I feel greedy for saying this, but I can't be the only one hoping for new cards as well, right?
Regardless though, this update sounds like some fun! Look forward to it!
I feel greedy for saying this, but I can't be the only one hoping for new cards as well, right?
In Elements 1.4 . . . I am going to divide the task in several phases where the community can participate.I would assume there will be new cards in time.
I feel greedy for saying this, but I can't be the only one hoping for new cards as well, right?
Make the hp bar draggable?
Remove all doesn't remove the first 5 cards.
Remove all doesn't remove the first 5 cards.Definitely.
Make the hp bar draggable?
Last one, are you effectively dropping the AI0-5 or are you moving them to the Bestiary? If you're removing them, let, at least, the AI0 and FG stay.
Ok, some questions:
900 hp seems a little too much, but if you want to keep it like that, do you plan to increase the max hp for player's HP and/or max attack/hp for creatures?
Will there be a variety of NPCs for each level or just one for each?
Will we know the deck in advance or it will be like arena?
Seems like as NPC you can put less than 30 cards in the deck, will this also be available for us, players?
You put a level for each deck we can play with? You plan to give players certain advantages while playing against NPCs for reaching a higher level as well?
@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.
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.
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.
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 = x2You 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).
It would be nice to pick for example 800hp in other method than clicking over 100 times "+".For everyone who thinks it's boring to click 100 times try to use the tab button; it's 2 steps above the shift button, then arrows and enter. It still take time but it is a lot faster.
The same problem is in Arena.
Concerns: make sure you don't break the Kongregate badges. AI0 and False god need to, in some way, stick around in order for players to get the badges. I don't know if this is possible, but you could see if there is a way to leave that as the old version and have Elements 1.4 be a "new" game on kong. Would attract many more players.Sounds smart, and yes it's possible to have 2 different games with the same base on kong( not sure how the servers would handle it though. ). I really like this idea, many players has left since they got bored it would be a great way to get those back.
@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.
I absolutely love this whole idea. Thanks so much, Zanzarino!Or some pretty pretty balance changes?
...however, I would kind of like to use this rare opportunity to ask the question that almost everyone of us has on his or her mind:
Will there be a few new cards with this patch, or soon after?
@zanzarino:On the contrary, it could turn out great for deck testing.
Making the players choose to play against 1 specific deck is a bad idea, in my whole opinion.
@zanzarino:On the contrary, it could turn out great for deck testing.
Making the players choose to play against 1 specific deck is a bad idea, in my whole opinion.
There is a bug while testing a deck in the NPC creator: If the NPC plays SoDiv (and I am guessing Stone Skin as well), its max health goes to 900 regardless of its original max HP.max HP will increase from the current 499 if I'm not wrong
Here is a screenshot I took, initial max HP is 250 it then played a SoDiv:
(http://img18.imageshack.us/img18/3860/t2r1.png) (http://imageshack.us/photo/my-images/18/t2r1.png/)
So far FG-level opponents have been described as rare elite mobs/boss encounters. Will there be higher-end areas where players will be able to find challenging high-risk, high-reward opponents to fight without having to play a lot of dull battles against weaker opponents? Playing against lower level AI decks is not very interesting and I don't know how long the PvE areas would sustain my interest if I had to run through a bunch of filler fights to find anything worthwhile to do.
Great News! Sounds like an epic update!
I'm looking forward to participate in the NPC creation fun :)
I'd like to second the idea, that top-ranking arena decks should be considered for inclusion as NPC decks. I wonder what will be the selection system for the NPC decks. Once the floodgates of submissions are opened, I'm sure there will be plenty of decks submitted...
Am I the only one wondering what 'NPC' means besides "decks people make and submit for this new EtG 1.4 release"? (So, what does 'NPC' mean?)Non-player Character
Am I the only one wondering what 'NPC' means besides "decks people make and submit for this new EtG 1.4 release"? (So, what does 'NPC' mean?)Non-player Character
/me facepalms.
Am I the only one wondering what 'NPC' means besides "decks people make and submit for this new EtG 1.4 release"? (So, what does 'NPC' mean?)Non-player Character
Being an Elements noob is one thing...Am I the only one wondering what 'NPC' means besides "decks people make and submit for this new EtG 1.4 release"? (So, what does 'NPC' mean?)Non-player Character
Being an Elements noob-Master is one thing...Am I the only one wondering what 'NPC' means besides "decks people make and submit for this new EtG 1.4 release"? (So, what does 'NPC' mean?)Non-player Character
Asking what an NPC is... is just absurd?
Apparently, my gaming experience is quite limited and lacking knowledge of many (most?) acronyms. I doubt this is the last time my limited experience will show!Oh, I know where your coming from. I had to go through a similar process... sometimes I forget I had no idea what anyone was talking about either for the longest time. It get's worse with every new game you play, too. Any given game can have their own little abbreviations and acronyms.
My only concern for the new update is that this might make the game less noob-friendly which, in my honest opinion, is a bad direction to go.
I play this game on Kongregate and regularly chat in the Elements chat. I see noobs struggling enough to farm and, if it gets any harder for noobs to start off, I think they'll just give up playing. Please just keep that in mind while experimenting with new features for 1.4 ^.^
I said what Beef said about a couple pages ago, because it'll make it less farmable. Farming is a regular part of gaming here and in a lot of other games, expecially CCGs.My only concern for the new update is that this might make the game less noob-friendly which, in my honest opinion, is a bad direction to go.
I play this game on Kongregate and regularly chat in the Elements chat. I see noobs struggling enough to farm and, if it gets any harder for noobs to start off, I think they'll just give up playing. Please just keep that in mind while experimenting with new features for 1.4 ^.^
Dunno why you could possibly think so. The way Elements is atm, new players have a blast at first and then suddenly hit a wall with AI4 and Arena.
With this patch, we will finally have a fluent passage between those grades of difficulty.
My only concern for the new update is that this might make the game less noob-friendly which, in my honest opinion, is a bad direction to go.
I play this game on Kongregate and regularly chat in the Elements chat. I see noobs struggling enough to farm and, if it gets any harder for noobs to start off, I think they'll just give up playing. Please just keep that in mind while experimenting with new features for 1.4 ^.^
Dunno why you could possibly think so. The way Elements is atm, new players have a blast at first and then suddenly hit a wall with AI4 and Arena.
With this patch, we will finally have a fluent passage between those grades of difficulty.
This is awesome!
Maybe I'm just overestimating this, but I imagine this update is going to be something really big. I feel that we definitely need at least one new kong badge to attract more people to play. It would also be great to have a special page for in-game achievements. Few ideas about the achievements - beating a specific AI/NPC, reaching a certain score/level and clearing particular areas. Of course there'll be more.
Kinda off-topic:
I can see in the bestiary that we have an official mark for "others". Do we already have that somewhere in the forum? If not, it'll be great if zanz or someone could share it here so we can add it to the forum. Btw, what did we use to represent "others" before? Is it :underworld or :rainbow ?
Fixed max HP bugs.
Added Mark of Chroma (the name of the mark is up for debate) that generates 3 random quanta per turn.
But if we talk about addicting, adding in game achievements or badges to Elements would be the ultimate addiction, at least for myself and lots of others.
:rainbow is used more often to represent the cost of Other cards.I remember differently.... :underworld is for other cards. :rainbow is for "rainbow" (whic is ofc not a card but a deck)
:rainbow is used more often to represent the cost of Other cards.I remember differently.... :underworld is for other cards. :rainbow is for "rainbow" (whic is ofc not a card but a deck)
Fixed max HP bugs.
Added Mark of Chroma (the name of the mark is up for debate) that generates 3 random quanta per turn.
I think I used :rainbow as indicating the "colorless" quanta usage (Luciferin, Animate Weapon...) and :underworld as "other" element (Quantum Pillar, the generic weapons, Relic, 1.31-shards...). This somewhat agrees with Acs here. In the end, the context of the usage of either should give away what you were meaning (generally).:rainbow is used more often to represent the cost of Other cards.I remember differently.... :underworld is for other cards. :rainbow is for "rainbow" (whic is ofc not a card but a deck)
The Mark of Chroma... Beautiful and dangerous. IMHO, I can tell you it's the biggest game changer in this update even next to this giant NPC rehash, that is if Zanz decides to give it to us...Even if I like the idea of giving other a better name, naming it chroma make it sound like an element. I think this shall be taken into consideration before changing the name.
Hm I can't get the submit thing to work. It still says coming soon. I have reloaded the page.Hard refresh (ctrl+F5) should do. Clear internet temp. files if that also does not work.
AH thank you! Works perfectly now. Also thank you for very fast reply, you almost beats Majofa.Hm I can't get the submit thing to work. It still says coming soon. I have reloaded the page.Hard refresh (ctrl+F5) should do. Clear internet temp. files if that also does not work.
I have one question, do we have to aim for something beatable in the first place right?
Because when it comes to hight stats it become a total nightmare defeat it.
On this note, i'd like to know also, if said quests are going to be predictable in some way, like a small group of npc you may battle, when it comes to a certain level or even a specific predetermined single type of npc, in the high rankings ofc since the problem exists there?
THe way I learned is:rainbow is used more often to represent the cost of Other cards.I remember differently.... :underworld is for other cards. :rainbow is for "rainbow" (whic is ofc not a card but a deck)
I think I used :rainbow as indicating the "colorless" quanta usage (Luciferin, Animate Weapon...) and :underworld as "other" element (Quantum Pillar, the generic weapons, Relic, 1.31-shards...). This somewhat agrees with Acs here. In the end, the context of the usage of either should give away what you were meaning (generally).:rainbow is used more often to represent the cost of Other cards.I remember differently.... :underworld is for other cards. :rainbow is for "rainbow" (whic is ofc not a card but a deck)
In any case, I think we should start using "Chroma" now. I would also go as far as renaming "Other" to "Chroma" since it sounds better.
So... anyone kind enough to put/recreate that image for public use? It'll be nice if we could use that as an icon in our post here in the forum. Oh, and don't forget the 120x120 version too!
I think I used :rainbow as indicating the "colorless" quanta usage (Luciferin, Animate Weapon...) and :underworld as "other" element (Quantum Pillar, the generic weapons, Relic, 1.31-shards...). This somewhat agrees with Acs here. In the end, the context of the usage of either should give away what you were meaning (generally).:rainbow is used more often to represent the cost of Other cards.I remember differently.... :underworld is for other cards. :rainbow is for "rainbow" (whic is ofc not a card but a deck)
In any case, I think we should start using "Chroma" now. I would also go as far as renaming "Other" to "Chroma" since it sounds better.
So... anyone kind enough to put/recreate that image for public use? It'll be nice if we could use that as an icon in our post here in the forum. Oh, and don't forget the 120x120 version too!
Fixed max HP bugs.
Added Mark of Chroma (the name of the mark is up for debate) that generates 3 random quanta per turn.
Completely random and low on priority list, but in the test deck phase on the bestiary it says "Test you deck, ..." should say Test your deck*.I think the description will be used when you 'run' into the npcs on the map and maybe in potential discussions in possible 'safe zones'.
Anyways, where are the descriptions going to be used and do they have to be necessarily good in order to get picked to be in game?
Completely random and low on priority list, but in the test deck phase on the bestiary it says "Test you deck, ..." should say Test your deck*.
Anyways, where are the descriptions going to be used and do they have to be necessarily good in order to get picked to be in game?
There we go: (http://i.imgur.com/aEkR8oO.png)
Doesn't look as pretty in 18x18 size: (http://i.imgur.com/QLPvfub.png)
There we go: (http://i.imgur.com/aEkR8oO.png)
Doesn't look as pretty in 18x18 size: (http://i.imgur.com/QLPvfub.png)
Uhm yes if you do not have the vectors it is quite complicated... here, let me help you:
(http://www.elementsthegame.com/aEkR8oO.png)(http://www.elementsthegame.com/QLPvfub.png)
Hey Zanz, what about a place where we can write who submitted a deck when doing so? Not expecting any in game mention of course, but it would be cool to have a thread in the forum when everything is done, and we could see who insipired which deck.
Hey Zanz, what about a place where we can write who submitted a deck when doing so? Not expecting any in game mention of course, but it would be cool to have a thread in the forum when everything is done, and we could see who insipired which deck.
But, if they're all going to be mine, there's no need for that :P
Hey Zanz, what about a place where we can write who submitted a deck when doing so? Not expecting any in game mention of course, but it would be cool to have a thread in the forum when everything is done, and we could see who insipired which deck. Can we maybe just add [submitted by X] to the lore?
/e: I might have made a mistake, but when I wanted to submit a deck with a name that already existed just now, the progress of 'leveling it down' (because 100 HP / no boni decks start with a way too high level) was lost, and that's quite some work. Maybe there's something that can be changed there.
Awesome stuff, though there's one thing I'm wondering: everyone would love to have their own rare elite npc called after their own username, before everyone starts thinking up their own npc I have to ask whether they're seriously considered or dismissed by default?
Couldn't help myself from making one of my own :P
Hey Zanz,I asked about the last point, but no one cared.
With the addition of the Mark of Chroma, how do you feel about reworking some of the FGs? For example, if I had the Mark of Chroma to work with when Lionheart was being made, he wouldn't be the "easiest" FG everyone claims him to be cause he decks himself out all the time when he gets a few Anubis out and has an excess of :aether to start Quinting everything.
Also, an unclear area is when you said FGs will be classified under the higher level NPC decks. Does this mean the new high level NPC decks will yield upgraded card spins as well?
Has anyone submitted the decks of the former AI3 ?
Thanks for your answer Zanz! Being able to directly hear the developer's thoughts on own points is a huge, huge motivation. :)SAme here, remember that these decks might be the ones you will fight over and over again, be creative and make grinding more fun.
When we're at wishes already though: To be honest, when I look at a lot of submissions from players here, they feel exactly like Arena decks and not like actual AI decks (Who have, in general, way more different cards per deck, for example, and use not too obvious combos often) - I sincerely hope the AI opponents don't turn into a second Arena with decks so cleansed from "UP" cards that not the slightest bit of atmosphere is left.
Has anyone submitted the decks of the former AI3 ?
I do not think so but if someone wants to take the task that would be wonderful, if you do, please give them a new fitting name and add a L2, L3 or FG so that I know who they are.
E.g.
Akebono FG
or Witch Doctor L2
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)Perhaps any lost Shard becomes an old style useless unupped Shard which can be "upgraded" into the unupped original.
OP updated.
You can now test the new NPC's in the trainer:
http://www.elementsthegame.com/trainer.html
The trainer does not look yet anywhere close to what 1.4 will look like, but we need to start giving this new NPC's a somewhat accurate level and some thumbs up (or down... be fair!) so that they can find a home in the new map. Have fun testing!
The reward is going to be based on the NPC level, I'll have to refine the number of spins etc. later.This means my crusader series is out of the question? Because they all are level 74 (4 upped spins), are strong, but not too much, while some of them are relatively weak (only have lot of damage on their side), are built on few card and 1/4th of them are rares.
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.
i cant seem to get mark of chroma to work, when i start the game, it gets overwritten with entropy
should i wait to submit, or will submitted npcs be fixed when the bug is?
I have to throw this out there...
@Zanz - will you be revisiting and possibly restructuring old code to make future updates more viable
i cant seem to get mark of chroma to work, when i start the game, it gets overwritten with entropy
should i wait to submit, or will submitted npcs be fixed when the bug is?
You can submit it and Zanz will receive the deck as having the Mark of Chroma. The Mark itself isn't functional yet when you try to test it.
I just added a search by name feature to the trainer (refresh) so that you can check how your creation is doing (rating not displayed - yet).
did you read the text to the right of the name box?I just added a search by name feature to the trainer (refresh) so that you can check how your creation is doing (rating not displayed - yet).
Checking the stats seems to require loading a match against a deck - this will inflate values one way (surrender to back out as was "just checking") or another (playing with a junk deck or unprepared as just wanted to "check in" on the stats). Any plans to make it possible to check the stats of a deck without pinging it with a win/loss/result?
did you read the text to the right of the name box?I just added a search by name feature to the trainer (refresh) so that you can check how your creation is doing (rating not displayed - yet).
Checking the stats seems to require loading a match against a deck - this will inflate values one way (surrender to back out as was "just checking") or another (playing with a junk deck or unprepared as just wanted to "check in" on the stats). Any plans to make it possible to check the stats of a deck without pinging it with a win/loss/result?
I just added a search by name feature to the trainer (refresh) so that you can check how your creation is doing (rating not displayed - yet).
Checking the stats seems to require loading a match against a deck - this will inflate values one way (surrender to back out as was "just checking") or another (playing with a junk deck or unprepared as just wanted to "check in" on the stats). Any plans to make it possible to check the stats of a deck without pinging it with a win/loss/result?
...bu...am I the only one who didn't understand how to play against NPCs?You prbably need to refresh the page, else it won't update.
Did so, and with ctrl+F5, too....bu...am I the only one who didn't understand how to play against NPCs?You prbably need to refresh the page, else it won't update.
"Capoccione" :D
Are newly submitted NPCs automatically added to the trainer?
- 'Elite pesky' had all kinds of :aether and went 12+ turns never using the Aether (was darkness too with devourers so Dev-tal that submitter forgot to add Fractal into?)Just a bad draw, I assure you :p
perhaps this has been asked already, but it is 15 pages already:I think that the question been asked but never answered, among with many other questions. I guess that only time could tell since nothing is set in stone yet.
what is going to happen to oracle's fg prediction?
One small thing that should be fixed asap:I think that every deck rise in lv when win and lose lv when lose. This means that is will be more balanced in time, I hope.
If one surrenders the game, the win for the deck and thumbs up/down should not count. (And I don't mean when searching for a specific deck as was discussed here already, but when actually playing a random deck.) The problem is that, due to the rather low amount of decks, I fought against certain decks 2 or 3 times already. It's not representative if that counts as 3 wins and 3 thumbs up (or down).
On another note, the level system still is confusing and I would ask anyone rating decks not to include that into their rating. Imo, if a well built mono Life is level 30, then an unupped single mark single draw 20 HP deck can't be >level 10, but I see that quite alot.
Just a bad draw, I assure you :pTORB!!! You're back!!
And awesome stuff: being able to see these decks and their stats and all.
Oh: I'm having the problem that decks with triple draw I face never draw more than 1 card at a time while testing in trainer.
I see. One Beef isn't good enough for you? :'(Just a bad draw, I assure you :pTORB!!! You're back!!
And awesome stuff: being able to see these decks and their stats and all.
Oh: I'm having the problem that decks with triple draw I face never draw more than 1 card at a time while testing in trainer.
:D :D :D :D :D :D :D :D
Ugh the quality of some of these decks are just...meh. There's this one called Pistol Pete and the description is literally "hi i'm pistol pete and i can shooting rapidly". Some don't even have descriptions lol. And level >Level 80 decks, don't even get me started on how they're all Vampire/Miracle stalls with 500 HP+ decks. How are these decks going to be chosen to be implemented Zanz? :Sshoot... i didnt notice the description field.
Ugh the quality of some of these decks are just...meh. There's this one called Pistol Pete and the description is literally "hi i'm pistol pete and i can shooting rapidly". Some don't even have descriptions lol. And level >Level 80 decks, don't even get me started on how they're all Vampire/Miracle stalls with 500 HP+ decks. How are these decks going to be chosen to be implemented Zanz? :S
Mark multiplier doesn't work for me, it just defaults to 1x when I'm testing the deck.you sure its not a graphics bug? i noticed once that even though the mark looked normal, the AI was still getting 3x
Also.... what do we think about the decks in the wiki? I saw some great ones in the featured articles....is the wiki even being updated?
Thank you for all of the submissions!
I removed all the decks that had a near 100% negative rating and 436 decks are left.
Please ignore the level, at the moment it means next to nothing, they are still being adjusted. the more we test the decks the more those levels will have meaning.
The most thumbed up deck of the day are: Cedric, Squire and Gale with a 100% positive feedback.
As we keep the good decks and get rid of the not-so-good ones the NPC's in the database will get more and more interesting, so do not give up if right now the quality is not there yet: if you find something that does not belong in our bestiary give it a thumb down so that I know that it needs to be removed.
Thank you for all of the submissions!
I removed all the decks that had a near 100% negative rating and 436 decks are left.
Please ignore the level, at the moment it means next to nothing, they are still being adjusted. the more we test the decks the more those levels will have meaning.
The most thumbed up deck of the day are: Cedric, Squire and Gale with a 100% positive feedback.
As we keep the good decks and get rid of the not-so-good ones the NPC's in the database will get more and more interesting, so do not give up if right now the quality is not there yet: if you find something that does not belong in our bestiary give it a thumb down so that I know that it needs to be removed.
can we get a no vote option? ive had a few games that i won or lost way too quickly to vote effectively on how creative the deck is. even surrendering without a duel forces you to vote...
Thank you for all of the submissions!
I removed all the decks that had a near 100% negative rating and 436 decks are left.
Please ignore the level, at the moment it means next to nothing, they are still being adjusted. the more we test the decks the more those levels will have meaning.
The most thumbed up deck of the day are: Cedric, Squire and Gale with a 100% positive feedback.
As we keep the good decks and get rid of the not-so-good ones the NPC's in the database will get more and more interesting, so do not give up if right now the quality is not there yet: if you find something that does not belong in our bestiary give it a thumb down so that I know that it needs to be removed.
can we get a no vote option? ive had a few games that i won or lost way too quickly to vote effectively on how creative the deck is. even surrendering without a duel forces you to vote...
Do not vote and click "menu" instead.
Is it still reverting back to 500hp for everyone else? Is triple draw working?
The mark is now staying at x1.
Am I the only one not able to submit a deck? I try to and it just takes me back to the deck building menu.
The most thumbed up deck of the day are: Cedric, Squire and Gale with a 100% positive feedback.
How long do you think it'll take till the definitive update? (I'm not rushing this, it is just a random info)My guess would be 1-2 months before it will be implemented in game.
Is it still open to submissions, or are they closed?It's still open.
Oh, good. I wanted to crazy farm FGs in this time to gain lotta electrums and upped cards because probably new NPCs won't be that farmable. I'd prefer having a good card pool by then, so that I can enjoy the new NPCs at their fullest.How long do you think it'll take till the definitive update? (I'm not rushing this, it is just a random info)My guess would be 1-2 months before it will be implemented in game.Is it still open to submissions, or are they closed?It's still open.
...because probably new NPCs won't be that farmable.
...because probably new NPCs won't be that farmable.
Speaking of this. It would be cool if we could see what NPC we are to face, then by the name, mark, and description we can build a deck and attempt to beat it.
I've never been a huge fan of going into the Arena blind, so this would be a cool fix :x
...because probably new NPCs won't be that farmable.
Speaking of this. It would be cool if we could see what NPC we are to face, then by the name, mark, and description we can build a deck and attempt to beat it.
I've never been a huge fan of going into the Arena blind, so this would be a cool fix :x
I really do not want to see it work this way - at least not in the current form of it being a new 'twist' on AI2/3/4+FG with seeing which you are about to face. Once per day for a FG prediction already generated threads (rightfully so) for "use this deck vs this opponent" watering down the trial and error and variation. Imagine if you knew which AI4 you were about to face every time... check forum to find proper counter, use counter deck to win, and rinse-and-repeat over and over.
Perhaps NPC stuff will get implemented with enough "twist" to them that knowing which you face wouldn't become a massive deck-switching-to-counter bore but otherwise I hope they are more-or-less random (at least from a set of 3 or so you _could_ face next).
The most thumbed up deck of the day are: Cedric, Squire and Gale with a 100% positive feedback.
The most thumbed up deck of the day are: Cedric, Squire and Gale with a 100% positive feedback.
Oh snap, I just noticed one of my decks made top 3.
:D
...because probably new NPCs won't be that farmable.
Speaking of this. It would be cool if we could see what NPC we are to face, then by the name, mark, and description we can build a deck and attempt to beat it.
I've never been a huge fan of going into the Arena blind, so this would be a cool fix :x
I really do not want to see it work this way - at least not in the current form of it being a new 'twist' on AI2/3/4+FG with seeing which you are about to face. Once per day for a FG prediction already generated threads (rightfully so) for "use this deck vs this opponent" watering down the trial and error and variation. Imagine if you knew which AI4 you were about to face every time... check forum to find proper counter, use counter deck to win, and rinse-and-repeat over and over.
Perhaps NPC stuff will get implemented with enough "twist" to them that knowing which you face wouldn't become a massive deck-switching-to-counter bore but otherwise I hope they are more-or-less random (at least from a set of 3 or so you _could_ face next).
The most thumbed up deck of the day are: Cedric, Squire and Gale with a 100% positive feedback.
Oh snap, I just noticed one of my decks made top 3.
:D
Is it Gale? Because iirc 'Cedric, Squire' is one name. (I know from testing in the trainer)
After reading this again with some time to ponder, I hope I did not come across harshly at you, Shrink. I just know I feel strongly about that subject so I wanted to get that voiced on this aspect of possible-NPC-functionality. I do understand the draw for such a function of them but it would undoubtedly be abused to a point where they would be one "Oracle prediction" after another instead of an adventure with the game.
TL;DR - No hard feelings, Shrink, it wasn't you personally but just your suggestion I was taking issue with in my reply.
I was under the impression that you would see practically exactly what you see in the trainer right now but on the field in a sort of way. You'd see the card chosen to be the avatar for the deck, the element, and the description for the deck and the name. And the description would include a few hints as to what you would be dueling against. Not all X-amount of decks would be on the main screen but probably get updated and randomized every time you want to one of the various leveled areas. Then you would choose between a handful of decks on the screen to duel. or something similar to that.
Is there any distinction between decks using unupgraded or upgraded cards and the effect that has on the deck's level?
Hm... truth be told, I was also hoping for something that looked like a real map with geographical details (rivers, mountains...)
I can't wait till we can start testing the actual map. I quess we first need the bestianary completed.
The quanta x2, x3 etc. is not working for the test deck I am building. How is it so?
I wish we could modify the description of the deck after it was submitted. I noticed several typo in my submissions :-[Same here, strange random letters from typing too fast, spelling errors, and sometimes entirely wrong words...
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
[...](http://i222.photobucket.com/albums/dd184/insektenplage/Trainer_zps9f734eef.png)
On another note: It says that we can now also see the rating in the trainer now? How? Am I missing something obvious?
Obviously Zanz' call, but I'd say if it's a very obvious mistake and everything else is great, upvote... but it'd be interesting to hear from Zanz if he's going to 'finetune' most decks, or if the exact same versions that we are testing and rating atm will make it to the game without any edit. If it is the latter, probably downvote. :p
On another note: It says that we can now also see the rating in the trainer now? How? Am I missing something obvious?
How are people rating decks in which the creator seems to have made a mistake when submitting it? I've been using precognition and have played a few decks that would otherwise have been pretty fun to play except the mark has been left as chromatic or the wrong element, leading to very easy games as the AI can't play any of its cards (Queen of the Nile and Terminator226 I'm looking at you). It seems a shame to dismiss these decks, but they shouldn't go into 1.4 as they are. Should these be rated up and corrected later or down as they don't work?I think this is the answer.
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.Etc. I think that Zanz will remove all decks that got a copy with V2 after. I think someone should make a thread where you could give feedback to NPC decks, I think that would help a lot with these issues.
Etc. I think that Zanz will remove all decks that got a copy with V2 after. I think someone should make a thread where you could give feedback to NPC decks, I think that would help a lot with these issues.there is one already made by majo smith found here (http://elementscommunity.org/forum/index.php/topic,50588.0.html)
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?
Basically, the rate is given by positive.vote/total.vote(in this case, games, because we're assuming everyone voted)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%.
I have some issues with mark of chroma too.
I get an :entropy mark, no matter of which multiplier I chose.
If you want to take a look at a still very small and still very empty world of elements, click here:
http://www.elementsthegame.com/development.html
I'd like to see a more "natural" map, something like the WoE map, a bit more unsymmetrical and with rivers mountains etc. I thought the map would be a look-down PoV.
If you want to take a look at a still very small and still very empty world of elements, click here:Looks awesome! I can imagine wasting loads of hours playing around with that!
http://www.elementsthegame.com/development.html
is there any particular reason for the current arrangement? would it be better to have the elements that team well next to each other?
I think that for those of you that expected a pov map (I still have to draw the map, what you see is just a random picture) a switch of view might help seeing the bigger picture: try a hard (ctrl+F5) refresh:
http://www.elementsthegame.com/development.html
As for all of the other details do not forget that this is a work in progress and thank you for the suggestions.
I really like this megapatch, thanks for everyone, who are helping in it, but how (much) this affects people with slower internet connection?
I really like this megapatch, thanks for everyone, who are helping in it, but how (much) this affects people with slower internet connection?
Yes Yes Yes Yes Yes Yes that's way more like it! Yesssssssssss!This^I can't do other than agree. Once I lost hope in you, patch 1,32 showed that you still care but this is just amazing.
/e: *cough* What I forgot to say is: Thanks so much Zanz, not only for developing all this, but also for staying in touch with us and listening to our concerns.
PSI kind of want to see this XD
Final request
THERE MUST BE A REALM OF HOLY COWS!!!!!!!!!!!
THERE MUST BE A REALM OF HOLY COWS!!!!!!!!!!!
THERE MUST BE A REALM OF HOLY COWS!!!!!!!!!!!There is no cow level.
Yeah, better make it a rainbow pony land with a creepy background sound.THERE MUST BE A REALM OF HOLY COWS!!!!!!!!!!!There is no cow level.
http://www.elementsthegame.com/development.html
Updated:
Completed dual view of the map.
Added "roll-over" descriptions for palaces.
The current world map is still a placeholder.
This is a drastic (GREAT) change to elements. Have you considered *puts up flame shield* making this a completely new game or wiping accounts so that they have to start from scratch instead of just updating the current elements?
This is such a major change that it pales in comparison to the transition from t50->arena. The people that have been playing for a while have a much bigger advantage than the people that havent been playing as long. This may seem like its the normal thing, but the people that have been playing in the t50 days have a disproportionate advantage to the arena players. I have a feeling (and you could prove me wrong) that the arena players will also have a disproportionate advantage to the 1.4 players. It would require days of grinding to accomplish what was possible back then. Its not so much of an "hours played" thing as WHEN those hours were played. Have you given consideration to this being an "Elements, the Second Chapter" instead of elements 1.4? Perhaps a brand new game submitted to kongregate, and a link to the new Elements that pops up every time you start the Original Elements?
This is a drastic (GREAT) change to elements. Have you considered *puts up flame shield* making this a completely new game or wiping accounts so that they have to start from scratch instead of just updating the current elements?
This is such a major change that it pales in comparison to the transition from t50->arena. The people that have been playing for a while have a much bigger advantage than the people that havent been playing as long. This may seem like its the normal thing, but the people that have been playing in the t50 days have a disproportionate advantage to the arena players. I have a feeling (and you could prove me wrong) that the arena players will also have a disproportionate advantage to the 1.4 players. It would require days of grinding to accomplish what was possible back then. Its not so much of an "hours played" thing as WHEN those hours were played. Have you given consideration to this being an "Elements, the Second Chapter" instead of elements 1.4? Perhaps a brand new game submitted to kongregate, and a link to the new Elements that pops up every time you start the Original Elements?
I don't think is a good thing to start an entire new game, but there is something true in what you say. Maybe the solution could be give a starter deck with the campaign and not make possible to use personal cards, or something else that could make everyone start from a fixed point in that pat of the game
I like the concept so far. One suggestion: if the current size is representative of what you plan for the final version, then I think it would be better to spread the specific element realms out a bit more, i.e. put them further apart in a bigger circle. This would also allow more space for duo decks to be placed in-between the corresponding element realms.Agreed^maybe even have several places for some elements.
http://www.elementsthegame.com/development.htmlWhooho, really nice. Let's just wait for the NPCs then. Thank you zanz.
Updated:
More zones added.
Added map edges.
Refined earth, time, and gravity backgrounds.
Added approx. level per zone.
NPC will hopefully enter the world tomorrow.
http://www.elementsthegame.com/development.html
Updated:
More zones added.
Added map edges.
Refined earth, time, and gravity backgrounds.
Added approx. level per zone.
NPC will hopefully enter the world tomorrow.
QUESTION!! umm since there is like an opponent with 1000 HP
will it mean that the 60 card limit will be broken
or
Will there be a MAJOR buff for a lot of cards
or even
A third stage of upping
or none of the above?
QUESTION!! umm since there is like an opponent with 1000 HPThey are essentially MEANT to have all the odds against you when you fight these decks. They will have great rewards (and bragging rights) if you manage to defeat them.
will it mean that the 60 card limit will be broken
or
Will there be a MAJOR buff for a lot of cards
or even
A third stage of upping
or none of the above?
Where do you see the new version of map?ctrl+f5 = hard refreshing the page. meaning you won't load the page from your memory (old version) but from the internet (new version)
I only see the one under development, but that is the first version, that Zanz posted.
Questions:
-When moving across a zone, will you be forced to engage in battles if your path crosses over them?
-If the latter is yes, will all enemies in a zone be visible? (Example for reference, moving through grass in a Pokemon game.)
-Will zones be locked to players for any reason (e.g. new players can't wonder into higher level zones until quests are complete?)
-Where will PvP be on the map, or will it be separate?
I have tryed that, but it still the first posted version :(Where do you see the new version of map?ctrl+f5 = hard refreshing the page. meaning you won't load the page from your memory (old version) but from the internet (new version)
I only see the one under development, but that is the first version, that Zanz posted.
I'm guessing no new art is needed or wanted.
Eh, works.
- Is testing (and voting) in the trainer still relevant? Because decks have been added to the map already... even though it's not the real map yet, so I guess yes, but would be good to know.
- Will there be an option to simply fight a random opponent level x-y? I think many people would like it if there was such an option, as the ability to pick your opponent is something mostly newer players profit from.
Questions:
-When moving across a zone, will you be forced to engage in battles if your path crosses over them?
-If the latter is yes, will all enemies in a zone be visible? (Example for reference, moving through grass in a Pokemon game.)
-Will zones be locked to players for any reason (e.g. new players can't wonder into higher level zones until quests are complete?)
-Where will PvP be on the map, or will it be separate?
If the NPC is higher level then you yes, they will attack when you are moving closer to them and I will probably limit movements to one hexagon per click because of that. If the NPC is lower in level they will not attack (otherwise you would be forced to have meaningless fights with a level 10 every time you need to visit a palace. I think allowing NPC's within a small range lower than the player's level would be OK - always fighting uphill might be alright but occasional 'stress-free' duels in lower-but-close-to-me levels might be nice.
Enemies are visible but I might add later on an ambush mode where you will find yourself suddenly surrounded on all six sides by enemies and force to fight at least one of them to get out.
I will probably hide parts of the map based on the player level.
PvP stays exactly the same for right now. Maybe I missed it earlier in the thread, but have you addressed questions about "will FG's stay in the game as they are now?"...
I have tried that, but it still the first posted version :(Where do you see the new version of map?ctrl+f5 = hard refreshing the page. meaning you won't load the page from your memory (old version) but from the internet (new version)
I only see the one under development, but that is the first version, that Zanz posted.
I have tried that, but it still the first posted version :(Where do you see the new version of map?ctrl+f5 = hard refreshing the page. meaning you won't load the page from your memory (old version) but from the internet (new version)
I only see the one under development, but that is the first version, that Zanz posted.
Me too :'(
BIG update on the development page:
http://www.elementsthegame.com/development.html
(ctrl+F5)
The map is now inside the trainer! (beta and buggy, but functional!)
It is time for the NPCs to find their true level and their place in Elements; keep playing in the development page and give them thumbs up or down to help in this process.
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.
I just changed the file names so that everyone gets the new version (besides, a nasty bug was erasing the map data when the deck was edited, fixed now)
QUESTION
Will our level be based in our score like the Arena?
It is working now, going to test it out :)I have tried that, but it still the first posted version :(Where do you see the new version of map?ctrl+f5 = hard refreshing the page. meaning you won't load the page from your memory (old version) but from the internet (new version)
I only see the one under development, but that is the first version, that Zanz posted.
Me too :'(
I just changed the file names so that everyone gets the new version (besides, a nasty bug was erasing the map data when the deck was edited, fixed now)
One slight problem: with the current map I don't think it's possible to encounter chroma mark enemies at certain levels. The oracle flats are all single digit level and Nobody's Land outside the elemental zones is all level 30+, so chroma decks in between never show up.True. Remember that this is the first outcast and many things hasn't been fixed yet. Thank you for mention it.
One slight problem: with the current map I don't think it's possible to encounter chroma mark enemies at certain levels. The oracle flats are all single digit level and Nobody's Land outside the elemental zones is all level 30+, so chroma decks in between never show up.
[/quote
True. Remember that this is the first outcast and many things hasn't been fixed yet. Thank you for mention it.
I noticed that too. I am adjusting the area around the oracle to vary between level 5 and 25. That means that approaching the oracle will be a bit easier from certain element areas but it is probably better than having so many identical areas in the 5-10 level range.
Water needs more love.
Two requests:
...
2. Out of 1052 NPCs submitted only 70 are water based. Water needs more love.
I noticed that the double draw decks are not also doubling their deck size. I'm not sure if that's also the case with the triple draw decks or not.
Two requests:
...
2. Out of 1052 NPCs submitted only 70 are water based. Water needs more love.
Do you mean decks with simply a water mark, or decks that predominantly contain water cards? I'll try to help out; I've built 3 or 4 decks, and I'll be happy to do a few more, but it would help to know which you need. For example, would you want a deck that has 24 fire cards + 6 freeze, and a water mark, or would you prefer decks with mostly water cards, like for example 24 water cards + 6 lightning and aether mark? Or are you looking for decks with -only- water cards in them, like 30 water cards and water mark?
Two requests:
1. Did anyone add the current false god decks/names, does anyone feel like doing that so that i can give them an area on the map?
Just a water mark and whatever else you like in it. As long as the theme is water. Maybe not 24 fire cards but duo is fine.
I will put this on my "to do" list for tomorrow evening as well as the AI3 (current) decks. Although my AI3 names might be up for debate.
These are the decks I have added here (http://elementscommunity.org/forum/index.php/topic,50550.msg1090014.html#new). They are however the OLD AI3, not the AI3 we have now, and which we got this way (http://elementscommunity.org/forum/index.php/topic,10881.0.html). So it still belongs to bripods "To do list" - if not anybody else did that task.
I will put this on my "to do" list for tomorrow evening as well as the AI3 (current) decks. Although my AI3 names might be up for debate.
The AI3 decks are already submitted, I've run into some of them with names like "Old AI3 water/fire".
Some areas will load random enemies (anything that says Nobody's land at the moment is really loading random enemies of the appropriate level)
Some areas will load random enemies (anything that says Nobody's land at the moment is really loading random enemies of the appropriate level)
Very happy to hear that, I'd wish to go a step further though: 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.
(Just not to be misunderstood, I totally love the whole rpg-ish feeling of spawning NPC's that you can attack (or be attacked by, even.) I'm a total fan of that idea of yours, just asking for this additional option)
The following is less important, but a slight increase in reward would fit to those random NPC's. I'm well aware that your idea of the main part of 1.4 Elements is fighting set NPC's you know, so how about this:
-Idea a) Increase Electrum and score reward by 10%. This is barely noticeable and no new player that is too unexperienced to efficiently farm random NPC's will become frustrated at all. The players who do decide to fight those random opponents however at least feel like the few more losses by unexpected opponents are worth it, however marginal the difference may be.
-Idea b) Don't increase Electrum reward at all, but only increase score. (This could be way more than 10%, but doesn't have to be) This way there is really no difference at all for newer players as they always only care about Electrum, while the veterans can feel that their efforts are not wasted.
So, yeah. Slightly increased rewards would be very cool, but the really important thing for quite a lot of us experienced players would be the above mentioned 'hidden random NPC's. I'm looking forward to your reply, and thanks again for all the time you invest, both in the game itself as well as in answering questions and keeping us up to date here!
P.S.: In order to bribe you a bit, I just submitted an additional Water deck. (Ice Wall) :p
I really, really really dont like this update. Having "stronger" opponents with crazy advantages over you isnt really the way to go about adding a challenge to the game. Although its nice to have a bit of that, like it was with the FGs, having it to this extent doesnt seem like a good idea to me.
for starters, the way this works is basically making faster strategies more and more irrelevant in more and more places. It doesnt matter if you can do 100 damage faster than any opponent, if your opponent can deal 100 before you can do 200+. However this doesnt really effect slower strategies as much, since they just need to stabilize or even lock their opponents. and frankly, these sorts of strategies tend to be VERY dull to play.
I dont quite see why this was really needed anyway. Certainly, the biggest issue in elements is the repetition and lack of variability, however this doesnt really fix that, certainly no more than the arena did. At any rate, it seems to me that rather than doing this sort of thing, priority would be better placed on making new cards which open up new realms of possibility for deck building. Cards like voodoo doll and SoR have spawned many different deck ideas, which all adds up to more variation in the game overall.
At any rate, the new update forces players into more time on the maps than they should have to, it makes the game clunky and baggy, and overall, worse than the old system.
Although I respect the idea, I must say that i personally dislike it, and are much more likely to stop playing altogether, than increase the amount i play.
But thats all just my opinion
For those who feel like abandoning ship, may I suggest: http://www.hubworld.com/my-little-pony/shows/friendship-is-magic/gamesNot sure how insulted [people should] feel at this
For those who feel like abandoning ship, may I suggest: http://www.hubworld.com/my-little-pony/shows/friendship-is-magic/gamesNot sure how insulted [people should] feel at this
As I said good night on Skype to ITR earlier in the evening and I went to bed, I couldn't help but think of all the fun he and I had trouncing around in the new Elements World and I could not sleep... I got up to find negative talk about the upcoming patch...
I for one am very glad to see something new rather than the same old AI0-AI5 decks in my face every time I log into the game. My initial thoughts were that the new interface would help new players learn more about how to counter decks rather than rely on some posted uber-deck that had an astronomical win rate...
Yes, I got my butt kicked but then had the opportunity to think about a counter, build it and then walked all over the opponent that just kicked my ass.
It's just the same old song and dance... New players think a patch is unfair, they want higher rewards for their meager time investment, they want to be able to trade cards or get rares with every AI0 spin, blah blah blah... C'mon... do you really want Zanz to just give you Lvl 80 and a Trainer Edition to start with when you create your free acct?
Do the youth of today feel entitled to have everything just because they registered for a free acct? Where is the sense of accomplishment? Do you buy a video game and the cheat book at the same time? Please... grow a pair and enjoy the game, it's free after all. If you don't like the way things progress go find another and stop bitching about how unfair you think this game is.
Those who enjoy PLAYING this game are very open to seeing how the creator wants to evolve it and have a new path to play with decks created by other players who share the love of this game...
At least it's a user friendly alternative.... apparently some want that rather than a challenge.
-snip-I'm going to start by ignoring how terribly rude that was.
For those who feel like abandoning ship, may I suggest: http://www.hubworld.com/my-little-pony/shows/friendship-is-magic/gamesSince you're trying to add insult to insult, may I suggest this website to you:
Elements was a challenge enough before, but after this update, I think we'll see the new users for EtG go up a lot, then drop to an all-time low once they realize how much more difficult and time-consuming it is.
b) These are.... options the players have now. Noone's freaking forcing you to play against those opponents! And before someone starts the electrum/score talk: I personally killed less than 50 FG's... In about 10.000 games. Up until now, the opponent I play most is AI3 (!), with an unupped deck. And still - to end this as I started this - I'm rich like Rush Limbaugh is fat, imagine that. :>
Elements was a challenge enough before, but after this update, I think we'll see the new users for EtG go up a lot, then drop to an all-time low once they realize how much more difficult and time-consuming it is.
What the? That's exactly the opposite of the truth. HOW is it more difficult and time-consuming? It is EASIER, how can you even fail to see that? There are level 0-10, 10-20, 20-30 decks and so on. That means there's NO more gap like the one after AI3 before, which is what killed everyones fun, which you would know had you made one or two RL friends join (and see them quit after a time) like me. You're simply confusing the option to go even further than FG's with an increase in difficulty, and that's not true. Rares were best farmed in Bronze before and might now become very easy to farm, because you can just "camp" somewhere where NPC with rare x keeps spawning, have you ever thought about that? I get the feeling you two guys simply want to be unhappy, sorry. :p
I for one enjoy facing an opponent with 900 Hp and an unsurmountable ammount of power that is thought to be unbeateble... but then again, I am one who enjoys a challenge, not a cheat book...
I for one enjoy facing an opponent with 900 Hp and an unsurmountable ammount of power that is thought to be unbeateble... but then again, I am one who enjoys a challenge, not a cheat book...Hey, can you stop being 6 for about 30 seconds and talk like a big boy? Thanks.
What the? That's exactly the opposite of the truth. HOW is it more difficult and time-consuming? It is EASIER, how can you even fail to see that? There are level 0-10, 10-20, 20-30 decks and so on. That means there's NO more gap like the one after AI3 before, which is what killed everyones fun, which you would know had you made one or two RL friends join (and see them quit after a time) like me. You're simply confusing the option to go even further than FG's with an increase in difficulty, and that's not true. Rares were best farmed in Bronze before and might now become very easy to farm, because you can just "camp" somewhere where NPC with rare x keeps spawning, have you ever thought about that? I get the feeling you two guys simply want to be unhappy, sorry. :pFirstly, I'd like to assure you that we are not the only ones unhappy with this update.
To be honest, i think a fairly good fix for this issue would be to give players the option to switch between modes. I dunno how viable this is in terms of the technical capabilities, but it would work if this was just an option.I like this. Maybe zanz could make it work, but that's up to him.
-snip-I'm very tired at the moment, so I may look through this again tomorrow and think that I sounded like a complete idiot (which I almost always do when I try to do anything that requires any level of not-being-completely-stupidness).
try to farm those mobs and see what happens.
The deck can be changed only from a palace
If the lack of randomness is what worries some of you so much all I'll have to do is put back those levelX buttons on the side of the map.So, zanz, I'm still waiting to do that interview with you. (For, actually, over 6 months now.)
As for 1.4 in its entirety is way too early to judge it. What you see in the development page is nowhere close to what 1.4 will be like.
For sure using a single deck to farm a single mob is NOT going to be an option, player will have to move and try different zones where new random opponents will appear.
The deck can be changed only from a palace, which means that changing a deck to grind each specific opponent is not feasible, on a few occasions adjusting a deck to beat a specific boss-like opponent is instead possible.
The only zone that is somewhat close to being finished is the oracle (palace excluded) in the middle of the map. I just updated the development page with it, try to farm those mobs and see what happens.
I for one enjoy facing an opponent with 900 Hp and an unsurmountable ammount of power that is thought to be unbeateble... but then again, I am one who enjoys a challenge, not a cheat book...Hey, can you stop being 6 for about 30 seconds and talk like a big boy? Thanks.
I have never once cheated at this game and I would hardly consider using rush decks "a cheat book."
I for one enjoy facing an opponent with 900 Hp and an unsurmountable ammount of power that is thought to be unbeateble... but then again, I am one who enjoys a challenge, not a cheat book...Hey, can you stop being 6 for about 30 seconds and talk like a big boy? Thanks.
I have never once cheated at this game and I would hardly consider using rush decks "a cheat book."
Lol, I'm almost old enough to be your grand father... time to become a big boy yourself, and face change... ;)
I think I shall chip in here or this spiel about it being harder to grind I have to disagree have either of you actually played the npcs on the development page with the entropy starter deck (not nearly the best) I played for 30 mins beating low level opponents and made more money in that time then an hour of pounding ai3 with a fully upped rush in fact the grinding will take less time than than you think, and I'm sure when the map is finished there will be more than one of each palace per element spread across the map or it won't be as much a trek to get to your nearest palace so that won't be a problem either. Personally I think your hating for the sake of hating because you want more cards trust me that is not always the best option I play another ccg that gets 7 or 8 new cards every week and that makes sod all difference I still play the same 6 different decks constantly because they are the most effective more cards is not the answer to increase deck options what you need is a way that inspires the use of different decks not more cards.I see that after 30 mins of gameing you lost most of your ",", didn't you? Just Kidding
I just want to add my thought into this discussion.
I think this is much much better than adding 10 new cards or something. Since the meta often consist of more less 10 grinding decks and adding 10 new cards would only make maybe 1-4 new viable grinding decks which wouldn't affect meta that much at all( this is true but for the shard meta, but I really doubt such a series will be made again ). Instead of making new cards that wouldn't affect meta that much he gives us the opportunity to create our own opponents and or own meta. I'm pretty sure that the grinding decks before 1,4 and after 1,4 will be a lot different, especially for the midd lv players. + With all the extra functions like 900hp 5*mark 3dex we gonna be able to make so many different decks it's crazy, we gonna be able to make all those decks who has been to weak before. The biggest problem with arena is that people submit the strongest decks, in this map the strongest deck could be any deck.
The biggest problem with arena is that people submit the strongest decks, in this map the strongest deck could be any deck.
I dunno about other people, but i dont really care much for the rewards themselves. Personally, i just dont like playing against opponents who have extra advantages and losing to those reasons alone. I much prefer to play around with decks against people with equal advantages to me. Something which is much easier with the current system.And so do I. But since the ai never gonna be able to play as good as a player that wouldn't work. + giving an ai for example more hp makes it able to beat more decks for example rush decks. If all fg's had 100 hp the best grinder would eb a rush deck this would mean that all the fg's had to have anti rush cards that would really decrease the versatility of decks and that would make them week to other decks such as Ug stalls and so on. SO having more hp card draw marks really helps to make more decks different decks for ai.
The rewards themselves dont really mean all that much to me, although its nice to have a bit of extra electrum, i have enough to upgrade whatever i want as is. And more importantly, getting more electrum faster decreases the satisfaction of upgrading cards. its like why the game doesnt just give you all the cards in the first place.
I'm sure that Zanz knows this and will find a balance for it.I just want to add my thought into this discussion.
I think this is much much better than adding 10 new cards or something. Since the meta often consist of more less 10 grinding decks and adding 10 new cards would only make maybe 1-4 new viable grinding decks which wouldn't affect meta that much at all( this is true but for the shard meta, but I really doubt such a series will be made again ). Instead of making new cards that wouldn't affect meta that much he gives us the opportunity to create our own opponents and or own meta. I'm pretty sure that the grinding decks before 1,4 and after 1,4 will be a lot different, especially for the midd lv players. + With all the extra functions like 900hp 5*mark 3dex we gonna be able to make so many different decks it's crazy, we gonna be able to make all those decks who has been to weak before. The biggest problem with arena is that people submit the strongest decks, in this map the strongest deck could be any deck.
There are soooo many things wrong with this statement, its hard to know where to begin...ok
For starters, you refer to "the meta" However there is really more than one meta. with multiple ranges of opponents you have meta decks for each individual area of play. At any rate, this sort of update does not really affect any of that, so...
I don't see how adding a new meta won't affect that besides that you are right.
The biggest thing that elements needs right now is variance.I totally agree This adds to replayability and gives players a lot more freedom. Even if new decks dont become part of "the meta" it still benefits the game greatly. Adding 10 new cards which are all like voodoo doll, in that they have a lot of potential for deck concepts, could potentially create 100s of new deck ideas. Which the game would benefit from much more than a glorified remake of the arena.
I agree with that but the last sentence. Adding new cards is very good but adding a new Area for playing is also very important to do once in a while. For example imagine this game still having T50 and instead of T500 and arena we would have 100 new cards. Even if those cards would make the meta bigger I bet that many players would leave anyway since only T50 would be to boring. It's the combination of adding new areas and new card that makes it more fun and variance
Creating opponents has always been possible, besides the arena, theres even been functions in trainer.
True but even if they are relatives 1,4 will give this creating new decks a whole new meaning.
Grinding decks being different depends on where your grinding.Yes. This has always been the case in elements, and since the overall concepts of each level does not change, the decks wont really end up being different
But that is also true for arena, the ai's and so on. And when having over 1000different decks to play against I'm pretty sure that you will end up having loads of viable different decks.
I fail to see how stronger opponents mean that you can make more decks, or that they make weaker decks better.
Nah thats not really how I meant. There are many combos in elements some are stronger some are weeker. Having more hp etc etc makes even the weak combos viable and in that way it's gives more versatility to the deck building.QuoteThe biggest problem with arena is that people submit the strongest decks, in this map the strongest deck could be any deck.
Basically your saying that the "strongest deck" wont be the strongest deck? Interesting...
Correct. With 900 hp an antlion deck might beat a miracle/sod deck with 100hp. In other words with other things that make the deck stronger any deck could be the best.
At last I just want to say that we want the same thing, variation. But I guess we have different opinions on how to reach that goal. I guess that only time could tell who was right about patch 1,4, maybe we will bot h be right.
I dunno about other people, but i dont really care much for the rewards themselves. Personally, i just dont like playing against opponents who have extra advantages and losing to those reasons alone. I much prefer to play around with decks against people with equal advantages to me. Something which is much easier with the current system.And so do I. But since the ai never gonna be able to play as good as a player that wouldn't work. + giving an ai for example more hp makes it able to beat more decks for example rush decks. If all fg's had 100 hp the best grinder would eb a rush deck this would mean that all the fg's had to have anti rush cards that would really decrease the versatility of decks and that would make them week to other decks such as Ug stalls and so on. SO having more hp card draw marks really helps to make more decks different decks for ai.
For starters, you refer to "the meta" However there is really more than one meta. with multiple ranges of opponents you have meta decks for each individual area of play. At any rate, this sort of update does not really affect any of that, so...
I don't see how adding a new meta won't affect that besides that you are right.
The biggest thing that elements needs right now is variance.I totally agree This adds to replayability and gives players a lot more freedom. Even if new decks dont become part of "the meta" it still benefits the game greatly. Adding 10 new cards which are all like voodoo doll, in that they have a lot of potential for deck concepts, could potentially create 100s of new deck ideas. Which the game would benefit from much more than a glorified remake of the arena.
I agree with that but the last sentence. Adding new cards is very good but adding a new Area for playing is also very important to do once in a while. For example imagine this game still having T50 and instead of T500 and arena we would have 100 new cards. Even if those cards would make the meta bigger I bet that many players would leave anyway since only T50 would be to boring. It's the combination of adding new areas and new card that makes it more fun and variance
Creating opponents has always been possible, besides the arena, theres even been functions in trainer.
True but even if they are relatives 1,4 will give this creating new decks a whole new meaning.
Grinding decks being different depends on where your grinding.Yes. This has always been the case in elements, and since the overall concepts of each level does not change, the decks wont really end up being different
But that is also true for arena, the ai's and so on. And when having over 1000different decks to play against I'm pretty sure that you will end up having loads of viable different decks.
I fail to see how stronger opponents mean that you can make more decks, or that they make weaker decks better.
Nah thats not really how I meant. There are many combos in elements some are stronger some are weeker. Having more hp etc etc makes even the weak combos viable and in that way it's gives more versatility to the deck building.
QuoteThe biggest problem with arena is that people submit the strongest decks, in this map the strongest deck could be any deck.
Basically your saying that the "strongest deck" wont be the strongest deck? Interesting...
Correct. With 900 hp an antlion deck might beat a miracle/sod deck with 100hp. In other words with other things that make the deck stronger any deck could be the best.
At last I just want to say that we want the same thing, variation. But I guess we have different opinions on how to reach that goal. I guess that only time could tell who was right about patch 1,4, maybe we will bot h be right.
I'm all in favour of 1.4, as there will be a greater variety of intelligent decks (once the wheat and chaff have been sorted) and potential for themed quests sounds great. I would like to be able to win upgraded non rare cards by fighting strong enemies as I think there's more sense of achievement than spending money to upgrade stuff. E.g. for level 60+ish decks make all the spins give upgraded cards, not just the special spin like it was in the arena.ioiul I guess you haven't read this.
I would however be dubious as to only being able to change your deck in a palace, as I can see myself spending a lot of time traveling back and forth between the higher level areas at the edge of the map and the palace just so I can adjust pillars/cards and test them at the appropriate level. If you wanted to stop someone using a specific deck to beat a mob, then don't have a mob of the same enemy - make the opponents in the map area you occupy reset after a battle or have a greater variety of enemies within one map tile so you can't easily fight the same enemy twice in succession. If you still insist on only changing your deck in a palace, at least include some sort of fast travel or similar.
Zanz: On a separate note I've noticed there are a few bugs in the bestiary/trainer it would be nice if you could fix.
1) The mark in the bestiary is bugged so that multiple marks play as single marks when testing decks pre submission, I think others have already pointed this one out
2) Triple dexterity is bugged in that it works when testing in the bestiary but when playing it in the trainer it uses single draw with a deck that's three times the size of the original deck, which hurts even more than if it simply didn't work (see "Ninja" deck for an example).
It would be great if you could fix both of these as its quite difficult to gauge atm how a deck is actually going to perform once its submitted, thank you.
New art is ALWAYS needed!
I have been particularly bad at reading emails on my old accounts and I do not know yet where exactly we want your sexy art in the new version; I have been using inexpensive (size-wise) vectors for the zones background because I did not want the game to blow up to 10 Mb but once the map is finalized maybe you feel like drawing it? We will discuss this as I get closer to a final version of 1.4
So, I just checked up my NPC in trainer.
Last time it had 8 Wins and 0 Losses, now it says 'no data yet'.
I'm wondering if my deck was the only one who suffers a reset of stats? :)
And also if anyone knows what could be the reason.
@zanz - Arts and maps looks fantastic, but they aren't intuitional. Version 2D would be much better. In 3D I wanted to click into circle with deck card, not on a hexagon. What is more - cards hide a lot of hexagons. For me deck card must be in hexagon... Think about it.[...]
So, I just checked up my NPC in trainer.
Last time it had 8 Wins and 0 Losses, now it says 'no data yet'.
I'm wondering if my deck was the only one who suffers. reset of stats? :)
And also if anyone knows what could be the reason.
@zanz - Arts and maps looks fantastic, but they aren't intuitional. Version 2D would be much better. In 3D I wanted to click into circle with deck card, not on a hexagon. What is more - cards hide a lot of hexagons. For me deck card must be in hexagon... Think about it.[...]
The first point is not too relevant. I made that mistake too... the first 20 seconds. And never again. So it's totally fine.
I agree however on the second point, some fields are a bit hidden by NPC descriptions and harder to click. That should probably somehow be worked on.
So... huge update in trainer? Can we get a comment on that, Zanz?^^
For example, is it still possible to search for specific decks in the trainer? What happens to NPC's that we submit from now on, will they instantly appear on the map or do we have to wait for an update? And will the choices for a "Quick match" be replaced with level 0-10, 10-20 and so on until 1.4 goes live?
Thanks in advance.
And will the choices for a "Quick match" be replaced with level 0-10, 10-20 and so on until 1.4 goes live?
And will the choices for a "Quick match" be replaced with level 0-10, 10-20 and so on until 1.4 goes live?
I would love to see a NPC coliseum or something similar in the final release which just allowed you to select from a choice of level ranges and fight random NPCs from that range.
And will the choices for a "Quick match" be replaced with level 0-10, 10-20 and so on until 1.4 goes live?
I would love to see a NPC coliseum or something similar in the final release which just allowed you to select from a choice of level ranges and fight random NPCs from that range.
Wouldn't that be Arena? ;)
We need more new cards.....
http://elementscommunity.org/forum/index.php/board,393.0.html
We need more new cards.....
http://elementscommunity.org/forum/index.php/board,393.0.html
Haven't been posting for a long while. Someone informed me about 1.4, and IMO it's excellent. Making grinding feel more like an RPG would help restoring some of the fun. However...More new cards is important for pvp, and long time players. Players get bored with the same few dozen cards after so long. And not everyone enjoys PvE, some only play pvp.We need more new cards.....
http://elementscommunity.org/forum/index.php/board,393.0.html
No we don't. Instead, we need to think of (non-buff) ways that old cards will be useful. Well, the Pareto principle has been quite true in a lot of things, especially in elements card usage. My approximation is that 20% of the cards are used 80% of the time. The real figure might be less uneven, but around half of the cards are seldom touched (if at all, see Antlion) and a quarter of them are niche cards. Adding a new card is essentially gambling development time for a chance in 1 extra card in meta. I'm all for elements moving forward, but adding new cards is not the efficient way.
Instead, I would suggest Deckbuilding from (at least partially) Random Cardpools. A new interface could be developed for that. From what I observe, new interfaces are generally very, very successful. Arena changed elements a whole lot. So will this AI grind revamp. Also, cards need to be more fulfilling to get, too. Releasing a card that goes straight to bazaar or have players to grind arena *insert number* times to rarespin it out isn't that fulfilling of an experience. I noticed something in the new interface that says "reputation with this element". In addition to special marks, maybe we could buy special cards with this reputation? That would be a good way to implement new cards, instead of the common/rare/nymph threefold division.
Pardon my organisation. But my main points are:
1. Make grinding fun. RPG-styled grinding feels less tedious than matching up with random AIs.
2. Making new cards isn't all that necessary. But, if you decide to make new cards, make sure there are special ways to obtain them (especially in the new interface), so that in addition to the metagame improvement gamble you can enhance your new interface.
3. New interfaces are good. We should be seeing more and better interfaces. Think about it this way. An interface is where you use the cards. One new interface is a new way to play elements. The improvement it brings is immense.
4. Think of ways to make unused cards useful. Elements has a lot of cards, yet quite a large batch of them are underused placeholders. Mass-buffing is bottomless pit (in fear of powercreep), so I wouldn't suggest it. Making players salvage and build from random cardpools is, on the other hand, a good way to recycle the placeholders into the game.
Hopefully 1.4 will be the AED of elements.
http://www.youtube.com/watch?v=OnA3C9Af_oc (http://www.youtube.com/watch?v=OnA3C9Af_oc)
"Right, right; I follow you"
More cards will come, have faith.
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.
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 :>
the "Random Card Pool Deckbuilding" that mathemathistic said in the page before this one sounds fun too
This remidns me of Zanz idea TRIALS.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.
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.(http://imageplay.net/img/m7Gbd244197/Celestial.png)Make a relatively useless card worth playing?More info here. (http://elementscommunity.org/forum/index.php/topic,35331.0.html)
(http://imageplay.net/img/m7Gbd244401/Flying_Weapon.png)This would allow Air to fly the opponent's weapon, then kill it with Air's CC.
(http://imageplay.net/img/m7Gbd245139/Heavy_Armor.png)(Heavy) which doesn't allow RT'ing, can make combos more fun!
(http://imageplay.net/img/tya22267340/Cockatrice.png)Cockatrices wanna be cool too... with protection from weapons also?? Sounds good.
(http://imageplay.net/img/tya22267333/Leaf_Dragon.png)Trio ability with Light/Life?
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.....)
When you said my upped Bone Dragon is 14/6, that's when you lost me...
When you said my upped Bone Dragon is 14/6, that's when you lost me...
Keo said unupped, and was referring to:(http://imageplay.net/img/tya22267304/Bone_Dragon.png)
As seen in the thread you linked.
When you said my upped Bone Dragon is 14/6, that's when you lost me...
When you said my upped Bone Dragon is 14/6, that's when you lost me...
Sorry, my mistake, I meant the unupped. (I changed it now)
But it´s still out of balance, for the Bone Dragon to be stronger than the Fire Dragon, since Fire is and should always be the element with the most brute force.
(And there are some other things too, which I think are just mistakes. For example does your upped Firefly Queen the exact same thing as the unupped, with NO changes. (Both generate the Lightning Bug, which is the unupped version in your thread.)
But I already know that you won´t even listen about what I say, so why am i even writing...
@Drake XIV: I said upped first (by mistake) but changed it after reading my text again...
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.
Anybody who's done PvP Events and Weekly Tournaments knows that we've come at the limited card pool from every different angle.
Yeah, Life is more of a growth element.Because of what, two cards that actually are/cause growth?
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.
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.
Bit of an issue with the current map: I built a Grabbow straight from my Darkness starter and went to beat a Seraph deck that had 50 HP. I won a Rage Elixir as my first card. Yeah, the upgraded one. I think if decks have upgrades, they need to be hard enough to warrant the chance to win one. 50 HP is way too little no matter the deck or other stats.
Another problem connected to this is that decks like these often have many copies of one card and are smaller than 30 cards. That means very high chance of spinning those cards (i.e. Rage Elixir in this case). I could farm that AI and essentially never lose.
Does this mean you can win upped cards but cannot use them until you finish all the quests? It seems an ok way to balance it out...
It's just now in the beginning. I fought many ai2 they all give 2 upped spins in the map while they give 2 un upped in elements. I think that Zanz schould lowever the lv of un upped decks that is submitted with 100hp with 10 lv's, would make it much more balanced.Does this mean you can win upped cards but cannot use them until you finish all the quests? It seems an ok way to balance it out...
That doesn't seem like an ok way to "balance it out" at all.
Luckily, I also doubt that it is planned to be that way.
It depends on the level region I found. If you are in the element colored areas and not no mans land, your deck is autounupped. Also you can't win upped cards from the spins. As soon as you hit no mans land upped can be used and won.wrong you can win ups from third tier decks i won 2 fire lance and 1 explosion i was winning these from level 30 fire decks iirc the npcs were ignis and spiritblaze.
Odd, 'cause I put no ups in Spiritblaze. Maybe they were only from Ignis.It depends on the level region I found. If you are in the element colored areas and not no mans land, your deck is autounupped. Also you can't win upped cards from the spins. As soon as you hit no mans land upped can be used and won.wrong you can win ups from third tier decks i won 2 fire lance and 1 explosion i was winning these from level 30 fire decks iirc the npcs were ignis and spiritblaze.
Odd, 'cause I put no ups in Spiritblaze. Maybe they were only from Ignis.It depends on the level region I found. If you are in the element colored areas and not no mans land, your deck is autounupped. Also you can't win upped cards from the spins. As soon as you hit no mans land upped can be used and won.wrong you can win ups from third tier decks i won 2 fire lance and 1 explosion i was winning these from level 30 fire decks iirc the npcs were ignis and spiritblaze.
But yeah, I find ups are -way- too easy to get still. I started out as Life this time in the development page. Made Adrenafrogs and went on to beat the Peon Blue Crawler and Minor Elf (who is not very minor btw) over and over. Not only do I get a whopping 35-ish electrum and score (which is extremely lucrative compared to the NPC's around the Aether area), but I also get to spin for one upgrade. Within 20m, I had a Minor Abom and 10m later I had 500 score.
Selling my Minor Abom, I built MA and went to easily defeat a Fire Elemental (lvl 46) and lo and behold, I get to spin for TWO upgrades.
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.
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!
I think something (obvious or not) hasn't been said officially:zanz said somewhere in this thread that pvp and arena will remain the same 1.4 is only changing the asychronous ais
There will still be synchronous PvP and PvP Duels, right?
Trainer updated with part of the work on marks done (ctrl+F5)Tried it a bit.... you did great Zanz!
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.
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.
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.
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...
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.
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.
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
I have a small concern regarding HP.
Remember these Firebolt OTK decks? Well, these makes all fights until like Level 30+ incredibly easy due to the very low HP nature of NPCs. I tried out this mode in trainer without any cheats, and was able to get an upgraded card far earlier than even getting my rare (score 138), using the fire starter deck for the sole purpose of getting the bolts, immolations, fire pillars, etc. I didn't bother putting that much thought into the deck, but it does work. Granted - new players probably aren't that savvy, but my point is that I guess getting upgraded cards wasn't intended to be *that* easy.
May I suggest rareless AIs until level 35ish?
Woohoo my suggestion was taken! (?)May I suggest rareless AIs until level 35ish?
Probably not.
Zanz already stated that the low level areas will include mainly rareless NPCs, combined with seldom spawning elite NPCs that do have rares.
If you mean your suggestion after zanz had already stated it, then yes.Woohoo my suggestion was taken! (?)May I suggest rareless AIs until level 35ish?
Probably not.
Zanz already stated that the low level areas will include mainly rareless NPCs, combined with seldom spawning elite NPCs that do have rares.
You should pay more atention to jokesIf you mean your suggestion after zanz had already stated it, then yes.Woohoo my suggestion was taken! (?)May I suggest rareless AIs until level 35ish?
Probably not.
Zanz already stated that the low level areas will include mainly rareless NPCs, combined with seldom spawning elite NPCs that do have rares.
I suggest we have an ELEMENTS 1.4! And we should make it look a lot like this. (http://elementsthegame.com/development)You should pay more atention to jokesIf you mean your suggestion after zanz had already stated it, then yes.Woohoo my suggestion was taken! (?)May I suggest rareless AIs until level 35ish?
Probably not.
Zanz already stated that the low level areas will include mainly rareless NPCs, combined with seldom spawning elite NPCs that do have rares.
How do I find my NPCs?As far as I know, you don't. It's all chance if you do find one. Having the ability to search out npcs could lead to unfair changes in their ratings (losing purposely to your own), as nice as it is to test against your own.
I can't find the "All quests" button in the trainer. Is it just me?IT'S GONE! D:
So, after 20 pages (by my settings) of comments, I finally ring in with my 2 :electrum. Forget "Elements 1.4". This proposed update completely changes how the game is played. This is "Elements 2.0", clearly. That's just me, and I'm sure no one agrees, least of all zanzarino. Just wanted to get it out in the open instead of keeping it inside my little brain forever.To some extent I agree, while we are keeping our cards and such, this is a huge new change.
I now return you to your regularly scheduled thread.
plus if we make it elements 2.0 we can re-release it on kong and get more badges and new players
please, please dont do that.
Looking at other games on kong (mainly sacred seasons), the game completely died by releasing a 2nd.
Half the community moves on, the other half stays at the first version. Both versions have too few players to be fun;
almost everybody stops playing.
Regardless of the version, both would come to these forums. Arena and PvP stay the same. Sure, it may split the kongregate community to some extent, but it would still generate significantly more buzz.
Sure, it may split the kongregate community to some extent
split the kongregate community to some extent
split the kongregate community
Nice job cutting down my sentence until it said what you wanted in the last post.i doubt playerbase will suffer.it may split the kongregate community to some extent
Is there anyone else playing old versions of magic on outdated sites and refusing to move to a new update?
update?Elements 2 =/= Elements update
Considering I spend hardly any time in either current chatroom, nor do a majority of players, I'd be willing to bet this will completely cut the new playerbase in half. More likely, it will bring in a large number of new players, reintroduce people who have given up and dont care about 1.4 until they realize how similar Elements 1 and 2 is and get bored, and only weaken both communities to the extent of Elements slowly dying. The odds of it damaging the community are extremely high
Keolino, all five of your projected consequences are based on the concept that two separate games would exist. As far as I know, exactly zero people suggested having two separate games.
No one other than you has suggested that there should be two separate games, one in the 1.x series, and another called 2.0.
Elements 2 =/= Elements update
-snip-
I am sorry but I just cannot stress enough how stupid I think Elements 2 is.
plus if we make it elements 2.0 we can re-release it on kong and get more badges and new players
Im working on some things in bestiary. I would really like a way to have certain cards just played at the start of the match, like a pet. further, say a starting hand and quanta amount, so the AI plays certain combos at the beginning and such. Beyond this, decks that either dont deckout, or have blank 'dummy cards'.
I think the blank cards go with the no deckout idea, so instead of running out of cards it starts drawing dummy cards.
I knew Zanz would create something to draw me out of the woodwork eventually.
Oh yes.
I knew Zanz would create something to draw me out of the woodwork eventually.
Oh yes.
Oh look! Its Essence!
And this is why such overhauls are great. It adds something for theoldveteran players.
Really, what was his latest activity? I haven't seen much of a change or word in what feels like a month.
What beef is trying to say, is that if you look at a user's profile, you can see when he/she was last online.Really, what was his latest activity? I haven't seen much of a change or word in what feels like a month.
> lrn2profile (http://elementscommunity.org/forum/index.php?action=profile;u=89)
I just came back today after a long break from the game. I tried the v1.4 in the training mode, and I am not sure if the new interface is the right direction for this game. I played the game because it was fun to collect the cards, build decks, and challenge different opponents (btw, the arena was a great idea), but I got bored eventually because there are not many cards. The game just needs many more cards. The current interface is fine to me.
From a community standpoint I fully agree. No shiny graphics alone ever provided one with a great new community. The thing that keeps games like MTG and Yugioh popular and growing is a multitude of updates in the cards available to players. Elements greatly lacks in this area although it excels in multiple others, mainly gameplay-related. The servers aren't perfect but they are pretty good and their lacking in speed and accuracy at times can't be changed to my knowledge. Additional cards with new concepts and rare treasures to find and donate for would increase the addiction factor. More cards means more people.I just came back today after a long break from the game. I tried the v1.4 in the training mode, and I am not sure if the new interface is the right direction for this game. I played the game because it was fun to collect the cards, build decks, and challenge different opponents (btw, the arena was a great idea), but I got bored eventually because there are not many cards. The game just needs many more cards. The current interface is fine to me.
You've just said what everyone has wanted since forever.
But instead of an update with lots of new cards, we got this..
Maybe now that the hype over this has diminished, people will see how...unnecessary this update is.
From the developer's standpoint I fully understand Zanzarino's decision and may have done the same in his stead. He is using this as part of his portfolio. People are more likely to be enticed into exploring a game by a shiny interface that makes them feel like they are really in a world with varying tribes of creatures all around them than an interface that was made with five year old technology and techniques. They won't always be enticed by a normal 'very easy' 'easy' 'normal' 'hard' 'very hard' buttons for facing the computer opponents as soon as they see the game for the first time. They like seeing things like Pandemonium and Quantum Pillars and Singularity that show that Elements is creative, complex, and provides a unique experience.
Keep in mind that new players will want to explore the game with this new interface. They will want to see all that Elements has to offer but will be given bits by bits of it through small quests that will gradually entice them towards later and later quests. This is what I believe Zanzarino is shooting for. It gives it the same type of exploration factor that makes a new Legend of Zelda game so exciting. A new world to explore, and new enemies to face. With enemies also getting progressively harder and being in areas that piqued my curiosity with how the elements each had their own area, their own enemies with varying strategies, etc. I couldn't wait to keep exploring the quests if I could save.
I just came back today after a long break from the game. I tried the v1.4 in the training mode, and I am not sure if the new interface is the right direction for this game. I played the game because it was fun to collect the cards, build decks, and challenge different opponents (btw, the arena was a great idea), but I got bored eventually because there are not many cards. The game just needs many more cards. The current interface is fine to me.
you guys are banging on about how more cards are more appealing than a new interface but you don't seem to have read this whole thread zanz had said earlier in the thread that it isn't just a new interface there will be new cards as well. As for the tonnes of cards update that these money-spinning games have i feel thatwould destroy elements more than help it, even if it remains free to play there needs to be something to improve the grind i have long since stopped grinding because it is dull and boring with the same handful of ais being your only money source and don't say the arena gives a load more ai options because it just doesn't people put the same old crap up all the time just with a different oracle card or a different mark, lots of cards means the old traditional cards get forgotten even with the small card base that elements has cards get forgotten, take the long since forgotten pulverizer there was a time where no bow was built without it now it is shard of focus everything what elements needs isn't a tonne of new cards just a few that benefit the less used cards or open up a whole new line of deckbuild options. For an example of this take shard of patience when it was changed to buff all creatures people went crazy suddenly the less used cards got churned out because the buff was crazy if given time so people exprimented a bit some new decks were born. What we need is not only a more interesting grind experience but a few cards that open up whole new strategies or revive old cards, three or four well designed cards could freshen elements up for a year provided people aren't told certain synergies these new cards have.I just came back today after a long break from the game. I tried the v1.4 in the training mode, and I am not sure if the new interface is the right direction for this game. I played the game because it was fun to collect the cards, build decks, and challenge different opponents (btw, the arena was a great idea), but I got bored eventually because there are not many cards. The game just needs many more cards. The current interface is fine to me.
I think the interface of the game right now is pretty much an empty shell. Yeah, there are NPC already, but it still isn't the final version of the map (at least I think Zanz said that some time ago) We still haven't seen the new quests, and we still haven't seen how much we can develop our "characters" in the final game (all we now till now is that there are 10 levels right now, each providing 5 HP. Zanz said that that won't be everything.)
About the updates of cards: Yeah, I as well, hope for at least 2-5 really interesting new cards in the bazzar, and maybe 1 or 2 rares (i don't think that we need more "rare-series" like shards, weapons or nymphs)
but constant new cards (like in magic or yugioh or pokemon) pose problems as well. Older cards growing weaker, and the lose of interest because the cards will always be "more colorful and creative" then the ones before. Simply, they get more complex, and there come more complex (and strange) abilities all the time. I quit Magic and Yugioh because of that, and many others as well, because the "original" magic that we experienced (8. Edition, Mirodin, Kamigawa) changed so fast that we didn't want to keep up with it anymore. About Yugioh, it was even more fatal. I started it when it came out. Most creatures didn't have abilities back then, and the strongest equipment spells gave about 500 ATK, and there weren't any themes back then. The only cards connected where fusions and the parts of exodia. -----> Anyway, I quit both games because they were changing at high speed and didn't feel "original" anymore. And that's the reason why I am still stuck with elements after years.
What will happen with the player's cards?(I ask this because I have 611 cards) Will they still be with the owner of the cards or all cards and :electrum will be deleted? ANSWER.
What will happen with the player's cards?(I ask this because I have 611 cards) Will they still be with the owner of the cards or all cards and :electrum will be deleted? ANSWER.
> World of Warcraft updates
> you have to buy the whole game again + start from the beginning
What will happen with the player's cards?(I ask this because I have 611 cards) Will they still be with the owner of the cards or all cards and :electrum will be deleted? ANSWER.
> World of Warcraft updates
> you have to buy the whole game again + start from the beginning
sad that i know this is not true, however it would suck if it was like this (i would have quit for good much earlier).
some games 2.0 is a completely new game from the first version and thus data does not transfer (usually from an updated code or separate database). here, i don't think either are the case.
What will happen with the player's cards?(I ask this because I have 611 cards) Will they still be with the owner of the cards or all cards and :electrum will be deleted? ANSWER.
> World of Warcraft updates
> you have to buy the whole game again + start from the beginning
sad that i know this is not true, however it would suck if it was like this (i would have quit for good much earlier).
some games 2.0 is a completely new game from the first version and thus data does not transfer (usually from an updated code or separate database). here, i don't think either are the case.
Also, note that 1.4 is certainly NOT a "2.0" update. If it was, zanz would refer to it as 2.0 :P.
tbh it's more like Minecraft's 'Update That Changed the World', given the nature of the map xD
on the subject of making the game more known on kongregate:
http://www.kongregate.com/forums/1-kongregate/topics/72-updated-games?page=1
No idea how far that will take it, but at least we could give it a shot.
on the subject of making the game more known on kongregate:
http://www.kongregate.com/forums/1-kongregate/topics/72-updated-games?page=1
No idea how far that will take it, but at least we could give it a shot.
Oh, dear.. I can't even find your post in that mess D:
Yeah... 1.4... better he fix this pvp bug first :/ Is he even alive? :]Ha ha I wondered that many times but he actually is. He just don't say when he will be absent, but he always cares and does his job.
(since he makes no money from Elements other than whatever pittance he gets from ad revenue and Kong and the occasional donation)
Actually, iirc, ad revenue doesn't even cover the forum cost.Forum ad revenue =/= game ad revenue.
Oh, I was under the impression that zanz forwarded at least some of that money to admins for forum runnings and such.
So, is the new look for ingame marks final? I can't say I like it, and frankly, I much much much prefer the old style...Strange, because I actually like the change.
The additional things such as these forums and chat and that, come from other sources, they are community funded.
kongregate never gives a single game more than 4 badges.
And besides. That's fairly easy and doubt it would happen.kongregate never gives a single game more than 4 badges.
Yeah, so probably would be better as an in-game achievement system. Doubt that would happen any time soon, though.
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).
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 = x2You 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).
I've been testing(I mean, playing in) Elements 1.4 (http://elementsthegame.com/development.html) and I don't like the look of the permanent cards. I don't like the look of Golden Hourglass/Electrum Hourglass, and pendulum's upper marks: the mark above the big/center mark DOES NOT CHANGE. Please, could you restore the permanent card looks like it was in Elements 1.326 (http://elementsthegame.com)? The permanent card looks quite do look better.
I agree with Keolino, it's nicier to see the whole card.I've been testing(I mean, playing in) Elements 1.4 (http://elementsthegame.com/development.html) and I don't like the look of the permanent cards. I don't like the look of Golden Hourglass/Electrum Hourglass, and pendulum's upper marks: the mark above the big/center mark DOES NOT CHANGE. Please, could you restore the permanent card looks like it was in Elements 1.326 (http://elementsthegame.com)? The permanent card looks quite do look better.
About the pendulums: This is intended. Your mark shows one of the elements, and the upper "mark" in the pendulum shows the other element which this card will produce each turn. And the biggest one in the middle shows which quanta you get the next time that this card activates. Nothing wrong here...
And about the new look of the permanents, I really like that. It makes the cards look more complex and more interesting when they are derping around on the field, which I think is a nice change.
I tried testing it with that and found out that it will outright shred any deck not using some fairly heavy duty healing or a mirror shield... Kinda mean to make it both nigh unkillable AND highly lethal.What about shard of wisdom too? It gives moar lightning effects for the dragon.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 = x2You 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).
He hasn't said that is the plan. Last he was doing with reputation was increasing health.Honestly, I like a lot your Special Marks idea. It's a great thing to have in Elements 1.4, and it'll make tricky challenges in it. Hope Zanzarino (http://elementscommunity.org/forum/profile/?u=89) adds it!
Honestly, I think something like
7 Reputation from early quests are applied to all marks
from there beating a false god with a given mark gives 1 reputation for the first kill of that god (26 reputation)
5 challenge levels in each tower 1 reputation for each level completed in a given tower (5 reputation), in these areas beating the highest difficulty, you get a chance to win one of 12 new mark cards for the respective element.
clearing an area of 20, 30, 40, 50, 60 areas one time each give 1 reputation per mark (5 reputation)
7 special story quests, completion with a given mark (7 reptuation)
for a total of 50 reputation per mark
then
a couple side notes, was zanz said we shouldn't be surprised seeing our arena decks bleed over to the board. I would have those deck attack players that is if you go into an area, and one of the decks is spawned, you are automatically battling the deck. I would have it populate 12 of the squares a random pull of 3 of the top 20 decks from each area of the arena.
so
10 reputation in an element, you can use upped cards of the same element.
20 reputation in an element, you can use the special mark cards in your deck
30 reputation in an element, using that mark, you no longer have to battle arena decks automatically, you can use upped versions of the special mark
40 reputation in an element, using that mark, you can play as a quarter blood (125 HP).
50 reputation in an element, using that mark, allows you to play as a HB on the board if you are using that mark. (150 HP).
50 reputation in every element grants you the chromatic mark in both PVP and on the Board.
Special Marks can not be auto selected, but come in cards,
Playing the Mark replaces the current Mark
None of the special Marks produce quanta, instead they have thematic field effects.
Pendulums no longer produce quanta if on the mark swing
Marks are indestructible, stackable.
Effects would be things like.
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 :time
Anyways thats what I would like to see, along with another 100 cards,
But that's all wishful thinking.
Late reply, but I think it needs to be said. Thank you Zanzarino, for all the tireless work you put into elements for the community. You might not believe it, but I always felt Elements would feel a lot better with some kind of overworld map, but the way you implemented it just completely blew me away. It seems you've given the game a very dynamic change, and it feels very fresh and invigorating. I don't have all the time and passion I used to, but I can say that this update certainly piqued my interest.I agree with you. I almost lost my interest, then BAM, super-mega-ultra update coming. Now I play every day for at least 2 hours :)
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.
Yeah, you can beat some of the level 50-ish AIs with ease just by modding your starter deck (and more importantly, knowing what you are doing :P)
I do not believe that that means you are required to fight against things of your level. To the best of my understanding, you should be able to go basically anywhere on the map (and fight opponents of any level) any time you feel like. The comment you quoted was him explaining the approximate strengths of the various NPC levels at various locations on the map, not the opponents you will be required to face when you are at those levels.
Yeah, you can beat some of the level 50-ish AIs with ease just by modding your starter deck (and more importantly, knowing what you are doing :P)I do not believe that that means you are required to fight against things of your level. To the best of my understanding, you should be able to go basically anywhere on the map (and fight opponents of any level) any time you feel like. The comment you quoted was him explaining the approximate strengths of the various NPC levels at various locations on the map, not the opponents you will be required to face when you are at those levels.
I know that, but the problem is whether the newbies will know that as well. I mean if they are labeled as Level 0, they might be afraid to venture out into even a level 5 area. So it should be configured such that Newbies know that they can beat even level 30 with a little modification from their starter decks. At least the basics of deckbuilding should be shown to the newbies.
I don't know why or what, but there's this error I found: I pressed More Coins, All Cards, More Quanta(to max level), Mark level 10, and turned on Chaos Mode. I built a fully upped LS deck, and went against a Fake God. Here comes the error: When it's my turn, I draw a card and automatically pass my turn without doing anything more than discarding. Is this because of the Fake Gods or because of the buttons I pressed? :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :(
I have a small nitpick about the mark upgrades.
It's good in the world with those badass massive HP hulks, but having 150 HP with the AI3, AI4 and AI5 pretty much makes you untouchable. Ive beaten False Gods with simple rush decks.
I think the Mark Upgrade should only be for the world. That way the other AIs are just like classic elements!
Its always nice to have the option of playing it classic against the AI you like. That's all.
Didn't zanz say a big no on the topic of paid content? He said he will refrain from implementing it and the only way for users to pay is to donate directly to zanz himself?
Exactly.
Why the guy doesn't want to make more money, especially if the idea is one that won't damage game fairness, is completely beyond me.
No, I already understood all that. But at the end of the day, "money is money" and "the cost of living is too high". I'd go and find a meme with a developers need to eat too sign, but alas, I'm lazy.
I've personally never been bothered by paid content in a free to play game. I've never spent a dime on it though... not because I'm greedy, but because it's not in my budget. My poor minimum wage income barely cover my rent after all (also why I can't donate), but I ask: why not take money from those rich kids who have it? As long as it's not something that gave a completely unfair advantage (i.e. holographic cards, unique marks).
I never realized there were those out there like yourself that viewed such simple marketing tricks with disdain. I mean, I agree that they're not exactly classy these days with the bad rep they've gained (nods to a couple unmentioned games) but again: "money is money".
Unpopular opinion: If Zanz actually used Elements as a potential source of revenue, he might have a reason to do anything with it more than a couple times a year, and this game and community might not be in the pathetic lull it's in now.
Unpopular opinion: If Zanz actually used Elements as a potential source of revenue, he might have a reason to do anything with it more than a couple times a year, and this game and community might not be in the pathetic lull it's in now.
SEVERE BUG IN DEVELOPMENT version.
The games is in an infinite loop and keeps flashing this msg and the game is locked. It doesnt accept input from mouse or keyboard.
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...
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.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)
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.
These are the current NPCs for the starting areas:
Area Level > 0 (palace) 5 (area I) 5 (area I, elite) :entropy erwin, lycanthrope Chaos-Scout, Quantaless Elemental Chaos Devlet :death virus, corpse Bone Creep, Reversite Poison Knight :gravity graviton soldier, graviton recruit Graviton guard squad, Graviton shock troop Colossal Drake :earth antlion, zircon Pirates, Antlion Herd Grinder :life rustler, wandering peasant forest spirit, lively cat knight of healing :fire firebug, fast phoenix graviton fire eater. spiritblaze knight of fire :water mind reader, jelly fish ice wall, crawler Calm Waters :light photon, apprentice of light solar shield, flaming angel proest of weak :air butterfly, mosquito storm caller, sevet flyn :time undead soldier, familiar deja vu Dune Walker, Dark Ghost Anubis :darkness bat, pest Shade, Scourge Dark Devlet :aether spider lair, divine spark local storm, mirage Immortal Spirit :rainbow reingard, oracle squire Gordon, Wanderer Prism
Currently in the trainer (CTRL+F5)
Suggestions for the missing ones? (???) You can still submit your own NPC candidate.
Comments?
@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.
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.
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 = x2You 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).
The World in progress look so cool, when will it be release?
When will the beta be release to be exact
The World in progress look so cool, when will it be release?
When will the beta be release to be exact
Yea, when?
Himself* ::)The World in progress look so cool, when will it be release?
When will the beta be release to be exact
Yea, when?
It'll be released when it's released.
Zanz isreally, really lazyquite busy, and he has to update this entire game all by itself.
Since when did zanz add FGs and their lairs?
Hi folks. I am excited about the new version, but I tried it for a bit today for the first time, and I didn't like a couple things about it.But you can switch the view if you don't like it.
The quest information was slightly hard to read. The small fonts, long lines and bad contrast/aliasing was quite annoying.
I also did not like the 2.5D map that much. My idea perhaps would be to make it just 2D and save the trouble.
Thanks!
But you can switch the view if you don't like it.
They aren't, have never been, and will never be in the real game.Except for when they were accidentally released with 1.32.
IMO this world update would be great to expand the game lore.Yeah, all those games with all those wasted potential ... isn't it sad?
This game has so much potential to have a great story/background.
Zanz needs to step it up and bring more people on-board. Or we just need to admit it is a shell of the game it could be.
This game has so much potential but it moves like a glacier, it takes years to move one step forward. Everyone gets excited for a while, then it slowly starts to slide back and back and back. Of course this is because it is a portfolio/pet project. But it really could be so much more as a game. Do I enjoy it? You bet! I wouldn't have the PVP2 window open for hours waiting for a challenger. Am I happy with the way the game is executed and implemented? No, I am disappointed. Zanz needs to step it up and bring more people on-board. Or we just need to admit it is a shell of the game it could be.
This game has so much potential but it moves like a glacier, it takes years to move one step forward. Everyone gets excited for a while, then it slowly starts to slide back and back and back. Of course this is because it is a portfolio/pet project. But it really could be so much more as a game. Do I enjoy it? You bet! I wouldn't have the PVP2 window open for hours waiting for a challenger. Am I happy with the way the game is executed and implemented? No, I am disappointed. Zanz needs to step it up and bring more people on-board. Or we just need to admit it is a shell of the game it could be.
It's like you plucked the words straight from my mind.
I hope he knows that plenty of people would love to take over this game.agreed
Dang.. come back zanz!well, i hope you all know you can actually make your own card game =.="I hope he knows that plenty of people would love to take over this game.agreed
I found something in the NPC creator. If you test your deck, the Mark multiplier doesn't always work.I already found that out...
Also, when you set 5 HP the level is already 8 and when you set 10 HP the level is 16. That seems a bit high...
But who wants to read through 50+ pages?I found something in the NPC creator. If you test your deck, the Mark multiplier doesn't always work.I already found that out...
Also, when you set 5 HP the level is already 8 and when you set 10 HP the level is 16. That seems a bit high...
But who wants to read through 50+ pages?I found something in the NPC creator. If you test your deck, the Mark multiplier doesn't always work.I already found that out...
Also, when you set 5 HP the level is already 8 and when you set 10 HP the level is 16. That seems a bit high...
Either finish the work, or announce you can'tI do wish one of these would happen. I've seen a similar situation with a friend of mine where he dropped all his projects without word and zero contact for months. At least now he's back on track. Just waiting for Zanz to do the same..
why not work in progress?Either finish the work, or announce you can'tI do wish one of these would happen. I've seen a similar situation with a friend of mine where he dropped all his projects without word and zero contact for months. At least now he's back on track. Just waiting for Zanz to do the same..
why not work in progress?Either finish the work, or announce you can'tI do wish one of these would happen. I've seen a similar situation with a friend of mine where he dropped all his projects without word and zero contact for months. At least now he's back on track. Just waiting for Zanz to do the same..
rome wasn't built in a day.
http://english.stackexchange.com/questions/148823/rome-was-not-built-in-a-day
Money isn't the issue here, it's the absence of the developer.
With money alone all we could do is create a new game, which isn't our goal.
Plus Kickstarter isn't for creating Flash games, nor would too many people fund it like that.
Zanz has refused attempts to buy the game multiple times, even after long hiatuses. He also has not interest in making this game his job (he has a very nice paying job as is.) Zanz just has no interest in the game anymore and is content to leave it as a portfolio piece of his in it's current state.
Zanz has refused to sell the game to both Zynga and independent buyers, so yes, this is a true statement. We know he is currently alive, still in his well paying job and capable of contacting us, but he has only recently basically said "hi" to an EtG forum administrator on Google+ and nothing else. Otherwise, he has been AWOL for 2 years and has not updated in that time nor stated he will update the game in any shape or form.QuoteZanz has refused attempts to buy the game multiple times, even after long hiatuses. He also has not interest in making this game his job (he has a very nice paying job as is.) Zanz just has no interest in the game anymore and is content to leave it as a portfolio piece of his in it's current state.
Is this a statement? I mean, its "Official" that Elements wont be updated nor by Zanz nor anyone else, and will stay like it is forever?
See OEtG and Cyngia. We're already doing it. There is/has been controversyi just checked it out.
See OEtG and Cyngia. We're already doing it. There is/has been controversyi just checked it out.
it's terrible. why not simply make it like actual elements, but with added content?
i didnt read all that. i just googled "OEtG elements the game" and clicked the first thing i saw that made sense. and if it's still in production, i can understand the current qualitySee OEtG and Cyngia. We're already doing it. There is/has been controversyi just checked it out.
it's terrible. why not simply make it like actual elements, but with added content?
Did you really check out oEtG? Because what you described is literally what oEtG is. Cygnus is currently going to get new cards this weekend IIRC, it's a project in the CIA, although I'm sure you know that if you found the thread that contained the Cygnia link.
i didnt read all that. i just googled "OEtG elements the game" and clicked the first thing i saw that made sense. and if it's still in production, i can understand the current qualitySee OEtG and Cyngia. We're already doing it. There is/has been controversyi just checked it out.
it's terrible. why not simply make it like actual elements, but with added content?
Did you really check out oEtG? Because what you described is literally what oEtG is. Cygnus is currently going to get new cards this weekend IIRC, it's a project in the CIA, although I'm sure you know that if you found the thread that contained the Cygnia link.
i thought the art shouldnt be an issue as long as no one is making money off of using it. but then, i could be wrongi didnt read all that. i just googled "OEtG elements the game" and clicked the first thing i saw that made sense. and if it's still in production, i can understand the current qualitySee OEtG and Cyngia. We're already doing it. There is/has been controversyi just checked it out.
it's terrible. why not simply make it like actual elements, but with added content?
Did you really check out oEtG? Because what you described is literally what oEtG is. Cygnus is currently going to get new cards this weekend IIRC, it's a project in the CIA, although I'm sure you know that if you found the thread that contained the Cygnia link.
What's so bad about its quality? It plays exactly the same as EtG does, and it has much more options (although admittedly the loss of the whole Arena is kinda sad, but considering that you have all the cards, it wouldn't make sense to keep gaining cards).
If you're talking about looks, well you can't expect it to look exactly like EtG. Only art that wasn't copyrighted (like made by Zanz and friends and we couldn't get their approval for art usage) was used, so that's why most of it isn't amazingly wonderful in terms of art. But art shouldn't matter, they don't affect the game.
People who appreciate what zanz did for us when creating this game.
Especially because oetg started as an almost exact copy of all mechanics and cards.
moral correctness?That way of thinking is so wrong...
pfffft. who cares about such an ancient concept?
i didnt read all that. i just googled "OEtG elements the game" and clicked the first thing i saw that made sense. and if it's still in production, i can understand the current quality
Why should zanz come back when people think they can do it theirself?
Why should zanz come back when people think they can do it theirself?
I vote that we eat FunkyFox. Am I doing this right?
*Quickly prepares bacon in the microwave*
Anyone that wanted meat, no problem! We don't have to eat a cohort to enjoy!
I reaaally hope this isn't necroposting. I mean, this is my third post in the whole forums and I am only wondering what happened with all this 1.4. And what are/were OEtG and CIA? Makes me wonder if I'm playing the right game (?). What's going to happen to the game's development?
Is this still a thing? Aka is 1.4 or any EtG update still under development?Basically yeah, it's sort of dead development wise. But the community is still going as strong as ever.
While I still enjoy the shit out of it after a break sind 2012 I worry about the future of this game. No development/updates ultimately leads to the death of a game.
We must indeed get a developer on this! This is too great an idea and a card game to go to waste. WE can't just let an active community stifle without active development.
We must indeed get a developer on this! This is too great an idea and a card game to go to waste. WE can't just let an active community stifle without active development.
We must indeed get a developer on this! This is too great an idea and a card game to go to waste. WE can't just let an active community stifle without active development.
Hmm, so I stumbled upon this hidden gem of a game a few days ago and I've reading some of the tips and guides for newbs; I decided to check out the rest of forums to see if any updates were on their way just to discover development is in a coma and, while the core community remains very loyal, a good chunk of the player base has already migrated and there are even 1 or 2 clone-games floating around.
Bummer :'(
There's no shortage of online CCG's out there, but all of them are run by exceedingly greedy people; I really thought I had struck gold with this community and game...
More cards will come, have faith.
More cards will come, have faith.
We worship a cruel God.
you are blasphemous, your faith is weak, :fire in you to your purification your soulMore cards will come, have faith.
We worship a cruel God.
More cards will come, have faith.Each time I come back here and see no new card, I'm sad for this community ... and for the game which used to be a really good one.
More cards will come, have faith.Each time I come back here and see no new card, I'm sad for this community ... and for the game which used to be a really good one.
I actually agree with this.More cards will come, have faith.Each time I come back here and see no new card, I'm sad for this community ... and for the game which used to be a really good one.
Having updates doesn't make the game good, and not having them doesn't make it not good. The fact that the game has lasted this long says a lot, and makes it a classic, even if not perfect.
-snip-
I actually agree with this.
While updates are very nice, there are lots of games that haven't been updated in a long time that are still played rather often.
However, updates are a nice way to bring the population up.
Oh my. Thanks again AD TienzuStorm. What would I do without you. I see now. And what is that people play... the most? Is it recommended that I grind and learn in the traditional EtG or that I get used to these other things? Is there any risk for the regular EtG because Zanzarino has gone inactive?
-snip-
I actually agree with this.
While updates are very nice, there are lots of games that haven't been updated in a long time that are still played rather often.
However, updates are a nice way to bring the population up.
I agree as well. Take a look at Super Smash Bros Melee; it has one of the most thriving gaming communities, but has never received a single (major) balance update.
I wonder if zanz is only pretending to have abandoned the game and has in fact spent the last 3 years secretly working on an update bigger than any of us could have imagined? If not will someone else eventually take over development?
Removing support doesn't mean it will stop working. Adobe will stop updating and distributing Flash, but the game will continue to work as is.I guess it depends on when browsers by default stop supporting it.
Who wants to install virus city just to playI would install viruses on my computer if it means elements still worksrock-paper-scissorsan ancient card game?
I don't use the forum a lot, so, does someone know what happened to Zanzarino?I wonder if zanz is only pretending to have abandoned the game and has in fact spent the last 3 years secretly working on an update bigger than any of us could have imagined? If not will someone else eventually take over development?
I doubt either of those are remotely possible. Sure, Zanzarino might go and fix something in the game for us, but that's about it.
I don't use the forum a lot, so, does someone know what happened to Zanzarino?
Removing support doesn't mean it will stop working. Adobe will stop updating and distributing Flash, but the game will continue to work as is.I guess it depends on when browsers by default stop supporting it.
Removing support doesn't mean it will stop working. Adobe will stop updating and distributing Flash, but the game will continue to work as is.I guess it depends on when browsers by default stop supporting it.
It doesn't look good.
2019:
- Internet Explorer removes support for Flash
- Firefox removes removes support for Flash by default, except for users with Firefox Extended Support Release
2020:
- Adobe stops distributing Flash
- Chrome removes support for Flash
- Firefox removes support for Flash
We're on the cusp of 2018, which means there's only really a year and a bit to either
a) reimplement the game in HTML5 or some other standard, or
b) start grieving its end-of-life and look back fondly on the good times
[Redacted]You can, but we can't be talking about that because it means not supporting the dev through ads anymore.
What did he actually say?If you were meant to know that it wouldn't have been redacted.
Wait its 2019 and Zanz still isnt back?We gave up on waiting for him.
So, will Elements: the Game survive 2019?Should be able to. Flash doesn't get shut down until 2020.
Is there any hope of the game being updated again? It's such a fun game, it would be a shame if it doesn't continue in some way.
Is there any hope of the game being updated again? It's such a fun game, it would be a shame if it doesn't continue in some way.
haha nope
Though you might want to check out openETG (http://etg.dek.im)
Is there any hope of the game being updated again? It's such a fun game, it would be a shame if it doesn't continue in some way.
haha nope
Though you might want to check out openETG (http://etg.dek.im)
Is it also in Flash? If so, I should play it soon before Flash becomes obsolete.
Is there any hope of the game being updated again? It's such a fun game, it would be a shame if it doesn't continue in some way.
haha nope
Though you might want to check out openETG (http://etg.dek.im)
Is it also in Flash? If so, I should play it soon before Flash becomes obsolete.
Nope. Originally implemented using PixiJS (http://www.pixijs.com), has since switched to React (https://reactjs.org)
Is there any hope of the game being updated again? It's such a fun game, it would be a shame if it doesn't continue in some way.
haha nope
Though you might want to check out openETG (http://etg.dek.im)
WHY? WHY will this amazing game not continue to work on?The developer got a new job as a professor. He doesnt have the time anymore i guess. OEtG is still being worked on continuously and will be replacing this when flash dies.
Make me the CEO, I know python and some programming skills, i can also draw.While your confidence looks nice, this game is not coded in Python i think. Also, there have been lucrative offers made for the game already. If the dev declined money, i doubt he would give it away for free.
this game has a LOT of flaws and I could fix half of them in a day! LET ME FIX and continue this game. Make me a designer or a leader or something. this game is awesome and I know im not the only one. ill make this game great once again.Make Elements Great Again! Seriously though, you would not be able to fix all the problems this game has. Some of them are balacning issues, some are low playerbase issues, and most importantly, server issues. Unless you have a place we can server host or you are willing to pay for it out of pocket like the current admins do, then you can send them a PM. Its not a few lines of code here and there.
@Zanarino does this man even exist anymore???in this corner of the internet, no.
i still hope to see a message by zanz, everytime i get a notification i hope it's by himDon't we all?
Hello? Anyone still here? I miss you all so much 😭
This game was my childhood and now coming back years later in hopes it'll be updated again. It's a sad and hopeless life.
Wish I could play a Rewind every now and then and go back to the glory days.
AgreedHello? Anyone still here? I miss you all so much 😭
This game was my childhood and now coming back years later in hopes it'll be updated again. It's a sad and hopeless life.
Wish I could play a Rewind every now and then and go back to the glory days.
Agreed.
Currently playing one TCG online, and I just shake my head at how remedial it is compared to this one...