Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Trials => Events and Competitions => Trial Archive => Topic started by: Zawadx on July 18, 2014, 03:55:34 pm

Title: 8th Trials - Suggestions and Feedback
Post by: Zawadx on July 18, 2014, 03:55:34 pm
Overdue? Naw.

Post all suggestions and feedback here, every tiny bit is appreciated! But please do NOT constantly repost the same suggestions over and over. If it's posted here, I assure you we will read and consider it. ^^
Title: Re: 8th Trials - Suggestions and Feedback
Post by: rob77dp on July 29, 2014, 05:35:50 pm
Suggestion:  Taking down the join-trials message from the Forum homepage flashing marquee since sign-up Phase 1 is now complete.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: dark ripper on July 29, 2014, 05:36:33 pm
Suggestion:  Taking down the join-trials message from the Forum homepage flashing marquee since sign-up Phase 1 is now complete.
Its not. 1 more day with less unlocks for Phase 2. Addendum 1.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: andretimpa on July 29, 2014, 05:41:35 pm
Suggestion:  Taking down the join-trials message from the Forum homepage flashing marquee since sign-up Phase 1 is now complete.
Its not. 1 more day with less unlocks for Phase 2. Addendum 1.

No elements have less than 2 competitors, so the whole addendum is void now. No extra time.

Taking down the message requires anti or Higs to do it, so it should take one/two days.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: dark ripper on July 29, 2014, 05:43:12 pm
Suggestion:  Taking down the join-trials message from the Forum homepage flashing marquee since sign-up Phase 1 is now complete.
Its not. 1 more day with less unlocks for Phase 2. Addendum 1.

No elements have less than 2 competitors, so the whole addendum is void now. No extra time.
My reading abilities suck. Thanks for clearing this out andre. So yeah, take down the join trials message xD
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Zawadx on July 29, 2014, 05:43:23 pm
Suggestion:  Taking down the join-trials message from the Forum homepage flashing marquee since sign-up Phase 1 is now complete.

That's under Higs' jurisdiction.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: serprex on August 04, 2014, 01:48:27 pm
It's unfair to award points for losing 2-3 while matchs end at 3-0. Matchs should continue until 4-0 to verify result wouldn't become 3-2

edit: Unsure if unfair is the correct word since everyone has the same rules, but my point stands with whichever word I'm failing to conjure. Inconsistent? Short sighted? Random? Unfortunate? A shame? Annoying? Damning? Incomplete?
Title: Re: 8th Trials - Suggestions and Feedback
Post by: CuCN on August 04, 2014, 02:02:02 pm
It's considered more of an accomplishment to win the first three games without letting the opponent win any. In other events, rules depending on the final outcome of the match being 3-0 or 3-1 also didn't continue after someone has three wins, e.g. War 7 Round 1 (http://elementscommunity.org/forum/war/war-7-round-1/).
Title: Re: 8th Trials - Suggestions and Feedback
Post by: ARTHANASIOS on August 04, 2014, 02:36:45 pm
Well, I suggest important rules like the elements' usage per matches should not be just bold but also colored with a strong color like orange or yellow. That way, there would be less noobs like me who missed a few important deckbuilding rules of the event. :P
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Zawadx on August 04, 2014, 03:52:58 pm
It's unfair to award points for losing 2-3 while matchs end at 3-0. Matchs should continue until 4-0 to verify result wouldn't become 3-2

edit: Unsure if unfair is the correct word since everyone has the same rules, but my point stands with whichever word I'm failing to conjure. Inconsistent? Short sighted? Random? Unfortunate? A shame? Annoying? Damning? Incomplete?

What Cu said.

Well, I suggest important rules like the elements' usage per matches should not be just bold but also colored with a strong color like orange or yellow. That way, there would be less noobs like me who missed a few important deckbuilding rules of the event. :P

Your suggestion has been noted, thank you!
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Zso_Zso on August 04, 2014, 05:00:38 pm
I would suggest to make more restrictive meta-altering deck-building rules, e.g. what Oni did previous Trials was fun with that graph-walking (even though we complained about the complexity, but at the end it was really interesting). The current rules allow pretty much open-meta, especially for the master's battles, where we do not even have bans. The even-game shard is a good rule in this sense (a step in the right direction), but it is not enough IMHO. More tweaks like that would be nice.

Possible rule ideas to include:
- you are only allowed to use any in-element card maximum two games per match (to avoid over-using an OP card)
- you are allowed to use a total of 10 copies of each in-element card (except for pillars/pends) per match -- an alternative way to achieve the above

I like that there is a pool-phase for the masters and it is not just a single-elimination tourney -- kudos for that!
Title: Re: 8th Trials - Suggestions and Feedback
Post by: MyNameIsJoey on August 08, 2014, 01:23:15 pm
I would suggest putting a time limit between matches.
I agree to postponing and continuing another day if needed but taking an hour between 2 matches is just ridiculous.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: MyNameIsJoey on August 10, 2014, 01:48:24 am
I would suggest masters get less free points. They are masters, theyw hould be able to defend their titles.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: rob77dp on August 10, 2014, 04:57:08 am
I would suggest masters get less free points. They are masters, theyw hould be able to defend their titles.

By my count, the current standings show 2 of the 6 defending masters having more points than the top challenger.  This would seem counter to the point you're trying to make, ji.  It is possible I am misinterpreting your meaning... can you explain further the rationale here?

EDIT:  It seems the masters' tourney has yet to add any points, hence the above situation and stated conclusion is likely to change in the near future.  I'm not yet sure if it will invalidate the statements and conclusions.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: MyNameIsJoey on August 10, 2014, 12:19:48 pm
I'll take Odii as an example.
You guys did not have to do phase 1 and received 6 free points.
Odii lost all his matches in masters tourny and received 5 points.
So that's literally 11 points for free.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Odii Odsen on August 10, 2014, 03:02:29 pm
1. I didn't lose all my matches.
2. Why should I prove my worthiness again?
Title: Re: 8th Trials - Suggestions and Feedback
Post by: MyNameIsJoey on August 10, 2014, 03:04:51 pm
1. I didn't lose all my matches.
2. Why should I prove my worthiness again?

If you did not lose all your matches I am sorry, that's how it appeared to me. The thread says you don't have wis in the pool and that you lost in round 1 of the elimination bracket.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Zawadx on August 10, 2014, 03:54:23 pm
/late

I would suggest to make more restrictive meta-altering deck-building rules, e.g. what Oni did previous Trials was fun with that graph-walking (even though we complained about the complexity, but at the end it was really interesting). The current rules allow pretty much open-meta, especially for the master's battles, where we do not even have bans. The even-game shard is a good rule in this sense (a step in the right direction), but it is not enough IMHO. More tweaks like that would be nice.

Possible rule ideas to include:
- you are only allowed to use any in-element card maximum two games per match (to avoid over-using an OP card)
- you are allowed to use a total of 10 copies of each in-element card (except for pillars/pends) per match -- an alternative way to achieve the above

I like that there is a pool-phase for the masters and it is not just a single-elimination tourney -- kudos for that!


Master's tourney is at the apex of PvP on the forums, so we wanted to give Masters as much freedom as possible. So a huge meta altering idea like Oni's last Trials wouldn't be nice. For challengers we came up with a few meta ideas (though they were also quite free), and settled on Phase 1 affecting Phase 2.

However, your tweaks might be nice for the next Trials!

I would suggest putting a time limit between matches.
I agree to postponing and continuing another day if needed but taking an hour between 2 matches is just ridiculous.

There isn't really anything we can do here; RL stuff happens. As long as you can finish the match before time ends, you should be good. So you can postpone the match if you can't wait too long in most cases.
This might be a good point for universal PvP rules tho.

I would suggest masters get less free points. They are masters, theyw hould be able to defend their titles.

Masters get 6 points in Phase 1 since they don't have to prove worthiness again. Getting 6 points by the challnger isn't too difficult, and you may even surpass the master by getting bonus.

Also, masters get 4 free points in Master's tourney as a bonus for being Masters. Masters have proven themselves to be veterans, and this make the task of snatching mastership more difficult for the challengers as it should be. Of course, the 4 points could be reduced a bit, but these free points are part of Trials.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: theelkspeaks on August 10, 2014, 04:08:41 pm
I would suggest putting a time limit between matches.
I agree to postponing and continuing another day if needed but taking an hour between 2 matches is just ridiculous.

There isn't really anything we can do here; RL stuff happens. As long as you can finish the match before time ends, you should be good. So you can postpone the match if you can't wait too long in most cases.
This might be a good point for universal PvP rules tho.


jijo's talking about something else here than you are, I think.

If I understand correctly, jijo's talking about the time one takes to decide on/tweak a deck between games, and even says he understands if players have RL reasons to postpone to another day mid-match.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Zawadx on August 10, 2014, 04:15:17 pm
Yes. People can also have RL reasons to keep the opponent waiting for an hour (which might be too long for the opponent's schedule). So in such a case you should postpone.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Vangelios on August 21, 2014, 10:50:33 pm
Well. this feedback is not meant to be aggressive or indirectly to anyone, only serves to help avoid future discussions and unpleasant and bad manners.

Vote based on who you think would make the best Master of that element. Do not vote based on who is the best player or who you know personally. Try to pick someone who you think would help the community the most as the representative for their element.  If you do not have any preference for who should be Master, or cannot decide between the candidates, please select the "None Worthy" option.

To help you make the best decision possible, feel free to ask the candidates questions.  Both challengers and defending Masters ought to answer the questions in this thread to help the voters make the best possible choice.


Well to start  I believe as text orientation,
"Do not vote based on who is the best player or who you know personally"
If you did a question (one of the few best I've ever witnessed be here, and he did a difference in all the competitions that participated, Now I'll ask everyone what is a master ?) I'm sure this contradicts the text orientation of the trials.
see again, the question exalts one of the contestants in public and then raises the question for the others remaining...

Another question, "I already voted for Jones :) Now I ask James why you failed? Jimmy because you do not understand things? "
Here, if already voted, do not need to question anyone. if the vote will change, ask the question in a neutral manner.


The concept of master

Try to pick someone who you think would help the community the most as the representative for their element.

What is a master? I actually no longer know
is only a general of War? which best represents an element ?
assume that a player who has skill. with the element, only in the war? on in another competitions? participating in other areas of the forum?

Soon can happen of a master go to war as a soldier in another different team of your element.
For me a master is a player who knows very well use the element, and that demonstrates attachment with this element.
For example I accept Marsu as Master of Life, but not Deuce as a Master of Life, do not just have war skill need have a connection, a story with element.

I really do believe this feedback into improvements and best meaning of being a master.
I wish everyone good luck and have fun.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: CCCombobreaker on August 21, 2014, 11:39:15 pm
Thank you for the disclaimer, and I hope my response comes through clearly any translation you need.  I agree there are some issues, but as best I can see they are not really issues to be solved by the TrOs.
The Trials overseers are not responsible for what questions the community asks the Trial-ists.  I agree some questions are not helpful, and other questions are borderline insulting to some of the participants.  However, it is up to the challengers to determine which questions they will answer and how to answer them.  I read through all the questions, posts, and answers in all 12 of the elements, and there was nothing there I felt needed intervention or discipline from the TrOs or the forum admins.

As Trials Organizers our primary tasks are: 1) involve as much of the community as possible in the Trials and 2) create an event that determines who is best fit to be the Master of each element.  Given our first task (community involvement) allowing anyone to ask the candidates questions and to vote for who they think is the best Master is important.  What qualities people value in the role of Master is different.  For some it is most important they are a good General in War, for others they value that the Masters are present to represent and embody the element they represent.  Maybe there are some people that think Masters being involved in Brawl is very important (like Naesala).  They are allowed to express their opinions and ask questions about them and then vote based on them.  We as TrOs cannot tell them what is most important.  We do tell people to not vote purely based on PvP record or vote for their friend (if they have one in Trials) but to try and look at the big picture, but ultimately who they vote for and why they vote for them is a personal choice.

The second goal was to design Trials to help select the best Master of each element.  And as weird as it sounds, the TrOs don't decide what that means.  The Council decides what the role of Master is, and the WarMasters get to decide what role Masters can or can't have in war.  In previous Wars, Masters either had to be the General of their element or they could not participate.  If that changes, it isn't the TrOs' decision or a function of the Trials, it is a War issue, and your feedback should be in the War subforums.  And I believe I have made my position clear on this in the past.

Perhaps these changes to the role of Master will lead to changes in future Trials, and so we need to change Trials to better select people for the newer tasks the Masters are expected to handle.  But as of the start of this Trials, the role of Master is as we described it: Someone who is the face of their element in the chat and forums.  Someone who will lead their element in War.  Someone who will lead their element in Brawl.  I know that not all the competitors intend to do all those things, but that is not reason enough to simply disqualify them from the event.  It is a tough balance.  And the Organizers of War and Brawl are allowed to relieve Masters of these responsibilities as they see fit, like allowing Masters to appoint another General in their place to lead War.    Those are decisions they make, and not ones the TrOs have authority over.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: CCCombobreaker on August 22, 2014, 12:15:06 am
I would suggest to make more restrictive meta-altering deck-building rules, e.g. what Oni did previous Trials was fun with that graph-walking (even though we complained about the complexity, but at the end it was really interesting). The current rules allow pretty much open-meta, especially for the master's battles, where we do not even have bans. The even-game shard is a good rule in this sense (a step in the right direction), but it is not enough IMHO. More tweaks like that would be nice.

Possible rule ideas to include:
- you are only allowed to use any in-element card maximum two games per match (to avoid over-using an OP card)
- you are allowed to use a total of 10 copies of each in-element card (except for pillars/pends) per match -- an alternative way to achieve the above

I like that there is a pool-phase for the masters and it is not just a single-elimination tourney -- kudos for that!

Given that I really like how Challenger Phase 2 went, I will spend more time prior to the next Trials trying to re-vamp the master's tournament.  As I have shown I like tying Trials to War, people should probably expect a more restrictive meta next time that feels more vault-like.  But nothing is set in stone yet, and there is a lot of time before it will be implemented.  But I agree, this Phase 2 was probably a little too open.

Well, I suggest important rules like the elements' usage per matches should not be just bold but also colored with a strong color like orange or yellow. That way, there would be less noobs like me who missed a few important deckbuilding rules of the event. :P

We will continue to do our best to spell out the rules with as much clarity and precision as possible.  Using color and/or bold can be helpful at times, but at the end of the day all the rules are rules, and breaking any of the deckbuilding rules results in an illegal deck.  If we make some bright colors and people miss the other ones, we end up making them all colored and then none of them stand out.  Although maybe color coding them and referring to them by colors would help.  Also under consideration is numbering all the rules for easy reference.

I would suggest putting a time limit between matches.
I agree to postponing and continuing another day if needed but taking an hour between 2 matches is just ridiculous.
The closest thing to a time limit between matches is going to continue to be the overall Phase timers.  Anything more restrictive than that would require a whole list of additional rules that lead down a road we do not want to go.  We don't want to award more forfeits because someone's parents made them leave between games to do something or glennfoo's university gets hit by lightning so he loses the entire match.  The auto-loss for 1 game if you leave the game is harsh enough, and we want as few series as possible decided by people's internet connections and forces of nature.  If someone schedules a match by the final deadline as then something like that happens, all the evidence would have to be considered on a draw/forfeit ruling.  Those kinds of rulings are bad for everyone involved because it is always better if the match can be played out.  Adding more timers that will result in more forfeits or draws is bad for the event.

I would suggest masters get less free points. They are masters, theyw hould be able to defend their titles.

The fact of the matter is they do have to defend their titles.  As Zawad and I have made clear, they get a pass in Phase 1 because they already proved their worthiness.  (well the last TrOs sort of let them off the hook I guess... but they did win a Final Battle before, which makes them worthy enough).   Also as Zawad pointed out, we gave challengers the opportunity to show exceptional worthiness and outscore Masters in Phase 1.  Sure it wasn't free, but it was a chance to outscore them.  Any defending Masters next trials should expect similar treatment, as that is one of the benefits of defending your Title.  Not all Masters do this (6 did this Trials), and this Trials we even had a Master forsake the easy road to the Finals in order to challenge another element.  So no, those 6 points weren't free.  They earned them in Trials 7 by winning (or defending) their title then.

In Phase 2 we set up a multi-part tournament that clearly rewarded people for winning more than losing.  The fewest points they could get is 4, and the most they could get is 16.  Challengers by contrast could get between 0 and 12.   This is not to give the Master 4 free points, this is Masters playing against Masters to try and get points and Challengers playing against Challengers to try and get points.  The requirements to enter Trials as a Challenger as set pretty low, and as such for a Challenger to make it to the Final battle we expect them to perform very well in Phase 2.  This may be against unknown and untested opponents, so you have to earn all your points.  Losing just 1 match (sorry RootRanger) can mean the difference between making the finals or not making the finals.  And as Fippe showed, doing very well in Phase 1 and 2 can put you on even footing with a Master who did well in the tournament; a tournament where winning games is expected to be much harder than in the Challenger Phase 2.   Again, the Master have earned this position last Trials, and are competing against other people who earned this position.  You could get 4 points for Phase 2 because you lost 3-2 to a mediocre player and beat someone who signed up, doesn't read the rules and uses all illegal decks.  That is a possibility in Challenger's Phase 2 (I am not saying that did happen, only that it is a possibility).  That doesn't happen in the Tournament of Masters, and those kinds of opponents can't just sign up to be in the Tournament of Masters.  So the Masters get more points for competing in their Phase 2 because it is harder and they previously earned that challenge.

And Odii and deuce22 had a draw that would have been ruled the same if any two other competitors were in that position.  If you and Regy were unable to play your match despite both putting in quite some effort and trying to work out schedules, you both would have gotten 1 point for that.  That is how the rules work for the event.

Title: Re: 8th Trials - Suggestions and Feedback
Post by: Vangelios on August 22, 2014, 12:22:12 am
Ahh, sorry I forgot to apologize for my bad english
I'm improving in steps turtle each day, sad but true :(

Really did not need to TrOs intervene, is only a orientation that I suggest,  is not a law that has to be fulfilled.

But if a question is asked to me, extolling my competitor, I have the right to have a different point of view (because I'm the direct competitor) and if my answer is carried out in public answer, I'll answer in public too, this can lead to situations not very nice (I personally liked it but would not recommend)

Well the master concept has always been controversial, and I can see difficulties to solve, because the forum has many areas, and not everything appeals all. i agree with you, but anyway would want to see some basic features of the purest affection of player with the element.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: CCCombobreaker on August 22, 2014, 01:31:33 am
Quote
[17:18:46] ‹SpikeSpiegel› the only feedback
[17:18:48] ‹SpikeSpiegel› i have
[17:18:57] ‹SpikeSpiegel› except you're doing a great job
[17:19:08] ‹SpikeSpiegel› is that rules for finals are a little bit...strict
[17:19:12] ‹SpikeSpiegel› the shard one above all

We will definitely explore more options for next Trials to incorporate shards while still trying to maintain a fair and balanced meta.  We recognize the shards have been in the game for quite some time now, and it may be beneficial to try and push them a little further into the mainstream instead of continuing to give them "boogey man" status where we give them potentially prohibitive upgrade cost and allow them to be inexpensively universally banned.  I wouldn't expect a big jump, but you will see some steps.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: ddevans96 on August 22, 2014, 01:36:42 am
The thing is, you limited them even more than last trials. Right now there's three massive restrictions on them, which is completely unnecessary, because in Final battles, you and your opponent have the same element, there's no uneven ground based on having to build around one element.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: CCCombobreaker on August 22, 2014, 01:40:45 am
The thing is, you limited them even more than last trials. Right now there's three massive restrictions on them, which is completely unnecessary, because in Final battles, you and your opponent have the same element, there's no uneven ground based on having to build around one element.
Yes I know.  I am afflicted more than most with "shards = boogeymen" syndrome.  But my above post is my resolve to address that and be much more open minded about shards in the future.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: justaburd on August 22, 2014, 11:26:00 pm
I've always wondered why Phase 3 exists in Trials. How does a community vote contribute to player skill? (or war?)
Title: Re: 8th Trials - Suggestions and Feedback
Post by: CCCombobreaker on August 22, 2014, 11:31:51 pm
The Master of an element is the primary representative of that element on the forums (as well as leading war and brawl).  As I understand it, Phase 3 exists so that the entire community can vote on who they think best represents that element.  But it turns out people vote for all sorts of reasons, and some do not even consider who they think will best represent that element within the community/on the forums (by focusing exclusively on who would be the best General for example).

But that was the original idea, and no TrOs (yet) have had the nerve to tell the community that what the community thinks doesn't matter in this regard. 

I think what the community thinks about the Master's candidates matters, although I am willing to explore how much it matters, and what that means regarding the amount of overall score that comes from the various Phases.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Submachine on August 22, 2014, 11:36:18 pm
I've always wondered why Phase 3 exists in Trials. How does a community vote contribute to player skill? (or war?)
If Phase 3 would not be in Trials, it would become a boring PvP event, which we already have a lot of. Just think about it, the phases in all PvP events that include the community are fun, like War Propaganda. If Phase 3 would be deleted somehow, that would be the worst decision, because it would make many people disappointed.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Vangelios on August 23, 2014, 12:03:50 am
I like the phase of votes (even getting a few votes) , but needs to be controlled, for example
I even now don't understand the reason whereby the trial of fire being the most votes with 72 members, 10 more than others trials

last trial of fire same thing 7 more votes then spam can be another problem, and here I was eliminated by 2 votes.I can thinking about asking for 2 remote friends to vote but I think ridiculous however I regret , the trial 7 I should have done this since I was wronged.

Then I ask, how do we solve this? or need not be solved?
Title: Re: 8th Trials - Suggestions and Feedback
Post by: justaburd on September 01, 2014, 11:35:10 pm
I would like to see phase 3 become a sort of reverse battle where players use the opponent's element, sort of to see not only can you play using your element, but if you know how to play against it. A master is supposed to have a broader grasp of how elements work together. This would give some insight into this area and also be practice for the final.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: RootRanger on September 05, 2014, 08:47:04 pm
I was eliminated from Trials because I lost a single best-of-5.

I'm not saying I deserved to win - Fippe outplayed me, and he is the worthy master. I just wanted something more out of Trials. For such a prestigious event, it was rather disappointing that it quickly ended because of a single loss. What I'm saying, basically, is that there should be more PvP.

This does not necessarily mean eliminated Phases 1 or 3. There should just be two PvP phases. One could be for out-of-Element matches, the other for in-Element matches, perhaps.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Vangelios on September 05, 2014, 09:13:28 pm
Root, if I win Hainkarga 3-2 instead of 3-1 I'd be out of finals and no be a master
Title: Re: 8th Trials - Suggestions and Feedback
Post by: PlayerOa on September 05, 2014, 09:28:53 pm
On voting: The voting phase is in my opinion vital in an event like this, seeing you (should, at least) vote for the person who fits the master role best. We don't want a master who isn't liked or respected at all.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: hainkarga on September 05, 2014, 09:36:47 pm
I'm with PlayerOa in that. This would encourage people into being at least moderate towards each other which is one of the vital points of elements community. 1v1 duels determining the master is not enough.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Vangelios on September 05, 2014, 09:38:36 pm
 The concept of voting is good, I'm afraid of someone making an account just to vote,
then need to have a filter, perhaps forum activity or minimum limit of post (even though very young members voted for me, example propheon)
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Zso_Zso on September 05, 2014, 10:02:42 pm
perhaps public voting (like in the last brawl) with TrO discretion to accept or ignore specific votes would eliminate the possibility of vote-stuffing by noname accounts.

I would also support splitting phase-2 into in-element and off-element battles. In the in-element section the defending master could play against all challengers, while the off-element would have the defender masters facing each other (as now) and the challengers facing other element challengers.
The in-element part could be round-robin: all plays all others within elements, points decided by final position / total game-wins etc.
The out-of-element could be a single-elimination tournament mixing all challengers against each other and all masters against each other (2 separate tournaments)
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Zawadx on March 26, 2015, 05:10:50 pm
Reopening this for suggestions for next Trials.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: ddevans96 on March 26, 2015, 09:42:29 pm
My only issue with last Trials was shards being restricted too much. They had 3 heavy restrictions on them - while shards are definitely still not balanced, it seemed excessive to me personally.

EDIT: Turns out I basically said the same thing earlier in this thread.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: ARTHANASIOS on April 20, 2015, 12:24:15 pm
I would like to bring an issue that appeared during the last War and was not properly solved imho;
 Antimatter Vs Dimensional Shield
(http://elementscommunity.org/forum/round-1-246/(life-sld-)-arthanasios-3-1-(light-sld-)-acsabi44/) (http://elementscommunity.org/forum/round-5-250/(light-sld)-shinki12345-3-0-dawn_to_dusk-(partial-sub)-(life-gen)/)

* My thoughts about the measures that must be taken whenever the Antimatter & Dimensional Shield bug appears in a match-up is that one of the following should take place:
 - The current game should be treated like any other legal desynch (following the respective rules).
 - The current game should be treated like a voided one (a.k.a. draw).
 - The whole match-up (a.k.a all best-of-X matches) should be treated like a voided result (a.k.a. draw).

* Aletrnative solution:
 - Dim Shield ought to be banned from special events like Trials/War till this bug is fixed.

* Why to ban Dim and neither Antimatter nor Scorpion?
 From all the 3 cards included in the desynch bug (Forest Scorpion & Antimatter & Dimensional Shield), Dim Shield is the really buggy one,
 so if we have to ban one of the 3 cards we are obviously have to ban the one that causes the bug.

* More accurately:

 1) Forest Scorpion is NOT buggy because we have the same result regardless the creature.

 2) Antimatter is NOT buggy because it does bypass every other shield, even those that offer full DR in either numerical (Diamond Shield, Hope) or percentage (Fog, Dusk) ways. The only shields that block it are Gravity Shield (because of the hp>5 factor and only if the antimattered creature has more than 5 hp) and Wings (because of the airborne factor and only if the antimattered creature is non-airborne) and both of them because they have a creature-based factor (hp in case of Gravity Shield, passive skill in case of Wings). Dim has no creature-based factors, so Antimatter ought to bypass it in every case.

 3) During past BLeagues/CLeagues, we had shields to be banned due to bugs (more accurately, Emerald Shield and Reflective Shield were banned due to a Purfiy bug); it has happened in the past, so it can happen again. (http://elementscommunity.org/forum/league-archive/elements-pvp-league-22012-announcements/msg524227/#msg524227)
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Higurashi on April 20, 2015, 04:45:59 pm
* Aletrnative solution:
 - Dim Shield ought to be banned from special events like Trials/War till this bug is fixed.
Hehehe. Can't blame you for trying.

Warmasters decided the attack bypass is not an intended feature, but this is contested by the fact that your own AM'd creature will bypass Dims if you play against AI. Not sure why the decision was made as it was.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: ARTHANASIOS on April 20, 2015, 07:11:11 pm
My point is not to ban Dim (though I think the meta would had a positive benefit from such a ban) but to solve the Antimatter vs Dim issue. However, that does not mean I am going to let people think it is Antimatter's fault or creature's fault when it is 100% Dim's fault (it is just coded wrong), especially when we have treated reflective shields with a harsh way in the past.

The solution I personally prefer is those mentioned in the beginning:

- The current game should be treated like any other legal desynch (following the respective rules).
 - The current game should be treated like a voided one (a.k.a. draw).
 - The whole match-up (a.k.a all best-of-X matches) should be treated like a voided result (a.k.a. draw).

We must understand that both Antimatter and Dimensional Shield are two overpowered and overused cards and it is just a matter of time to have this sort of bug occur once again during any form of competitive PvP (Trials, Wars, Tournies, BL/CL, PvP Events). I just used Trial's suggestion and feedback because they are about to start, but the sooner we have a global ruling about this issue the better for all of us. :)
Title: Re: 8th Trials - Suggestions and Feedback
Post by: serprex on April 20, 2015, 07:20:29 pm
I didn't have internet access while dim bug was relevant, so I wasn't involved in the ruling, however...
Quote
CuCN: life v light has run into the antimatter/dim shield bug
CuCN: on one side the attack goes through, and on the other side it's blocked
CuCN: (for serprex) after testing we concluded that it's actually supposed to be blocked
Quote
s: On dim testing: it may be relevant which player is "master" as to whether the hp reset happens or not
ie ruling was made on testing, I'm unsure if that testing was complete enough. iirc, the testing was done by CuCN & deuce in PvP, so ruling didn't refer to PvE behavior

Banning dims sounds swell
Title: Re: 8th Trials - Suggestions and Feedback
Post by: iancudorinmarian on April 20, 2015, 07:27:09 pm
I tested it with deuce by playing a duel where I had creatures and he had dim shields and antimatter.
I saw the attacks going through, and he didn't.
Every time my turn started, I saw his HP reset to what it would be without the negative attacks.
This is why we concluded that the attacks did not actually go through.
Also found this in that topic. I guess it's fixing automatically.

Also, ARTHA, anitimatter is by no means overused. Seriously. Dim shield, on the other hand, is. But I still wouldn't agree banning cards just because they -might- cause bugs in combination with other cards.

For example, some time ago, reflective/emerald shield got banned because they did cause bugs with purify, that wasn't a good decision either imo.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Higurashi on April 20, 2015, 07:42:36 pm
If the AM+Dim bug reliably causes desynchs, that's a problem. However, that is not my experience. Please let me know if yours is different.
We can't finish matches based on conjecture after the first few turns. Even if we know that it's supposed to bypass Dims, we don't want to reduce matches to math.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Vangelios on April 21, 2015, 01:43:00 am
do tests to see if it is true, however appear to be a bug more of the antimatter instead dim shield

Higurashi what do you mean "What your  we don't want to reduce matches to math." without dim shield ETG is just math?
Title: Re: 8th Trials - Suggestions and Feedback
Post by: deuce22 on April 21, 2015, 02:34:07 am
CuCN and I tested the AM dimshield bug. It was pretty clear what the intended effect was supposed to be, thus the final decision.

to sum up briefly, what I think I remember:
Bug works when u use it vs AI. But if AI were to use it against you, it doesn't work. So if you play against a real opponent, one player will see one effect and the other will see a different effect. For one player, the HP constantly reset as if the creature did not bypass the shield (even tho it appeared to do so and poison marker was added), and for the other player the creature never bypassed the shield and the HPs never reset after each turn. Thus, it was determined that the effect of AM to bypass shields is a bug.

I'm sure someone will be confused by this, so if you have questions, then just test it out yourself.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Vangelios on April 21, 2015, 02:55:26 am
well I believe the bug is because of antimatter. but the question is, how duels will be treated in this situation?
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Higurashi on April 21, 2015, 02:57:11 am
That's fair since you got a result that showed the same HP total on both sides in the end. Then there's no inherent problem with this seemingly only visual bug.

The question that then remains is: does it cause desynch bugs? I'm headin' to bed, so anyone feel free to test.
Oh, also observe the nature of the bug. Sometimes you get a desynch symbol without any actual effect, and sometimes you get consistent bug results that don't affect the game.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: ARTHANASIOS on April 21, 2015, 07:00:52 pm
CuCN and I tested the AM dimshield bug. It was pretty clear what the intended effect was supposed to be, thus the final decision.

to sum up briefly, what I think I remember:
Bug works when u use it vs AI. But if AI were to use it against you, it doesn't work. So if you play against a real opponent, one player will see one effect and the other will see a different effect. For one player, the HP constantly reset as if the creature did not bypass the shield (even tho it appeared to do so and poison marker was added), and for the other player the creature never bypassed the shield and the HPs never reset after each turn. Thus, it was determined that the effect of AM to bypass shields is a bug.

I'm sure someone will be confused by this, so if you have questions, then just test it out yourself.

I respect both you and CUCN as Warmasters, but the fact the hp resets is totally irrelevant; let me try to explain it to the community...

My personal experience is that Antimatter-Dim bug ALWAYS cause a desynch between a PvP match; I just do not know if it is always detected. But even if it is detected, I am pretty sure it can't be automatically fixed because the game's code in this area it just wrong!

In order to understand this, let's say we have two classes-objects: "my" which reffer to the player (first-person perspective) and "opponent" which reffer to the opponent of the player (third-person perspective).
Let's say we have the following boolean variables (boolean = they can either be TRUE or FALSE): Antimattered, which is TRUE if the creature has negative attack and FALSE if its attack is positive, and Dim_Bypass, which indicaters whenever a creature's attack bypass Dims (TRUE) or not (FALSE).

When you play with AI, things are easy; the human player is the object "my" and the AI is the object "opponent". Personal experience of playing versus the AI reveals the following:


If (my.Antimattered=TRUE) then my.Dim_Bypass=TRUE;
If (my.Antimattered=FALSE) then my.Dim_Bypass=FALSE;

If (opponent.Antimattered=TRUE) then opponent.Dim_Bypass=FALSE;
If (opponent.Antimattered=FALSE) then opponent.Dim_Bypass=FALSE;


(I really think Zanz, while coding EtG's Antimatter-Dim relation, he forgot to replace the opponent.Dim-Bypass to TRUE instead of FALSE)



Now, while this wrong coding has no (serious) effect against the AI (because we have to deal with a single PC and a single running instance of the programm), if 2 human opponents face each other (here we deal with two PCs and two running instances of the programm that exchange info) things are really complicated.
Since they exchange info, they have to exchange variables too. However, while Player A is the "my" object and Player B is the "opponent" object in Player A's PC, thing are reversed in Player B's PC, where Player A is the "opponent" object and Player B is the "my" object.
In online PvP, that means each PC produces the "my"-related variables and recieves the "opponent"-related variables from the opponent's PC.



PlayerA.opponent.variable = PlayerB.my.variable;
PlayerB.opponent.variable = PlayerA.my.variable;




Let's say that Player A's creature is Antimattered. This is going to have the following effects in each person's PC.

Player A's PC:

my.Antimattered=TRUE;
my.Dim_Bypass=TRUE;

Player B's PC:

opponent.Antimattered=TRUE;
opponent.Dim_Bypass=FALSE;

And here is the issue; they both recognize the Antimatter condition, but only Player A's PC recognize its "right" to bypass Dims because Player B's PC treats Player A like an AI opponent.


Now, let's say that Player B's creature is Antimattered. This is going to have the following effects in each person's PC.

Player A's PC:

opponent.Antimattered=TRUE;
opponent.Dim_Bypass=FALSE;

Player B's PC:

my.Antimattered=TRUE;
my.Dim_Bypass=TRUE;

And here is the same issue once again; they both recognize the Antimatter condition, but only Player B's PC recognize its "right" to bypass Dims because Player A's PC treats Player B like an AI opponent.


But why do we have the hp reset desynch issue?

Because the game is coded in a way that, if either the PlayerA.my.variable == PlayerB.opponent.variable or the PlayerA.opponent.varialbe == PlayerB.my.variable conditions are not met, a desynch error occurs and it tries to fix those with various ways (if these conditions are not equal, then each player plays its 'own game' with 'its own rules' if you know what I mean and that's what pretty much happens in the Antimatter Vs Dim case).
One of the ways EtG use to solve desynchs is to re-recieve the values from the other computer by replacing the value of the PlayerA.opponent.variable with the value of the PlayerB.my.variable or the value of the PlayerB.opponent.variable with the value of the PlayerA.my.variable, even if the new value is game-wisely mistaken!

In our case, we have the player A with the antimattered scorpion taking the same amount of damage from Player B in both Player A's and Player B's PCs (so the PlayerA.my.variable == PlayerB.opponent.variable is true) while Player B with the Dim Shield takes far less damage in Player B's game than it takes at Player A's game (so the PlayerA.opponent.varialbe == PlayerB.my.variable is false).
In other words, that causes the PlayerA.opponent.health == PlayerB.my.health argument to be false for Player A, so the program tries to replace the PlayerA.opponent.health variable with the PlayerB.my.health variable (PlayerA.opponent.health = PlayerB.my.health;). Because of this, Player A may see his opponent's health rise for an instant in order to meet Player B's game.
Title: Re: 8th Trials - Suggestions and Feedback
Post by: rob77dp on April 21, 2015, 07:45:30 pm
CuCN and I tested the AM dimshield bug. It was pretty clear what the intended effect was supposed to be, thus the final decision.

to sum up briefly, what I think I remember:
Bug works when u use it vs AI. But if AI were to use it against you, it doesn't work. So if you play against a real opponent, one player will see one effect and the other will see a different effect. For one player, the HP constantly reset as if the creature did not bypass the shield (even tho it appeared to do so and poison marker was added), and for the other player the creature never bypassed the shield and the HPs never reset after each turn. Thus, it was determined that the effect of AM to bypass shields is a bug.

I'm sure someone will be confused by this, so if you have questions, then just test it out yourself.

I respect both you and CUCN as Warmasters, but the fact the hp resets is totally irrelevant; let me try to explain it to the community...

My personal experience is that Antimatter-Dim bug ALWAYS cause a desynch between a PvP match; I just do not know if it is always detected. But even if it is detected, I am pretty sure it can't be automatically fixed because the game's code in this area it just wrong!

In order to understand this, let's say we have two classes-objects: "my" which reffer to the player (first-person perspective) and "opponent" which reffer to the opponent of the player (third-person perspective).
Let's say we have the following boolean variables (boolean = they can either be TRUE or FALSE): Antimattered, which is TRUE if the creature has negative attack and FALSE if its attack is positive, and Dim_Bypass, which indicaters whenever a creature's attack bypass Dims (TRUE) or not (FALSE).

When you play with AI, things are easy; the human player is the object "my" and the AI is the object "opponent". Personal experience of playing versus the AI reveals the following:


If (my.Antimattered=TRUE) then my.Dim_Bypass=TRUE;
If (my.Antimattered=FALSE) then my.Dim_Bypass=FALSE;

If (opponent.Antimattered=TRUE) then opponent.Dim_Bypass=FALSE;
If (opponent.Antimattered=FALSE) then opponent.Dim_Bypass=FALSE;


(I really think Zanz, while coding EtG's Antimatter-Dim relation, he forgot to replace the opponent.Dim-Bypass to TRUE instead of FALSE)



Now, while this wrong coding has no (serious) effect against the AI (because we have to deal with a single PC and a single running instance of the programm), if 2 human opponents face each other (here we deal with two PCs and two running instances of the programm that exchange info) things are really complicated.
Since they exchange info, they have to exchange variables too. However, while Player A is the "my" object and Player B is the "opponent" object in Player A's PC, thing are reversed in Player B's PC, where Player A is the "opponent" object and Player B is the "my" object.
In online PvP, that means each PC produces the "my"-related variables and recieves the "opponent"-related variables from the opponent's PC.



PlayerA.opponent.variable = PlayerB.my.variable;
PlayerB.opponent.variable = PlayerA.my.variable;




Let's say that Player A's creature is Antimattered. This is going to have the following effects in each person's PC.

Player A's PC:

my.Antimattered=TRUE;
my.Dim_Bypass=TRUE;

Player B's PC:

opponent.Antimattered=TRUE;
opponent.Dim_Bypass=FALSE;

And here is the issue; they both recognize the Antimatter condition, but only Player A's PC recognize its "right" to bypass Dims because Player B's PC treats Player A like an AI opponent.


Now, let's say that Player B's creature is Antimattered. This is going to have the following effects in each person's PC.

Player A's PC:

opponent.Antimattered=TRUE;
opponent.Dim_Bypass=FALSE;

Player B's PC:

my.Antimattered=TRUE;
my.Dim_Bypass=TRUE;

And here is the same issue once again; they both recognize the Antimatter condition, but only Player B's PC recognize its "right" to bypass Dims because Player A's PC treats Player B like an AI opponent.


But why do we have the hp reset desynch issue?

Because the game is coded in a way that, if either the PlayerA.my.variable == PlayerB.opponent.variable or the PlayerA.opponent.varialbe == PlayerB.my.variable conditions are not met, a desynch error occurs and it tries to fix those with various ways (if these conditions are not equal, then each player plays its 'own game' with 'its own rules' if you know what I mean and that's what pretty much happens in the Antimatter Vs Dim case).
One of the ways EtG use to solve desynchs is to re-recieve the values from the other computer by replacing the value of the PlayerA.opponent.variable with the value of the PlayerB.my.variable or the value of the PlayerB.opponent.variable with the value of the PlayerA.my.variable, even if the new value is game-wisely mistaken!

In our case, we have the player A with the antimattered scorpion taking the same amount of damage from Player B in both Player A's and Player B's PCs (so the PlayerA.my.variable == PlayerB.opponent.variable is true) while Player B with the Dim Shield takes far less damage in Player B's game than it takes at Player A's game (so the PlayerA.opponent.varialbe == PlayerB.my.variable is false).
In other words, that causes the PlayerA.opponent.health == PlayerB.my.health argument to be false for Player A, so the program tries to replace the PlayerA.opponent.health variable with the PlayerB.my.health variable (PlayerA.opponent.health = PlayerB.my.health;). Because of this, Player A may see his opponent's health rise for an instant in order to meet Player B's game.

rob: You're a lucky man, ARTH.

'ARTH': How so?

rob: You're talking to one of [the few] men in the [EtG-verse] capable of following that train of thought.

'ARTH': Well, what do you think?

rob:  I said I could follow it, I didn't say I [could solve it].
Title: Re: 8th Trials - Suggestions and Feedback
Post by: Higurashi on April 21, 2015, 08:53:42 pm
It's easy to grasp, but conjecture gets us nowhere. My experience is that the desynch is visual only and neither the turn nor the final outcome is affected, but again we need current screenshots and testing by staff before considering a new solution. If it results in timing out, that'd be problematic enough too.
blarg: