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Re: Spice of Life https://elementscommunity.org/forum/index.php?topic=27449.msg350157#msg350157
« Reply #12 on: June 12, 2011, 09:17:23 pm »
132 games in 14 days? That's just EPIC! :D
However activity in the beginning of the signups will be crucial...

Offline Time_lord_victorius

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Re: Spice of Life https://elementscommunity.org/forum/index.php?topic=27449.msg350454#msg350454
« Reply #13 on: June 13, 2011, 11:51:48 am »
i would love to say that im in, but my rescheduling of my summer have me to say no unfortunately
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Re: Spice of Life https://elementscommunity.org/forum/index.php?topic=27449.msg350583#msg350583
« Reply #14 on: June 13, 2011, 05:03:12 pm »
Would it fix people's complaints if you had to make 11 decks and could use each one twice? 11 decks would still be pretty hard (I think? i'm no pro, maybe it isn't).

Offline kevTopic starter

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Re: Spice of Life https://elementscommunity.org/forum/index.php?topic=27449.msg355472#msg355472
« Reply #15 on: June 23, 2011, 05:59:22 pm »
i would love to say that im in, but my rescheduling of my summer have me to say no unfortunately
As always, it's up to TStar whether this runs in weeks, months, or never.

Answers to other feedback I've received:
Q:   Won't it be uninteresting for a sub to come in after deckbuilding?  He'd have to just play what he was given.
A:   My hope is that two man teams will make it harder to bail, since players will be working closely with one another and leaving means that one person is left holding the bag.  That, combined with the PvP Parasite System, relatively few entrants, and a system that allows one player on a team to play more than his teammate, should translate to fewer dropouts.  But real life happens and odds are this won’t be the first Event with zero dropouts, so potential solutions:
  • Maybe this is enough.  It would be made clear to subs that they wouldn’t have deckbuilding responsibilities but would still have a part in choosing matchups and PvPing, and that’d have to be okay.  There are players out there who would rather play than build.
  • Caveat emptor.  If your teammate bails it’s up to you to finish the matches; next time don’t team up with a deadbeat. :) The good news is you get the icon all to yourself if you win enough against other teams.
  • Significantly change the Event so there’s deckbuilding in the beginning and middle.  Essentially, split the Event into two rounds.
Q:   Players may lose interest if they aren't doing well in the matches given that deckbuilding is over.
A:   I think deck selection would be interesting in the absence of deck building, and I think playing out pre-constructed decks one wouldn’t normally use to grind would be rewarding.  But if others view this as a serious issue one of the solutions to the previous question could be considered or we could keep brainstorming.

Q:   Twelve teams means there won't be enough secret forums for them to communicate in which is an issue especially with the complexity of the deckbuilding rules.
A:   If creating more secret forums isn’t possible teams would be encouraged to use typewith.me or some other chat.  The list of decks would need to be PM’d to the Organizer, but that might’ve been the best procedure anyway.

Q:   What's the procedure for a team that fails in building their decks on time?
A:   They lose one finger for each minute of failure.  That’s how we do on the streets.  Other options: give them losses and randomize the respective winners or postpone the Event until they get their act straight and issue PvP Parasites depending on how disruptive the tardiness is.

Q:   The rule about losing all the decks that use an illegal card may be too harsh, and more importantly how is it determined which team those free wins go to?
A:  It’s harsh but not unfairly harsh; them’s the rules.  If teams submit their deck list before the deadline, the Organizer would try to ensure illegal cards aren’t used.  But it’s ultimately the team’s responsibility.

Thoughts on all of this?  Additional comments/questions/concerns?
« Last Edit: June 08, 2012, 09:24:16 pm by kev »

 

blarg: