each one and they will become much more farmable than the current levels.
It would be fine if NPCs give you a random opponent between several different decks, like the current AIs.

If you enter a zone and kill all of the antlions because you want to farm them, they will all be dead and then you'll have to wait for them to respawn. In the while an angry 900hp elite Antlion will run after you trying to get revenge for your massacre.

Official answer: the map will have an AI attached to the mob spawning. Sitting in an area for farming will do no good.

Spoiler for rewards.
Spoiler for quote from Zanz:
The reward is going to be based on the NPC level, I'll have to refine the number of spins etc. later.

The electrum reward is probably going to be
Reward = 1 + NPClevel*2
Triple the reward if elite, double if EM. Master an elite to get X6.
This is pretty much what the arena settled upon: level 10 will give 21  :electrum, level 50 101  :electrum

The money you lose if defeated should be reward/2 (lose to a level 10 = get poached for 10  :electrum)
Hardcore mode could be something to experiment with: if you lose, you lose one of the cards in your deck. (Please refrain from freaking about about nypmhs yet; there are solutions and we will get there if this is something worth exploring. E.g. your card turns into a broken card if rare, and can be fixed by paying an adequate (read expensive) amount of  :electrum)


The spin reward will probably be something like
level 0-10: 1 spin
level 10-20: 2 spins
level 20-30: 3 spins (as in current level 3)
level 30-40: 5 spins
level 40-50: 1 upped spin
level 50-60: 2 upped spins
level 60-70: 3 upped spins (as in current FG)
level 70-80: 4 upped spins
level 80-90: 5 upped spins
level 90 and above: 5 upped spins + 1 special spin for rares

All of the above to be reviewed, balanced, reviewed again, then fine tuned, polished and released in the game.

Spoiler for other questions and statements.
Spoiler for Hidden:
  • Npc decks with bad rating gets removed
  • Zanz also said don't pay attention to level right now, that will come, right now the levels are totally off, as you can make a level 0 and have it show up as level 80 and i've fought some level 20s that were harder than some level 70s... 
  • Added rating to the stats displayed in the trainer. If you want to resubmit a deck with improved description etc. resubmit the same deck adding a v2 after the name.
  • Can someone explain me the rating system of the NPC?

    If my deck has 4 Wins and 0 Losses and 50% positive rating, does that mean that 2 of 4 didn't vote and 2 thumbed me up?
    Because if two of them did downvote I would be at 0%, right?

    ......the latter is correct. You had 3 upvotes and 1 downvote. 2 upvotes, 2 no-votes would be 100%.
  • Arena will remain unchanged.
  • Note: you get one vote per area, killing 20 times the same mob and giving it 20 thumbs up still counts as 1 thumb up.
  • quote from Zanz "More cards will come, have faith.
  • 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.

Special message to Zanz.
Spoiler for Hidden:
Card ideas and art section (CIA)
  • The Cia section is renewing itself and will pick the absolutely most liked cards at the very moment into the armory. Don't be afraid to pick new cards. I don't think you should be afraid of hearing "why didn't you pick my card, it's much better and other messages alike.

    I believe that a few new cards could be just as important as the whole new patch!
  • I'm sure you would get lots of good art for free if you just asked for it! Say yes to this and I'll start a thread. Note: Vrt already made new art to 3 cards that has been added yet. http://elementscommunity.org/forum/card-art/stuff-i-made/168/
  • More foil card would be fun but not a high priority.  http://elementscommunity.org/forum/card-art/new-foil-card(s)/

Buffs, nerfs and other card changes.

  • I know that it's often a bad thing to nerf something after it's been released , that it's better to post something and then buff it. Either way Dim shields needs a nerf now.
    A card is allowed to change meta for a while but dim has changed the meta from the very beginning, forcing most decks to include extra cards. Dim shield is not highly overpowered but the way is function is incredibly boring unlike for example Super nova( which is also slightly op but in a way that increases creativity ). After 56 pages in the nerf section the conclusion is that dim needs to be nerfed to last 2 turns! no cost decrease or no other chagnes. Possibly use Odiis nerf versio which you can read here: http://elementscommunity.org/forum/nerf-this-card!/dimensional-shield/msg1121344/#msg1121344
    http://elementscommunity.org/forum/nerf-this-card!/dimensional-shield/

Nerfin Dim is a must!!

  • Please make nymphs and marks un sell able. I don't know how many people who has sold nymphs/marks and later regret it.

Changes regarding patch 1.4 and the game.
  • You should decrease the lv of all npc's that has lv 20 or higher with 10 lv's right away and all between 10 and 20 with 5 lv's. This way things will balanced out much quicker. As it is now I can beat lv 50 decks with a normal un upped bow, vs some opponents.
  • Original idea Marsu "Would it be possible to have an area where those random NPC's would be 'hidden' until you start the game? For example, you go there and only see a '???' as NPC name. I am bringing this topic of randomness up because I really think most advanced player would wish for such an option from time to time." I agree with this you could also do it by making a button wich lets you play a random npc, of experience I know these kinds of buttons are highly addictive. Also good when testing new decks.
  • Idea originally from colorless green. A leader board for highest rated npc decks would be cool. Not high priority.

Other changes.
I got some contacts on kongregate eventually I'll be able to change the new badges and also add new patch on the front page like this:
Spoiler for Hidden:
just say so and I'll try to fix these things for you.

Changes regarding you.
I just want you to know that 1 simply silly post like. I'm working on a thing right now I won't be able to do much for a year. can mean so extremely much for the community. Humans has an ability to expect the worst scenarios when nothing else is said and many here including myself has or do believe that you don't care about this game at all no more. Even if you got a so called "bad reason" it's still better to say it than not to say it. At least it shows that you care a little. I'd like to add that I still have fate in you and think you made 1 of the best ccg's around!!!

Thank you for reading Blacks

Ideas that needs to be discussed, feel free to make a comment!!!
    Spoiler for Hidden:
    • Is chroma a good name to the other mark?
    • I've been having this idea that perhaps a story set of NPCs should exist.  Like a quest where you have to defeat a certain set of NPC in a certain order in a given day to get the whole story.  This would be like a later, mid level quest on something like 13 decks in increasing difficulty until you need to fight a FG level creature.Original idea keeps. I liked this idea. I'm sure we could improve it even more!
    • Spoiler for nerd1 post. Worth thinking of.
      Spoiler for Hidden:
      Possibly some vanilla cards get abilities, but you only get that ability randomly- for example, cockatrice gets a 1/10 chance to gain "petrification" whenever it's played, and there are "levels" of upgrades to increase the chances of the creature getting that ability, but paid for with something other than electrum.

      For example, for every 25 levels an AI has rounded down, you gain a 50% chance to gain a "token" when you defeat it (so a level 25 AI would give you a 50% chance to get a token, a level 50 AI would give you a token automatically, and a level 75 AI would give you a token and a 50% chance to get a token.) Tokens can be spent giving minor upgrades to individual cards with a level system (1, 2, or 3 tokens to raise a level, depending on the card and level) and the higher the level of a card, the higher the chance of that creature getting an additional effect (for example, paying one electrum to raise cockatrice one level adds a 10% chance for it to gain the petrification ability, for a 1/5 chance of gaining petrification when the card is played.)

      Additional effects could be stuff that doesn't take a lot of time to program (like simple attack buffs or chances to evade targeting) but it would give people another reason to keep playing, and if additional effects are restricted to un-activatable effects, the time investment for zanzarino (hopefully) wouldn't be as big a deal.
    • Spoiler for post by keeps. I think it's something that is relevant to discuss.
      Spoiler for Hidden:
      There have been many debates on the quantity and effects of cards for a while....
      Honestly, I would like to see more cards in general, by more as in double or triple the current count. 
      1.) I personally think each element needs it own personal spin on each core area of the game that many still have missing areas:
      1x perm defense (salvanger, protect artifact)
      1x perm control (steal, defrag, etc)
      1x alternative damage (poison, spell, SoV, etc)
      1x counter to alternative damage (purify, reflect, etc)
      1x creature quanta gain (pests, flies, ray of light, etc)
      1x spell quanta gain (nova)
      1x spell damage source (explosive gas, fire bolt, etc)
      1x AOE creature control (thunderstorm, pandora, etc)
      1x target creature control (chaos seed, reverse time, etc)
      1x heal form (heal, divinity, purify, etc)
      2x shield types (life, light, death element examples)
      1x multi-use spell (purify, acceleration, reverse time)
      1x cross cross synergy card for each element combination, be it active ability or obvious synergy (Sundial, GoP + Nightmare, leaf dragon)

      Until this is addressed, a big part of random encounters is simply what elements were selected, especially in mono or dual combos.  I've posted in past accounts, many examples of mono decks that were simply unable to be beat (except by rng) by any mono deck of a specific element.  Until then this game remains completely unbalanced.  These core areas need addressed.

      The examples above don't have to individual cards, for example, purify meets the heal, multiuse, and the counter to poison. 

      Each element's card respective cards should stay true to the element.  Life, should remain the master of heal, no one should have any question the best element for healing is life.  No one should have bigger damaging cards out of the gate than Fire.  A good spell for fire, might be fuel, in which sacrificing a creature to a fire might offer some healing effect, similar to cremation.   Respect to certain cards by ability should remain, for example, protect artifact is in effect the ultimate protection for perms, however lots of creative and less effective perm control can exist for example, time might do a time seal where the perm card has no effect but can't be targeted or removed from play for 2 turns.

      The natural meta game radically shifts, and I know some people in the forums would threaten to quit but many, many more have already quit over this issues.
    • Quote from mathematistic. Interesting
      Spoiler for Hidden:
      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.
    • Allow pvp playing with benefits in the map? Yes, no what do you think?
    • Spoiler for odin's post. Can we make more ideas alike. I was mainly thinking about quests.
      Spoiler for Hidden:
      I just had an awesome idea for how to make use of the 900 hp cap for a cool rare NPC encounter... and a Kong badge to go with it:

      NPC name: Overloaded Phase Dragons
      Stats:
      hp = 900
      mark multiplier = 1
      draw multiplier = x2
      Spoiler for Deck:
      Hover over cards for details, click for permalink
      Deck import code : [Select]
      4vj 74f 7do 7n1 7n7 808 808 808 80a 80f 8pi
      Spoiler for Story:
      You spot two phase dragons off in the distance heading your way. They are known for their wisdom . Perhaps you can reason with them... As the close, you realize something is wrong, chaotic energies crackle along their skin. They speak in a paniced voice: "Run mortal, we can't hold the rift any..." Their appearance suddenly turns feral, the arcing lightening building stronger.The energy is too strong to contain...You must either run or ride out the storm... They're gonna blow!
      Kong Badge: "Riders on the Storm"
      (for those who don't know the song reference: http://en.wikipedia.org/wiki/Riders_on_the_Storm)
      To earn the badge, you have to: "Find and take down the 'Overloaded Phase Dragons' before the deck runs out."

      Its deck size is 10 cards, which bumps to 20 after the multiplier, so to beat the NPC you only have to survive for about (20-7)/2 = 6 turns... Having tested it out, thats not really too hard as long as you put out some creatures to absorb all the damage spells.
      Taking down that many hp before its deck runs out, however, should be a fun challenge (likely requiring some clever deck building).
    • Idea from keeps. Should things like this be added?
      Spoiler for Hidden:
      Gaining alternative marks with repetition.
      Examples
      Mark of Shadow -> Your opponent loses 1 :light quanta at the end of their turn all darkness creatures get +0/+1 absorbs  :darkness
      Mark of Plague -> At the end of a player's turn, All creatures lose 1 health, to a maximum of 50% of their max health rounded up. absorbs  :death 
      Mark of Dawn -> Your opponent loses 1  :darkness quanta at the end of their turn all light creatures get +0/+1 aborbs  :light
      Mark of Chaos -> One random spell effect occurs to one random target at the end of your turn, if the effect can not target the target choosen nothing happens absorbs  :entropy
      Mark of Grounding -> The next X creature attacking with flying loses flying where X is the number of Marks of Grounding in play.  absorbs :gravity
      Mark of Consumption -> each creature gets +1/-1 when attacking. absorbs :fire
      Mark of Roots -> Each  :life permanent has a 15% chance of coming back into play if destroyed. absorbs :life
      Mark of Flight -> The next X creature attacking without flying gains flying where X is the number of Marks of Flightin play.  absorbs : :air
      Mark of Hardness-> You gain 3 max HP at the end of your turn. absorbs  :earth
      Mark of Leaking -> Draw 1 additional card if you can during your draw phases, discard a card if you have a card in your hand at the end of your turn.  :water
      Mark of Stopping -> Both players can hold 1 less card in their hands.  absorbs 
    • Tthis one is made by fabian.
      Spoiler for Hidden:
      Mark of Electricity: The next X creature loses random HP from 1 to 5 where X is the number of Marks of Electricity in play. Every 2 Marks of Electricity max random damage increases by 1.Example: Creature #7 got the hit. 3 Marks of Electricity in play: Next creature to get hit is creature #10. If there were only 9 creatures, then the next one is #1. And it continues like that.  absorbs  :aether
    • Quote from jaydos99. I like it.
      Spoiler for Hidden:
      I was thinking that perhaps the NPC's could be hidden in the field. Such that if you want to travel to a certain spot in game, randomly you would be attacked by an NPC with a level in line with the area level. One-off mini boss NPC's could guard the exits of an area with a level in line with the level of the adjacent area. This gives the new player a goal to "break out" of each beginner area and explore, on top of the quests to keep things interesting.

      The exact mechanics would have to be worked out, but effectively this would alter the way that a new player can travel the map. Forcing them to buy better cards and create stronger strategies in order to move further around the map. Just an idea but it would lead very nicely into an RPG/storyline based version of Elements.

    Final words


    At last thank you for reading.

    Blacks
    [/list]
    « Last Edit: July 08, 2014, 12:54:28 pm by Blacksmith »
    Purple Hillbilly reporting, ready for teamwork and shiny times. 

    Offline OdinVanguard

    • Legendary Member
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    • OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.OdinVanguard walks among the Immortals, legends and guardians of all time.
    • Keeping The Jotnar at bay
    • Awards: Slice of Elements 4th Birthday Cake
    Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1143469#msg1143469
    « Reply #634 on: July 02, 2014, 01:16:21 am »
    There were a couple of suggestions in the "ideas that need discussing" section about modifying and or adding new marks somehow.
    I actually really like that idea. I think it would be a good way to work in reputation, have each element provide specialized marks that provide some special ability, on top of or instead of just producing quanta.

    Reputation would also be a cool way to introduce new cards. I.e. have cards that can only be obtained after reaching a certain reputation level with the card's element.

    I also think that adding some kind of achievements and / or badges in would be cool. It would give the more veteran players something to do late game. This could also provide a good avenue to get interaction from the forum easily. I'm sure forum members would have no problem coming up with endless numbers of interesting challenge scenarios (i.e. beat monsters in zone X without using cards A,B,C... or clear zone Y without losing a single match).
    Along that line, it would be cool if players could see eachother in game and check out each others achievements, cardsets, etc.

    In any event, I can't wait to see v1.4 finally go live. Even without anything other than just what it has right now it would be totally awesome.
    Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
    If your zombie plan is
    kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
    You might be a unix junky

    Offline haidao0923

    • Jr. Member
    • **
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    • haidao0923 is a Spark waiting for a buff.
    • Elements Master
    BUG in NPC making https://elementscommunity.org/forum/index.php?topic=50550.msg1145274#msg1145274
    « Reply #635 on: July 13, 2014, 03:17:28 pm »
    I made a NPC with Mark Multiplier x3 but in test it is only x1 it name is FastFire if you can make it x3 Multiplier,

    I already submit it
    █████████████████████$!@ME@!$██████████████████████
    What is an Elements Master? Having all the Nymph? Having all the Shard? Having every rare card combine? NO!!! To become an Elements Master you need to wield in your hand the power of these ▬▬>:entropy :death :fire :water :light :air :time :aether

     

    anything
    blarg: