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Elements the Game => War => Events and Competitions => War Archive => Topic started by: Physsion on May 17, 2016, 08:05:26 am

Title: War #10 - Planned Changes (Discussion)
Post by: Physsion on May 17, 2016, 08:05:26 am
Everything you see in this thread is subject to change.

Starting this one early so we can get War going soon after Trials ends.



Current Plans for War #10

Things we're keeping:

Things we're changing:



Sideboards for all players have been discussed a considerable amount in previous Wars, but they've yet to make it in. The current plan for this War is to introduce an optional 4-card sideboard for all decks.

Teams will submit their deck as usual, keeping things simple for vault management. If the deck is 34 cards or larger, the player will have the chance to remove up to 4 cards from it during their match. Players utilizing the sideboard must use the full deck for the first game of the match, and can exchange cards afterwards.

Concern has been raised in the past that this will benefit certain elements more than others - discussion on this point would be great.

Certain elements such as Light were unfairly punished with very expensive key-card prices in War #9, and other elements like Gravity benefited from an enormous starting vault due to their cheap market prices. We like the idea of playing with a market again, but prices will be rebalanced to reduce the massive vault size gap between first and last place at the beginning of the first round.

Shards will also see a cost rebalance.

To shorten War from 16 rounds to a more suitable 10-12, our options are to either reduce the number of initial points for vaultbuilding, or to increase discards per round. Since having a larger and more flexible vault makes for a more entertaining event, we think increasing discards per round is the more suitable method for shortening War.

RoundDiscards from deckDiscards from vaultTotal DiscardsSalvage
10666
257126
3108186
4+159246
  • "Vault discards" can also be picked from the losing deck.

Salvaging is increased slightly to make transmutations a little easier to manage, and to offset the increase discard penalties. A 4-1 round will "break even", while capping the number of cards discarded from the deck itself will help to prevent teams from losing all their in-element cards from late-game mono/duo losses.

A lot of comments were made that our community simply wasn't large enough to support 6-man teams last War, and most teams had at least one inactive player in their roster. We're hoping for the best, but depending on signups this year, we may look at reducing the maximum team size.

Changes will be made so that Lt. is more significant than the Upgrades soldier boost.

RoleUpgrades
General12
Lieutenant10
Upgrades Boost8
Soldier7

3 in-element upgrades will still be required for each role.

Tinkerer
The suggestion to change the Tinkerer rule to only allow Pendulums to be treated as in-element cards may work, but it hurts legitimate Tinkerer "splash" decks such as Ghostmare from Darkness, Chaos Wyrms from Entropy and Graboid rush from Time. One option, even though it's a little clunky, is to force a certain percentage of in-element cards (maybe 25-33%) to prevent teams from creating monos of other elements.

Mercenary
Mercenary was designed with the intent of allowing a little more freedom for building trios, but it was essentially just a buff to Grabbows last War. The plan here is to restrict the number of elements allowed in a Mercenary deck this time.

Gambler
Correctly guessing the match outcome resulted in a pretty low payout - we'll increase the number of relics awarded by a correct guess this War, to provide more incentive to use this boost.

Rather than having Event Cards as the only real way to obtain Relics for the late-game, a system for rewarding teams that perform very well (either 4-1 or 5-0 in a round) may be introduced.



Feel free to post your thoughts about any or all of these points, but please keep your feedback constructive.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Sera on May 17, 2016, 08:48:44 am
What if Tinkerer simply allowed ignoring pillars/pends from the 50% rule? This way, you can actually run the pillars or pendulums that you want to use, while still making it require your team's element. I'm not so certain if this is abusable, and it still does limit teams from doing pure mark splashes, but that's what the 25% rule would do anyway, and now teams can't run off-element monos.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on May 17, 2016, 12:50:03 pm
Well looks like you we're much involved in last war as I love all the adjustments save for one.  Giving sideboard to everyone means tons of trouble for deckbuilding and preparation time going x4 and it also means that less experience players will suffer a ton from this as they don't know as much which card to add/remove so they will lose more and are prone to be subbed more often.  Deckbuilding already takes so much time.. you don't want teams to go crazy with this as they will stop to care fast.  Also, sideboard was OP to every other role even General, if it is brought back at all (not for everyone) it should be nerf to 2 cards or something like that.  I trluly believe that this is enough to make the event turn sour as proposed so please reconsider!

That said, the work so far from you looks great!  Keep it up!
Title: Re: War #10 - Planned Changes (Discussion)
Post by: worldwideweb3 on May 17, 2016, 12:58:58 pm
Sideboards - Not a fan of them, personally
Market prices - Pretty sure you guys will do a good job. Waiting on the sheet first.
Discards - Fair enough
5 team - Probabaly a good thing, supporting this.
Upgrade allocation: possible to increase ups of a general? 15 would be good.
Soldier boosts changes: All look good for now.
Relic granting: Dont support this. It just helps teams doing well already, so the other teams pretty much give up.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Zawadx on May 17, 2016, 01:47:29 pm
If discards are increased, salvages should be increased as well. I missed 6 salvage, it allows you to build more fun decks and requires you to put in effort to ensure the best use. Of course, 4 salvage did push me to my limits last war and led to a lot creativity in vault management, so I can see a reason for keeping it.
Do note that if you keep 4 salvage and increase discards, you'll have to do something else to help winners. Tho the relic awards might be enough? It might damage 1-4 or 2-3 results tho.

I had 3 inactive players, and I still support 6 players. It allows more people to have a chance at participation, plus you're still gonna have inactives at 5 players. Having subs be more available is a thing, but how well do they even work out?

For market, imo teams should have a discount for in-element stuff. This mostly applies to light tho, so maybe careful tinkering there could work out?
I'm also gonna urge you guys to test the final market a lot. Maybe have an open project where people can pm you their best designs for vaults? And try them out in mock-rounds to see how effective they are?

Gambler's low payout was prolly due to variance: please try to make it less of a... well, gamble?

25% has performed decently in Trials, so maybe start there for Tinkerer? Of course in Trials it's to ensure you're duoing with another element instead of building an in-element mono, while here it's to prevent off-element monos so there's prolly differences.

Upgrade boost is too weak now, whaaa. Still think Lt. should just be a second stab at every role, maybe with +1 upgrade?

For sideboard discussion: what you want is hands-on testing. Set up a project to test the format, and then we can get some valuable input.


 
Title: Re: War #10 - Planned Changes (Discussion)
Post by: iancudorinmarian on May 17, 2016, 02:12:19 pm
I like sideboard as a role, not for everyone. Also, I think 3 cards is the magic number here.

We'll see about the market prices when they're actually posted.

5 man teams for sure this war, we don't want inactive people.

Relics for 5-0/4-1 teams is a pretty bad idea imo. It also favours winning early when nobody knows what to expect and being in an unfair advantage later on.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Aves on May 17, 2016, 02:56:00 pm
While Lt > Upgrades is a good thing, having a normal SU be only +1 seems a bit weak.

Relics: The system for them definitely needs to be expanded, and I think this is a step in the right direction. However, I don't think that Gambler works as a role. Even with the change, it's still too unlikely to guess correctly for the pay-off to matter-- all it does is reward suiciding, the only time the role has really been a major factor. If we still want a guessing mechanic on results to reward relics, why not guess how well your team's doing in each round? +1 relic for guessing correctly that you'd go 4-1 or 2-3, or something along those lines.

Team size: We were all really active in the last team :darkness. I can't imagine how it must've been like in a team with 2-3 inactives. I think subbing needs a closer look here-- have active subs who've been following the event ready to go.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: majofa on May 17, 2016, 03:06:16 pm
Keep teams at 6 but only have 5 matches. That gives you a one-person buffer in case someone goes afk. The team would just arrange the players in a thread in their team section stating the players who will be battling that round.

I still wish 'Scout' was a role. Ability: see your opponent's deck before the game. The deck is posted by the WMs in the team's thread.

Get rid of Lt entirely or allow the General and Lt access to some, if not all, of the abilities. Their % of more upped cards isn't as impactful as 6-0 or 9-3.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: rob77dp on May 17, 2016, 03:39:33 pm
Sideboards -- As a role I like it... and at 3 cards. As an addition to EVERY role/player or up to 6 cards I do not like it.



Market -- As stated by others I feel this set of WM's will handle as well as could be expected for this feature's 2nd-run. I really like the idea from Zawadx about the certain-element-disadvantage being addressed, at least attempted to be addressed, by in-element discounts rather than overall-cost-lessening.



SDCTP -- I have no issue with the proposed "Total Discards" and "Salvage" values but would like to ask for clarification on discards from deck, discards from vault, and the phrase/sub-note '"Vault discards" can also be picked from the losing deck.' as it seems to contradict the idea that the two categories of discard are even separate/different.



5-player teams -- *sigh* I vacillate wildly on this constantly back-and-forth. I have led two War teams and I have participated on two War teams all of which had inactives (in one of the four it was ME for part of the event!) and/or no-shows (oh so much worse). Let me explain both of my two-face sides on this issue/topic:
"Max players" (in our usual case, this is '6'): Pros - This. Promotes. Involvement. The members of EtG community that know this ride tend to do their best to recruit to the War event when we know the teams will be forced to have 6 players. Also, more slots open for the newer, unheralded, or unknown players to get into the event and get a taste for it. (I myself am a one-time 1-card auction bid onto a team of Shantu's that cemented Death's place at the top of my favorite list -- I now have two Death Trial titles and am chasing a third!) [Refer to most of the Less Players' cons]
Cons - Some generals will be, or will feel, forced into drafting players that make them uncomfortable to have on their team. [Refer to most of the Less Players' pros]

"Less players" (in our usual discussion this is '5'): Pros - Smaller teams have many benefits.
(a) less chance of having inactive players / more inactive players on a team
(b) no need for any rules about sitting out players and having to consider abuse of that rule/aspect
(c) reduction of the Herculean deckbuilding efforts required each round, specifically on teams where a player is inactive or less-egregiously a team with a player or two having a busy week or RL schedule {especially true if the all-role's-sideboard makes it into the ruleset}
(d) assists with this obsession about "shortening the event" to less than X rounds aiming at some seemingly arbitrary Y round ideal-length event :D
(e) [Refer to most of the Less Players' pros]
Cons - We run the risk of keeping a player out of the event that might have developed into part of the future PvP-or-otherwise contingent of this forum and game. I know many of us played the game or were on the forum prior to participating in a War event but I know that is was a major player in my sticking around and deciding to hone my skills, deepen my community involvement, and even plays a roll in my deciding to defend my title.
* Sidenote: For me this risk is not as major as others tend to see it... there are a lot of PvP events and other going on around here that if War was "make or break" for a player to stick around then I'm not sure they would have stuck anyways. While this may be a controversial comment to some (hopefully not) I stand by it: Keeping the quality of teams up in the War event should be an increased priority compared to recent running of the event.



Upgrade allotments -- I generally agree in this strategy, Generals highest with Lt less than Gen but more than any other role. Given reign over the actual value I'd go more for 12-10-8-6 - any chance you can give reasoning for the seemingly odd "7" for vanilla upgrade role upgrade counts? Also the wording seems off almost implying you HAVE to upgrade three in-element cards... It is more akin to upgrade counts of 9-7-5-3 (Gen-Lt-Role-Others) with a bonus +3 any in-element upgrades. :)



Soldier boosts -- As Zawadx stated...
Quote
Gambler's low payout was prolly due to variance: please try to make it less of a... well, gamble?

25% has performed decently in Trials, so maybe start there for Tinkerer? Of course in Trials it's to ensure you're duoing with another element instead of building an in-element mono, while here it's to prevent off-element monos so there's prolly differences.

Upgrade boost is too weak now, whaaa. Still think Lt. should just be a second stab at every role, maybe with +1 upgrade?
.



Relics -- I'm not happy to admit it but I have never reached rounds of War where relics meant anything more than "we expect any round now could be our last, so we'll pump relics at our weakest opponents to try to extend our War-event-lives". Therefore, my opinion here is rather weak and underinformed/inexperienced in its support and foundation. Hence, I must defer to others' opinions on this matter. :D
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mathman101 on May 17, 2016, 05:56:43 pm



SDCTP -- I have no issue with the proposed "Total Discards" and "Salvage" values but would like to ask for clarification on discards from deck, discards from vault, and the phrase/sub-note '"Vault discards" can also be picked from the losing deck.' as it seems to contradict the idea that the two categories of discard are even separate/different.


Discards from the deck must be taken from the deck that lost it's match.
Discards from the vault can be taken from anywhere in the vault.
"Vault Discards can also be picked from the losing deck" by this we mean that the discards for Vault discards can be taken from anywhere in the vault, even if they were in the losing deck.

Example: Team A loses a game in Round 3, thus a total of 18 discards.10 cards have to come from the losing deck. The other 8 discards can be taken from any remaining non-pillar/pendulum cards in the losing deck or anywhere in the vault.



Hope this helps clarify it.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: rob77dp on May 17, 2016, 06:10:29 pm



SDCTP -- I have no issue with the proposed "Total Discards" and "Salvage" values but would like to ask for clarification on discards from deck, discards from vault, and the phrase/sub-note '"Vault discards" can also be picked from the losing deck.' as it seems to contradict the idea that the two categories of discard are even separate/different.


Discards from the deck must be taken from the deck that lost it's match.
Discards from the vault can be taken from anywhere in the vault.
"Vault Discards can also be picked from the losing deck" by this we mean that the discards for Vault discards can be taken from anywhere in the vault, even if they were in the losing deck.

Example: Team A loses a game in Round 3, thus a total of 18 discards.10 cards have to come from the losing deck. The other 8 discards can be taken from any remaining non-pillar/pendulum cards in the losing deck or anywhere in the vault.



Hope this helps clarify it.

What if the deck/example in question has fewer non-pill/pend cards in it than the "discards from deck"?  Does it then flow left-to-right and become an addition onto the "discards from vault" value?
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on May 17, 2016, 08:29:34 pm
at 24 discards... losses will need to come from the vault as well no matter since pillars/pends are free.  But I like that as it helps teams that are stuck with salvage that rarely fits with they're vault.  Now do we want to say you lose all ure cards from and then start from the vault or let the teams save a few cards from decks?  I would prefer the latter as otherwise, you might kill 2-3 decks with only 1 loss since you will not have those key cards.  Say maybe the 14 first cards needs to come from deck?  (counting 12-13 pillars to that, it leaves very little on a 30 card deck).
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Blacksmith on May 17, 2016, 09:09:35 pm
About balancing Vaults. I agree with changing card cost based on the cost of Vaults for certain elements.

Average card cost last war counting shards was: 65.2
Average card cost not counting shards last war was: 59.7
For light I think it was 75 and 65. Unfortunately I didn't the exact stats for light.

So after your balancing you could make a test to see the average vault cost and see how efficient the card cost changes have been. If it's still not enough we could give some elements more money/cards/coins to start with to even out the cost in starting vault.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: inthisroom on May 20, 2016, 03:24:37 am
Altogether I think the changes/non changes sound all right.

Rebalancing the Market prizes is a good idea, last War they were slightly unbalanced even though our team had an advantage through this.

I also like the idea that pillars/pends will be unlimited, that way the vault only focusses on playable cards. Organising the vault takes a lot of time and makes War tedious, I'm a big fan of any simplification.

I'm actually particularly fond of the Sideboard. Many matches in War have a pre-defined outcome and you just sit there to get beaten three times in a row without any hope of winning. A small sideboard, not enough to turn a rush into a control deck but 2-4 cards (I'd personally like 4 but I agree it may be too much), would make things a bit more open.
It would also make player skill more important, therefore subbing should be restricted or people who are allowed to sub should be pre-defined by the War masters.
The importance of player skill would influence the auction as well, as the difference between a "cheap" new player and an expensive veteran would be even greater.
I'm not sure it would make deck building much more time consuming or difficult as it would give a bit more freedom instead of wrecking your head between two types of decks and eventually just gambling.

I understand mrpaper's concerns regarding new/inexperienced players and regarding the fact that the Strategist role was OP when it was used with a sideboard in War#6.
Regarding inexperienced players, the reduction to 5-man teams may help a little there, also most players who are still around the forums have at least some knowledge of the game through various pvp events, and complete noobs generally don't have the card base to join War anyway so I'm not sure we have many people around who couldn't handle a sideboard.
The Strategist's sideboard in War #6 was overpowered because only the Strategist had one, that did indeed give an unfair advantage to pretty much every other role including the Generals, for this not to be the case, everyone should have one imo.

I really think having a sideboard would make War more exciting and I'm a big fan, but again, I understand the concerns people expressed and they may be right, so Zawadx' suggestion to create an event testing this system sounds like a very good idea to me, it could give us all insight (and fun with a new and unexpected pvp event).
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Avenger on May 20, 2016, 08:55:27 am
Lieutenant is truly crappy, give sideboard to that role. I don't really like sideboard for all.
Majofa's scout idea would be nice.
Tinkerer's pends NOT PILLARS should count as in element. I really, really, really hated those off element monos.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on May 20, 2016, 01:58:06 pm
Off elements monos are against the theme of war and should be prevented... what if for example, life won war because they won many times with a mono aether? Tinkerer pends only would prevent this easily... heck we could accept mark cards as well to have things interesting and funny, but no pillars please! 
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on May 26, 2016, 12:03:02 pm
I forgot to write a thing when I spoke against sideboard.... sideboard is a greater asset for a few elements.  It is where you usually put the steals or deflags you couldn't fit into 30 cards but that will come handy if needed be.  Hence you will find almost impossible to use PC against Fire and darkness while other elements will only get that advantage in those duo or in grabbows.  Needless to say that it would also mean more dark/fire duo played as well hence better salvage for em and weaker for every other team and fair salvage is already a problem for   roughly :death :gravity :earth :life :water :light even  :time and  :air have only average salvage while  :entropy :fire :darkness :aether are all lucky! 

So for fire and darkness, no need anymore to guess if they face PC or not ever... which will make them insanely strong so unless you wanna triple the cost of deflags and steals (i'd rather not)... don't let those 2 already strong teams have an unfair advantage on others.   
Title: Re: War #10 - Planned Changes (Discussion)
Post by: JonathanCrazyJ on May 26, 2016, 12:08:31 pm
I forgot to write a thing when I spoke against sideboard.... sideboard is a greater asset for a few elements.  It is where you usually put the steals or deflags you couldn't fit into 30 cards but that will come handy if needed be.  Hence you will find almost impossible to use PC against Fire and darkness while other elements will only get that advantage in those duo or in grabbows.  Needless to say that it would also mean more dark/fire duo played as well hence better salvage for em and weaker for every other team and fair salvage is already a problem for   roughly :death :gravity :earth :life :water :light even  :time and  :air have only average salvage while  :entropy :fire :darkness :aether are all lucky! 

So for fire and darkness, no need anymore to guess if they face PC or not ever... which will make them insanely strong so unless you wanna triple the cost of deflags and steals (i'd rather not)... don't let those 2 already strong teams have an unfair advantage on others.

That's actually an extremely good point. Well thought out. Especially true for darkness who also have Nightmare, which can be thrown into any deck, meaning you can never safely use fractal against them
Title: Re: War #10 - Planned Changes (Discussion)
Post by: RootRanger on May 26, 2016, 12:28:08 pm
If you really want to balance War, include a ban list voted upon by the generals at the start of the event, but that idea has always faced opposition.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on May 26, 2016, 01:46:59 pm
If you really want to balance War, include a ban list voted upon by the generals at the start of the event, but that idea has always faced opposition.

I'd actually be ok with that,  though we would need to redo the market value post ban if we keep the market at all.  See Black hole having a lower value with discord out of war.  On the other hand, the pool card is already thin and it would only make it thinner.  Also, if it is accepted, it should be 1 or 2 card per element max that is banned... ideally 1.  What would be aether without Fractal AND dimensional shield for example... it would make it really lame.  If that idea was to go along, I'd say  6-8 cards total, with only 1 per element max would be good.  This way, weaker elements would be much closer to stronger ones.  Unless you guys think that losing  discord for entropy would hurt so much more then any water card (let's say shard of patience) so both elements would be much closer to be even after. Then it could be 1 card per element.  But I believe it would make weaker elements worse as they already have few good in element cards and sometimes not even 1 OP card. 

1 Funny and fair way to do this would be every team lose a card... based on the average war ranking they had... See aether has the best ranking, they lose the aether card that cost the most on the market.  Fire is second... they lose they're card that cost the 2nd most (using last war price to be fair).. all the way until life who loses the  life card that cost the 12th most for em.  This way, it would of course even things up a lot and it would be more simple as you don'T need to process through generals on a couple of rounds of voting! 
Title: Re: War #10 - Planned Changes (Discussion)
Post by: iancudorinmarian on May 26, 2016, 01:51:39 pm
I'm one of those "anti-ban" people. There's already the vault restriction, and with market prices that's increased even more.

How about "bans" not actually banning the cards, but increasing the cost by the % of votes on it? (or some other sort of vote-cost conversion)

Also, this came to my mind today: How about discards/salvage varying depending on the result of the match? (i.e. 3-0, 3-1, 3-2)
Title: Re: War #10 - Planned Changes (Discussion)
Post by: JonathanCrazyJ on May 26, 2016, 01:52:45 pm
If you really want to balance War, include a ban list voted upon by the generals at the start of the event, but that idea has always faced opposition.

There is a difference between banning arbitrarily cards which are in the game, and creating rules which favour already powerful elements.

Sideboards:


I like it as a role. One sideboard deck per team MAX per round. Allowing sideboard for all is, imo, a bad idea that will shrink the meta, and heavily favour some (usually already powerful) elements.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on May 26, 2016, 02:17:56 pm
I'm one of those "anti-ban" people. There's already the vault restriction, and with market prices that's increased even more.

How about "bans" not actually banning the cards, but increasing the cost by the % of votes on it? (or some other sort of vote-cost conversion)

Also, this came to my mind today: How about discards/salvage varying depending on the result of the match? (i.e. 3-0, 3-1, 3-2)

Varying the salvage discard is often used in event cards... not sure it's worth more then this.  increasing cost can be a bit  effective but it depends on how much it ends up costing.  See life had no high cost card so they had a huge vault at start, yet they went down anyway as they we're losing more then winning.  So if aether cards cost even more (they already do cost much more then life), what is likely to happen is an even smaller vault for them, but a similar ratio of winning for both, hence life going to be out before aether anyway (I could use many more weak/strong elements the same way).  So if fractal cost 170 instead of 100... life would not be over aether in the end anyway. 

If we are to do something that isn't banning, it could be a card that is more limited then others, like 12 copies of each card BUT only 6 copies of fractal/deflagration/discord/devourer/shard of freedom etc. 
Title: Re: War #10 - Planned Changes (Discussion)
Post by: inthisroom on May 26, 2016, 03:43:11 pm
I'd be completely against the idea of a single sideboard per team as it has shown last time (War#6) already that this position has a great advantage over others, to be fair, either everyone should have a sideboard, or noone.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: serprex on May 27, 2016, 11:49:57 am
Perhaps make side board a choice: side board cards eat into upgrades. So rush with sideboard loses to rush without sideboard

As for the steal/deflag/purify only sideboard idea-- this implies that each element has only 1 viable sideboard. So the argument is more bluntly stated as "Elements doesn't have the cardpool diversity to support a sideboard meta"

Personally a fan of sideboard. If darkness invests in enough steals to shove into 75+% of decks & never faces permanents then their sideboards aren't effectively turning around bad matchups (unless you imply there exist no bad matchups if steal is a toggle). This seems like what haink complained about in War #8 about nobody sending dims vs :aether in fear of psiontal which :aether abused by fielding quite a few psionless decks
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on May 27, 2016, 12:02:05 pm
Perhaps make side board a choice: side board cards eat into upgrades. So rush with sideboard loses to rush without sideboard

As for the steal/deflag/purify only sideboard idea-- this implies that each element has only 1 viable sideboard. So the argument is more bluntly stated as "Elements doesn't have the cardpool diversity to support a sideboard meta"

Personally a fan of sideboard. If darkness invests in enough steals to shove into 75+% of decks & never faces permanents then their sideboards aren't effectively turning around bad matchups (unless you imply there exist no bad matchups if steal is a toggle). This seems like what haink complained about in War #8 about nobody sending dims vs :aether in fear of psiontal which :aether abused by fielding quite a few psionless decks

For it to be fair you would have to lose ALL upgrades otherwise it still is way too strong and even then...
 :darkness in your example won't face much bad match-ups  as they will have pc just in case you send perms and otherwise they are still at worse 50-50 if you think every team is on par.  So they would win close to 100% heavy PC matches and let's pretend only 50% of the rest.... not many teams can achieve that so you'd have  :death :gravity :earth :life :water :light :air and :time roughly out of war before it even starts maybe just not knowing so!
 :darkness+ :fire have pc :entropy have grabbow by the ton (including pc) and  :aether have nothing of that  but they have proven to be powerful anyway.   So here is the top 4 of next war if we go sideboard! yawn

For those who follow last war.... air almost won mainly because we had a darkness sideboard... now imagine if we had 6 every round.... well this what darkness will have! (btw this ain't to bash against them in particular).
Title: Re: War #10 - Planned Changes (Discussion)
Post by: serprex on May 27, 2016, 12:23:53 pm
I bring deck with permanents, :darkness brings deck with steals. Next game maybe I take permanents out. Does :darkness take steals out?
I bring deck with CC sideboard, :darkness brings deck with steals. :darkness takes out steals, I tune deck to be better domin
I bring deck with PA sideboard, :darkness brings deck with steals. Next game maybe I take PAs out. Does :darkness take steals out?
I bring 5 discords, :darkness brings deck with steals. Next game maybe I take some Discords out. Does :darkness take steals out?
I bring some perms, :darkness brings deck with steals. I don't play perms in game 1 to play around Steal. Does :darkness take steals out?

My examples are attempting to illustrate how not having a diverse sideboard (:darkness always brings steals) interacts with other sideboards. The rhetoric being used against sideboards is ignoring that teams have sideboards vs :darkness. I agree steal is a strong sideboard, as is a dims sideboard, but it has to be considered in the context that the opponent may or may not remove their permanents from their deck. In a matchup where :darkness removes the steal sideboard because there are no permanents, :darkness is essentially not bringing a sideboard which would've helped vs the permanentless deck

The stronger argument against sideboards is that _every_ team is going to just run a bunch of dark domin duos. But then the meta should adapt to be rushier

Sidenote: Fractals not bad vs Nightmare, play a little slow, empty hand into Fractal, never gives opponent good Nightmare
Title: Re: War #10 - Planned Changes (Discussion)
Post by: RapidStar_ on May 27, 2016, 12:37:31 pm
I was just reading through some of the thoughts... I don't know if any of what i have to say has already been said or clarified but...

I like the idea of not "banning" cards but increasing the cost %. Idea - Each general should get to vote for 2 cards per element (except for their own) which they want to double the market price for. Shards cannot be voted for. I think this would make an interesting twist but wouldn't disadvantage any team individually because a card from each element is being doubled in price.

I also think that teams should have at least "x" amount of cards in their deck from their own element (As stated in planned changes - I think good idea). I think making a mono from a complete other element and using tinkerer as a boost would remove the spirit of being in a team. No point being in Darkness for example and using mono Entropy having darkness as your mark to use for lyncathrope and have a mono entropy rush.

Some ideas for event cards for rounds in future:
1. In the teams that you are rostered to verse in this round, one specific team randomly chosen will be the target element. If you win, you get triple the salvage, but if you lose your opponent will get to choose your discards with an additional +4 discards.

2. Your general will be given a different element to their own. They will get to temporarily ban a single card to be used in that round (cannot be pillar/pendelum). <--- Seems a bit overpowered, just a basis idea.

3. Halving the pot - you will have to halve the discards (or double the salvages) for 3 selected matches, but you halve the upgrades used. If uneven upgrades, you -1 upgrade, then halve the upgrades (eg, 7 would = 3.)
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on May 27, 2016, 01:01:48 pm
I bring deck with permanents, :darkness brings deck with steals. Next game maybe I take permanents out. Does :darkness take steals out?NO but you likely lose anyway as you now play with no weapon or shield vs a strong deck.
I bring deck with CC sideboard, :darkness brings deck with steals. :darkness takes out steals, I tune deck to be better domin  Domin without any perm (mostly weapon) is hard ... so you likely lose anyway
I bring deck with PA sideboard, :darkness brings deck with steals. Next game maybe I take PAs out. Does :darkness take steals out?  Maybe... but u'd have a lame sideboard and likely a lame earth duo by doing so so you likely lose anyway too.
I bring 5 discords, :darkness brings deck with steals. Next game maybe I take some Discords out. Does :darkness take steals out? No they won't they will discard dagger if anything.. at worse they get stuck with a few steal but all ure discord are dead or going against you (unless you are entropy+grabbow but you would still be hurt by the damage a bit) and you likely die too.
I bring some perms, :darkness brings deck with steals. I don't play perms in game 1 to play around Steal. Does :darkness take steals out? Maybe.. but you likely start 0-1 to have a weaker deck just to avoid perms and you won't even know if  :darkness has steals so at best you go 1-1 by the effect of surprise and lose after.

My examples are attempting to illustrate how not having a diverse sideboard (:darkness always brings steals) interacts with other sideboards. The rhetoric being used against sideboards is ignoring that teams have sideboards vs :darkness. I agree steal is a strong sideboard, as is a dims sideboard, but it has to be considered in the context that the opponent may or may not remove their permanents from their deck. In a matchup where :darkness removes the steal sideboard because there are no permanents, :darkness is essentially not bringing a sideboard which would've helped vs the permanentless deck.  Of course a deck without PC will be able to tune better if it's not facing perms, but it is so rarely needed it's pointless to use... So rarely do you say at the end of the game... Oh I would have won if I had 2-3 more gargoyles or 2-3 more pends  in that deck... but Perms are deck breakers which won or cost you the game most of the time.  Only other game breaker you could add/remove are massive CC like Rain of fire (hello fire again who has explosion/deflags to switch on!) or thunderstorm. 

The stronger argument against sideboards is that _every_ team is going to just run a bunch of dark domin duos. But then the meta should adapt to be rushierit's hard to outrush it  we tried! but this would also mean so many more yummy salvage for darkness

Sidenote: Fractals not bad vs Nightmare, play a little slow, empty hand into Fractal, never gives opponent good Nightmare  CAN be good, but as you said, you want to outrush so you often pray for a fail draw on the other part and no nightmare in hand.  You can also be quanta locked by then otherwise if you are facing the likely devourers.  But yeah you might want to hold onto your weapon and a high cost creature or 2 to help you having better fractals.

I  Know this seems like the worse outcomes I've written, but those are the ones that will happen most of the time if all is equal to last war save for sideboard for everyone!  But I'm done making my point on this.. I'd like to hear from WMS...
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Zawadx on May 27, 2016, 01:54:12 pm
I just remembered how strong air's dark domin was. Yeah, having a stallbreak OTK, damsel's speed and the dark domin is way too much even without sideboard (for aether at least, the best deck I could prepare was about 55% vs it).

Let's test sideboards before approving them?
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Afdarenty on May 28, 2016, 01:48:40 pm
For team sizes: 5 was too many players to bid on last War. For the auction, why not have people bid on 3-4 players per team, and then select 1 player from those not in teams after auction ends? The general with the cheapest team gets to choose first from the remaining players. This gives new players a chance to experience War, and doesn't cause ridiculous inflation.

Sideboards for all players have been discussed a considerable amount in previous Wars, but they've yet to make it in. The current plan for this War is to introduce an optional 4-card sideboard for all decks.

Teams will submit their deck as usual, keeping things simple for vault management. If the deck is 34 cards or larger, the player will have the chance to remove up to 4 cards from it during their match. Players utilizing the sideboard must use the full deck for the first game of the match, and can exchange cards afterwards.

Concern has been raised in the past that this will benefit certain elements more than others - discussion on this point would be great.
4 card sideboards is too many, in my opinion. I'd prefer 2-3. I don't mind giving sideboards to everyone, but I certainly think that this will benefit Fire/Darkness/Air/Entropy/Aether/Water more than the other elements. In particular Life and Light will be hurt, in my opinion.

To shorten War from 16 rounds to a more suitable 10-12, our options are to either reduce the number of initial points for vaultbuilding, or to increase discards per round. Since having a larger and more flexible vault makes for a more entertaining event, we think increasing discards per round is the more suitable method for shortening War.

RoundDiscards from deckDiscards from vaultTotal DiscardsSalvage
10666
257126
3108186
4+159246
  • "Vault discards" can also be picked from the losing deck.

Salvaging is increased slightly to make transmutations a little easier to manage, and to offset the increase discard penalties. A 4-1 round will "break even", while capping the number of cards discarded from the deck itself will help to prevent teams from losing all their in-element cards from late-game mono/duo losses.
I'd prefer fewer market points to increased discard, personally, but not a big deal.

Tinkerer
The suggestion to change the Tinkerer rule to only allow Pendulums to be treated as in-element cards may work, but it hurts legitimate Tinkerer "splash" decks such as Ghostmare from Darkness, Chaos Wyrms from Entropy and Graboid rush from Time. One option, even though it's a little clunky, is to force a certain percentage of in-element cards (maybe 25-33%) to prevent teams from creating monos of other elements.

Mercenary
Mercenary was designed with the intent of allowing a little more freedom for building trios, but it was essentially just a buff to Grabbows last War. The plan here is to restrict the number of elements allowed in a Mercenary deck this time.
Forcing 25% in element cards for Tinkerer won't change much. Earth put in BB, Aether put in Bolt, Air put in Shockwaves, Darkness put in Dagger/Nightmare, etc. Doesn't solve the problem of people running decks that have basically nothing to do with their element, imo.

I like restricting the number of elements in Merc.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Zawadx on May 28, 2016, 04:28:16 pm
Zaps/BB/SW are part of your own element tho (these cc strongly define the element tbh). Plus it's at 25%, so you can't just splash 6 cards off mark. This 7th card tends to force you to find some synergy, or suffer a dead card.,
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Vangelios on June 01, 2016, 08:40:17 am
changing a little focus on the sideboard, I'm think about marketing price discount for in elements cards, it can solve many problems as  :light :fire :aether and :time had in the last war
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Ginyu on June 01, 2016, 10:11:07 am
Sideboards

Strongly against. As already mentioned, some elements gain a huge advantage - unfortunately those which you already find in the top places. In comparison, many other elements will struggle to find any use of it in many decks, other than maybe adjusting a bit damage or quanta in case of denial and co.


Market Prices

In favour. My suggestion from last war still holds place, and was also suggested here earlier: In-element discount. I am unsure if this will be enough for teams like :light to not be screwed over their useful and therefore expensive support cards, but will still help a lot. Basically, you could think of giving element-rated discounts, e.g. giving a higher discount for :light and a lower one for :aether.


Higher discards

When I first read this, I thought "Oh no, please don't kill late-game decks", but then I saw your suggestion with additional vault discard, which is a great idea. Another option brought up in this topic was to reduce the initial points given, which is important depending on the in-element vault-discount you want to give, in order to counteract against bigger vaults. So, I am in favour of using both of these ideas.


5-player-teams

As long as we keep 5 matches per element per round, we should be fine - however, if the participant number is dropping further, not forcing Generals to take a 6th player seems valid. Maybe you can give Gen's the option to take 6 players for paying more points, unsure who would use this, though. I am not a fan of auction for different reasons anyway, but I know most of the community wants it, so I will accept it.


Upgrade Allocations

Although I hoped to see a bit more upgrades being allowed, making the Lieutenant role better was a very needed change.


Soldier Boost changes

Tinkerer: I am still in favour of the pends-rule. Tinkerer should not be the role to mainly use other elements with a little splash of your own, but force you to be creative. And honestly, 25-33% will kill all decks but the Ghostmare listed in the opening post, so I don't see much of a difference, other than having a less straight-forward rule.

Mercenary: I like this change. Limiting it to 4 elements seems like a good number, hurting the flexibility of Grabbows while not outright banning them, but giving options to trios and maybe even late-War quartetts.

Gambler: Not forcing to predict the exact outcome would help this, too. I have this in mind: Choose to either predict the right outcome (victory/defeat, for 1 Relic) or the exact result (3-1 etc., for 3 Relics) of your match. This choice has to be made in the deckbuilding phase, so going for the second choice and saying 3-1 and then winning 3-0 will not grant the relic for the first choice. 1 Relic may seem low, but can be used for the little buff if you think your deck can win without further boosts, although this faces competition from the salvage boost.

Talking of salvaging, please add the possibility of transmuting at least a few cards in 1:1 ratio. It really sucks to be in an element that almost never faces their own cards, while other elements face them every round. This may not seem like a huge thing, but adds up a lot during the event. Simply allowing it for 1 victory per round would already help a lot in this regard, without making regular in-element salvage any less useful.


Granting Relics

Usually in favour, but strongly against benefiting teams that already perform well - the term "positive feedback" comes to mind. Other (or better to say: more) ways to get Relics are still a good thing, which can be done by buffing the Gambler role or maybe allowing a team to either switch some vault cards for Relics (preferably with a cap per round, but still expensive enough to make teams think twice) or deny all their salvage from one deck per round to get 1-2 Relics, depending on how many they would've salvaged.


Thanks for Warmasters at putting this up early!
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on June 01, 2016, 12:51:54 pm
hearing about gambler... I don't mind the role at all, in fact I would like to have a couple more relics involved so why not this way, but all this discussion is pointless if we keep more roles then players and gambler doesn't get a major upgrade in a way or another.  So either A we remove another role or two or B we make the number of relics tempting enough to pass on a deck building advantage.  Otherwise, it will only stay unused like it was last war. 

Would I risk a weaker deck for 1 mere relic... never... for 5 hmmm  if I'm trailing behind or really confident about the result yeah sure.  Though you'd have to make it that you can't bet on going 0-3.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Odii Odsen on June 06, 2016, 10:27:39 pm
I didnt read the other posts yet and maybe I didn't read the OP carefully cause I am a bit drunk but this is my opinion:

Sideboards
Partly agreed.
I like that role and it were always a strong role in the pre-wars. I also support anything in-game that require skills. On the other hand you can counter opponent decks with only 1-2 cards like purify against death for example.
Maybe teams can decide before every round to use sideboards. If they decide to use them, other teams can also use sideboards against that team in this round. Not sure if this is a good idea. IMO sideboards is a good thing but should be limited in any way. For sure not for ALL decks.

Market Prices
Agree.
I think a market for card prices is a good thing but needs a balance. Last war with fire it was really hard to handle a good vault with those fire card prices. I would take 1. the prices from last war with a weight of 15-20 % and 2. the used cards from last war with shards and recalucuate the new prices with a weight of  75 - 80 %. For in-elements the prices should be cheaper like 25 - 50 %. I don't know. Didn't make the maths.

Increasing Discards
Agree. I like it.

5-player Teams
Agree.
I propose this for idk 2 or 3 wars? Smaller teams are better. Teams can also get new players in their teams for no costs after auction (player with no or not enough bids). Newbies would learn about war and teams could have something like a trainee who can help out.

Upgrade Allocations
Agreed. But to be honest I would like to see more ups one day in war.

Solder Boost Changes
Agree. Tinkerer really need a change. Good point with Mercenary. Gambler can get a better buff than that.
Question: Will there be more roles than players in a team from beginning?

Granting Relics
Agreed. I also would like to see EC where teams can win relics. More relics in war!
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Vangelios on June 06, 2016, 11:01:22 pm
 Also make war with round limit, a maximum of 12 rounds, so in the end of round 12 the first team wins the war. Can be pretty wierd but is like boxe, if you can't by knockout then is decided by points, also can help warmasters to avoid create crazy event cards.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: majofa on June 08, 2016, 01:24:43 am
Putting a hardcap on War has led to the worst Wars of all the Wars.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: RapidStar_ on June 08, 2016, 04:49:54 am
I don't think we should cap the amount of rounds in war... Let it go out until there's one team left.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Physsion on June 08, 2016, 08:27:41 am
War most definitely won't be hard-capped.

We'll fine-tune discard amounts and initial vault budgets to aim for a more suitable number of rounds, but forcing an end to War is the last thing I'll let happen.



I have finals coming up, and they have my absolute priority right now, but after June 24th I'll have a lot more time to put into this. Will confirm the changes we're making, and work from there. Stay tuned!
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Vangelios on June 08, 2016, 04:22:53 pm
well then do disrcads normal but in rounds 10, 11 and 12 do monster discards.

in begin is good light discard as well, then rounds 4 - 9 do ~20 discards, but rounds 10 and 11,  40 discards, round 12 do 50 discards to finishing once for all
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Jenkar on July 04, 2016, 07:26:55 pm
Hai.
Would it be possible for a player to *enforce* a max price on themselves?
Last war i got ridiculously overpriced, and that had arguably bad consequence both for me and my team.
If this war i get overpriced, I'm pretty sure i'll skip the bad consequences for me :P
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Fippe94 on July 04, 2016, 07:44:39 pm
Then everyone could just enforce 1 card as maximum price on themselves for maximum gain for the team that got them. Or am I missing something?
Title: Re: War #10 - Planned Changes (Discussion)
Post by: iancudorinmarian on July 04, 2016, 07:45:23 pm
Hai.
Would it be possible for a player to *enforce* a max price on themselves?
Last war i got ridiculously overpriced, and that had arguably bad consequence both for me and my team.
If this war i get overpriced, I'm pretty sure i'll skip the bad consequences for me :P
I'd rather have a max price for any player, like it was when we were using the "14 cards max bet" system.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on July 04, 2016, 08:05:26 pm
Hai.
Would it be possible for a player to *enforce* a max price on themselves?
Last war i got ridiculously overpriced, and that had arguably bad consequence both for me and my team.
If this war i get overpriced, I'm pretty sure i'll skip the bad consequences for me :P
I'd rather have a max price for any player, like it was when we were using the "14 cards max bet" system.

That could work.. but it was change when most people got the 14 cards so if we wanna put a hard cap, it's gotta be really high and be logical about how high some people could be worth.  Also, most generals want a great vet or 2 in the team so they will likely spend to the cap for Jenkar, if they don't have him they will try again for let's say vagman, if they don't have him, for whoever is on they're list etc. so a hard cap doesn't really mean cheaper teams, it would only help to prevent 1 or 2 generals to go crazy.  Let's say it could be 1000 points if you look at last war bets.  But then you'd have to adjust the rest of the bidding rules as well.. who gets a player who is offered 1000?  The 1st to bid on him?  The 1st on his wishing list before auction? Whoever the player feels like?  At what moment is it decided that he is in a particular team?  What you want to avoid is a low cap so that a general can afford 3-4 good vets while others end up with none.

Now the most important thing.. how soon is this thing starting?
Title: Re: War #10 - Planned Changes (Discussion)
Post by: JonathanCrazyJ on July 04, 2016, 08:12:37 pm
Honestly i think any cap is bad.
Yes, a couple of generals went nuts last time, and that had a negative impact on the enjoyment of war by the Vet that they went mad for.
But making a cap be at ALL close to a reasonable price just means either:
- it's first to hit the cap, in which case people will over-bid to the cap, making everyone end up with one vet costing the max, which is not an accurate picture of the value of all vets
- or it's player's choice, which makes it a popularity contest with generals, or allows players to more easily build a dream team.

Keep it how it is. Hopefully generals will have learned the lesson from last war.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: deuce22 on July 04, 2016, 08:42:07 pm
Hai.
Would it be possible for a player to *enforce* a max price on themselves?
Last war i got ridiculously overpriced, and that had arguably bad consequence both for me and my team.
If this war i get overpriced, I'm pretty sure i'll skip the bad consequences for me :P

If you don't want to be overpriced, then win trials  :P
Title: Re: War #10 - Planned Changes (Discussion)
Post by: andretimpa on July 04, 2016, 08:50:05 pm
or we could just do a draft again this time.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: ARTHANASIOS on July 08, 2016, 05:01:59 pm
(ARTHANASIOS casts Raise Dead upon himself)

Suggestion:

 New role - The Trainer
The trainer would be a role who would participate in a team but who would not fight any PvP games. He will focus on testing decks for his/her team with the Trainer. Moreover, he/she is going to be (most) responsible for arranging the vault & providing deckbuilding ideas.
This would help with people who lack cards (especially rares) and/or have bad internet connection for PvP. Moreover, having a man/woman focusing entirely on deckbuilding, vault-building and deck testing is going to help reducing the days required for the deckbuilding phase in general.

(ARTHANASIOS casts Cloak with an infinite duration)
Title: Re: War #10 - Planned Changes (Discussion)
Post by: RapidStar_ on July 08, 2016, 11:43:55 pm
(ARTHANASIOS casts Raise Dead upon himself)

Suggestion:

 New role - The Trainer
The trainer would be a role who would participate in a team but who would not fight any PvP games. He will focus on testing decks for his/her team with the Trainer. Moreover, he/she is going to be (most) responsible for arranging the vault & providing deckbuilding ideas.
This would help with people who lack cards (especially rares) and/or have bad internet connection for PvP. Moreover, having a man/woman focusing entirely on deckbuilding, vault-building and deck testing is going to help reducing the days required for the deckbuilding phase in general.

(ARTHANASIOS casts Cloak with an infinite duration)

Sure, this seems like a good idea but if I was in that role it would be super boring for me... Being in a team for war, just testing decks and NOT even being able to use them seems like an effort and something no one would want to do...
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Calindu on July 08, 2016, 11:59:56 pm
Good luck getting far in war while your vault builder and deck builder is a newbie that lacks cards.
We don't have enough people to build active 5 man teams, having some other role that doesn't even fight will either prolong war(assuming we go with 4 duels for each team per round) or we'll fail to have enough people(the argument that people will sign up because there's not much work doesn't stand, as deckbuilding is most of the time you dedicate to war).
Title: Re: War #10 - Planned Changes (Discussion)
Post by: majofa on July 09, 2016, 03:01:44 am
Keep teams at 6 but only have 5 matches. That gives you a one-person buffer in case someone goes afk. The team would just arrange the players in a thread in their team section stating the players who will be battling that round.
Yes, I did just quote myself.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: CCCombobreaker on July 10, 2016, 06:42:52 am
Keep teams at 6 but only have 5 matches. That gives you a one-person buffer in case someone goes afk. The team would just arrange the players in a thread in their team section stating the players who will be battling that round.
Yes, I did just quote myself.

I'll also take a moment to quote Majofa quoting Majofa because this is a simple solution that addresses multiple issues.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: iancudorinmarian on July 10, 2016, 08:43:33 am
Keep teams at 6 but only have 5 matches. That gives you a one-person buffer in case someone goes afk. The team would just arrange the players in a thread in their team section stating the players who will be battling that round.
Yes, I did just quote myself.

I'll also take a moment to quote Majofa quoting Majofa because this is a simple solution that addresses multiple issues.
The main issue with that is that we don't have so many people around anymore. We barely had enough people last war.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: ARTHANASIOS on July 10, 2016, 12:57:18 pm
what about this:
We are going to have 2 wars taking place at the same time. The 1st War is going to include the top 6 elements (a.k.a. elements which have done well at war in the past) while the 2nd War will include the weak elements (a.k.a. elements that have done bad at past wars). The top 3 of each war are going to participate in a 3rd war which will be a final showdown. In certain cases, we can even allow people participating at both wars (e.g majofa is a soldier at team aether at high-tier war and a soldier at team life at low-tier war) but they will have to choose their team if both of them advance at the final 3rd-war phase (e.g majofa choose to play as an aether soldier instead of a life one and team life has to take a replacement at 3rd phase).
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Physsion on July 10, 2016, 02:31:33 pm
what about this:
We are going to have 2 wars taking place at the same time. The 1st War is going to include the top 6 elements (a.k.a. elements which have done well at war in the past) while the 2nd War will include the weak elements (a.k.a. elements that have done bad at past wars). The top 3 of each war are going to participate in a 3rd war which will be a final showdown. In certain cases, we can even allow people participating at both wars (e.g majofa is a soldier at team aether at high-tier war and a soldier at team life at low-tier war) but they will have to choose their team if both of them advance at the final 3rd-war phase (e.g majofa choose to play as an aether soldier instead of a life one and team life has to take a replacement at 3rd phase).
Do you genuinely believe this is a good idea?

Keep teams at 6 but only have 5 matches. That gives you a one-person buffer in case someone goes afk. The team would just arrange the players in a thread in their team section stating the players who will be battling that round.
If we get 60 signups, we'll go for this. Several players have already expressed to me that they like the idea of having an extra player in case someone disappears, as well as having the option of rotating out of their match if they have a busy week.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: iancudorinmarian on July 10, 2016, 02:35:26 pm
If we keep 6 players with 5 matches, please add a ruling regarding multiple subs per round. 1 sub is okay, but any further than that should be penalized imo. Certain teams last war really abused the fact that most generals allow full salvage anyway for fairness/not being considered an asshole.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: worldwideweb3 on July 10, 2016, 02:38:53 pm
If we keep 6 players with 5 matches, please add a ruling regarding multiple subs per round. 1 sub is okay, but any further than that should be penalized imo. Certain teams last war really abused the fact that most generals allow full salvage anyway for fairness/not being considered an asshole.

So if a team has 2 players who are active but due to bad timezone can't meet their respective opponents, whose fault is it?
Title: Re: War #10 - Planned Changes (Discussion)
Post by: iancudorinmarian on July 10, 2016, 03:42:39 pm
If we keep 6 players with 5 matches, please add a ruling regarding multiple subs per round. 1 sub is okay, but any further than that should be penalized imo. Certain teams last war really abused the fact that most generals allow full salvage anyway for fairness/not being considered an asshole.

So if a team has 2 players who are active but due to bad timezone can't meet their respective opponents, whose fault is it?
I'm not talking about 100 card penalties or anything like that. I'm just saying that the "Your opponent decides how much you salvage" should just be put at like 0 to 2 cards or something along that range.

And if you and your opponent are both active, you'll find a time even in opposite timezones. And if not, well, someone will get less salvage.

I don't think I'm asking for anything extreme here. I just don't want to see a player play like 3 matches every round with no penalty. Then what's the point of letting newbs play their matches? Just get them to work on the strategy and then let them be subbed every round by someone else.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Calindu on July 10, 2016, 04:36:06 pm
If we keep 6 players with 5 matches, please add a ruling regarding multiple subs per round. 1 sub is okay, but any further than that should be penalized imo. Certain teams last war really abused the fact that most generals allow full salvage anyway for fairness/not being considered an asshole.

So if a team has 2 players who are active but due to bad timezone can't meet their respective opponents, whose fault is it?
I'm not talking about 100 card penalties or anything like that. I'm just saying that the "Your opponent decides how much you salvage" should just be put at like 0 to 2 cards or something along that range.

And if you and your opponent are both active, you'll find a time even in opposite timezones. And if not, well, someone will get less salvage.

I don't think I'm asking for anything extreme here. I just don't want to see a player play like 3 matches every round with no penalty. Then what's the point of letting newbs play their matches? Just get them to work on the strategy and then let them be subbed every round by someone else.

What team abused that rule? Newbs are allowed to play the matches, no one subs them because they don't want the newbs to play, they sub them because they are inactive. Forcing a penalty because people go inactive is absurd, they are already pretty damaged by that, no need to hit them even harder. If you suspect foul play from the other team, just give them 0 salvage.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: iancudorinmarian on July 10, 2016, 04:37:25 pm
If we keep 6 players with 5 matches, please add a ruling regarding multiple subs per round. 1 sub is okay, but any further than that should be penalized imo. Certain teams last war really abused the fact that most generals allow full salvage anyway for fairness/not being considered an asshole.

So if a team has 2 players who are active but due to bad timezone can't meet their respective opponents, whose fault is it?
I'm not talking about 100 card penalties or anything like that. I'm just saying that the "Your opponent decides how much you salvage" should just be put at like 0 to 2 cards or something along that range.

And if you and your opponent are both active, you'll find a time even in opposite timezones. And if not, well, someone will get less salvage.

I don't think I'm asking for anything extreme here. I just don't want to see a player play like 3 matches every round with no penalty. Then what's the point of letting newbs play their matches? Just get them to work on the strategy and then let them be subbed every round by someone else.

What team abused that rule? Newbs are allowed to play the matches, no one subs them because they don't want the newbs to play, they sub them because they are inactive. Forcing a penalty because people go inactive is absurd, they are already pretty damaged by that, no need to hit them even harder. If you suspect foul play from the other team, just give them 0 salvage.
I'm not going to start pointing fingers, but fair enough.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: ARTHANASIOS on July 10, 2016, 05:15:27 pm
what about this:
We are going to have 2 wars taking place at the same time. The 1st War is going to include the top 6 elements (a.k.a. elements which have done well at war in the past) while the 2nd War will include the weak elements (a.k.a. elements that have done bad at past wars). The top 3 of each war are going to participate in a 3rd war which will be a final showdown. In certain cases, we can even allow people participating at both wars (e.g majofa is a soldier at team aether at high-tier war and a soldier at team life at low-tier war) but they will have to choose their team if both of them advance at the final 3rd-war phase (e.g majofa choose to play as an aether soldier instead of a life one and team life has to take a replacement at 3rd phase).
Do you genuinely believe this is a good idea?

Keep teams at 6 but only have 5 matches. That gives you a one-person buffer in case someone goes afk. The team would just arrange the players in a thread in their team section stating the players who will be battling that round.
If we get 60 signups, we'll go for this. Several players have already expressed to me that they like the idea of having an extra player in case someone disappears, as well as having the option of rotating out of their match if they have a busy week.

Yes, I believe having 2 war phases is a good idea. We have forced elements which we knew or believed they are weak against superior ones for many years. At least pit the 'weak' ones against themselves as well as the 'strong' ones against each other. I know it sounds like a racism but it can balance things a little bit. Aether vs Air vs Fire vs Darkness vs Entropy vs Time and Life vs Light vs Earth vs Water vs Gravity vs Death (or something similar). Of course, people may believe that Shards may change the meta enough to fill in the power gap...

Moreover, let's go for Majofa's suggestion. If signups are fewer than the ones we need, let us have 3 or 4 players per team with a 4th or 5th player as the filler...
Title: Re: War #10 - Planned Changes (Discussion)
Post by: iancudorinmarian on July 10, 2016, 06:18:35 pm
I don't think that balances things at all...

That's like having two different wars and it really wouldn't be fun at all. We'd have the same matches every round. (each team facing every other team)
Title: Re: War #10 - Planned Changes (Discussion)
Post by: ARTHANASIOS on July 11, 2016, 08:39:45 am
I don't think that balances things at all...

That's like having two different wars and it really wouldn't be fun at all. We'd have the same matches every round. (each team facing every other team)

That's exactly the reason it is balanced.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Afdarenty on July 11, 2016, 09:31:44 am
Darkness was considered poor before Odii/Physs came along. Possibly TorB had a big impact too - that was before my time.
Speaking of Time, wasn't that considered weak before 10men? (also before my time)
And Air weak before Jenkar in War 5? Look how that one snowballed.
No one seriously thought that Gravity could win a war before Laxa/Ginyu came along.
Wasn't Light considered terrible in War before Majofa lead it to second, and arguably deserved first?

Why take away the best chance weaker elements have to prove themselves?
Title: Re: War #10 - Planned Changes (Discussion)
Post by: ARTHANASIOS on July 11, 2016, 11:04:57 am
Darkness was considered poor before Odii/Physs came along. Possibly TorB had a big impact too - that was before my time.
Speaking of Time, wasn't that considered weak before 10men? (also before my time)
And Air weak before Jenkar in War 5? Look how that one snowballed.
No one seriously thought that Gravity could win a war before Laxa/Ginyu came along.
Wasn't Light considered terrible in War before Majofa lead it to second, and arguably deserved first?

Why take away the best chance weaker elements have to prove themselves?

Because weak elements make tons of efforts to prove themselves once while strong ones (especially fire & aether) prove themselves every day. Just my 2 cents. When was the last time that Life's efforts to prove itself were praised by the community, for example?
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Afdarenty on July 11, 2016, 11:16:00 am
Darkness was considered poor before Odii/Physs came along. Possibly TorB had a big impact too - that was before my time.
Speaking of Time, wasn't that considered weak before 10men? (also before my time)
And Air weak before Jenkar in War 5? Look how that one snowballed.
No one seriously thought that Gravity could win a war before Laxa/Ginyu came along.
Wasn't Light considered terrible in War before Majofa lead it to second, and arguably deserved first?

Why take away the best chance weaker elements have to prove themselves?

Because weak elements make tons of efforts to prove themselves once while strong ones (especially fire & aether) prove themselves every day. Just my 2 cents. When was the last time that Life's efforts to prove itself were praised by the community, for example?

Life received a lot of praise in War 8, Round 1 for going 5-0 before eventually losing their first game. That's not too long ago.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: Jenkar on July 11, 2016, 11:47:31 am
(i also like how you put an element won a war in the weak ones... :P)
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on July 11, 2016, 12:50:41 pm
If we'd wanna go in that system.. it would have to be Division 1 and division 2 type... as in whichever teams finish 1st in division 2 will compete with the big boys while the last place of division 1 gets demoted...
I guess the average finish of wars would be a fair way to determine the top 6.

On the minus side, as it's been stated before, it won't be much fun to face the same elements every round (and often same decks) and I think most people prefer a slim chance to get 1st place then an ok chance to finish first of the bottom 6.  So I think we should not go that path and I personally wouldn't wanna be part of a team who can't play for the real win ... I would't even be surprised if a couple of masters from the bottom teams would decide to pass on the war if we'd go that route!
Title: Re: War #10 - Planned Changes (Discussion)
Post by: JonathanCrazyJ on July 11, 2016, 02:34:55 pm
As one of the percieved weak elements, i hate that idea. Give me a glorious destruction with a chance for a legendary performance over a slow, boring trudge to mediocrety any day.
The market system is enough of a handicap, don't introduce a kiddy league too
Title: Re: War #10 - Planned Changes (Discussion)
Post by: ARTHANASIOS on July 12, 2016, 12:27:33 pm
but monoaether is OP :P

And a lovely excuse to do any of the followings:
* Blaming your opponent's OPness instead of your lack of effort for losing (e.g. "I am not noob for playing a completely ineffective deck, it is just that Aether is OP").
* Auto-quitting any games against your OP opponent; games in which you had a fair chance if you put effort (e.g. "I have this awesome rainbow deck, but Aether is OP, I won't have a chance, I auto-quit").
* Causing urge to join that OP element instead of supporting the "weaker" ones (e.g. "I want to join the super awesome team Aether this War because it is so OP; please, I don't want to be picked by those other weak elements...")
* Causing hate against the OP element; I am such an example. :P

 Vets have a greater responsibility for the above syndrome, because they prefer to harvest the benefits of already expoiled strategies instead of exploring new areas and comboes and mindgating, thus creating even a greater gap between the strong elements and the weak ones. That's my 2 :electrum...

I am going to leave this quote in here to further explain my reasoning.
Title: Re: War #10 - Planned Changes (Discussion)
Post by: mrpaper on July 12, 2016, 12:46:13 pm
but monoaether is OP :P

And a lovely excuse to do any of the followings:
* Blaming your opponent's OPness instead of your lack of effort for losing (e.g. "I am not noob for playing a completely ineffective deck, it is just that Aether is OP").
* Auto-quitting any games against your OP opponent; games in which you had a fair chance if you put effort (e.g. "I have this awesome rainbow deck, but Aether is OP, I won't have a chance, I auto-quit").
* Causing urge to join that OP element instead of supporting the "weaker" ones (e.g. "I want to join the super awesome team Aether this War because it is so OP; please, I don't want to be picked by those other weak elements...")
* Causing hate against the OP element; I am such an example. :P

 Vets have a greater responsibility for the above syndrome, because they prefer to harvest the benefits of already expoiled strategies instead of exploring new areas and comboes and mindgating, thus creating even a greater gap between the strong elements and the weak ones. That's my 2 :electrum...

I am going to leave this quote in here to further explain my reasoning.

Hence why the market price... which is still not fair enough for weaker elements, but has closed the gap quite a bit.  Since WMS don't seem to want to do anything about the fact you don't salvage cool in elements cards while other elements always do... there will still be a huge gap... but not even have a shot in war isn't the best option... now if you have other options to offer... go ahead...

I already thought of:
-Having the right to salvage in element 1:1 in 1 of the duel if you couldn't salvage 6 in elements cards (as in you only face a grabbow that had 2 life cards in it.. whether you salvage em or not.. you can pick 6 life cards in any win instead).  I don't think it should be allowed if you face a deck with tons of life  but lost vs it though.  Maybe have a price tag total so water don't pick 6 sopa from it for exemple... as in 6 in elements which cost 300 cards or less total.
- Lower the price for cards of elements who did poorly in war average, especially of cards not much used outside the element.
- Give a 12% bonus cards to the team who is the poorest in average win... 11% to the team which is 11th... and so on...
-Force team to have a minimum of cards from each element.. say 3-4 from each so you'd have at least a chance to face in-element a bit.  Or maybe just from the bottom 6 element?

One or 2 of those things in play and life is almost becoming equal to aether in terms of winning chances.

this link is a good way to see how well teams do and what the realistic way of them to win a war... of course the meta has change a bit over the years... but not so much as weaker elements have done bad all the time.. save for once or twice where they had great leadership/luck/tons of new decks to show... you can't count on that to even things before a war starts.
http://elementscommunity.org/forum/community-recommended-decks/war-decks-archive/
Title: Re: War #10 - Planned Changes (Discussion)
Post by: ARTHANASIOS on July 12, 2016, 01:13:19 pm
pretty solid suggestions, mrpaper, ty
blarg: