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Elements the Game => War => Events and Competitions => War Archive => Topic started by: mathman101 on October 07, 2018, 02:14:25 am

Title: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: mathman101 on October 07, 2018, 02:14:25 am
Everything you see in this thread is subject to change.

Starting this one earlytoday so we can get War going sooner than later good rules with feedback from the community.




Current Plans for War #12




Here (https://docs.google.com/spreadsheets/d/1n7yTJ1Ip1DrpsfaaJINcAQzLKvfPXJRDqIleiJfen6I/edit?usp=sharing) is out first effort to understand the market and see how it can be improved. Still a work in progress.

With the lower amount of players playing War, rather than just continually reduce team sizes, we want to try variable team sizes similar to what has been done in Brawl. Based on the number of applicants we will be having minimum team sizes of 3 players (General + 2 applicants) and a maximum of 5 players (General + 4 applicants).
Matches will be consistent at 5 games per round regardless of team size. If there are less players on a team then number of matches, any player from the team may play the remaining matches.

14:aether Gen. deuce22:time Naii_the_Baf
17:aether RavingRabbid:water Solaris
7:aether TheonlyrealBeef:light Gen. ji412jo
16:aether Player 4:earth dragonsdemesne
41:aether Player 5:life Player 5
Thoughts on other ways to arrange variable team sizes, while still having equal number of matches for discards/salvages?

After a general has won their team members, during the first 24 hours of vault building, Teams may buy coupons for reductions in the market. Each Grouping has been scaled down appropriately by their type.
Each Bucket Group will remove X points from your selected cards.
  • Creatures - 10 points
  • Spells - 5 points
  • Permanents - 15 points
NOTE: Shards are not included in these bucket groups, and do not have a discount applied to them!


We are still finalizing the exact Discount amount, but are confident with the bucket groupings. We have looked at both a flat rate (X points) and by percentage, but feel that incremental is easier to follow, in keeping all values at multiples of 5 for ease of counting point totals.

As per several Suggestions in the S&F thread, we would like to implement varying salvage and discard based on the scoreline in each match. The current amounts discussed are:

ScoreSalvageDiscard
3-0 or 0-3Base SalvageBase Discard
3-1 or 1-3-1-1 (-2 after Round 4)
3-2 or 2-3-2-2 (-4 after Round 4)
  • This will be based off of the rounds base value. (R1 = 6, R2 = 12, R3+ = 24)
  • Additional Discards will be taken from the Vault

We feel this will help increase the potential mindgates, and give closer matches overall. Yes there is some "rich get richer, poor get poorer" considerations, but we feel the shift in meta planned, and other Rules changes planned will help balance this.

We plan to try something similar to Brawl with an overlying theme during the whole War. All EC's and Super EC's will be connected in some way. Also adjustments may be made in the rules formatting, to help provide a more thematic appearance.


Blind auction, starting bids, favorites and bans the same as war 11. Only 1-2 days of open auction, then raises start getting more expensive by a multiplicative every day (24 hour period). This hopes to stop the practice of waiting for the deadline and then ninjabidding, which makes auction slow and forces generals to be around for a specific time. We hope to lessen the problem by diluting it.

Generals will NOT be locked from voting if they currently have a full team of 4 soldiers. After auction ends, generals will take the players they have max bids on, in descending order of bids. If a General has 3 or 4+ winning bids, they may not opt out for less players than they have winning bids on unto a maximum of 4 soldiers. While this might result in a player being bid on but not ending on a roster, we don't expect this to be an issue. Player substitutions will also be more open to account for this.

Thoughts?


We plan to remove the Lieutenant role and change it into a soldier boost. This means that Lt is no longer mandatory each round. Conversely we have removed the upgrades boost from the soldier roles. With the Addition of the Lt to soldier boosts, we felt that there was no need for a second upgrade type of boost which is why the +2 ups boost was replaced with the Lt ups (+4).


Lieutenant Upgrades (+4)

Extra Salvage (+2)

Reduced Discard (-2) - This applies to the "Discard from the Vault"("Discards from Deck" if no discards from vault) as per the table in section 4.2.

Tinkerer - Off-Element pendulums now count as your own Element for deckbuilding percentage and upgrade rules. You must use your own team's mark.

Sideboard of 3 cards - the first game must be played with the full deck. Before each match, you must import the deck from vault tool. After the first game, you may remove (up to) 3 cards after importing. If any of the three cards are upgraded, you may reallocate these upgrades elsewhere in the deck. The deck played should always be at least 50% in-Element, and should always contain at least 4 in-Element upgrades. Minimum deck size for the original deck (in vault tool) is 33 cards.

Mercenary - Can only use 4 or fewer Elements in the deck; deck only has to be 40% in-Element.

Gambler - Bet the scoreline (distinguishing between win or loss for your team) on this deck. If the scoreline is exactly right, you win 3 relics. If it's off by one game, you win 1 relic.

Alchemist - Can transmute cards with 2 less dust cost. (see Transmutations (#post_michealbay) for more information )
All players other than the General would then have the 8 upgrades, with the required 4 in-element ups.

Additional adjustments may still be made to the former Soldier boosts to account for the power the Gen and Lt bring with the upgrade amounts.


These are still under discussion, and are possible to change. We will update as we finalize these.

If you have suggestions for minor changes, please let us know.



This is not a final list. More stuff will be added as we work on them.

Feel free to post your thoughts about any or all of these points, but please keep your feedback constructive.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Manuel on October 07, 2018, 03:57:42 am
lol sofree cost 50 more with 5 matches and sopa the same as last year cmon, it's like punishing me because afda made a great war last year planning every match rather than use sofree in a brainless way
dims cheaper than last year by default and the possibility to use the coupon is crazy, then u increase the price of sofree lol (and why not, increase the cost of deflag by 5)
lighthing also cheaper by 10 for no reason
the +20 for nova was good with only 4 matches/round, with 5 is too much
same for sofo, same price of last year with more matches, it should be 170



i don't understand why if i lose a match 3-2 i should discard more cards, or maybe i didn't understand and i discard less cards if i lose 3-2 but still, a loss is a loss and win is a win, why the score should influence the discard?



about the ec:

pls no ec with a timer/deadline, having already 2 deadline for decks and for matches is enough, it only makes things more stressful



any chance for a sort of midseason auction/draft for replacing inactive players or since i can make a team of 3 players now and buy 2 more later?

also am i wrong or the plan is make a war a LOT more shorter than any other one?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: dawn to dusk on October 07, 2018, 04:08:21 am
@SoFree
A ton of people feel it is either still strong, or at the very least unfun to play against. The amount of games it played is somewhat irrelevant, as the threat of it being potentially played is still enough to make every team put up a potentially worse deck against it. Honestly, I would be fine with it costing 500-550 with a decrease in cost to Wyrm and Dragonfly.

I do agree that 3-2 should have less discards/salvage than 3-0, since that would moreso incentivise bringing hard counters, and that even mindgates don't punish the team that lost the coin toss. Reward the team that correctly mindgated and won 3-0, instead of punishing the team that lost the coin toss at 2-2
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Manuel on October 07, 2018, 04:35:29 am
people also believe that play against discord, dims, sopa etc is unfunny, the "ban sofree" is a meme, even new members that aren't into pvp know the meme "ban sofree", but until is an inside joke is ok, if it influence a war it is not
the NEW war formula already nerf A LOT sofree, with 5 matches/round

increase and decrease card price doesn't make something balanced, at that point i won't buy sofree while still having a huge discount for wyrms



so i understand correctly, with the current rule if i lose 3-0 i discard less cards than a 3-2, so it incentivate teams to play suicide decks
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: CactusKing on October 07, 2018, 04:39:06 am
Have some feedback!

Market prices (I know it's just a draft but these are my first impressions):

Market price coupons may need elaboration. How do teams buy coupons? Do they cost 5, 10 and 15 points, or is that the discount they provide?
With a flat rate discount, you should be wary of teams stocking up on cards that were already low-priced, reduced even further by the discount, for the sole purpose of discard fodder.

Lore and themed EC cards sounds fun, but I hope it doesn't come at the expense of balance or attention to more important details.

How does the proposed auction format ensure a minimum number of players on each team?

Changing Lt. to soldier boost is a good idea.

More to come!
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Manuel on October 07, 2018, 05:00:29 am
another thing, from the war 11 rules:

Quote
If a player does not own cards in a deck (either due to a minor error, or while subbing), he must replace mark cards with pillars of that element, and other cards with relic cards. If a mark card was upgraded, the replacement pillar may be upgraded as well. Arrangements will be made for players who do not have sufficient relics.

if i am forced to sub a player but i don't have a nymph , i should be free to play the alchemic card (or the dragon, if for some reason i already have 6 alchemic cards of that element), rather than a relic

nymphs are hard to get almost like marks, so they should be threated in a similar way

Quote
In the event of a disconnect (Opponent not responding, CPU takes over), the players should play it out vs the AI on both sides (unless both  agree to restart the duel).
If the same player wins in both "games", they are considered the winner of that game. A screenshot of the winning turn vs. the opponent's AI must be provided in order to claim a win or replay.

can u please add an image of what is a winning turn?

Quote
Penalties are issued when a team somehow breaks the rules or disrupts War. A penalized team must discard from their Vault at the round's end. The following are guidelines, and Warmasters will determine penalties on a case-by-case basis.

Minor penalty: 5 cards. For small mistakes which do not disrupt the course of the event.
Medium penalty: 20 cards. For larger infractions which cause minor delays to the event.
Major penalty: 40 cards. For major infractions which seriously disrupt the event.
there is nothing about editing the vault after the deadline (which should't be threated like a minor penalty, i'm not cheating), last year was something like

-8 for major vault edit
-2 for minor vault edit

http://elementscommunity.org/forum/round-3-248/war-11-round-3-results-countdown/

can we know how much is the penalty for this year and what is a minor and a major edit?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: shockcannon on October 07, 2018, 05:04:57 am
Never played war so maybe my comments don't mean a lot. However, I think the following are too expensive:
SoFree
SoPa
SoFo
Graboid

I also think the following are a bit too cheap:
Fallen Elf
Blessing

It's impossible to fine tune everything perfectly but these stand out to me. Maybe these suggestions are laughable for people who have actual experience but that's my two cents.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: asdw152 on October 07, 2018, 06:10:24 am
@everyone
At this moment, I can't answer everything without discussing with the other WM, so I'll try to explain/answer what I can for now, but what I say can be subject to change in the future.


@Market
     SoFree - too stronk? We understand that Air has a right to its shard just like any other, but we also understand that SoFree provides way more advantages in decks than any other could. WMs will return to further clarify.
     SoPa - kinda forgot, again will discuss
     Cards being too cheap - As fodder as it is, they're rarely used/limited in use. To Shock, I don't recall Entropy or Life ever using Elves, though I could be wrong. Again, WMs discuss.


@Timed EC
     We'll see, but we'll take your thoughts into consideration.


@Salvage/Discards
     I believe we may have made a typo or misinterpreted community thoughts, and we will fix it.


@Auction/Mid-war Auction
     I should not say, as I do not know.


@Winning turn
http://elementscommunity.org/forum/round-1-166/(time-lt-)-vineroz-3-2-asdw152-(death-salvage)/
     shameful memories, but an example. Possible changes to this definition, but I will, for now, define a winning turn/(screenshot) as: (a screenshot of) the turn where it is evident that the player can win by the end of that turn or the player's next turn.
For Vineroz, it would be his screenshots, as he has DL in hand and sufficient quanta to execute me/my AI.
For asdw152, it would be similar, a turn where the calculated bolt damage would be sufficient enough to win the match. Assuming I need to win by Fahrenheit, as I did against faulty AI, I repeatedly took multiple screenshots and ended turn. If the Fahren hit, the SC prior would be the winning SC. If the Fahren didn't hit, I would either lose, or take a new SC and repeat.

@Penalties
     Discuss


If there is any more questions, please discuss it here. We will return with answers to as many unanswered questions as soon as we can.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 07, 2018, 09:00:39 am
SoFr was close to fine last war. Its price shouldn't be changed unless SoP, VDagger, Fractal, and Graboid are also/have also been increased, and other cards in this post (http://elementscommunity.org/forum/war-archive/war-11-suggestions-and-feedback/msg1273224/#msg1273224) are properly examined, including increasing at least one card necessary to full Sanc Firestall.

I realize I'm a broken record at this point, but I would not do so if I wasn't very confident in my reason for doing so.



Otherwise, I agree with:

I do agree that 3-2 should have less discards/salvage than 3-0, since that would moreso incentivise bringing hard counters, and that even mindgates don't punish the team that lost the coin toss. Reward the team that correctly mindgated and won 3-0, instead of punishing the team that lost the coin toss at 2-2

another thing, from the war 11 rules:

Quote
If a player does not own cards in a deck (either due to a minor error, or while subbing), he must replace mark cards with pillars of that element, and other cards with relic cards. If a mark card was upgraded, the replacement pillar may be upgraded as well. Arrangements will be made for players who do not have sufficient relics.

if i am forced to sub a player but i don't have a nymph , i should be free to play the alchemic card (or the dragon, if for some reason i already have 6 alchemic cards of that element), rather than a relic

dd: furthermore, the 'replace cards not owned with relic/pillar or tower/appropriate alchemy card/etc' rule needs to be codified, and not based on precedent as it has been

~~~~

can we know how much is the penalty for this year and what is a minor and a major edit?

Black Nymph and Turquoise Nymph seem a little expensive...

- I don't mind LT being a soldier role, but Upgrade role shouldn't go. Some elements need upgrades more than others, and 5 matches is already a huge nerf to teams who rely more on upgrades, have it so people can go 15 / 8(boost) / 8(boost) / 8(boost) / 8(boost) if they want to, but people should also be able to go 15 / 12 / 10 / 8(boost) / 8(boost) if they want to. i like the minor change of making LT optional, but hate removing upgrades.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: JonathanCrazyJ on October 07, 2018, 09:07:16 am
A few things:

- 3-2 should give LESS salvage and LESS discard, NOT MORE. This is because if you are in a disadvantageous match up, you know you are going to lose, but on game 3 your opponent has an absolute faildraw and you somehow have a chance of winning one game, it would be a smarter move to LOSE than to win. And MASSIVELY increases the chance of sending suicide decks. Also, thematically a light defeat should cost you less than a heavy defeat. I really hate this rule as it stands, and would prefer no change than this, but like the idea of the reverse.

- I don't mind LT being a soldier role, but Upgrade role shouldn't go. Some elements need upgrades more than others, and 5 matches is already a huge nerf to teams who rely more on upgrades, have it so people can go 15 / 8(boost) / 8(boost) / 8(boost) / 8(boost) if they want to, but people should also be able to go 15 / 12 / 10 / 8(boost) / 8(boost) if they want to. i like the minor change of making LT optional, but hate removing upgrades.

- Presumably market price coupons are only for IN element cards? doesn't say that currently.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: worldwideweb3 on October 07, 2018, 09:31:03 am
For incremental salvage/discard, I wouldn’t change the salvage personally. Only reduce the discard if the score line is 3-1 or 3-2 instead of 3-0.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ARTHANASIOS on October 07, 2018, 11:14:34 am
I like the changes, let us see what kind of War these changes will bring...
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: serprex on October 07, 2018, 01:26:15 pm
I'm going to give a rationale for why SoPa should be nerfed as much as SoFr: SoFr is trouble for everyone, whereas SoPa shits on Team Light most specifically. With Light already going through the mud with all their core cards being nerfed since they're such strong support (sanct, miracle, sundial, hope) it may be easier to equally nerf those stallbreaker cards (SoPa, Fractal). I can see you're trying by reducing the cost of the rest of their cards, but even if Light ends up with a fair vault size for price, they're still at a disadvantage since every deck is half Light crap as opposed to every other team besides Gravity being able to threaten Sanct stall as one of their decks

A fair (ie, not based on past results) starting-auction-funds can be worked out by categorizing cards as either Support or Core (ie, what's good splashed with any element vs what's plain good value) & then computing some f(supportcards, corecards, totalcards) = startingfunds

Anyways last nitpick: Prices at multiples of 5 are silly, just divide everything by 5, only use is that one can bid 3 more on one person & 2 more on another person. But in that case you're better off making everything a multiple of 6

edit: support vs core is also why we see the debate between SoPa & SoFr. SoPa's support, SoFr's core. By JCJ's logic that SoPa is balanced because everyone can use it, Sanct/Miracle should be cheaper
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Submachine on October 07, 2018, 03:10:57 pm
I'm going to give a rationale for why SoPa should be nerfed as much as SoFr: SoFr is trouble for everyone, whereas SoPa shits on Team Light most specifically. With Light already going through the mud with all their core cards being nerfed since they're such strong support (sanct, miracle, sundial, hope) it may be easier to equally nerf those stallbreaker cards (SoPa, Fractal). I can see you're trying by reducing the cost of the rest of their cards, but even if Light ends up with a fair vault size for price, they're still at a disadvantage since every deck is half Light crap as opposed to every other team besides Gravity being able to threaten Sanct stall as one of their decks

A fair (ie, not based on past results) starting-auction-funds can be worked out by categorizing cards as either Support or Core (ie, what's good splashed with any element vs what's plain good value) & then computing some f(supportcards, corecards, totalcards) = startingfunds

Anyways last nitpick: Prices at multiples of 5 are silly, just divide everything by 5, only use is that one can bid 3 more on one person & 2 more on another person. But in that case you're better off making everything a multiple of 6

edit: support vs core is also why we see the debate between SoPa & SoFr. SoPa's support, SoFr's core. By JCJ's logic that SoPa is balanced because everyone can use it, Sanct/Miracle should be cheaper
I mostly agree with Serprex.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: JonathanCrazyJ on October 07, 2018, 03:25:27 pm
Sop is still pricey as hell, but fair imo. And sofree shits on aether more than sop does to light. I would say sanc and miracle could be 90 though, 10 cheaper each
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: worldwideweb3 on October 07, 2018, 03:48:54 pm
I just wanna say that reflective is way too overpriced. I'll look at the rest after.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: JonathanCrazyJ on October 07, 2018, 06:06:36 pm
Prices:
Some have reasoning attached, others are just general balance

++ = should cost WAY more
+ = should cost more
- = should cost less
-- = should cost WAY less


Lycan -

Flesh Spider -
Mummy + (very good unupped creature, extremely good in RT mummies)

Gravity Shield ++ (look at all of the other 'tech' cards, purify, reflective etc, all over 100. Gravity Shield is massively strong agains some elements, should be similar to those cards. This is not actually an SOP thing because i almost always run PC, this is against elements that pretty much only have fat creatures. Wings should be a comparison card too.)
Shard of Focus - (PC, strong PC, but not insane PC, because the weakness to CC and teh turn delay, 190 would make more sense IMO)
Saphire Charger -

Frog + (with the rest of life cheap, as a war winning element, this one card IS a strong card, and it is nova fodder too.)

Immolation -
Phoenix -

Ice Bolt -
Freeze -- (both of these are really inferior CC, Ice bolt can't OHK on its own which is really bad for a stallbreak card, freeze has been barely used by anyone)

Miracle -
Sanc -
Hope ++

Gargoyle - (rest of dark is pretty pricey, basic creature should be a little cheaper)

Turquoise Nymph -- (it's in line with 30 cost cards)
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: serprex on October 07, 2018, 09:37:52 pm
Sop is still pricey as hell, but fair imo. And sofree shits on aether more than sop does to light. I would say sanc and miracle could be 90 though, 10 cheaper each

Light has to defend SoPa from every element. Aether only has to defend SoFr from Air. This follows from your own reasoning
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: CactusKing on October 08, 2018, 05:22:13 am
Dark cards are good support, sure, but the entire element shouldn't suffer for it. Just because darkness has a lack of offensive creatures and relies on gargoyle and dragons for offence doesn't mean those cards are strong enough to justify the price (black dragon 1.5x emerald dragon in the draft market, and gargoyle priced equal to ghost of the past, a much better card, is a bit wrong I think)
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: asdw152 on October 11, 2018, 08:19:38 am
Update with what WMs have considered through this time:


We thank you for your (So)Patience, so that we can make this War fun for everyone.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Blacksmith on October 11, 2018, 06:30:55 pm
Feedback time.

1:All is close to very good.
2:The auction should have cost raise after the first day.
3:The raises should be high. I've been in wars where the auction has taken over a month. Aim to have it done in 1 week.A long auction makes people less motivated.
4:And most important of all, make the amount you can spend on the the auction to be 1/3 of the total coins/cards/points you have. This is necessary, important, crucial, vital and essential. Seriously! I know what I'm talking about I've been a general practically 4.5 times.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: InsignificantWeeaboo on October 12, 2018, 12:42:16 am
[snip]
- I don't mind LT being a soldier role, but Upgrade role shouldn't go. Some elements need upgrades more than others, and 5 matches is already a huge nerf to teams who rely more on upgrades, have it so people can go 15 / 8(boost) / 8(boost) / 8(boost) / 8(boost) if they want to, but people should also be able to go 15 / 12 / 10 / 8(boost) / 8(boost) if they want to. [snip]
I agree with this, and I also want to propose the alternative of increasing the default upgrades a Soldier can use. This increase could be any of the following:

EDIT: Wait, this is already being discussed, isn't it.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: shockcannon on October 12, 2018, 02:28:35 am
Can you have an unlimited # of relics in your vault then since it appears to be free?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on October 12, 2018, 09:14:22 pm
Why the hell do we still have market prices? They have not worked well, and all people do is complain about it every war.


Regarding sofree, jacking up the price last war did not fix the issue that SoFree is essentially unbeatable for aether given the elemental restrictions of war. Options to fix include:
1. ban sofree - arguably unfair to team air
2. limit sofree (max 3-4 copies per deck) - probably the most fair option, while keeping it functional
3. change min in-element cards to 30-40% - not sure how this one would work out, could ruin the whole foundation of war
4. ban all shards - been my preference for several wars now

**It also may not be a bad idea to alternate allowing shards to every other war kind of like alternating upgraded tourneys.


For the auction, Torb and I talked a lot last war and I think a draft would be the most fair option. The auction has always had issues, and it's time to scrap it. For a draft approach, each general has a max amount of cards/coins/whatever to bid with (kind of like recent auctions). Each general makes 2-4 bids (depending on # of teammates to draft based on amount of applications). Each bid determines where the general gets to pick each teammate in the draft order. For example, Generals can make 1 giant bid and 3 small bids (getting 1 top player), 2 big bids and 2 small (getting 2 decent/good players but not a top player), or bid 4 small (saving up for cards and getting cheap teammates). Once all bids are placed, a draft order is determined (If there are ties on bids, preference goes to lower ranked team last war). Generals also submit a rank order of all players with applications (this can be either at the same time or after bids are placed). The warmasters then run through the draft order and get each team's top available player.

**This is by far the most equitable and time-efficient manner of determining teams. It fulfills goals of previous auctions of giving generals options on how to spend their cards in the draft (get top players or have large vault), while eliminating loop holes related to ninja-bidding and incidentally screwing generals over with nuanced rules. It also gives every team the opportunity to get any player they want if they bid high enough, instead of weaker teams not being chosen in the setting of multiple maxbids.

An alternative option would be to just have a snaking draft (like most fantasy sport drafts) where draft order is based either on result from previous season or some sort of bidding. I think this option could work well if we get rid of the market and all teams start with same amount of cards. But i'm sure many may not like that option.


Lastly, get rid of the sideboard role. I think it's ok as an EC, but not a role to use every round. In general, I've been a supporter of removing roles from war, but i think i'm in the minority on that one.


As a whole, war is complex and complicated enough. As a former WM, simplifying war as much as possible makes everything run SOOOO much smoother and makes it more enjoyable for everyone.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Vangelios on October 12, 2018, 10:32:01 pm
I respect your opinion but let's remember some things here....
 No shards and no market remember :fire and  :aether like absolute favorites  :air, :time and :entropy still remains a good challenger however, but I can't see place to "weak" elements there, but depends of war rules and upgrades, roles and etc... and argumentation "no shards" generalizing not is a way to convincing because not are all shard OP, we have a lot of non shards cards more strong than a lot of shards, if you have some suggest to balance weak elements vs strong elements this will be welcome.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on October 12, 2018, 11:01:35 pm
I respect your opinion but let's remember some things here....
 No shards and no market remember :fire and  :aether like absolute favorites  :air, :time and :entropy still remains a good challenger however, but I can't see place to "weak" elements there, but depends of war rules and upgrades, roles and etc... and argumentation "no shards" generalizing not is a way to convincing because not are all shard OP, we have a lot of non shards cards more strong than a lot of shards, if you have some suggest to balance weak elements vs strong elements this will be welcome.

The notion that a weak element is unable to win war without shards is ridiculous. This is disrespectful of everything :life accomplished last war. If you look at the decks they used, they barely used shards (in-element or off-element). In the final 6 rounds, i think they only used shards in 4 or 5 matches, which went 50/50 or so. They had other decks with much better win rates.

All elements have had success in war at some point before shards were introduced. The one common factor among those instances is that they all had strong teams.

Team life's accomplishment is a testament to teamwork, mindgating, and deckbuilding. Without shards, any element is capable of making a deck that counters any deck any other element can make. With shards, this is not true.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Vangelios on October 12, 2018, 11:13:15 pm
I respect your opinion but let's remember some things here....
 No shards and no market remember :fire and  :aether like absolute favorites  :air, :time and :entropy still remains a good challenger however, but I can't see place to "weak" elements there, but depends of war rules and upgrades, roles and etc... and argumentation "no shards" generalizing not is a way to convincing because not are all shard OP, we have a lot of non shards cards more strong than a lot of shards, if you have some suggest to balance weak elements vs strong elements this will be welcome.

The notion that a weak element is unable to win war without shards is ridiculous. This is disrespectful of everything :life accomplished last war. If you look at the decks they used, they barely used shards (in-element or off-element). In the final 6 rounds, i think they only used shards in 4 or 5 matches, which went 50/50 or so. They had other decks with much better win rates.

All elements have had success in war at some point before shards were introduced. The one common factor among those instances is that they all had strong teams.

Team life's accomplishment is a testament to teamwork, mindgating, and deckbuilding. Without shards, any element is capable of making a deck that counters any deck any other element can make. With shards, this is not true.
Yes Was Discofrog, Frogtals and Staves variants  "This is disrespectful of everything :life accomplished last war." ????? not because there we have Market to help a lot, we bring some shards stalls,(Raimbow Life Stall, firestall, and Sod+Sog stall)  was very important and give us wins  and has greatly reinforced our deterrence of decks used against life.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 13, 2018, 12:14:21 am
Without shards, any element is capable of making a deck that counters any deck any other element can make. With shards, this is not true.

If you manage a produce section, and 2/12 pieces of fruit are spoiled but the rest are fine, do you throw out all 12?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: CactusKing on October 13, 2018, 02:08:26 am
If the other shards are so weak why do people care if they get banned?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: MyNameIsJoey on October 13, 2018, 02:12:47 am
I at first wanted to remove market, but we had a talk about it and want to give it at least one last try before turning it down. We feel like the coupons might bring a unique twist and are trying to balance that as much as we can.

Removing market would make sofree even more op, just saying.

And I, personally, am completely against straight out banning cards from war.

For the sideboard role, i'm not sure if i've talked about it with other WM's yet, but my idea was to keep it, with a -3 upgrades on it. If you want to use the sideboard role, you must use 3 less upgrades in your deck.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 13, 2018, 02:29:46 am
If the other shards are so weak why do people care if they get banned?

They aren't weak. For the most part, they're balanced well, have been used in War, and add diversity to their elements and the game as a whole without being overwhelming.

The shards have been in-element for almost 6 years, and some people want to ban 10 of them, most of which are balanced, viable, and fun, just because they share part of a name with the 2 strongest cards. I honestly do not have any nice words to describe that notion.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Vangelios on October 13, 2018, 02:42:46 am
If the other shards are so weak why do people care if they get banned?
I honestly do not have any nice words to describe that notion.
I have really a great package of words to describe people that can't be able to distinguish OP Shards of acceptable shards (especially those who are considered great meta game players), but I'll prefer not speak.   :) :P
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 13, 2018, 03:28:59 am
Suggested tier list for restricting problematic cards:

tier 0:
SoFr, SoP
tier 1:
Fractal, V-Dagger, Graboid, Sundial
tier 2:
Fire Bolt, Blue Nymph, Bone Wall, Dim Shield, Discord, Miracle or Sanc

Considerations:
- Cards can be restricted by imposing a copy limit, penalizing max upgrades for every copy used, or by roles and event cards
- Aether and Air are represented twice. Life and Gravity are not represented at all
- Sundial is in t1 over Fire Bolt due to the abundance of stallbreak cards already in t0+t1
- Cards that could arguably be added to t2 include Nova and Nightmare
- Cards with restrictions should have their market prices looked at, and potentially reduced slightly - but not enough to compensate for restrictions completely

Posting so I don't have to retype it so often
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: TheonlyrealBeef on October 13, 2018, 05:10:30 am
Overall, the changes look acceptable. Not sure what the general into role in top list, but not in detailed spoilers is about: personally, I would prefer to keep Generals fixed. People may complain about rng hate, but it is likely preferable to team hate of getting a general in every single matchup.

Really like to see the variable team sizes implemented. I hope enough people sign up to have the minimum of two be low enough to have the desired effect on the player market.

Why the hell do we still have market prices? They have not worked well, and all people do is complain about it every war.
I agree that the time spent on attempting to balance market prices, does not seem worth it to me.

For the auction, Torb and I talked a lot last war and I think a draft would be the most fair option. The auction has always had issues, and it's time to scrap it.
Auction was good when there were 100+ players signing up for war. It was never designed with this few players in mind, so adapting the rules to compensate makes sense. I do think this needs to be combined with variable team sizes somehow, in case of 35 people signing up for war, a number that does not seem unlikely. The alternative is excluding 30% of the people signing up.

As a whole, war is complex and complicated enough. As a former WM, simplifying war as much as possible makes everything run SOOOO much smoother and makes it more enjoyable for everyone.
+1
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 13, 2018, 05:16:10 am
personally, I would prefer to keep Generals fixed.

Quote
For the auction, Torb and I talked a lot last war and I think a draft would be the most fair option. The auction has always had issues, and it's time to scrap it.

Auction was good when there were 100+ players signing up for war. It was never designed with this few players in mind, so adapting the rules to compensate makes sense. I do think this needs to be combined with variable team sizes somehow, in case of 35 people signing up for war, a number that does not seem unlikely. The alternative is excluding 30% of the people signing up.

Agreed with these. The best way to allow for variable team size in a draft would probably be to simply allow a General to opt out of any given round.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Blacksmith on October 13, 2018, 08:38:55 am
1. limit sofree (max 3-4 copies per deck) - probably the most fair option, while keeping it functional
2. change min in-element cards to 30-40% - not sure how this one would work out, could ruin the whole foundation of war
3. ban all shards - been my preference for several wars now

**It also may not be a bad idea to alternate allowing shards to every other war kind of like alternating upgraded tourneys.
I agree with this. It took a few wars before shards where even allowed in war for a reason. It wouldn't hurt not to have them in a war.

I'm really in favour - and has always been in favour - of restricting or baning certain cards. Vault restrictions dosen't seem so powerful to me, considering conversions.
A deck limit restriction seems a lot more fair. I'd like to see that on Sofree and Dims, max 3-4 each deck. There are other cards to be considered as well. Sop is not one of them.

Removing cards dosen't limit the meta as some people think. Removing cards changes the meta and changes is fun.

Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: CactusKing on October 13, 2018, 09:07:27 am
1. limit sofree (max 3-4 copies per deck) - probably the most fair option, while keeping it functional
2. change min in-element cards to 30-40% - not sure how this one would work out, could ruin the whole foundation of war
3. ban all shards - been my preference for several wars now

**It also may not be a bad idea to alternate allowing shards to every other war kind of like alternating upgraded tourneys.
I agree with this. It took a few wars before shards where even allowed in war for a reason. It wouldn't hurt not to have them in a war.

I'm really in favour - and has always been in favour - of restricting or baning certain cards. Vault restrictions dosen't seem so powerful to me, considering conversions.
A deck limit restriction seems a lot more fair. I'd like to see that on Sofree and Dims, max 3-4 each deck. There are other cards to be considered as well. Sop is not one of them.

Removing cards dosen't limit the meta as some people think. Removing cards changes the meta and changes is fun.

Is that because you think SoP is balanced or because restricting it to 3-4 in a deck makes no difference to its viability?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: dawn to dusk on October 13, 2018, 09:18:05 am
Of the cards listed as T0/1 in DD's post, which I agree with, limiting to 4 copies makes no difference to SoP, Vagger, Fractal, and somewhat Graboid. Which is why an alternate method of restriction must be in place. Personally, I agree with an upgrade restriction. 2 less upgrades per T0/1 card included in decks (which also soft limits to 4 copies for Soldiers with 8 upgrades), and 1 less upgrade per T2 card included

tier 0:
SoFr, SoP
tier 1:
Fractal, V-Dagger, Graboid, Sundial
tier 2:
Fire Bolt, Blue Nymph, Bone Wall, Dim Shield, Discord, Miracle or Sanc
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: JonathanCrazyJ on October 13, 2018, 09:32:23 am
Sop is nowhere near as powerful as sofree.
I dislike putting it in the same tier, imo it is tier 1, but if people wont accept that, then at least accept that sofree is tier -1.

Regardless, the fact they are the only 2 shards in ths table shows you how dumb it would be to ban all shards. Would make more sense banning the strongest card from each element.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 13, 2018, 10:17:30 am
I agree with this. It took a few wars before shards where even allowed in war for a reason. It wouldn't hurt not to have them in a war.

There was no legitimate reason, people were just scared of change. If the issue was really just SoP and SoFr - which were pretty obviously the two most powerful shards even then - those could have been banned and the rest could have been allowed. Now that they've actually seen action, it is abundantly clear that the remaining 10 are fine - you are suggesting that we should consider banning 10 cards from War simply because of their name. There's just no sense to that, I'm sorry.

Quote
Removing cards dosen't limit the meta as some people think. Removing cards changes the meta and changes is fun.

Restricting cards is a healthier meta change than removing them. If you ban SoP and SoFr, other strong cards they check need banned, and then their checks, and where do you draw the line?

Plus, the game hasn't changed in almost six years. At this point, all cards should be permitted in the biggest event, which above all else should showcase every element. If some cards need multiple layers of restrictions for that to be enjoyable, I'm all for it, but no card should be banned outright.

Sop is nowhere near as powerful as sofree.
I dislike putting it in the same tier, imo it is tier 1, but if people wont accept that, then at least accept that sofree is tier -1.

I agree that SoP isn't in the same class as SoFr, but it is a class above any other card. For the purposes of restrictions, it doesn't really make sense to have two tiers of one card each, and common opinion disagrees with us, so that concession has to be made for my suggestion.

But even being in the same tier, SoP is unaffected by a four-copy limit while SoFr is, so all other restrictions of them being equal, that would still separate the two. That's literally the best compromise possible - de jure equality, de facto separation. Everyone is happy, relatively speaking.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on October 13, 2018, 12:50:44 pm
I at first wanted to remove market, but we had a talk about it and want to give it at least one last try before turning it down. We feel like the coupons might bring a unique twist and are trying to balance that as much as we can.

Removing market would make sofree even more op, just saying.

And I, personally, am completely against straight out banning cards from war.

For the sideboard role, i'm not sure if i've talked about it with other WM's yet, but my idea was to keep it, with a -3 upgrades on it. If you want to use the sideboard role, you must use 3 less upgrades in your deck.

I didn’t say banning was the most fair option. If you limit the max number of sofree in a deck, it’s weaker but still viable war deck. And if market prices are kept (you already know where I stand on that), then its price can come back down, which would give air a decent boost to its initial vault.

For your sideboard idea, that may work. Likely depends what you set the baseline number of upgrades per deck at. But it may weaken it enough to where it may be used quite a bit less. My preference is still to scrap it, and if you use in an EC, then I like your idea to reduce the number of upgrades.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Kalinuial on October 13, 2018, 04:59:12 pm
- Agree with moving towards a simpler war is better for all

- I like the idea of the draft, although don't know enough about the pros/cons of draft vs. auction; draft seems simpler

- Strongly in favor of removing sideboard as a standard role and using as EC

- Variable team sizes seems okay, just as long as the team/community aspect is retained; do not want to see 1 to 2 people on a "team" practically soloing war

-Isn't it important to distinquish cards by un-upped and upped? For example, the difference b/w upped/unupped sundials is considerably greater than upped/unupped fractal.  Does un-upped Sundial even belong in the top tiers chart?  It would be better to be specific about upped/unupped when discussing treatment of top tier cards
 
-Damselfly and Gemfinder should be thought about when considering treatment of SoF and SoP.   These cards significantly speed up deck strategies and increase the damage bottom line (not to mention quanta producing/denial-resistance benefits).  Damselfly, in particular, needs to be looked at.  This little all-star is used prolifically in air decks: grabbow, dark domin, SoF mono, Mono domin, Blue Nymph, SoP variants.  I haven't reviewed gemfinder as thoroughly yet, but I suspect they are mainly used in SoP variants or immolation (not common in recent War decks).  As of now, the best idea I can think of is restricting upgraded copies to 1/2 in decks using SoF/SoP. 

-Is there a good reason to restrict the max team size to 5? Some generals will probably opt for 3 person teams.  War 9 had 6 person teams.  So, how about 6 person max - this might help in the event several gens go for low # teams and there's more applicants than can fit the other 5 person max teams; it's also a moot suggestion if applications aren't that high. 


 
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Manuel on October 13, 2018, 05:49:22 pm
tier works in fighting games because i can pick the 2/3 strongest pg in the game no matter what, or in things like pokemon where u have 600 minipg and for giving more variety and way to play, u divide everything in tiers based on the pg "strenght"

that 3 tiers nerfs:

3 strong but borderline cards that can be used by few elements (sofree, blue nymphs, fire bolt)
4 support/tech/cool (?) cards used by every team (dagger dims fractal graboid?)
5 cards useless for some teams, broken as hell for others (sopa sundial sanct/miracle bw discord)

other than ironically nerf almost every light's deck that tier doesn't change nothing, the top tier decks will be always dark domin, grabbow, maybe more pugons rather than fractal and maybe u will hurt aether a little bit more than air

i have never played a non p2w game where something got indirectly buffed by a nerf of a top card

about auction and market prices: there is no reason in the world to waste almost a month for an auction, market prices currently have no sense, even vanilla cards are too expensiv (and no, giving coupons so u can discount dims by 15 when u can only discount 5 for deflag doesn't make things balanced)

playing by default 5 matches/round knowing there aren't enough players is terrible (if u wanna see a master vs a master make a new competition about that or rework the grandmaster one), war isn't brawl, if u wanna see more decks and strategies used don't make cards so expensive and don't try to nerf the most used decks, u are trying to move war in two opposite directions
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 13, 2018, 10:45:12 pm
5 cards useless for some teams, broken as hell for others (sopa sundial sanct/miracle bw discord)

In a discussion with a WM, we mocked up some vaults. We were generally in agreement that under that War's rules, SoP should be a core deck in 7, a borderline deck kept in 3, and a borderline deck out in 2. I've had similar conversations with top players and that was also the agreement often reached (sometimes only 6 core decks but always 10 in). In other words - despite being seen as the second-best card in the game by most people, it's underutilized (in fact, I would say SoFr is too)

Every element except Gravity can and typically does run a Sanc stall, almost always with Miracle and Dial (and Dial is free with a cheap ability, so it gets put in a lot of other decks too). Most elements use Discord and BW duos, and they're strong enough cards that even the non-standard ones are viable.

Quote
i have never played a non p2w game where something got indirectly buffed by a nerf of a top card

Smaller events here have had their metas benefit by restricting key cards in different ways. I'm very sure a good system can be developed for War.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Blacksmith on October 14, 2018, 07:46:02 pm
1. limit sofree (max 3-4 copies per deck) - probably the most fair option, while keeping it functional
2. change min in-element cards to 30-40% - not sure how this one would work out, could ruin the whole foundation of war
3. ban all shards - been my preference for several wars now

**It also may not be a bad idea to alternate allowing shards to every other war kind of like alternating upgraded tourneys.
I agree with this. It took a few wars before shards where even allowed in war for a reason. It wouldn't hurt not to have them in a war.

I'm really in favour - and has always been in favour - of restricting or baning certain cards. Vault restrictions dosen't seem so powerful to me, considering conversions.
A deck limit restriction seems a lot more fair. I'd like to see that on Sofree and Dims, max 3-4 each deck. There are other cards to be considered as well. Sop is not one of them.

Removing cards dosen't limit the meta as some people think. Removing cards changes the meta and changes is fun.

Is that because you think SoP is balanced or because restricting it to 3-4 in a deck makes no difference to its viability?
Right, reducing the amount of sop in a deck dosen't do much, unless you reduce it to 1-2. I don't think a nerf is super important considering that several elements can use them and the elements benefitting the most aren't dominating war.
I agree with this. It took a few wars before shards where even allowed in war for a reason. It wouldn't hurt not to have them in a war.

There was no legitimate reason, people were just scared of change. Back then I was pro adding shards to war just because I wanted change. And for the same reason I'm not against baning them again.If the issue was really just SoP and SoFr - which were pretty obviously the two most powerful shards even then back then sop did just give +1 each turn. Sofo was really badass. Sogree and Sor was also really really powerfull. So it wasn't just 2 shards. But even after the shard change they weren't added for 1-2 wars.- those could have been banned and the rest could have been allowed. Now that they've actually seen action, it is abundantly clear that the remaining 10 are fine - you are suggesting that we should consider banning 10 cards from War simply because of their name. There's just no sense to that, I'm sorry.

Quote
Removing cards dosen't limit the meta as some people think. Removing cards changes the meta and changes is fun.

Restricting cards is a healthier meta change than removing them. If you ban SoP and SoFr, other strong cards they check need banned, and then their checks, and where do you draw the line?This seems to be the big question. For me restricting or baning should be done when
1: A card makes it impossible for another team to beat them.
2: When a dominating team has a card in which they gain even greater dominans over other teams. Note I'm not against weaker teams having cards that could be seen as op, like SOP for instance. The main problem is when these cards are found in top teams like Air and Aether
3: I don't think simply being OP is reason enough for baning or restricting. Cards like graboids and nova may be OP, but they are also used by almost all teams and are therefore balanced out.

Plus, the game hasn't changed in almost six years. At this point, all cards should be permitted in the biggest event, I disagree that baning isn't an option. In order to create versatility and attract players to war, war needs to change from time to time. The market was one big change and adding shards was another. I'm not against in principal to change war. If that includes baning I'm not necessarily against it. which above all else should showcase every element. If some cards need multiple layers of restrictions for that to be enjoyable, I'm all for it, but no card should be banned outright.Considering the current set of cards and the current rules, picking a handfull of cards to ban is not the best way forward imo.

- Variable team sizes seems okay, just as long as the team/community aspect is retained; do not want to see 1 to 2 people on a "team" practically soloing warAbout half of the war teams I've been in have been runned to 80% by 2 players. It's quite common one player does 50% or more in war.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Zawadx on October 15, 2018, 02:37:01 pm
I won't say much in these discussions because I'm not a good designer, and even thought I was the most recent WM I was more focused on managing war to give good input for what enhanced the strategy/fun of the event. Still, here are my two cents and some crazy ideas.

I think draft is the way to go. Auction was returned after war 8 as people felt it was more popular, but the hassle it is to run is a bit too much. Auction is fun, which should be considered vs the complexity it adds to decide whether it's kept (I personally don't think the strategic considerations in auction are big enough compared to draft to factor here, but maybe that's me). I think since you're adding in variable team sizes, the simplicity of draft would be the better choice.

Market had two objectives: 1. Balance war between teams 2. Introduce changes to keep meta fresh. It has achieved both objectives a little, but it hasn't achieved them to satisfaction. A big reason is that market doesn't affect things mid-war. Transmutations changes that a bit, but it's effect was minimal. Adding in coupons also doesn't address this issue.  While reading this thread, I had two ideas which might have some effect:

1. Make market relevant in later rounds by adding in secondary vaults, which are added to the main vault in rounds 3 and 6. I don't know what the details would be here, maybe Teams can freely use their points and just start with a bare minimum vault and then add in counter decks as they see fit in round 3. I think this would be very interesting, adding some cool depth.

2. (inspired by dd's tiers) Make market not about cost in vaultbuilding, but about cost/benefit during rounds. The cards which are too strong and to be limited could have penalties for use or inclusion in vault, like reduced upgrades. And cards which are underrepresented can be promoted with some serious benefits, such as being freely upgradeable (perfect for archangel) or counting as 2 cards for deck discards (which would make fodder much more interesting). Do note that even with serious benefits, weak cards won't really see much play as they are still likely to lose and be a net negative for the team. So this system will have to judiciously add penalties to strong cards if the meta is to be shifted. The burden of market balance is still there with this approach, but I think the effects will be much more noticeable.

Also, if strong cards are penalized by reducing upgrades, there should be more freely available upgrades. This can be done by increasing the baseline soldier upgrades, or by increasing the availability of upgrades.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: InsignificantWeeaboo on October 16, 2018, 01:36:40 am
So far, from what I've read, the main consensus for change is:

Personally, I agree with the idea of switching to Draft and making war simple. While the idea of changing the Market system sounds appealing, I'm not sure if there's any alternative that can be better than it. I can see a bit of potential in the coupon system, if it's done right; I'm just not sure what the best way to execute the coupons is.

I also really like the idea of Zawadx's version of the Market, where certain cards have extra bonuses/penalties for purchasing them. The secondary vault idea sounds like a good idea, but I feel like that could get overpowered/exploited quickly. Maybe make it so that they can't be used as "health points", or have a certain number of cards in the secondary vault decay on X amount of turns. Another alternative I came up with is making the secondary vault weaker than the regular vault (2 cards discarded from the secondary vault = 1 card discarded from regular vault). Yet another idea I came up with is to have a max limit of the amount of cards you can store into the secondary vault assuming it can be used as a secondary "health bar". I know that this could potentially be extremely complicated, but these are my two cents.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: mathman101 on October 16, 2018, 04:41:24 am
The WarMasters have been discussing some of the feedback that has been provided in this thread and we thank you for the multiple comments and different views and ideas, and also look forward to more comments and assistance in making sure we bring the community what it wants as best we can for this awesome event.


We have added two (2) polls in this thread. We have discussed the ideas for both auction and draft system as there seems to be viable pros and cons for each. We see that there are comments for and against each type of system, so would like to offer a poll to see some concrete data for which one the community wants most.
Similarly we have added a poll for the market system regarding removing market and returning to the old system with a 1:1 ratio for buying cards. Again we see there is discussion about these systems, and that there are pros and cons for each. We again want to see some concrete data for which one the community wants most.


Additional changes currently being discussed by the WMs:
- reducing upgrades for the Sideboard boost to balance it more in line with other Soldier boosts
- card tier list, and reductions/restrictions to top tier cards.


As always, your thoughts are welcome. We hope to prepare the official rules post and have it posted fairly soon. Thank you for bearing with us!
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 16, 2018, 08:57:06 am
3: I don't think simply being OP is reason enough for baning or restricting. Cards like graboids and nova may be OP, but they are also used by almost all teams and are therefore balanced out.

Quote
In order to create versatility and attract players to war, war needs to change from time to time. The market was one big change and adding shards was another. I'm not against in principal to change war. If that includes baning I'm not necessarily against it.

Right - so what better way to change the meta of War than applying some limitations to cards like Graboid that have been in literally every vault for eight years? It's not just a balance suggestion.



Related suggestion - if we want to simplify War, but don't want to go back to the old 1=1 system (which I dislike for balance reasons) why not tier every card? Just make the filler and super niche cards cost 1 and all the OP stuff cost 5 or 10 or however you want to scale it (tweak initial pre-draft/auction total to adjust obv)

Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: CactusKing on October 16, 2018, 09:42:42 am
Related suggestion - if we want to simplify War, but don't want to go back to the old 1=1 system (which I dislike for balance reasons) why not tier every card? Just make the filler and super niche cards cost 1 and all the OP stuff cost 5 or 10 or however you want to scale it (tweak initial pre-draft/auction total to adjust obv)

Congratulations, you've invented the market!
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 16, 2018, 10:06:49 am
Congratulations, you missed the point entirely!

I'm very obviously talking about simplifying the market.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Blacksmith on October 16, 2018, 10:08:36 am
3: I don't think simply being OP is reason enough for baning or restricting. Cards like graboids and nova may be OP, but they are also used by almost all teams and are therefore balanced out.

Quote
In order to create versatility and attract players to war, war needs to change from time to time. The market was one big change and adding shards was another. I'm not against in principal to change war. If that includes baning I'm not necessarily against it.

Right - so what better way to change the meta of War than applying some limitations to cards like Graboid that have been in literally every vault for eight years? It's not just a balance suggestion.


Well said. I'm open for restrictions on boids. But then we should also restrict a number of other cards fractal, dims, nova, discord, boids, sundials... And probably a few others. If we start restricting strong cards all teams use we will see more in element decks.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on October 16, 2018, 12:58:22 pm
Well said. I'm open for restrictions on boids. But then we should also restrict a number of other cards fractal, dims, nova, discord, boids, sundials... And probably a few others. If we start restricting strong cards all teams use we will see more in element decks.

I posted my proposed list earlier in the thread, along with some considerations I've left unquoted for space:

Suggested tier list for restricting problematic cards:

tier 0:
SoFr, SoP
tier 1:
Fractal, V-Dagger, Graboid, Sundial
tier 2:
Fire Bolt, Blue Nymph, Bone Wall, Dim Shield, Discord, Miracle or Sanc
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ARTHANASIOS on October 16, 2018, 02:13:40 pm
I will leave the following link here just in case someone is interested in past war suggestions (keep in mind these suggestions were made before the introduction of the market system):
http://elementscommunity.org/forum/war/war-8-suggestions-and-feedback/msg1187115/#msg1187115
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Manuel on October 16, 2018, 05:42:58 pm
rather than make tier/bans or whatever it was ever considered make complex ban based on the strong card (and not based on other cards that goes in combo with it)?

best deck with sofree is monoair = ban sofree from monoair
grabois is strong in rainbows = make it usable only in mono/duos/trios

other than being easy (u might need to review the definiotion of duo or trio maybe) it also encourage players to build new decks to keep the meta fresh


other than this i really don't like the 5 match/round thing, brawl is the most mistreated competition because isn't based on pvp, now suddently become an ispiration for war? u can't compare brawl with drawing to wait online at the pc players with different timezone, u know there aren't enough players to fill 5 spots maybe not even 4/team, why u wanna force the 5 match thing?

war is supposed to be team vs team not general vs general, the general is the first to play these "empty" matches, even bidding on the strongest player of the world doesn't make u sure he will help (other than play is "normal" match) or simply he won't be able for his gmt, without even counting the risk of a player that suddently has no time at all to play

i agreed on be general thinking it was like last year, this more than a competition is a part time job
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: JonathanCrazyJ on October 16, 2018, 06:37:17 pm
I'd agree 4 matches per round is plenty, why pretend we can play a war like we have a large player base?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: MyNameIsJoey on October 16, 2018, 08:00:20 pm
the amount of matches per team will depend on how many players we get during war. We had a very high turnout for TPVP so we're keeping all options open in case.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on October 20, 2018, 01:42:28 pm
I remember when war was 8 matches per round, and you can be damn sure that people were just as inactive back then during war time. Of vault size doesn’t change and matches go up to 5/round, war will def go quicker. Prepping for 1 more match is not likely to make a big difference in terms or time spent on war (for most people)
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Manuel on October 30, 2018, 03:02:08 am
lol i totally forgot about the poll

everyone was happy about removing market ---> poll ended with 10-7 votes for keeping it (still no idea on what that "other" options was included), classic

since most of players are now gens (lol) any news on the forced 5 matches? i have no intention (and time) to almost solo a war, u can't simply match your time with the time of 2/3 other players from all over the world and play for 2 month

daily reminder tpvp was in summer, it's halloween
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: InsignificantWeeaboo on October 30, 2018, 03:06:15 am
everyone was happy about removing market ---> poll ended with 10-7 votes for keeping it (still no idea on what that "other" options was included), classic

I think this is because the other option (1:1 card ratio) wasn't a good idea either, and that no one had any idea on other alternatives.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ARTHANASIOS on November 01, 2018, 01:52:13 pm
everyone was happy about removing market ---> poll ended with 10-7 votes for keeping it (still no idea on what that "other" options was included), classic

I think this is because the other option (1:1 card ratio) wasn't a good idea either, and that no one had any idea on other alternatives.


I was one of the people that voted "other" because I support my own idea of war (not that it matters really, my personal rules possibly suck tbh):
http://elementscommunity.org/forum/war/war-8-suggestions-and-feedback/msg1187115/#msg1187115
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Zawadx on November 27, 2018, 03:28:58 pm
[21:18:54] ‹Zawadx› oh no we're doing draft? darn
[21:19:13] ‹Zawadx› (yes I was one of the proponents)
[21:19:18] ‹Zawadx› but it's no fun!
[21:20:49] ‹Zawadx› I mean besides the fun, the downsides are greatly reduced with the low number of apps we have
[21:21:22] ‹Zawadx› it's not much of a hassle to run with 24 players
[21:21:31] ‹Zawadx› and the complexity is also much more manageable
[21:22:17] ‹Zawadx› and I think the draft system will fail if there's only 2 rounds
[21:22:52] ‹Zawadx› we'd prolly have 8+ gens doing super low bids
[21:23:20] ‹Zawadx› and that's the best scenario
[21:24:13] ‹Zawadx› but if everyone does it, it's only a little above randomizing the people into teams
[21:25:54] ‹Zawadx› the worst part is that if the distribution is like 18 vets and 6 newbies (dunno what it is exactly), then we'll have people sending in random bids in round 2 and not even sure if they'll get a vet or a newbie

Maybe auction would be better than draft after all?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Manuel on November 27, 2018, 04:02:36 pm
it's weird because of being forced on do 12 picks/day, which is half of the current players, when it was discussed we got in consideration a war with 4 members/team (with the possibility to go with 3 or 5)
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Blacksmith on November 27, 2018, 05:18:00 pm
We got 23 apps atm. If we get one more we can do 3 player team. I do however agree that auction is better than draft with only two rounds. And make the auction process as short as possible.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on November 29, 2018, 01:08:18 am
[21:18:54] ‹Zawadx› oh no we're doing draft? darn
[21:19:13] ‹Zawadx› (yes I was one of the proponents)
[21:19:18] ‹Zawadx› but it's no fun!
[21:20:49] ‹Zawadx› I mean besides the fun, the downsides are greatly reduced with the low number of apps we have
[21:21:22] ‹Zawadx› it's not much of a hassle to run with 24 players
[21:21:31] ‹Zawadx› and the complexity is also much more manageable
[21:22:17] ‹Zawadx› and I think the draft system will fail if there's only 2 rounds
[21:22:52] ‹Zawadx› we'd prolly have 8+ gens doing super low bids
[21:23:20] ‹Zawadx› and that's the best scenario
[21:24:13] ‹Zawadx› but if everyone does it, it's only a little above randomizing the people into teams
[21:25:54] ‹Zawadx› the worst part is that if the distribution is like 18 vets and 6 newbies (dunno what it is exactly), then we'll have people sending in random bids in round 2 and not even sure if they'll get a vet or a newbie

Maybe auction would be better than draft after all?

As I said before, the structure of this draft doesn’t make a lot of sense. Just is not equitable at all with regards to bidding. Given the relatively large number of vets with apps, I fully expect round 1 with a lot of low bids. Round 2 could be more interesting as you may need to pay a hefty price for another vet. But in the end, the bid assigned to each player has almost no direct correlation with that players value.

There’s still time to change how draft is structured to make it much more interesting and equitable...
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Jen-i on November 29, 2018, 02:23:19 am
At this player count an auction still works fine - though bidding for draft order (not individual players) is a possibility too.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Zawadx on November 29, 2018, 03:05:04 am
Considering everyone here is speaking against draft as is, perhaps the community has spoken? Or should there be another poll?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: asdw152 on November 29, 2018, 06:54:31 am
Seeing the player count for war and Zawadx's comment, I'd like to know everyone's opinion again. The poll is refreshed.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: TheonlyrealBeef on November 29, 2018, 07:46:22 am
The player count is part of the reason I wanted draft to begin with. Unless you figure out how to prevent price escalation over teams obligated to fill their roster, I disprefer auction. Variable team size does not greatly help, unless the amount of available players is significantly larger than the minimum required for each team. With 28-35 viable applicants, auction could work.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: iancudorinmarian on November 29, 2018, 07:49:51 am
I personally would prefer draft because it's faster. Auction is just going to add more delays.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Jen-i on November 29, 2018, 09:02:28 am
I would imagine that the players most greatly affected by the player selection system (that is the generals) should be the ones who's opinions should matter. For the rest of us it's much less important.

Torb's suggestion that player prices will be artificially inflated at auction has truth to it ... except that I'm not sure that with a limited player base it actually is an artificial inflation ... though it certainly will be an inflation.

All that to say ... thanks war masters for volunteering to deal with these sort of thorny issues so that I can enjoy war without having to worry about them!
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Zawadx on November 29, 2018, 01:05:39 pm
I would imagine that the players most greatly affected by the player selection system (that is the generals) should be the ones who's opinions should matter. For the rest of us it's much less important.

+1
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on November 30, 2018, 12:43:32 am
Draft is still best IMO. It just needs to be redone to determine the draft order for the whole draft instead of by rounds. I feel like the rounds were created to try and keep this part of the event lasting a few days, but quite frankly it just doesn’t make sense.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on November 30, 2018, 06:29:26 am
I also still prefer a draft system.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on November 30, 2018, 07:30:46 pm
I also still prefer a draft system.

I’m surprised by the number of people voting for an auction. It is just a terrible system that only works well when you have an abundance of players (several more than what are needed for the event). Plus it takes for freaking ever to finish.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: worldwideweb3 on November 30, 2018, 10:36:10 pm
i hate draft. If i want player A and B, and i make high bids on both in R1 draft, i'll only get one of them and may lose the other player to a Gen, even if that gen bid less than me. If draft is changed and if the highest bid for B is by me, then i get first dibs on him, regardless if i already have a player that round, then i wouldnt mind supporitng it.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: ddevans96 on November 30, 2018, 11:32:31 pm
i hate draft. If i want player A and B, and i make high bids on both in R1 draft, i'll only get one of them and may lose the other player to a Gen, even if that gen bid less than me. If draft is changed and if the highest bid for B is by me, then i get first dibs on him, regardless if i already have a player that round, then i wouldnt mind supporitng it.

That's essentially deuce's proposition, and I'd be in favor of it as well.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on December 01, 2018, 05:05:47 am
i hate draft. If i want player A and B, and i make high bids on both in R1 draft, i'll only get one of them and may lose the other player to a Gen, even if that gen bid less than me. If draft is changed and if the highest bid for B is by me, then i get first dibs on him, regardless if i already have a player that round, then i wouldnt mind supporitng it.

That sort of draft is exactly what I’ve proposed multiple times in this thread and the S&F thread over the past year. It’s fair, strategic, alots appropriate value for all players, and it takes hardly any time.

The only reason auction is being considered right now is because the current draft rules make little sense. Just fix the draft rules and everything will be as it should... except WMs still haven’t nerfed monoair sofree or gotten rid of market prices. What’s the point in having a S&F thread if nothing is done about the big issues that plague this event repeatedly?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Manuel on December 01, 2018, 06:18:03 am
i don't undestand what i should vote and i think same for other players, i only see an option for keep the draft as it this (12 pick/minibid / round) or make it even more useless with a day only draft
if i remember correctly every player pro-draft is also pro-reworking draft or the draft suggested by deuce, so what is the sense to add another option (the oneday draft) that nobody suggested?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: rob77dp on December 01, 2018, 06:36:42 am
Anything but an auction. I have a hard time believing there are any Generals out there in support of an auction. At least, not any General who has been a General before in a limited-player-base auction before. It is terrible. Terrible. I would support basically ANY kind of draft over an auction.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: shockcannon on December 01, 2018, 09:18:35 am
What about this. We do draft with 2 rounds, but generals bid for their draft position. Whoever bids the most gets to pick #1 and #13. Second-most bid gets to draft #2 and #14. This keeps going on. If there are over 24 applicants but under 36 then for the 3rd round generals can opt to pick or not pick up people.

If people think that having #1 and #13 is too good, then we could do a snake draft where whoever picks #1 also picks #24, while whoever picks #12 also picks #13. In this case, being the first pick isn't necessarily the best. As a result highest bidder would get to choose their draft position. For example, the highest bidding general gets to choose where between 1 and 12 they want to draft for the first round. They then draft according to the snake draft to determine where they draft for the second round.

I personally like one of these two options the best but anything works for me. Even auction would be fine with me but just offering some more draft options that haven't been considered yet.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: Blacksmith on December 01, 2018, 11:44:15 am
i hate draft. If i want player A and B, and i make high bids on both in R1 draft, i'll only get one of them and may lose the other player to a Gen, even if that gen bid less than me. If draft is changed and if the highest bid for B is by me, then i get first dibs on him, regardless if i already have a player that round, then i wouldnt mind supporitng it.

That sort of draft is exactly what I’ve proposed multiple times in this thread and the S&F thread over the past year. It’s fair, strategic, alots appropriate value for all players, and it takes hardly any time.

The only reason auction is being considered right now is because the current draft rules make little sense. Just fix the draft rules and everything will be as it should... except WMs still haven’t nerfed monoair sofree or gotten rid of market prices. What’s the point in having a S&F thread if nothing is done about the big issues that plague this event repeatedly?
+1
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: iancudorinmarian on December 01, 2018, 12:02:59 pm
At this point I'd take random teams over 1 month auction.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: worldwideweb3 on December 01, 2018, 01:10:18 pm
i hate draft. If i want player A and B, and i make high bids on both in R1 draft, i'll only get one of them and may lose the other player to a Gen, even if that gen bid less than me. If draft is changed and if the highest bid for B is by me, then i get first dibs on him, regardless if i already have a player that round, then i wouldnt mind supporitng it.

That sort of draft is exactly what I’ve proposed multiple times in this thread and the S&F thread over the past year. It’s fair, strategic, alots appropriate value for all players, and it takes hardly any time.

The only reason auction is being considered right now is because the current draft rules make little sense. Just fix the draft rules and everything will be as it should... except WMs still haven’t nerfed monoair sofree or gotten rid of market prices. What’s the point in having a S&F thread if nothing is done about the big issues that plague this event repeatedly?

@WMs would you consider this?
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: mathman101 on December 02, 2018, 07:23:33 pm
i hate draft. If i want player A and B, and i make high bids on both in R1 draft, i'll only get one of them and may lose the other player to a Gen, even if that gen bid less than me. If draft is changed and if the highest bid for B is by me, then i get first dibs on him, regardless if i already have a player that round, then i wouldnt mind supporitng it.

That sort of draft is exactly what I’ve proposed multiple times in this thread and the S&F thread over the past year. It’s fair, strategic, alots appropriate value for all players, and it takes hardly any time.

The only reason auction is being considered right now is because the current draft rules make little sense. Just fix the draft rules and everything will be as it should... except WMs still haven’t nerfed monoair sofree or gotten rid of market prices. What’s the point in having a S&F thread if nothing is done about the big issues that plague this event repeatedly?

@WMs would you consider this?

From the WMs understanding of discussion in this thread regarding draft, the one round draft that we have been currently discussing in regards to editing in place of the current draft. Hopefully this is more appropriate to what is being asked for here.

Please let us know if we have misunderstood what is being asked for, but this is what we have been discussing, and what we would change it to:

1 round of about 48 hours
Gens bid at once, sending in a list for all the people they would like to bid on.
Additionally Gens state with their bid lists the amount of players they want for their team, 2 or 3.
Gens list a price planned along with each player.
The list must be ordered numerically descending with the highest price at the top.
Gens may list as few or as many players they want, but if they do not win enough of their bids, the remaining slots for their team will be filled in randomly.
If Generals want a total of more players then are available, those bidding the highest for their 3rd will receive the full amount they asked for. (currently 27 players means the potential for; three 4-player teams, and nine 3-player teams). Minimum of 2 players needed, 2-man teams are not-allowed!

After all bids are in;
The WMs will organize all the bids by price amount bid.
Then the highest priced bid will win that player, then the next highest bid amount, and so forth.
This means General A could win 3 players before any other General if they have the 3 highest bids.
If a player is tied with the highest bid amount, then the favorites will be looked at. If neither of the tied Gen bids are on the favorite list, then the player will randomly be slotted into one of the teams by dice roll.
If a General does not win a minimum number of players needed, the remaining slots for their team will be filled in randomly from those remaining. If there would not be anyone remaining, then the lowest bid legal players (one that is not on a bans list) from one of the teams with the most players would be removed and placed on the team that is needing the player.


If these were the bid lists we recieved:
ApplicantGeneral A (2 players wanted)
Albert1000
Benson940
Catherine820
Delrose300
ApplicantGeneral B (1 player wanted)
Delrose670
Albert670
Benson670
Catherine670
ApplicantGeneral C (2 players wanted)
Benson2000
Delrose670
Catherine70


We would then arrange it as

Benson - 2000 - General C
Albert - 1000 - General A
Benson - 940 - General A
Cathrine - 820 - General A
Delrose - 670 - General B, Delrose - 670 - General C
Albert - 670 - General B
Benson - 670 - General B
Cathrine - 670 - General B
Delrose - 300 - General A
Cathrine - 70 - General C



Benson would be won by General C,
Albert would be won by General A,
Catherine would be won by General A, (this fills his want for 2 players)
Delrose would then either be coin flipped into team B or C if neither are on the favorites list.


If we misunderstood what is wanted by the community and war-player base, please let us know so that we can re-evaluate what is actually wanted.







Also a big thanks to everyone's patience regarding this event. As Warmasters, we want to make sure we bring you the best possible event and unfortunately that means changing decisions when plans do not go as expected (like fewer applicants than planned). A big thanks to everyone and we are still hoping for an awesome event once things get rolling and this gets started!
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: kaempfer13 on December 02, 2018, 08:18:41 pm
As an alternative, here is how i would do auction:

Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: deuce22 on December 03, 2018, 05:12:28 am
i hate draft. If i want player A and B, and i make high bids on both in R1 draft, i'll only get one of them and may lose the other player to a Gen, even if that gen bid less than me. If draft is changed and if the highest bid for B is by me, then i get first dibs on him, regardless if i already have a player that round, then i wouldnt mind supporitng it.

That sort of draft is exactly what I’ve proposed multiple times in this thread and the S&F thread over the past year. It’s fair, strategic, alots appropriate value for all players, and it takes hardly any time.

The only reason auction is being considered right now is because the current draft rules make little sense. Just fix the draft rules and everything will be as it should... except WMs still haven’t nerfed monoair sofree or gotten rid of market prices. What’s the point in having a S&F thread if nothing is done about the big issues that plague this event repeatedly?

@WMs would you consider this?

From the WMs understanding of discussion in this thread regarding draft, the one round draft that we have been currently discussing in regards to editing in place of the current draft. Hopefully this is more appropriate to what is being asked for here.

Please let us know if we have misunderstood what is being asked for, but this is what we have been discussing, and what we would change it to:

1 round of about 48 hours
Gens bid at once, sending in a list for all the people they would like to bid on.
Additionally Gens state with their bid lists the amount of players they want for their team, 2 or 3.
Gens list a price planned along with each player.
The list must be ordered numerically descending with the highest price at the top.
Gens may list as few or as many players they want, but if they do not win enough of their bids, the remaining slots for their team will be filled in randomly.
If Generals want a total of more players then are available, those bidding the highest for their 3rd will receive the full amount they asked for. (currently 27 players means the potential for; three 4-player teams, and nine 3-player teams). Minimum of 2 players needed, 2-man teams are not-allowed!

After all bids are in;
The WMs will organize all the bids by price amount bid.
Then the highest priced bid will win that player, then the next highest bid amount, and so forth.
This means General A could win 3 players before any other General if they have the 3 highest bids.
If a player is tied with the highest bid amount, then the favorites will be looked at. If neither of the tied Gen bids are on the favorite list, then the player will randomly be slotted into one of the teams by dice roll.
If a General does not win a minimum number of players needed, the remaining slots for their team will be filled in randomly from those remaining. If there would not be anyone remaining, then the lowest bid legal players (one that is not on a bans list) from one of the teams with the most players would be removed and placed on the team that is needing the player.


If these were the bid lists we recieved:
ApplicantGeneral A (2 players wanted)
Albert1000
Benson940
Catherine820
Delrose300
ApplicantGeneral B (1 player wanted)
Delrose670
Albert670
Benson670
Catherine670
ApplicantGeneral C (2 players wanted)
Benson2000
Delrose670
Catherine70


We would then arrange it as

Benson - 2000 - General C
Albert - 1000 - General A
Benson - 940 - General A
Cathrine - 820 - General A
Delrose - 670 - General B, Delrose - 670 - General C
Albert - 670 - General B
Benson - 670 - General B
Cathrine - 670 - General B
Delrose - 300 - General A
Cathrine - 70 - General C



Benson would be won by General C,
Albert would be won by General A,
Catherine would be won by General A, (this fills his want for 2 players)
Delrose would then either be coin flipped into team B or C if neither are on the favorites list.


If we misunderstood what is wanted by the community and war-player base, please let us know so that we can re-evaluate what is actually wanted.







Also a big thanks to everyone's patience regarding this event. As Warmasters, we want to make sure we bring you the best possible event and unfortunately that means changing decisions when plans do not go as expected (like fewer applicants than planned). A big thanks to everyone and we are still hoping for an awesome event once things get rolling and this gets started!

This format is interesting, but not exactly what I was suggesting.  This system seems more like a blind auction rather than a draft... Seems like its a lot more work for Gens to apply values to all of the applicants too. Also, Gens may end up spending a lot on 2 players when they only want 1 high cost player.

Why not just have all Gens submit to WMs how much they want to spend on their 2 players. The draft order is then determined by how much each Gen bids.

Gen A - 2000, 1000 (3000 total)
Gen B - 1100, 500 (1600 total)
Gen C - 50, 50 (100 total)
Gen D - 900, 200 (1100 total)

Draft Order
1. Gen A - 2000
2. Gen B - 1100
3. Gen A - 1000
4. Gen D - 900
5. Gen B - 500
6. Gen D - 200
7. Gen C - 50
8. Gen C - 50

Once draft order is determined, Gens can then submit their rank list of players. WMs then use these rank lists to determine teams. The few players who are leftover can then join teams either free of charge or for min bid. Question is, which teams get one of these leftover players.
Title: Re: War #12 - Planned Changes (Work In Progress) (Discussion)
Post by: TheonlyrealBeef on December 03, 2018, 05:55:11 am
For the third player, you can just include those bids right away. If there are 4 "extra" players, the 4 highest third bids of teams will be used. The other third bids are discarded, even if they are higher than a first or second bid of another team.

That at least seems the fairest solution to me. Want more players? Just gotta pay enough.
blarg: deuce22,Naii_the_Baf,RavingRabbid,Solaris,TheonlyrealBeef,ji412jo,Player 4,dragonsdemesne,Player 5