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Elements the Game => War => Events and Competitions => War Archive => Topic started by: mathman101 on July 22, 2016, 05:43:20 am

Title: War #10 - Suggestions and Feedback
Post by: mathman101 on July 22, 2016, 05:43:20 am
War #10 - Suggestions and Feedback



Please post suggestions and feedback regarding War #10 in this thread for War #11's benefit.
Title: Re: War #10 - Suggestions and Feedback
Post by: TheonlyrealBeef on July 30, 2016, 09:31:13 pm
So, I already have a possible point for discussion/feedback for future wars! The thing is, the market prices for cards for your vault seem to get a lot of discussion. Cards that have unique mechanics get way overpriced severely hurting their respective teams. Whereas elements that have several cards that are more of the same, have each of them cheaper on top of the potential for greater variety (see what's currently going on with Darkness' creatures). I know wms put in a lot of effort to make the market prices as fair as they thought possible, and spent a lot of time tweaking and listening to feedback... Now I don't think we'll find the perfect prices anytime soon, so let me put it bluntly:

I'm not sure the market prices shenanigans is worth all this trouble and debate. It's simpler for organizers and generals alike to just use cards that you can fill in with whatever instead of points, no? I cannot and will not state that market prices are necessarily a bad thing for war since I have not even participated in a war with one, but I am convinced that it is probably not worth the effort. Just wanted to throw this out there for further discussion.
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on July 30, 2016, 09:43:37 pm
Marketing is very tactical, I liked it, the price is a very interesting way to evaluate a card,
Believe me, prices are fairer now than in last war, is realy hard do one perfect marketing prices but still worth this system,
See, now pillars are free and strong cards are more "limited" somehow
Title: Re: War #10 - Suggestions and Feedback
Post by: rob77dp on August 09, 2016, 04:50:32 am
I suggest changing the forum front-page marquee to no longer solicit War Applications (unless revised to something about substitute apps still accepted or something, if this is indeed the case). Instead, a link to the WAR AUCTION hub would be a good idea.
:D
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on August 11, 2016, 02:52:07 am
I think it shouldnt say somewhere clear that everyone that was bid before the last bid on Ravingrabbid will be locked if they arent rebid on when OT starts 21hrs from now.
Title: Re: War #10 - Suggestions and Feedback
Post by: rob77dp on August 11, 2016, 02:55:47 am
I think it shouldnt say somewhere clear that everyone that was bid before the last bid on Ravingrabbid will be locked if they arent rebid on when OT starts 21hrs from now.

Somewhere like the War 10 Rules 1.2.2 final paragraph (http://elementscommunity.org/forum/war/war-10-rules-62499/msg1238723/#msg1238723)? :P
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on August 11, 2016, 02:58:20 am
I think it shouldnt say somewhere clear that everyone that was bid before the last bid on Ravingrabbid will be locked if they arent rebid on when OT starts 21hrs from now.

Somewhere like the War 10 Rules 1.2.2 final paragraph (http://elementscommunity.org/forum/war/war-10-rules-62499/msg1238723/#msg1238723)? :P


Not obvious enough when you look Into apps... Maybe have a symbol next to people about to get locked... Like mrpaper+
Title: Re: War #10 - Suggestions and Feedback
Post by: Blacksmith on August 12, 2016, 09:37:01 am
2 ideas regarding the Auction system.

As for now people are waiting for each other to make a move. This results in massive biddings 15 minutes before the end of each overtime. This forces generals to attend at just that bidding window of 20-30 minutes a day in order to protect their players.

So my idea is that the locked in rule show be lowered from 24 hours to 23 hours. This way people will bid at the beginning of a round and then generals will have 23 hours to respond to them. Makes the bidding window a bit wider.

Now for a totally new bidding system:

Blacksmith's auction rules
  • Each general is given 2500 points to spend
  • If you're team is full you can't make new bids.
  • Minimum bid for a new player is 50
  • For players with already a bid on minimum raise is as this formula:  0+2x=minimum bidding raise   where X is the mount of hour since the auction started.

So after 6 hours the minimum raise is 6*2=12
After 1 day it's= 48
After 2 days it's= 96
After 3 days it's= 144
After 4 days it's= 192
After 5 days it's= 240
After 6 days it's= 284
After 7 days it's= 336

  • An official auction bidding cost will be posted by To's
  • A bidding advantage if a player has favorited an element.
  • You can't bid on players who banned your element
  • Before auction clock starts there will be a blind bidding as standard rules.

So with this rules generals are forced to bid early before the prices go to high. So instead of waiting for each other generals must bid early otherwise they might end up overpricing for players that should have gone cheap. This might create bidding intervals of one hour but as it is now it's intervals of 24 hours. I think this solves the bidding issues and is a easy way to control the time of the auction.  What X should be is up for discussion. If you like pretty numbers you could round of to nearest 10 at all times. Thoughts?
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on August 12, 2016, 02:01:49 pm
I don't like the locking system at all.  While it meant good... what it does is tons of people waiting last minute to bid like crazy, then nothing.  It also means if a general isn't there he is losing big.  Also, it means if you are lucky you will get a vet or two for really cheap because the focus ain't on them as of now and some teams are complete (as of now as well) but this is only luck, no strategy or merit there.  IF you insist on having locks... make it 48 hrs.... in a countdown made from the bidding time so all times would be different and there won't be use to wait last minute.  And there would need to be a thread in the auction showing those time as well (seems much work).
Title: Re: War #10 - Suggestions and Feedback
Post by: Aves on August 12, 2016, 02:13:42 pm
I like it! I think you could even go further and instead of making it scale with a multiplier (multiplicatively?) you could even make it scale exponentially (might be hard to find the best equation to use there) or use a bigger multiplier at the end of each day, for example: Minimum Bid = 2 * # Hours after auction start * Day Number. So Day 1 would go from 0-48 increase, but day 2 would go from 96 to 192, day 3 would go from 432 to 576, etc. That should reduce the number of overtimes.
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on August 12, 2016, 02:25:15 pm
I guess I could live with that... but it seems like a nightmare to calculate!  Would need something to make it easy.  Also, imagine the problem... you go to sleep having the winning bid on say Aves... now I want Aves on my team, I calculate that in 4 hours you can't rebid so I rebid just when you leave for the night and tada you just lost him!  And with bidding escalating maybe you can't be able to bid on someone else at all after and be stuck  with a noob... all of it because you thought sleeping was a good idea!
Title: Re: War #10 - Suggestions and Feedback
Post by: andretimpa on August 12, 2016, 05:04:48 pm
Sleeping is for noobs.
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on August 12, 2016, 06:47:16 pm
Sleeping is for noobs.

Joke aside... this would really happen if we let the auction go up hour after hour or close to.  The bidding was fine before... the problem was the number of applications too close to the number of people joining hence everybody going crazy on prices to avoid having to take the noob who will likely cost you team many games.  Locking people up isn't helping at all to this... it's only turning into a lottery to see if you will get lucky that no one can/wants to rebid on ure vet early or fight for vets and paying too much for em in the end.  What is the point of having say Ginyu locked at 1099.... other gens will just turn to other vets and go even more crazy on em instead.  This also doesn't make teams any cheaper in the end anyway.  Also, maybe discord will be happy to see her team full in a few hours if her last member (dragonsdemesne) is locked ... but being out of the auction and just eat popcorn isn't much in the spirit of the event.
Title: Re: War #10 - Suggestions and Feedback
Post by: serprex on August 13, 2016, 11:57:34 pm
Team boards should have modify rights for whole team. We've done it in past wars without a hitch
Title: Re: War #10 - Suggestions and Feedback
Post by: Vineroz on August 15, 2016, 01:16:36 am
Have to spit it out somewhere, regarding deuce's last minute bid on Vangelios:

I know that the battle bid rule does not trigger in this case as of the wordings now, but this is definitely a gray area that WMs need to look into. I personally strongly believe that the battle bid rule should be applied in this situation, because by its principle, it is meant to give generals a small extension if someone is going to bid on the last seconds. And this right now is exactly the case.

If the WMs somehow think the rules should not be applicable this time, I sincerely hope that it would next time.
Title: Re: War #10 - Suggestions and Feedback
Post by: deuce22 on August 15, 2016, 11:36:33 pm
Have to spit it out somewhere, regarding deuce's last minute bid on Vangelios:

I know that the battle bid rule does not trigger in this case as of the wordings now, but this is definitely a gray area that WMs need to look into. I personally strongly believe that the battle bid rule should be applied in this situation, because by its principle, it is meant to give generals a small extension if someone is going to bid on the last seconds. And this right now is exactly the case.

If the WMs somehow think the rules should not be applicable this time, I sincerely hope that it would next time.

I actually agree here. A better rule would probably be to keep everyone unlocked until all bids stop for 5 min
Title: Re: War #10 - Suggestions and Feedback
Post by: RavingRabbid on August 16, 2016, 09:55:53 am
Can we have the battle phase include at least one weekend day?
Title: Re: War #10 - Suggestions and Feedback
Post by: JonathanCrazyJ on August 16, 2016, 12:23:47 pm
Can we have the battle phase include at least one weekend day?

And at least one weekday please. should be saturday to monday or sunday to tuesday imo
Title: Re: War #10 - Suggestions and Feedback
Post by: RavingRabbid on August 16, 2016, 12:28:30 pm
Can we have the battle phase include at least one weekend day?

And at least one weekday please. should be saturday to monday or sunday to tuesday imo
I was thinking Noon Thursday - Noon Sunday GMT, problem is it may be unpractical for wms.
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on August 16, 2016, 12:44:41 pm
Can we have the battle phase include at least one weekend day?

And at least one weekday please. should be saturday to monday or sunday to tuesday imo
I was thinking Noon Thursday - Noon Sunday GMT, problem is it may be unpractical for wms.

something along those lines is perfect!
Title: Re: War #10 - Suggestions and Feedback
Post by: killsdazombies on August 16, 2016, 01:54:24 pm
Personally including thursday or tuesady off would be the easiest for me to find my matches.

ALSO, I dont know if its already present, but I would like it if the team members had perms to make threads.
Title: Re: War #10 - Suggestions and Feedback
Post by: TheonlyrealBeef on September 05, 2016, 12:11:44 am
Since it's been really bothering me, I'd like to post a few thoughts about the event card this round:
first off, I hadn't really noticed that instead of having to decide the card sacrifices blindly the decision had to be made during the first day of duels instead, which brings me to the most important part two:
never, ever allow teams to make any deckbuilding choices after duels have already started like has happened this round. I don't think it became a very big deal this round, but you can significantly modify your deck with upgrades. That is to say: increase your chances of winning by basing your decision off of duels that have happened so far, discouraging duels during the first day. This is horrible imo. Please avoid anything that allows decks to be altered during the duel phase. I'm not talking sideboard-like stuff of course, but for example we could've had a quanta-low fractix with unupgraded Phoenixes vs Darkness general, notice they haven't used pestal anywhere during other duels in the first 23 hours and 59 minutes and THEN decide to upgrade the Phoenixes causing the deck to swim in quanta.

This is but one potential case of exploit in allowing such changes during duel phase, so please avoid them in the future, thanks. I would have warned wms about this earlier, but like I mentioned: I did not even realize these decisions had to take place during the duel phase until it had already started. So waiting until the first day had passed hoping no one would abuse this seemed like the best option.
Title: Re: War #10 - Suggestions and Feedback
Post by: trashduke on September 05, 2016, 03:35:20 am
Not sure if we're already thinking about suggestions for next war, and this might have already been suggested before, but seeing all of these 3-2 matches go down has gotten me wondering about altering salvage/discard according to the match results.  You could still have a ramp up in discards as the rounds progressed, but the idea would be that getting skunked 0-3 would cause more discards than a 2-3 result. Optionally as well, winning 3-2 might mean less salvage than winning 3-0.
On the other hand, this event is already pretty complicated... not sure we need to add more complications.   
Title: Re: War #10 - Suggestions and Feedback
Post by: rob77dp on September 05, 2016, 03:42:59 am
Not sure if we're already thinking about suggestions for next war, and this might have already been suggested before, but seeing all of these 3-2 matches go down has gotten me wondering about altering salvage/discard according to the match results.  You could still have a ramp up in discards as the rounds progressed, but the idea would be that getting skunked 0-3 would cause more discards than a 2-3 result. Optionally as well, winning 3-2 might mean less salvage than winning 3-0.
On the other hand, this event is already pretty complicated... not sure we need to add more complications.   

it could be a good idea and simplified by making the discards simply (that rounds preset discards) - (# of wins in the lost match)...? Just a suggestion on a suggestion :-)
Title: Re: War #10 - Suggestions and Feedback
Post by: iancudorinmarian on September 14, 2016, 11:24:03 am
Can you format the discards next time so the "Discards from vault" can be put into the "Penalty" cell? It's a bit confusing to have a deck say 10 discards, but then having to discard 8 cards from the actual deck and 2 from vault.
Title: Re: War #10 - Suggestions and Feedback
Post by: ddevans96 on September 14, 2016, 11:37:15 am
Can you format the discards next time so the "Discards from vault" can be put into the "Penalty" cell? It's a bit confusing to have a deck say 10 discards, but then having to discard 8 cards from the actual deck and 2 from vault.

This please
Title: Re: War #10 - Suggestions and Feedback
Post by: Aves on September 14, 2016, 02:24:14 pm
Idk, I find it useful to just put it all in one place so I have the correct number-- I just throw the vault discards at the end.
Title: Re: War #10 - Suggestions and Feedback
Post by: Afdarenty on September 24, 2016, 02:27:43 pm
Auction this time had some problems, in my opinion. The cost of players had more to do with what stage of the auction they were locked in at than actual skill level. In part, this was because of rules encouraging players not to bid on a variety of players, or not to bid at all, which prevented any kind of natural economy from building up, and in part, it was because the lock in started far too early. It's worth noting that there were several rules that encouraged Gens not to bid, and nothing that encouraged bidding. Some examples:



Lock in:
Gens didn't want to bid because they wanted to make sure other Gens didn't get a bargain locked in. They wanted to make sure they had a slot or two open at the end of day to prevent this. As stated earlier, I think the lock in started far too early this War. Would like to see this used as a last resort to end the auction, not as the main mechanic.

Bidding on 15 players max:
Pretty obvious. The main reason we saw some players shoot up to 1k+ prices while players like Jenkar remained without a bid. Once a General bid on someone, they made an investment - bidding on another player instead of just raising would make you less flexible later in the auction. Would really like to see this removed. It's not beneficial in any way, in my opinion.

Can only have 4 winning bids at a time:
I wouldn't change this, but I did want to mention it for the sake of completeness.



Next time, I'd really like to see some rules encouraging bidding. Maybe something along the lines of:
"Generals who do not place 5/6/7/8 bids in a day have their minimum raise permanently increased by 30/40/50/60. Generals who have had a full team for over 4 hours total that day are exempt from this rule."

I'm sure someone can come up with something better than that. But I think it's the direction the auction needs to head in.

I'd still prefer auction to draft.
Title: Re: War #10 - Suggestions and Feedback
Post by: TheonlyrealBeef on September 27, 2016, 05:02:58 pm
So I'm seeing an awful lot of drama in general discussion about the enforcement of a rule with the most evident evidence possible: a confession. A ruling has been made, and rulings are final. Instead of lingering on this specific case, why not focus on how to change these rules if this is where the beef lies? Personally, I have no beef with allowing people from war teams to collaborate with people outside war (through means of verbal discussion in your very own house, for example). Such a rule cannot be normally enforced, thus having it into place is detrimental.

Instead, collaborating with other forum members should be discouraged and judged on a case by case basis where proven, while collaborating with members of another war team should cause a strict and severe penalty. Anyone else would then be free to help out any of the members of any of the teams. Of course, this may lead to teams getting extra support from other players: but unless there are ways to enforce a rule forbidding it, there is no benefit from having such a rule. Enforcement through honesty is considered inappropriate.

Note that I do think making private information public should be forbidden and outside help discouraged.
Title: Re: War #10 - Suggestions and Feedback
Post by: Aves on September 27, 2016, 05:09:03 pm
By pointing out flaws in the specific case and the ruling, later attempts to make more perfect rules can use the arguments presented as useful information and context. There is no reason not to continue the discussion.

I agree with the rest of what you say.
Title: Re: War #10 - Suggestions and Feedback
Post by: Jenkar on September 27, 2016, 06:06:06 pm
By pointing out flaws in the specific case and the ruling, later attempts to make more perfect rules can use the arguments presented as useful information and context. There is no reason not to continue the discussion.

I think the problem is more about the discussion going too much "The instance" rather than "Make a better rule for next time".
Title: Re: War #10 - Suggestions and Feedback
Post by: Afdarenty on October 14, 2016, 07:30:02 pm
I've been saying this a while - I really don't like the current bye rules.

Currently the highest ranked teams have priority for a bye. This makes it much harder for the teams in 2nd/3rd/4th place to catch up with the team in 1st, giving them an even greater advantage than they already have.

Why not give the bye to the bottom ranked teams instead? That way it is most likely to have no impact on the winner of War. The team in last place will get an advantage, but this isn't likely to effect the teams fighting for 1st much at all - exactly what we want from a bye.

Title: Re: War #10 - Suggestions and Feedback
Post by: TheonlyrealBeef on October 14, 2016, 07:41:07 pm
It would severely impact the rankings of lower to mid-tier teams. Having never won war, I find this ranking to be quite important: having a team cheat their way to a higher standing with byes is lame. In fact, by the time byes come into play, higher ranked teams may miss out on an "easy win" against a lower ranked team by playing less games: the one time you want to maximize games played is when other teams are nearing elimination and you are not near elimination. At least compared to other rounds.

It is for this very reason that the old bye system (which was favoring bottom teams) was removed. The fairest byes come when winning > not losing as some people put it, which is an issue solved differently entirely. This is also why lower ranked teams hate being near the lower ends of player cut-offs for vault size.

So then you may ask how I envision making wins more important, well, the idea will be simple but VERY controversial no doubt: reduce discards per match and add a set amount of vault discards every round. This is a rough idea with no clear numbers attached to them, but it's a harsh way to increase the importance of winning > not losing without prolonging war.
Title: Re: War #10 - Suggestions and Feedback
Post by: kaempfer13 on October 14, 2016, 09:23:35 pm
It would severely impact the rankings of lower to mid-tier teams. Having never won war, I find this ranking to be quite important: having a team cheat their way to a higher standing with byes is lame. In fact, by the time byes come into play, higher ranked teams may miss out on an "easy win" against a lower ranked team by playing less games: the one time you want to maximize games played is when other teams are nearing elimination and you are not near elimination. At least compared to other rounds.

It is for this very reason that the old bye system (which was favoring bottom teams) was removed. The fairest byes come when winning > not losing as some people put it, which is an issue solved differently entirely. This is also why lower ranked teams hate being near the lower ends of player cut-offs for vault size.

So then you may ask how I envision making wins more important, well, the idea will be simple but VERY controversial no doubt: reduce discards per match and add a set amount of vault discards every round. This is a rough idea with no clear numbers attached to them, but it's a harsh way to increase the importance of winning > not losing without prolonging war.

I actually kind of like that idea, though the vault discards would have to be based on point market value rather than counts to work remotely fair with the market system (cheaper cards still make you less likely to overpay to get the exact amount of points required). However it kinda defies one of the points of vault, since you simply cant assume that a team lost a deck after losing a load of times with that deck. Ultimately it probably removes some of the strategy in War, though its really unfortunate that one of the keys to winning war is to play as little games as possible. Also while playing less games is a great advantage atm, its kinda needed to balance the options that the Vault offers (though to a lesser degree having to field fewer decks in the first place already helps).
It also decreases the difference between winner and loser of a match unless the salvage were increased a lot (in that system #salvage winner=#discards loser). Which has good and bad effects.
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on October 19, 2016, 03:16:47 pm
I've been saying this a while - I really don't like the current bye rules.

Currently the highest ranked teams have priority for a bye. This makes it much harder for the teams in 2nd/3rd/4th place to catch up with the team in 1st, giving them an even greater advantage than they already have.

Why not give the bye to the bottom ranked teams instead? That way it is most likely to have no impact on the winner of War. The team in last place will get an advantage, but this isn't likely to effect the teams fighting for 1st much at all - exactly what we want from a bye.
not because this war was make for you guys since from the beginning, WMs, did very well balanced for that....
Title: Re: War #10 - Suggestions and Feedback
Post by: ARTHANASIOS on October 20, 2016, 06:09:56 am
not because this war was make for you guys since from the beginning, WMs, did very well balanced for that....

Please, Team Aether, stop that "bullying" towards air...
Team Air has made fine deck choices this War and they also were lucky enough. Their SoFres are just the cherry to the top of the cake. A good team is a good team nonetheless.
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on October 20, 2016, 01:19:33 pm
not because this war was make for you guys since from the beginning, WMs, did very well balanced for that....

Please, Team Aether, stop that "bullying" towards air...
Team Air has made fine deck choices this War and they also were lucky enough. Their SoFres are just the cherry to the top of the cake. A good team is a good team nonetheless.
Please not is team :aether is my opinion like player, and without sofree is hard to see :air in the top. Those rules and prices for some shards in this war is absolute without sense of balance, demesne is correct, about WMs have your inexperience clearly showed and  simply had no idea how to run the event.
will be another long war just because increase the points start of 20k to 30k one mistake terrible, besides being a long war the teams buy a lot of shards (that was more cheaper in case of air) and now you can transmut it. well good luck  and have fun for those who believe to be having fun.
Title: Re: War #10 - Suggestions and Feedback
Post by: worldwideweb3 on October 20, 2016, 01:37:24 pm
Umm...despite points increase, starting vaults were about the same size as last year, and some were lower too...also, air has build decks without sofree, you know?
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on October 20, 2016, 01:50:44 pm
Umm...despite points increase, starting vaults were about the same size as last year, and some were lower too...also, air has build decks without sofree, you know?
build decks without sofree in this war? well if yes so trasmut shards was a mistake balance in this war like I said above, (now you can add shards without pain for that)
"despite points increase, starting vaults were about the same size as last year" if last war was long this war should be smaller and not the same size, the péople should correct your mistakes and not embrace, at least I believe in this.
Title: Re: War #10 - Suggestions and Feedback
Post by: Aves on October 20, 2016, 01:58:42 pm
Umm...despite points increase, starting vaults were about the same size as last year, and some were lower too...also, air has build decks without sofree, you know?
build decks without sofree in this war? well if yes so trasmut shards was a mistake balance in this war like I said above, (now you can add shards without pain for that)
"despite points increase, starting vaults were about the same size as last year" if last war was long this war should be smaller and not the same size, the péople should correct your mistakes and not embrace, at least I believe in this.

The vaults are roughly the same size. The discards are 20 instead of 15. therefore, this war will be faster. By the trajectory, it's going to be by a significant margin, too.

In addition, they can only transmute shards if they have less than 12. Let's take a look at that win rate again. Clearly, they haven't lost enough of them for transmuting to even be an issue. Transmutation is only a concern for losing teams.

Finally, we mention Team Aether because it's ironic that Team Aether is finally complaining about "OP cards." Because there clearly have never been complaints about that towards Aether.
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on October 20, 2016, 02:08:33 pm
The problem with :aether OP cards was already solved with markting, the transmut for  :aether and :fire always be good but this war was retrograde absolute about shards balance and the duration, I said before starts war that it should be a smaller war just if 1 or 2 teams wins full time, even so from what I noticed is still long....
Title: Re: War #10 - Suggestions and Feedback
Post by: Afdarenty on October 20, 2016, 02:38:36 pm
... and without sofree is hard to see :air in the top ...

Taking average standings of the 4 previous Wars without Shards, the only element that comes in ahead of Air is Aether. In that time, Air finished second place twice, and had an inexperienced General (me, at the time) to bring down the average as well.

So you're saying Aether was so imbalanced before Shards were added that it's hard to see the second strongest element ever winning? Just to clarify :P



I'm not going to make any comments regarding how favourable the market is for Air, or for any other team, before seeing the starting vaults for each team. It's impossible to form any opinions based on the starting size of each vault, as different vault building strategies (e.g. cheaper decks vs stronger decks, lots of fodder cards vs few fodder cards) will effect the number of cards just as much as the market prices will. If other teams had a similar vault building strategy to us then I'd agree that Air needs to be more expensive next War. But only if.

I can, however, say with absolute confidence that starting with 20, 30, or even 50 fewer cards would have had absolutely no effect on our win rate so far. We'd only be winning by x less cards.
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on October 20, 2016, 03:02:01 pm
... and without sofree is hard to see :air in the top ...

Taking average standings of the 4 previous Wars without Shards, the only element that comes in ahead of Air is Aether. In that time, Air finished second place twice, and had an inexperienced General (me, at the time) to bring down the average as well.

So you're saying Aether was so imbalanced before Shards were added that it's hard to see the second strongest element ever winning? Just to clarify :P




I'm not going to make any comments regarding how favourable the market is for Air, or for any other team, before seeing the starting vaults for each team. It's impossible to form any opinions based on the starting size of each vault, as different vault building strategies (e.g. cheaper decks vs stronger decks, lots of fodder cards vs few fodder cards) will effect the number of cards just as much as the market prices will. If other teams had a similar vault building strategy to us then I'd agree that Air needs to be more expensive next War. But only if.

I can, however, say with absolute confidence that starting with 20, 30, or even 50 fewer cards would have had absolutely no effect on our win rate so far. We'd only be winning by x less cards.
Then about  :fire and  :aether I can see effort to nerf in war, but for :air  (the second strongest element after aether like you said) I can see just buff... 20 or 30 is another thing about the war duration, however if you said that don't have diference show how many is be unbalanced
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on October 20, 2016, 03:16:03 pm
I don't think the overall number of cards (starting points) is a major point in  :air vault unless that number was to be cut a ton.  I don't think the duration of war is a problem either... though I would have prefer it would be a bit closer to the end as of now.  The transmutation for shards is a problem to me, but wouldn't have solved much here (so far) as  :air keeps on piling wins anyway, maybe if anything they would have hesitate more to send em as they would have feared to lose em but that is all.  The only problem I see is that sofree is so much OP as a card, most teams can't solve it at all even if predicted... so the real problem is the card should have been ban (but people wanted all shads I get that) or at a skyhigh price so high that air would have needed to drop a few decks to have them... and mostly, you should never be able to transmute for those! 

Other teams also have OP cards, but fractals, dims, discord, sopa, etc. .... they all have ways around them if you predict right, it is hard, hence  the reason they cost a lot, but none of them is a near guaranteed win when in the deck.
Title: Re: War #10 - Suggestions and Feedback
Post by: Zawadx on October 20, 2016, 03:57:05 pm
In my opinion, the rules do not favor air any more than they did last war. It just that team air has learned how to reach their full potential and is unleashing that (if this isn't Air's full potential, I'm too scared to acknowledge whatever is). Before we compain about anything we must acknowledge the level that team Air has managed to reach.

Now, Air is starting to have the same OP effect that Aether once had, except vs strong teams as well as weaker ones. SoFree is a decent part of the reason why, but even without it Air is pretty much complete (though SoFree enhances the completeness, perhaps with a 25% multiplier). I suppose air should get the aether treatment if markets continue next war.
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on October 20, 2016, 04:06:43 pm
In my opinion, the rules do not favor air any more than they did last war. It just that team air has learned how to reach their full potential and is unleashing that (if this isn't Air's full potential, I'm too scared to acknowledge whatever is). Before we compain about anything we must acknowledge the level that team Air has managed to reach.

Now, Air is starting to have the same OP effect that Aether once had, except vs strong teams as well as weaker ones. SoFree is a decent part of the reason why, but even without it Air is pretty much complete (though SoFree enhances the completeness, perhaps with a 25% multiplier). I suppose air should get the aether treatment if markets continue next war.
It is definitely not the same level OP, :air is more... I was in old wars  :aether had difficuties to beat :air (second place like Afdarenty said above)
Title: Re: War #10 - Suggestions and Feedback
Post by: deuce22 on October 20, 2016, 06:57:50 pm
I have to side more with Afda on all of this.

Air has been strong for many wars, always top 3-4 for the last 4-5 wars I think, damn near won 1 or 2 of them. Air is one of the few elements that aether is weak against, and air gets drastically stronger as you increase the number of upgrades in war, which is why they've been near the top for a while now, and it was only a matter of time before they finally pulled off a win. I thought it would have been last war, but better late than never, I guess. And I think air would have won war whether they had sofree or not.

As far as OP cards go, dims are annoying and fractals are extremely strong. But their is no deck with either or both of those cards that each element can't make to counter it near 100% of the time. Sofree blows dims and fractals out of the water. Some elements can make counters to sofree, but some can't. And as afda has gained experince, he's optimized the build to the point where the best aether can do is 40-50% winrate. Supposedly higs has a counter, but I will have to see that after war. Anyways, any team fielding a single deck that counters most of a teams vault and has at least 50% chance against the other decks in the vault is frankly unallowable in war. I've never been an advocate for shards in war because I feared something like this would happen. I will admit that there have been some interesting decks this war that utilized shards, but I still prefer they should be banned from war. At the minimum, there needs to be heavy restrictions on them. Possibly even individualize the restrictions for each shard. Food for thought.

Now onto market prices. The reason I hate market prices is because it factors in cards that are used for all elements rather than each individual element. Aether has a couple strong cards that each element can take advantage of and use in war. As a result, aether cards are drastically overpriced for team aether. Aether could have lost every game this war, and market prices for aether would still be crazy expensive next war. I really think this needs to be abandoned.
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on October 21, 2016, 03:10:51 pm
I have to side more with Afda on all of this.

Air has been strong for many wars, always top 3-4 for the last 4-5 wars I think, damn near won 1 or 2 of them. Air is one of the few elements that aether is weak against, and air gets drastically stronger as you increase the number of upgrades in war, which is why they've been near the top for a while now, and it was only a matter of time before they finally pulled off a win. I thought it would have been last war, but better late than never, I guess. And I think air would have won war whether they had sofree or not.

As far as OP cards go, dims are annoying and fractals are extremely strong. But their is no deck with either or both of those cards that each element can't make to counter it near 100% of the time. Sofree blows dims and fractals out of the water. Some elements can make counters to sofree, but some can't. And as afda has gained experince, he's optimized the build to the point where the best aether can do is 40-50% winrate. Supposedly higs has a counter, but I will have to see that after war. Anyways, any team fielding a single deck that counters most of a teams vault and has at least 50% chance against the other decks in the vault is frankly unallowable in war. I've never been an advocate for shards in war because I feared something like this would happen. I will admit that there have been some interesting decks this war that utilized shards, but I still prefer they should be banned from war. At the minimum, there needs to be heavy restrictions on them. Possibly even individualize the restrictions for each shard. Food for thought.

Now onto market prices. The reason I hate market prices is because it factors in cards that are used for all elements rather than each individual element. Aether has a couple strong cards that each element can take advantage of and use in war. As a result, aether cards are drastically overpriced for team aether. Aether could have lost every game this war, and market prices for aether would still be crazy expensive next war. I really think this needs to be abandoned.

Agree with all you said save for the last part... the simple solution to market price was having an in-element discount say 20% (could be more or less).  It would allow cards that are used by lots of teams to still be affordable by the said team.  Works for dims and fractals in aether.. but I can think of many more, vampire dagger is a good card... but what makes it expensive is that it is versatile so everyone can use it... now does darkness build more powerful decks because other elements can use it?  Of course not, the only way it helps them is they have a higher chance to salvage it.  Which lead me to say that I also have been asking for a long time that salvage could be modified for teams that rarely if ever gets any in-element stuff to salvage (mostly  :gravity :earth :life :water :light).  Having them start with a bigger vault helps at start.. but the road gets much harder if they need to use 2:1 transmutations for every loss. to rebuild in element stuff.  The most simple way was to give a deck with free 1:1 transmutation every round so unless you go 0-5, you can choose to retool your own stuff if needed be.
Title: Re: War #10 - Suggestions and Feedback
Post by: TheonlyrealBeef on November 06, 2016, 10:14:29 am
First off, I felt like mentioning that the first impression I get from most war stuff is how it could negatively impact my team, and the frustrations that come with it. Having 10 rounds of event cards, I figured I'd sum up how I feel about each now that I feel less invested in war (being eliminated and all that). I'll divide the feedback in three sections, the Theme, Impact and Balance, with some personal notes about how it played out underneath it. Impact describes how much an Event Card could potentially alter the course of war, whereas Balance focuses on favoring teams inherently. Arguing over imbalanced cards with a minor impact may feel like nitpicking, but balanced cards with a huge impact could leave a lot to rng and/or other teams' decisions and should likely still be avoided.

I post this in part because I do NOT feel like all event cards thus far have been bad, even if that is the impression I have given. It's just that there is always room for improvement. Hopefully, this feedback will also help with the Event Cards to come!

Round 1:
(http://i.imgur.com/yzknwl0.png)
Theme:Good
Impact:Minimal (= good)
Balance:Excellent
The event card may not have been used much, in part due to being used in round 1. Adding more clarity on how it should be applied and making it a flat 1 card per 2 upgrades might have made it better.

Round 2:
(http://i.imgur.com/1jbGbCu.png)
Theme:Name fits element, but the less upgrades part doesn't seem to match the name chosen. Fine otherwise.
Impact:Small
Balance:Excellent
My main beef with this Event Card is that you both reduce upgrades AND increase discards. The additional relics also makes it seem useless for all but gambler, a role which I think needs an overhaul to begin with.

Round 3:
(http://i.imgur.com/KG42CkI.png)
Theme:Moderate
Impact:Moderate
Balance:Good
This Event Card is as balanced as the roles are, really. It didn't see much use since roles aren't imbalanced enough to make it worth the extra discards. Still nice to have a choice I guess.

Round 4:
(http://i.imgur.com/ukzS084.png)
Theme:Good
Impact:Moderate
Balance:Poor
Whether or not teams get to transmute and how useful these transmutes are to them are factors they cannot truly control. Adding to this that you can only transmute from matches that had already occurred, I have to say that I dislike this Event Card.

Round 5:
(http://i.imgur.com/BOFvU7e.png)
Theme:Moderate
Impact:Large
Balance:Moderate
Having an Event Card with such a large impact due to other teams' choices is never nice. Winning against an opposing mine doesn't benefit teams either, since the loser would have lost those cards regardless of whom they targeted and lost against. Add to this that most teams played it tactical and safe, and it ended up as a huge lose faster.

Round 6:
(http://i.imgur.com/wTW2sT8.png)
Theme:Moderate
Impact:Significant
Balance:Poor
Another Event Card that can only help teams that are already winning. It's a long term investment that accentuates a negative aspect of war: making other teams want to lose instead of just making yourself want to win. This negative aspect was a catalyst in the Light drama, I feel.

Round 7:
(http://i.imgur.com/J9DlQyL.png)
Theme:Very Good
Impact:Minimal
Balance:Very Good
Despite the fact that everything above sums it up as a good Event Card, I have to note I slightly dislike the random nature of it.

Round 8:
(http://i.imgur.com/Fwo1vPd.png)
Theme:Good
Impact:Minimal
Balance:Perfect
This card is quite similar to the round 1 Event Card in certain aspects, except the cards -> upgrades ratio just turned into 2 to 1. Add the fact that all players on the team are forced onto extra upgrades (instead of choosing which ones are worth paying cards for, like vs General). I'd rather have seen a different card -> upgrades ratio, like 1 to 1, but then with a cap of 3 upgrades added this way. I'm not sure how this would have played out and it's impact on war might have increased significantly, but removing these cards from vault will really hurt in the long run (then again, so does losing. Depends on how much these upgrades would make a difference). I'm really not sure on suggesting an improvement to make it more useful: it was definitely balanced but we felt like it was not worth using at that time.

Round 9:
(http://i.imgur.com/CQ3c941.png)
Theme:Good
Impact:Moderate
Balance:Good
We were already eliminated this round, but with the stage of war it was used in the difference in standings was large enough to warrant such a significant increase in discards (for targeting a much higher-ranked team I mean). My main problem would be that high-standing teams get no benefit from being targeted, similar story as with minefield, really, except now teams are forced to use it on higher-ranked teams and are no longer restricted by Gen matchups.

Round 10:
(http://i.imgur.com/t6qiS4l.png)
Theme:Very Good
Impact:Huge
Balance:Moderate
Alive teams get no choice and no benefit from being targeted. With dead teams being what they are, I believe it is better not to repeat such Event Cards than attempt to balance them. Just let the dead rest in peace ;)
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on November 07, 2016, 02:04:30 pm
First off, I felt like mentioning that the first impression I get from most war stuff is how it could negatively impact my team, and the frustrations that come with it. Having 10 rounds of event cards, I figured I'd sum up how I feel about each now that I feel less invested in war (being eliminated and all that). I'll divide the feedback in three sections, the Theme, Impact and Balance, with some personal notes about how it played out underneath it. Impact describes how much an Event Card could potentially alter the course of war, whereas Balance focuses on favoring teams inherently. Arguing over imbalanced cards with a minor impact may feel like nitpicking, but balanced cards with a huge impact could leave a lot to rng and/or other teams' decisions and should likely still be avoided.

I post this in part because I do NOT feel like all event cards thus far have been bad, even if that is the impression I have given. It's just that there is always room for improvement. Hopefully, this feedback will also help with the Event Cards to come!

Round 1:
(http://i.imgur.com/yzknwl0.png)
Theme:Good
Impact:Minimal (= good)
Balance:Excellent
The event card may not have been used much, in part due to being used in round 1. Adding more clarity on how it should be applied and making it a flat 1 card per 2 upgrades might have made it better.

Round 2:
(http://i.imgur.com/1jbGbCu.png)
Theme:Name fits element, but the less upgrades part doesn't seem to match the name chosen. Fine otherwise.
Impact:Small
Balance:Excellent
My main beef with this Event Card is that you both reduce upgrades AND increase discards. The additional relics also makes it seem useless for all but gambler, a role which I think needs an overhaul to begin with.

Round 3:
(http://i.imgur.com/KG42CkI.png)
Theme:Moderate
Impact:Moderate
Balance:Good
This Event Card is as balanced as the roles are, really. It didn't see much use since roles aren't imbalanced enough to make it worth the extra discards. Still nice to have a choice I guess.

Round 4:
(http://i.imgur.com/ukzS084.png)
Theme:Good
Impact:Moderate
Balance:Poor
Whether or not teams get to transmute and how useful these transmutes are to them are factors they cannot truly control. Adding to this that you can only transmute from matches that had already occurred, I have to say that I dislike this Event Card.

Round 5:
(http://i.imgur.com/BOFvU7e.png)
Theme:Moderate
Impact:Large
Balance:Moderate
Having an Event Card with such a large impact due to other teams' choices is never nice. Winning against an opposing mine doesn't benefit teams either, since the loser would have lost those cards regardless of whom they targeted and lost against. Add to this that most teams played it tactical and safe, and it ended up as a huge lose faster.

Round 6:
(http://i.imgur.com/wTW2sT8.png)
Theme:Moderate
Impact:Significant
Balance:Poor
Another Event Card that can only help teams that are already winning. It's a long term investment that accentuates a negative aspect of war: making other teams want to lose instead of just making yourself want to win. This negative aspect was a catalyst in the Light drama, I feel.

Round 7:
(http://i.imgur.com/J9DlQyL.png)
Theme:Very Good
Impact:Minimal
Balance:Very Good
Despite the fact that everything above sums it up as a good Event Card, I have to note I slightly dislike the random nature of it.

Round 8:
(http://i.imgur.com/Fwo1vPd.png)
Theme:Good
Impact:Minimal
Balance:Perfect
This card is quite similar to the round 1 Event Card in certain aspects, except the cards -> upgrades ratio just turned into 2 to 1. Add the fact that all players on the team are forced onto extra upgrades (instead of choosing which ones are worth paying cards for, like vs General). I'd rather have seen a different card -> upgrades ratio, like 1 to 1, but then with a cap of 3 upgrades added this way. I'm not sure how this would have played out and it's impact on war might have increased significantly, but removing these cards from vault will really hurt in the long run (then again, so does losing. Depends on how much these upgrades would make a difference). I'm really not sure on suggesting an improvement to make it more useful: it was definitely balanced but we felt like it was not worth using at that time.

Round 9:
(http://i.imgur.com/CQ3c941.png)
Theme:Good
Impact:Moderate
Balance:Good
We were already eliminated this round, but with the stage of war it was used in the difference in standings was large enough to warrant such a significant increase in discards (for targeting a much higher-ranked team I mean). My main problem would be that high-standing teams get no benefit from being targeted, similar story as with minefield, really, except now teams are forced to use it on higher-ranked teams and are no longer restricted by Gen matchups.

Round 10:
(http://i.imgur.com/t6qiS4l.png)
Theme:Very Good
Impact:Huge
Balance:Moderate
Alive teams get no choice and no benefit from being targeted. With dead teams being what they are, I believe it is better not to repeat such Event Cards than attempt to balance them. Just let the dead rest in peace ;)

Great summary by TORB here...
I will agree on all save for the first 2 rounds where the impact was more inexistant then minimal... as the incentive needs to be there so that at least a couple of the teams want to use an EC if it is not mandatory... otherwise that and having no EC is the same.  So if it is supposed to be a positive one, make the reward a bit more interesting (not too much is always the key to avoid OP), those two were having more downs then ups to it if anything.... if that is what you want to use, make it mandatory!
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on December 07, 2016, 01:39:56 pm
since this is round 15... and likely not the last... depending on  :gravity wins and EC, it may still last 3-4 more rounds...
I suggest we adjust the number of matches from round 12 and beyond...
what we have now is:
0-49 cards   =   team is eliminated
50-74 cards   =   2 players fight
75-99 cards   =   3 players fight
100-124 cards   =   4 players fight
105+   =   5 players fight

I Would suggest something like...
0-49 cards   =   team is eliminated
50-64 cards   =   2 players fight
65-84 cards   =   3 players fight
85-104 cards   =   4 players fight
105+   =   5 players fight

Of course this bring a little disadvantage to the team with the smallest vault as they must field more decks.. but it they do better, they will get back in the race faster and either way, the war would not drag as long.   It would also compensate for the fact that the leading team when there is 3-4 teams left always play 5 matches (baring a bye) while others only have to defend 2-3 times with the better roles and often more choices (easier to pick 2 decks from 74 cards then 5 from 105).

 Also, think that with free pends/pillars, you need roughly 17 cards per deck so 17*2=34 cards out of 50,17*3=51 out of 65, 17*4=68 out of 85 and 17*5=85 out of 105.  So you always have room for a few leftover cards.  Maybe give some free in element transmute to help reach the 50% if needed be... say each team that reach round 12 gets up to 10 free 1/1 transmute once ( I would not let the transmute be shards, or even better, maybe even let it be free but only for cards that we're sell to less then 100 in the market).
Title: Re: War #10 - Suggestions and Feedback
Post by: RavingRabbid on December 08, 2016, 08:48:31 am
since this is round 15... and likely not the last... depending on  :gravity wins and EC, it may still last 3-4 more rounds...
I suggest we adjust the number of matches from round 12 and beyond...
what we have now is:
0-49 cards   =   team is eliminated
50-74 cards   =   2 players fight
75-99 cards   =   3 players fight
100-124 cards   =   4 players fight
105+   =   5 players fight

I Would suggest something like...
0-49 cards   =   team is eliminated
50-64 cards   =   2 players fight
65-84 cards   =   3 players fight
85-104 cards   =   4 players fight
105+   =   5 players fight

Of course this bring a little disadvantage to the team with the smallest vault as they must field more decks.. but it they do better, they will get back in the race faster and either way, the war would not drag as long.   It would also compensate for the fact that the leading team when there is 3-4 teams left always play 5 matches (baring a bye) while others only have to defend 2-3 times with the better roles and often more choices (easier to pick 2 decks from 74 cards then 5 from 105).

 Also, think that with free pends/pillars, you need roughly 17 cards per deck so 17*2=34 cards out of 50,17*3=51 out of 65, 17*4=68 out of 85 and 17*5=85 out of 105.  So you always have room for a few leftover cards.  Maybe give some free in element transmute to help reach the 50% if needed be... say each team that reach round 12 gets up to 10 free 1/1 transmute once ( I would not let the transmute be shards, or even better, maybe even let it be free but only for cards that we're sell to less then 100 in the market).
Seeing as this would not speed up war concretely, and this would increase fringe scenarios for sweetspots, I'm mostly against.
The problem with war dragging on for long is that when most teams are eliminated, not enough cards "decay" per round.
Title: Re: War #10 - Suggestions and Feedback
Post by: worldwideweb3 on December 08, 2016, 01:28:39 pm
I don't see why war taking a bit long is bad. 14 rounds is not bad at all, imo. If it was like over 20 rounds, fair, but I think 14-16 rounds is acc fine.
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on December 08, 2016, 01:39:13 pm
yes it would, it is the main purpose in fact.... more games played= more discards.... if there are 2 or 3 games more played, it means 40-60 cards out more every round (minus the 12-18 salvage).... which would make things much faster!!
for example, lets say we had 3 extra matches for rounds 12-15 this war.. it means 4 rounds of 3=12 matches 12x20=240 cards out (discard) - 12x6=72 (salvage)
240-72= 168 cards would be out of the pool of cards left.
As of now, there is 256 (air) + 122 (gravity)= 378 cards

378-168 cards= 210 cards would be left now instead (this is an estimation because water would have lost from this number as well).  Now depending on who would have lost, the war could be over, but lets pretend we even things a bit and divide it all by 3 for water/air/gravity, 168/3= 56 cards from each team.
Water would be out anyway...
Air would be at exactly 200 instead of 256 (256-56)
Gravity would be at 66 instead of 122 (122-56)


So this round would likely be the last one.. instead of dragging much later... also, expect a Christmas break if it is not over by then, dragging the war even longer... sigh
*The numbers are up to debate as maths needs to be redone depending on who wins each time, but the result of a faster war this way isn't.  Maybe Air would have been crowned champion already (most likely event), but maybe they would have predict poorly on the extra matches and we would now have some sort of tie between Gravy and Air.

Also, for www : we used to make war last 10-12 rounds max.... in part because the level of interest in war decrease a ton when teams starts going down.. which is about at round 5-6, in part because it ask a lot for WM'S and teams involved until the end (especially generals), and in part because we want a new cycle of war to start.... We used to have 2 wars a year.... we ended up having 1 because of a lack of WM'S activity that dragged war for too long (not this war) and now 1 war a year has been set as an ok standard which it shouldn't.  If you want people to crave for a new war and a fresh start, don't keep them out of it after 5 rounds (say 6-7 weeks after deckbuilding phase) and then out for 40 weeks unless they go for trials.  Also, this is round 15... and if gravy does well, going until round 18 isn't out of reach at all (they may crumble and die fast of course, but you need to think that the number 2 seed may hold it's ground for a while in this situation in this war on another coming!).

Title: Re: War #10 - Suggestions and Feedback
Post by: worldwideweb3 on December 08, 2016, 01:50:33 pm
But increasing matches with less cards is a bad idea. I mean, its a tough job for us even making 4 decks.  Increasing matches will just result in suicides or bad decks.
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on December 09, 2016, 04:23:04 pm
But increasing matches with less cards is a bad idea. I mean, its a tough job for us even making 4 decks.  Increasing matches will just result in suicides or bad decks.

Hence why the free convert to help that (preventing suicides).  As for being forced to put sub optimal decks... yes it is likely going to happen, but you shouldn't be holding much advantage to the leader which you might have depending on the number of decks you need to fill vs the leader (this is especially true with 3-4 teams left).  Also, I am of course not talking about this war as it is too late to change the rules.  I have been 1st in some wars before in the late rounds and it is frustrating to see that  the teams below are just 1 bad round away to catch up on you because you play 5 times while they get it easy with only 2-3 matches with the best players, best decks and best roles from they're team... it is often more rewarding to be just above average then to be on top. This is wrong about war .... sure you want every team that is still alive to keep some hope, but the odds of a late comeback should be really slim when you are trailing by a lot.

 
Title: Re: War #10 - Suggestions and Feedback
Post by: worldwideweb3 on December 09, 2016, 06:00:57 pm
But increasing matches with less cards is a bad idea. I mean, its a tough job for us even making 4 decks.  Increasing matches will just result in suicides or bad decks.

Hence why the free convert to help that (preventing suicides).  As for being forced to put sub optimal decks... yes it is likely going to happen, but you shouldn't be holding much advantage to the leader which you might have depending on the number of decks you need to fill vs the leader (this is especially true with 3-4 teams left).  Also, I am of course not talking about this war as it is too late to change the rules.  I have been 1st in some wars before in the late rounds and it is frustrating to see that  the teams below are just 1 bad round away to catch up on you because you play 5 times while they get it easy with only 2-3 matches with the best players, best decks and best roles from they're team... it is often more rewarding to be just above average then to be on top. This is wrong about war .... sure you want every team that is still alive to keep some hope, but the odds of a late comeback should be really slim when you are trailing by a lot.

Difficult to have a really bad round though if you are way ahead. Whereas it's easy for teams with less cards to have a bad round as they are easier to predict
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on December 10, 2016, 04:15:22 am
But increasing matches with less cards is a bad idea. I mean, its a tough job for us even making 4 decks.  Increasing matches will just result in suicides or bad decks.

Hence why the free convert to help that (preventing suicides).  As for being forced to put sub optimal decks... yes it is likely going to happen, but you shouldn't be holding much advantage to the leader which you might have depending on the number of decks you need to fill vs the leader (this is especially true with 3-4 teams left).  Also, I am of course not talking about this war as it is too late to change the rules.  I have been 1st in some wars before in the late rounds and it is frustrating to see that  the teams below are just 1 bad round away to catch up on you because you play 5 times while they get it easy with only 2-3 matches with the best players, best decks and best roles from they're team... it is often more rewarding to be just above average then to be on top. This is wrong about war .... sure you want every team that is still alive to keep some hope, but the odds of a late comeback should be really slim when you are trailing by a lot.

Difficult to have a really bad round though if you are way ahead. Whereas it's easy for teams with less cards to have a bad round as they are easier to predict

Easier to predict when you are short on card is true.... but lets say gravity only has 2 great decks and need to play air twice.... unless air has a deck (or 2) that beats both, it won't change much.  Teams that go until the end of the war have a few signature key decks that led em there... thoses have few hard counters, and if all you're remaining decks are countered by the same thing.. well you planned your deck choices poorly (unlikely)! 

Anyway, this is going away from the initial point.... war is too long once teams starts  to be eliminated.... you could see that only by the fact only www answered me.... not many follow it after they die.  Force teams to play more matches near the end is a  way to speed things up by 2-3 rounds!  Now if you guys have another solution go ahead... but there was an experiment to cut the vault in 4 a couple wars ago and it was a disaster, a tournment to end the war was tried and hated as well...  And if we just go with removing tons of cards each round late in war it is going to be way more unfair... as a bad round from the leading team could cost them 200 cards if we would double the losses (and they play 5 times).  So 11 great rounds and yet you die because  WM'S decide it's all ending in 1 round. 

Another idea unused was that generals would fight till the end if it goes beyond round 15... while this is fair for remaining teams, it aint much for the players who aren't the general... and it still is a ton of rounds (we could use 13 instead of 15 of course).   The advantage of this is not waitintg a week between matches, but while I ain't 100% a fan of this... it is better then what we have now.
Title: Re: War #10 - Suggestions and Feedback
Post by: Jen-i on December 10, 2016, 06:43:01 pm
Just a thought. I've not thought through any of the other ramifications of it at all.

What if we increased vault size - but you're team is eliminated when you can no longer field five decks?
Title: Re: War #10 - Suggestions and Feedback
Post by: JonathanCrazyJ on December 10, 2016, 09:23:22 pm
Just a thought. I've not thought through any of the other ramifications of it at all.

What if we increased vault size - but you're team is eliminated when you can no longer field five decks?

I'm actually much, much more in favour of this idea
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on December 11, 2016, 12:17:13 am
Just a thought. I've not thought through any of the other ramifications of it at all.

What if we increased vault size - but you're team is eliminated when you can no longer field five decks?

I'm actually much, much more in favour of this idea
really? what are 5 decks? for example in current format 1 NT and 29 pillars is a deck and pillars are free...
also I can do 3 dead decks and 2 decents decks...
 if there are a minimum of cards to go out make more sense in all cases, and be eliminated with a lot of cards deviates the war concept.
Title: Re: War #10 - Suggestions and Feedback
Post by: Aves on December 11, 2016, 12:24:17 am
Just a thought. I've not thought through any of the other ramifications of it at all.

What if we increased vault size - but you're team is eliminated when you can no longer field five decks?

I'm actually much, much more in favour of this idea
really? what are 5 decks? for example in current format 1 NT and 29 pillars is a deck and pillars are free...
also I can do 3 dead decks and 2 decents decks...
 if there are a minimum of cards to go out make more sense in all cases, and be eliminated with a lot of cards deviates the war concept.
Currently, if you have 125 cards in vault, you play 5 matches. That is the most likely what is meant, though of course the number can be adjusted.
Title: Re: War #10 - Suggestions and Feedback
Post by: Vangelios on December 11, 2016, 12:28:05 am
Just a thought. I've not thought through any of the other ramifications of it at all.

What if we increased vault size - but you're team is eliminated when you can no longer field five decks?

I'm actually much, much more in favour of this idea
really? what are 5 decks? for example in current format 1 NT and 29 pillars is a deck and pillars are free...
also I can do 3 dead decks and 2 decents decks...
 if there are a minimum of cards to go out make more sense in all cases, and be eliminated with a lot of cards deviates the war concept.
Currently, if you have 125 cards in vault, you play 5 matches. That is the most likely what is meant, though of course the number can be adjusted.
ok thank you, is more easy understand like that, by unique number of vault size
Title: Re: War #10 - Suggestions and Feedback
Post by: mrpaper on December 11, 2016, 06:05:29 pm
Just a thought. I've not thought through any of the other ramifications of it at all.

What if we increased vault size - but you're team is eliminated when you can no longer field five decks?

I'm actually much, much more in favour of this idea
This could work yes... but it all depends on how much more cards we give to make it faster.  On the other hand, it 100% solves the handicap side of things where the leading team needs to fight 5 matches while the others only fight 2-3.  Maybe we could decrease the number of cards to be able to fight 5 matches to 100 as well?
Title: Re: War #10 - Suggestions and Feedback
Post by: JonathanCrazyJ on December 12, 2016, 01:07:30 pm
yeah, just make 100 the death point instead of 50
Title: Re: War #10 - Suggestions and Feedback
Post by: Blacksmith on June 11, 2017, 10:03:33 am
I really should have made this earlier.

1: One of the problems with war is that Op cards are overused while Up cards are underused. This has been partly solved by the market system. However people are still allowed to salvage the strong cards just as much as the cheap ones. And people never discards the strong cards. And after a few rounds the impact of the market is reduced and the number of cards like nova has increased. This reduces the variety of decks in war and we only see weird decks when a team is about to get kicked out.
So the question is how do we change the salvage/discard system so it dosen't lead to teams always stealing/keeping the best cards?

I have a few suggestions:
By doing any of these ideas we will add more strategy to war, more versatility, reduce the impact of the strong teams super decks in war.



2: Another problem in war is that the auction costs are way to low. Last war auction cost was 2K max for the whole team and total spendings 26K? This has made the auction more a strategy contest ( which I use to do very well in ) than an actual auction. A player that manage to make you win one more game gives you a gain of 26 cards ( you don't have to discard 20 cards + 6 card salvage ), each card is worth a minimum of 30 coins which means that is a minimum gain of 780 coins. A really good player will make you win a lot more than just one game. That is way it's silly to have the maximum cost for auction being a maximum of 2K for all players. The cost of auction should be one third of the total income imo. That would add strategy and make it an actual difference between teams that go for a cheap vs expensive team.

3: If you want to make the auction process shorter. Have players that hasn't received a new bid in 24-48 hours being locked in on their team. That way people can't wait weeks before bidding. And also add costs increment for each day that passes. Day one free, day two minimum bid/raise 100, day two minimum raise/bid 200 etc etc.
Title: Re: War #10 - Suggestions and Feedback
Post by: iancudorinmarian on June 11, 2017, 10:19:54 am
Quote
The last way to solve this is to reduce the number of cards you're allowed to have of the same card. We could put max amount of creatures at 24 but reduces spells to 20, reduce permanents to 12 and reduce shards to 9.
- This is something I definitely think should be added. It makes sense that teams are allowed to have 24 of their important attackers, but not so much sense to be allowed to have 24 fractals. Simply since creatures are used more and in more decks than permanents and spells.

1) I only agree with this from the first list. The rest are way too complicated and make only for further delays/confusion and it also sounds like it would ruin some fun.

2) I think auction was fine. I still felt challenged when building the vault and had to drop a couple of deck ideas.

3) Pretty sure something like that was in place last war as well.
Title: Re: War #10 - Suggestions and Feedback
Post by: worldwideweb3 on June 11, 2017, 10:45:03 am
Some elements rely more on perm and spells than others so it will harm those elements a lot more (RIP adrena RIP sanc miracle RIP poor elements)

I don't think there's an issue with good cards being used, tbh. Every team has good cards that can beat other decks if they make their vault well. Do people really wanna see subpar decks containing salvagers and vultures And other useless stuff? These cards are good only in few decks so it makes sense that less of them are used.
Title: Re: War #10 - Suggestions and Feedback
Post by: Blacksmith on June 12, 2017, 01:27:43 pm
Quote
The last way to solve this is to reduce the number of cards you're allowed to have of the same card. We could put max amount of creatures at 24 but reduces spells to 20, reduce permanents to 12 and reduce shards to 9.
- This is something I definitely think should be added. It makes sense that teams are allowed to have 24 of their important attackers, but not so much sense to be allowed to have 24 fractals. Simply since creatures are used more and in more decks than permanents and spells.

1) I only agree with this from the first list. The rest are way too complicated and make only for further delays/confusion and it also sounds like it would ruin some fun.
I agree some of them are confusing. Some ideas was posted for inspiration as well. I personally believe that the current salvage system ruins some fun. We had it for as many wars as I can remember and it makes war a bit repetitive. It also makes sense to have some kind restriktion that also adds more creativity and strategy to the salvage/discard phase. After all we need each war to have some fresh rules to make it fun.

2) I think auction was fine. I still felt challenged when building the vault and had to drop a couple of deck ideas.
The number of cards you can spend when building the vault was fine. However the auction did not fill it purpose. It was more about strategy than who's willing to pay the most. A big part of that was because the WO's wanted to reduce the time for auction by a lot which lead to strange rules which made it a strategy contest.

3) Pretty sure something like that was in place last war as well. Yeah but it still needs some work.

Some elements rely more on perm and spells than others so it will harm those elements a lot more (RIP adrena RIP sanc miracle RIP poor elements)
That is true. But also rip fractal feast, rip sofree feast, rip nova feast, rip strong elements.
I don't think there's an issue with good cards being used, tbh. Every team has good cards that can beat other decks if they make their vault well. Do people really wanna see subpar decks containing salvagers and vultures And other useless stuff? Actually, yes that's exactly what we want. Big parts of the war meta has been the same since the beginning. I think it's about time the strong cards are less used and more creativity is added to war.  These cards are good only in few decks so it makes sense that less of them are used. Right. But there's plenty of semi good decks that aren't used because everyone uses the same old good decks that we've seen in large number forever.


Bottom line a chance doesn't have to be either better or worse as a long as it's creating a difference. I rather play 3 different wars with different rules than 3 wars with the exakt same rules. We need to try new things to make it fresh. The alterations dosen't need to be that big either.
Title: Re: War #10 - Suggestions and Feedback
Post by: iancudorinmarian on June 12, 2017, 01:34:11 pm
Master's Dojo is supposed to have its contents kept secret. Dammit Blacksmith.
Title: Re: War #10 - Suggestions and Feedback
Post by: majofa on June 12, 2017, 02:20:56 pm
Can we finally share information with other teams? I thought having alliances was a big thing in Wars??
Title: Re: War #10 - Suggestions and Feedback
Post by: Blacksmith on June 12, 2017, 03:22:45 pm
Can we finally share information with other teams? I thought having alliances was a big thing in Wars??
I'm up for alliances, that would certainly add a lot of strategy to war. It's definitely worth a shot at least one war.
We might have to discuss some restriktions though. Like from when is it allowed to start an alliance, with how many teams, what information will be allowed to be shared, for how long can an alliance last, are they secret or do they have to be declared, does any special rules apply in an alliance like fewer upps, other battle traits, card restriktion etc, how many alliances are you allowed to have in one war.

I think alliances definitely would make war more of a mindgame and increase the chance of weak elements to become competitive.
Title: Re: War #10 - Suggestions and Feedback
Post by: iancudorinmarian on June 12, 2017, 03:38:54 pm
Can we finally share information with other teams? I thought having alliances was a big thing in Wars??
I'm up for alliances, that would certainly add a lot of strategy to war. It's definitely worth a shot at least one war.
We might have to discuss some restriktions though. Like from when is it allowed to start an alliance, with how many teams, what information will be allowed to be shared, for how long can an alliance last, are they secret or do they have to be declared, does any special rules apply in an alliance like fewer upps, other battle traits, card restriktion etc, how many alliances are you allowed to have in one war.

I think alliances definitely would make war more of a mindgame and increase the chance of weak elements to become competitive.
Sounds way too complicated, and there's really no way to "limit" this with restrictions.
Title: Re: War #10 - Suggestions and Feedback
Post by: JonathanCrazyJ on June 12, 2017, 03:52:44 pm
Can we finally share information with other teams? I thought having alliances was a big thing in Wars??
I'm up for alliances, that would certainly add a lot of strategy to war. It's definitely worth a shot at least one war.
We might have to discuss some restriktions though. Like from when is it allowed to start an alliance, with how many teams, what information will be allowed to be shared, for how long can an alliance last, are they secret or do they have to be declared, does any special rules apply in an alliance like fewer upps, other battle traits, card restriktion etc, how many alliances are you allowed to have in one war.

I think alliances definitely would make war more of a mindgame and increase the chance of weak elements to become competitive.
Sounds way too complicated, and there's really no way to "limit" this with restrictions.

So much drama after the inevitable back stabbing...

kinda love the idea of having no restriction on conversations even though it's obviously unbalanced and would create massive drama lol

either that, or, like BS said, make alliances an actual mechanic ad try to balance and police it, for example letting WMs know you are have made an alliance, and then all conversations have to take place in a special pad that WMs have access to
Title: Re: War #10 - Suggestions and Feedback
Post by: worldwideweb3 on June 12, 2017, 04:01:42 pm

Some elements rely more on perm and spells than others so it will harm those elements a lot more (RIP adrena RIP sanc miracle RIP poor elements)
That is true. But also rip fractal feast, rip sofree feast, rip nova feast, rip strong elements.
I don't think there's an issue with good cards being used, tbh. Every team has good cards that can beat other decks if they make their vault well. Do people really wanna see subpar decks containing salvagers and vultures And other useless stuff? Actually, yes that's exactly what we want. Big parts of the war meta has been the same since the beginning. I think it's about time the strong cards are less used and more creativity is added to war.  These cards are good only in few decks so it makes sense that less of them are used. Right. But there's plenty of semi good decks that aren't used because everyone uses the same old good decks that we've seen in large number forever.

I would argue fractal nova damage weak elements too. Fractal and nova are universal cards that can be used by anyone.
Also, no, i do not believe that the biggest pvp event should be featuring subpar decks consisting of phase salvager decks beating antlion/vulture decks. That makes it a joke, imo.
Title: Re: War #10 - Suggestions and Feedback
Post by: majofa on June 12, 2017, 04:32:42 pm
Can we finally share information with other teams? I thought having alliances was a big thing in Wars??
I'm up for alliances, that would certainly add a lot of strategy to war. It's definitely worth a shot at least one war.
We might have to discuss some restriktions though. Like from when is it allowed to start an alliance, with how many teams, what information will be allowed to be shared, for how long can an alliance last, are they secret or do they have to be declared, does any special rules apply in an alliance like fewer upps, other battle traits, card restriktion etc, how many alliances are you allowed to have in one war.

I think alliances definitely would make war more of a mindgame and increase the chance of weak elements to become competitive.
Sounds way too complicated, and there's really no way to "limit" this with restrictions.

So much drama after the inevitable back stabbing...

kinda love the idea of having no restriction on conversations even though it's obviously unbalanced and would create massive drama lol

either that, or, like BS said, make alliances an actual mechanic ad try to balance and police it, for example letting WMs know you are have made an alliance, and then all conversations have to take place in a special pad that WMs have access to

No mechanic.. share what you want to share (whether true or not).
Title: Re: War #10 - Suggestions and Feedback
Post by: Blacksmith on June 12, 2017, 06:27:42 pm

Some elements rely more on perm and spells than others so it will harm those elements a lot more (RIP adrena RIP sanc miracle RIP poor elements)
That is true. But also rip fractal feast, rip sofree feast, rip nova feast, rip strong elements.
I don't think there's an issue with good cards being used, tbh. Every team has good cards that can beat other decks if they make their vault well. Do people really wanna see subpar decks containing salvagers and vultures And other useless stuff? Actually, yes that's exactly what we want. Big parts of the war meta has been the same since the beginning. I think it's about time the strong cards are less used and more creativity is added to war.  These cards are good only in few decks so it makes sense that less of them are used. Right. But there's plenty of semi good decks that aren't used because everyone uses the same old good decks that we've seen in large number forever.

I would argue fractal nova damage weak elements too. Fractal and nova are universal cards that can be used by anyone. Fair point, agreed.
Also, no, i do not believe that the biggest pvp event should be featuring subpar decks consisting of phase salvager decks beating antlion/vulture decks. That makes it a joke, imo.
Some people think the whole idea of a restricted war is pointless. That the amount of cards in vault only decides how many games you play a round and not which cards you're allowed to use. The restriktions are there for a reason. They balance elements, they create more creativity, they create lots of strategy and they make war less repetitive. All I'm suggesting is that in order to make it less repetitive and more versatile we add to that restriktion a bit. I don't think that would make war a joke at all but rather expand the meta.
And no I don't think we should draw the restriktions to a point where antlion/vulture decks are the best teams can come up with. It's about finding a balance in between.
Title: Re: War #10 - Suggestions and Feedback
Post by: Zawadx on June 13, 2017, 06:06:50 am
Can we finally share information with other teams? I thought having alliances was a big thing in Wars??

I don't see what free information sharing would achieve? Most of the info that teams have in war is already public, in the form of all the decks being used each round. Sure teams could trade information about what they discarded/salvaged or what cards they have left in vault, but that is always going to be a zero-sum game and thus inherently bad for some party. Also all the lies going around probably makes most of the info useless anyways.

I have thought about mechanics which would allow alliances to come into war, such as non-aggression pacts or trade deals. But they are usually too imbalanced to work in practice, or too complicated to patch up all the imbalances. If they were the key mechanic the complexity wouldn't be an issue, but the rules would be layered on top of the already complex vault system, where vault management and testing already take up significant time for top teams. At some point the complexity becomes meaningless and people will simply choose the easy option without much thought.

We could also try mechanics which aren't exactly alliances, but are inspired from diplomacy. e.g. you might be able to give a team 5 cards from their element, in exchange for starting the next match vs them with one free game win. But these have to be drastic and high-risk, high-reward to have a real effect. Perhaps one might be used as an EC, but I don't see them becoming part of War in general.

And a big issue with allowing alliances is that it will further exacerbate the problem of middle teams playing to not lose and obtain the best rank possible and making bottom teams suffer. What I foresee is a top team and a middle team allying to target other middle teams and bottom teams, while the top teams stay relatively untouched. No one is going to agree to an equal partnership with a bottom team that's soon to be eliminated, and unequal partnerships are simply going to tip the scales even farther for the teams on top.
Title: Re: War #10 - Suggestions and Feedback
Post by: Aves on June 13, 2017, 08:13:54 pm
I think it's an interesting idea, even if it might be hard to figure out how to implement it. Consider an alliance precisely as a bunch of small mechanics.

Example mechanic: Gain X extra upgrades in a match if you and your allied element face the same enemy element (only works on one match).

Example mechanic: You may choose to transfer X upgrades from a match into an allied match if you and your ally face the same element opponent.

Example mechanic: Lose X upgrades in all matches with your ally.

Example mechanic: Discard X cards from your vault to forge an alliance (max Y alliances. Y may depend on your current placements-- top teams can have fewer alliances. A forced alliance retraction incurs the same penalty as breaking one would)

Example mechanic: Lose X upgrades in your next match against :chroma to break your alliance with them. Salvage and Discard are doubled.

Example mechanic: Discard is reduced by X against your ally/Salvage is increased by X against your ally.
Title: Re: War #10 - Suggestions and Feedback
Post by: worldwideweb3 on June 13, 2017, 09:01:28 pm
Nah, teams make it way too complicated. If you can't form alliance with anyone, or they are a weak team and die, then you are at a disadvantage which ain't your fault.
Title: Re: War #10 - Suggestions and Feedback
Post by: Aves on June 13, 2017, 09:09:48 pm
If you form an alliance and they die, you just form a new alliance, if anybody is willing. If you are unable to form an alliance, well, why would that be the case? Ideally, alliance mechanics favor (slightly) the less well off teams, as that's why we're considering them as a thing in the first place.
Title: Re: War #10 - Suggestions and Feedback
Post by: iancudorinmarian on June 13, 2017, 09:11:31 pm
Shouldn't we try to simplify war to make it more attractive to newbies rather than adding a bunch of silly rules and confuse everyone...?
Title: Re: War #10 - Suggestions and Feedback
Post by: worldwideweb3 on June 13, 2017, 09:14:13 pm
Imagine working hard as a team to get a good position and two teams form an alliance to hunt you down. I know i would be annoyed if i was that team, and it would create for a bad experience for all the members in that team.
Title: Re: War #10 - Suggestions and Feedback
Post by: Aves on June 13, 2017, 09:39:33 pm
Shouldn't we try to simplify war to make it more attractive to newbies rather than adding a bunch of silly rules and confuse everyone...?
You're not wrong, but I think the issue here is that war rules as a whole are stagnant, and alliances would be one way to shake things up a bit. Definitely open to ideas. One caveat against the simplification argument is that War has already been getting simplified over time. Consider that roles can now be freely swapped around, for example-- most roles are insignificant compared to what they were in earlier times.

Imagine working hard as a team to get a good position and two teams form an alliance to hunt you down. I know i would be annoyed if i was that team, and it would create for a bad experience for all the members in that team.
The stuff I put above was just for example purposes, but let's use them as a test case, then. A good ruleset should be able to withstand teams trying to exploit them in their favor. Therefore, how do weaker teams exploit the proposed example mechanics to take down a higher placed team?

I think it's an interesting idea, even if it might be hard to figure out how to implement it. Consider an alliance precisely as a bunch of small mechanics.

Example mechanic: Gain X extra upgrades in a match if you and your allied element face the same enemy element (only works on one match).
Let's say :underworld and :chroma are allies, and both face :rainbow this round. This is a straight boost, so both :underworld and :chroma would gain upgrades against :rainbow in that one match if they agree to target the :rainbow matchups. Therefore, :rainbow has two matches where its enemies gain X upgrades. X will likely be a low number, between 1-3, and only if both :underworld and :chroma both pick the :rainbow matchup to apply this to. This is a small edge to :rainbow 's opponents, but likely not a big one-- certainly less impactful than most ECs.

Example mechanic: You may choose to transfer X upgrades from a match into an allied match if you and your ally face the same element opponent.
Let's say :underworld and :chroma are allies, and both face :rainbow this round. This is a zero sum, so the total of :underworld and :chroma upgrades against :rainbow in the two matches is the same. Depending on how they choose to transfer the upgrades and what value X has, one of :rainbow 's matches is significantly harder, but the other will be significantly easier. Any disadvantage :rainbow has in one matchup is mirrored by the equal advantage in the other.

Example mechanic: Lose X upgrades in all matches with your ally.
Not really applicable to the current question of exploits.

Example mechanic: Discard X cards from your vault to forge an alliance (max Y alliances. Y may depend on your current placements-- top teams can have fewer alliances. A forced alliance retraction incurs the same penalty as breaking one would)
This encourages alliances not to be used, as you never really want to discard cards from your vault. A maximum cap only further reduces the # of alliances formed.

Example mechanic: Lose X upgrades in your next match against :chroma to break your alliance with them. Salvage and Discard are doubled.
One way to safeguard against betrayal, raise the stakes in the next match while also being weakened in it.

Example mechanic: Discard is reduced by X against your ally/Salvage is increased by X against your ally.
Net bonus in cards for being in an alliance.


I can see why people have reservations against the concept as a whole, but what you describe as 'hunting a stronger team down' shouldn't be a concern if balanced correctly, and I don't see how any of the example mechanics would enable that.
Title: Re: War #10 - Suggestions and Feedback
Post by: asdw152 on June 13, 2017, 10:29:33 pm
not sure if i'm the only one who thought this, but i dont see it here.

What if there was a timer on when alliances would be made. Like, for the first 3-4 rounds, no alliances at all. In the first wave, a small select few elements probably those at the bottom of the standings, either through losses or vault count, can begin initiating alliances.
Title: Re: War #10 - Suggestions and Feedback
Post by: Blacksmith on June 14, 2017, 10:50:18 am

I think it's an interesting idea, even if it might be hard to figure out how to implement it. Consider an alliance precisely as a bunch of small mechanics.

Example mechanic: Gain X extra upgrades in a match if you and your allied element face the same enemy element (only works on one match).
Let's say :underworld and :chroma are allies, and both face :rainbow this round. This is a straight boost, so both :underworld and :chroma would gain upgrades against :rainbow in that one match if they agree to target the :rainbow matchups. Therefore, :rainbow has two matches where its enemies gain X upgrades. X will likely be a low number, between 1-3, and only if both :underworld and :chroma both pick the :rainbow matchup to apply this to. This is a small edge to :rainbow 's opponents, but likely not a big one-- certainly less impactful than most ECs.

Example mechanic: You may choose to transfer X upgrades from a match into an allied match if you and your ally face the same element opponent.
Let's say :underworld and :chroma are allies, and both face :rainbow this round. This is a zero sum, so the total of :underworld and :chroma upgrades against :rainbow in the two matches is the same. Depending on how they choose to transfer the upgrades and what value X has, one of :rainbow 's matches is significantly harder, but the other will be significantly easier. Any disadvantage :rainbow has in one matchup is mirrored by the equal advantage in the other.

Example mechanic: Lose X upgrades in all matches with your ally.
Not really applicable to the current question of exploits.

Example mechanic: Discard X cards from your vault to forge an alliance (max Y alliances. Y may depend on your current placements-- top teams can have fewer alliances. A forced alliance retraction incurs the same penalty as breaking one would)
This encourages alliances not to be used, as you never really want to discard cards from your vault. A maximum cap only further reduces the # of alliances formed.

Example mechanic: Lose X upgrades in your next match against :chroma to break your alliance with them. Salvage and Discard are doubled.
One way to safeguard against betrayal, raise the stakes in the next match while also being weakened in it.

Example mechanic: Discard is reduced by X against your ally/Salvage is increased by X against your ally.
Net bonus in cards for being in an alliance.


I can see why people have reservations against the concept as a whole, but what you describe as 'hunting a stronger team down' shouldn't be a concern if balanced correctly, and I don't see how any of the example mechanics would enable that.
[/quote]

Most of the above ideas could definitely be addded as an event card. I think that next war the EC cards should have a greater impact ( without favoring one element to much ) to create variety.
Title: Re: War #10 - Suggestions and Feedback
Post by: TheonlyrealBeef on June 14, 2017, 06:03:40 pm
Shouldn't we try to simplify war to make it more attractive to newbies rather than adding a bunch of silly rules and confuse everyone...?
You're not wrong, but I think the issue here is that war rules as a whole are stagnant, and alliances would be one way to shake things up a bit. Definitely open to ideas. One caveat against the simplification argument is that War has already been getting simplified over time. Consider that roles can now be freely swapped around, for example-- most roles are insignificant compared to what they were in earlier times.
But that just complicates war further in forcing you to think about which roles to apply where and knowing the full rule set for each role you could possibly want to employ (which should be every role with a balanced role set).

Having been active wars 3 through 5 as general, I don't even remotely see how anything has gotten simpler:
Need I go on? Where actions used to be straightforward and simple, you now almost need a checklist to see whether you are eligible to take an action. All these conditions to track. Alliances, market prices and all that: if you ask me, I wouldn't mind another war with a much simpler rule set. Cards for bidding, all cards same price, no alliances, no relics, only Gen., Lt. and soldier roles. Maybe even a team draft again to shake things up.
Title: Re: War #10 - Suggestions and Feedback
Post by: Blacksmith on June 14, 2017, 06:57:43 pm
One thing that has made things a lot easier is the vault error checking tool. Besides that things are a bit tricky the first time you play war. It takes 3-4 rounds to get into it if you're new. However I don't think we can solve that without making war less fun.
Title: Re: War #10 - Suggestions and Feedback
Post by: majofa on June 14, 2017, 11:09:16 pm
Wow.. you guys took: 'can we talk with other teams?' and just ran with it....
Title: Re: War #10 - Suggestions and Feedback
Post by: RapidStar_ on June 15, 2017, 05:11:16 am
I honestly think there should be no teams... Being solo is the way to go, and TRULY challenges which team is the strongest, as they get no assistance from any other teams... Teams can cause a lot of problems and rules to make might be a bit hard. Keeping a private vault towards your team and having a team of 5 with one single element is best in my opinion.

What could be cool though, is an event card like, "You will be paired up with a random element. Your two elements will verse another two elements etc..." (If it is 2v2's it will still work out because there can be 3 seperate 2v2 matches which adds up to all 12 elements)
Title: Re: War #10 - Suggestions and Feedback
Post by: Blacksmith on June 26, 2017, 08:23:37 pm
So another idea. Right now we are allowed to have a maximum of 24 of each in element card in vault and 9? of any other card in vault. Maybe let the generals vote on 1-3 cards before war that should be more restricted. So for example most voted card gets a maximum of 6 in vault, second-third gets a maximum of 9 and forth-fifth gets a maximum of 12 cards in vault. Or each general have to vote for one card from each element before war and the most voted card for each element gets restricted to a maximum of 6-9 in vault at any time.

It's one way to restrict op cards and decks in war.
blarg: