Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - Skydaemon (422)

Pages: [1] 2 3 ... 36
1
Happens to me on Kong only.  Going to the main site it still works (with FF browser).

2
Trial Archive / Re: 4th Trials - Betting
« on: August 02, 2011, 10:29:20 pm »
Take that! All you naysayers!  3%?!? That's all you think I am worth?  I'd have you all know that with Phase 2 done, I am now tied for first with Willng3 (9 points each), with only the bonus points between us.

Sigh.  This does not bode well for the community vote.  Phase 2, here I come!
When I was voting I did up a trials points spreadsheet for all the competitors.  I figured willng3 would win by a score of 20-17, based on bonus points and the community vote.  That's even assuming you beat him by 3 pts in the battle section.

3
War Archive / Re: Advanced War betting system
« on: July 09, 2011, 11:01:23 pm »
Sounds like a good idea.  Should ensure that the person who wins hung around after their initial post too.

4
War Archive / Re: War #3 - Feedback
« on: June 25, 2011, 01:06:23 am »
Much of the "strategic" subbing is do to the 35 card rule. 
Since you apparently don't remember old wars, that was an issue in the 30 card bracket as well - there was more incentive then actually.  Apparently you've also forgotten the suicide tactics which were pervasive in that old system as well.

5
War Archive / Re: War #3 - Feedback
« on: June 25, 2011, 12:59:58 am »
Does anybody else have an idea for how to simplify vault management without eliminating s/d/c?  Does everyone agree that the "homework effect" is a problem?
I can tell you what we ended up with in War 2 for a SS, it worked well enough and dealt with salvage etc.

First tab - cards remaining in vault.  This is a visual display of all non-spoken for cards you have to use that round.  Individual cards are calculated as initial vault tab + salvage/etc tab - decks.
Second tab - initial vault.  This is just your starting cards before salvage/discards/penalties.
Third tab - salvage/conversion/discards/penalties.  This tab just lists +/- of cards for these four activities.  It's important that this be separate from the vault, because people change salvage as they work on decks.
Fourth tab - currently used decks.  Decks and counts of individual card usage.

Basically, you just need to add a separate tab for the salvage.  Your checking for legality gets done on the cards remaining vault and the individual decks.

6
War Archive / Re: War #3 - Feedback
« on: June 17, 2011, 11:01:01 pm »
consider Round 1 discards starting at at least 18.
That's probably the best idea I've heard for reducing the time of war.  The first round also has the element of surprise vault-wise, so it gives clever teams more of an advantage to coming prepared.

On a sidenote, this war is looking exciting.  Looks like the underdogs have a shot at turning the tide on the leading element.

7
War Archive / Re: War #3 - Feedback
« on: June 16, 2011, 04:14:53 am »
Couldnt the same thing still happen, but instead of being forced to use 30 card decks, be forced to use 36 card decks? Changing the number just raises the number.
Short answer is no.

Before the brackets that determined how many players you fielded was 30, which is also minimum deck size.  If you had 60 cards, you were forced to field two 30 card decks and 100% of your vault.

Now the brackets are 36, and the minimum deck size is 30.  So essentially there are 6 cards per person that are optional.  If you have 72 cards, you could field one 30 card deck, and one 42 card deck if you want; or even two 30 cards decks and keep 12 cards in your vault on reserve.  So that predicament is gone more or less.

8
War Archive / Re: War #3 - Feedback
« on: June 16, 2011, 01:25:27 am »
People, after War#2 there was a strong voice that vault management was too difficult and we received a rule of 36 cards per player.
That wasn't about vault management, it was the situation where halfway through the war you were facing fielding 9 decks with 270 cards and being forced to field literally your entire vault across 9 legal decks.  It also had the effect of eliminating categories of strategies like stall decks which often need more than 30 cards to work.  The old rules basically ruined the event for teams that ended up with the wrong multiple of cards when their vault was still half full (and in theory they still had a chance of winning).

Right now, having to field 1 deck with 60 cards also means you have more options to choose from, and aren't completely predictable for your opponents.  Last war, they knew you were going to play a 30 card deck, what the cards were going to be in advance, and that it wouldn't be a stall.  Not exactly sporting.

Yeah, moving to 36 adds 2 rounds to war, but the previous wars were basically over by round 5 (by the time your vault was hitting the 270 limit, and most people were more or less going through the motions for 2 months after that.

9
Patch Notes and Development News / Re: A few details about T500
« on: June 12, 2011, 11:51:09 pm »
Unless the player is level 80, FGs are mechanically tougher than T500 decks. I think he said that a certain number of consecutive wins would allow for spins with only rare cards on them, as far as rewards go.
Well, the top50 are well within the score range (myself included) that would have mid-60s for points (at 230k I'd be at 68 on that chart, and I am not in the end of week t50).  So probably 15-20% are going to be 60+ points.

In my case, 68 cards buys me: 2xdraw, 3x mark, and 36 upgrades + 2 oracle upgrades and 180hp.  That's about and 20hp short of an fg, and if that wasn't limited to 2x I have enough points to go beyond that also with minor adjustments.  So yeah, maybe not as tough as fg's mechanically on average, but fairly close.  Toss in a couple hourglasses and they might give rainbow a run for the money though.  Also, it's not like fg's use sog's, but you can bet 7/10 t500 will be and the ones that don't will be more lethal without em.

I'm picturing this like being a list of the fg's, without the fun ones.  I don't think anyone is going to make a the sort of decks like Neptune that are both easy and spin enough rewards to make fg's worthwhile. 

I didn't know what the reward was, so if it ends up being for upgraded cards or something like you say, it might end up being worth it.  But the unupped cards will have to be converted to upped during spins, or you'll end up with the same spin problems that half-bloods have.  Even then, I'm not sure rare spins every time would be worth anything if people use decks without 6 copies of cards.  A 60 card deck with 15 different cards in it isn't going to spin anything, rare or not.  We know from existing t50 that if you want people to actually spin things on a regular basis, you want to have 4 card types or less in a deck.  We see that with the fg's as well.  The good fg's spin wise don't have many types of cards at all.  I'm thinking most of these t500 won't be structured in a way that actually gives good spins.  That might not end up being the reward it was intended to be.

Now, it might be different for new players who don't have a full set of shards/rares and have nowhere else to get them.  To me, fg's/t50/t500 is just electrum, so maybe that taints my view.  I'm also assuming here that the t500 will be motivated/required to make decks designed to kill.  I take it all back if they end up putting the same sort of farms up.

10
Patch Notes and Development News / Re: A few details about T500
« on: June 12, 2011, 10:18:51 pm »
I'd rather it didn't have the dexterity option.  I don't think I'd play it if it did unless the reward was better than fg's.


11
In-game Troubleshooting / Re: Top50 never finding an opponent.
« on: June 12, 2011, 01:29:25 am »
I've actually been having this problem since yesterday on FF (was working fine before that).

Specifically, I get to play t50 once, then it ceases to be able to find opponents until I reload browser and log back in.

Each time I log in, I get to play once, then I have to reload the page to find the next opponent.

This was working fine on thursday.

12
Forum Archive / Re: Eternity Please
« on: June 12, 2011, 12:02:38 am »
Technically a biting deck, but it will deck itself out if you bring a single sog.  // Should be up now.

Hover over cards for details, click for permalink
Deck import code : [Select]
5rg 5rg 5rg 5rg 5rg 5rg 7q0 7q0 7q0 7q0 7q0 7q0 7q8 7q8 7q8 7q8 7q8 7q8 7qb 7qb 7qb 7qb 7qb 7qb 7ri 7ri 7ri 7ri 7ri 7ri 8ps



Pages: [1] 2 3 ... 36
blarg: Skydaemon