With the ever decreasing number of war applicants, when war 13 comes we could try having two elements per team.
How could we group up teams without giving an unfair advantage?
What would the new deck building rules be? Vault building?
How would Generals be arranged?
with recency being the mere tiebreaker that would translate to :life :aether, :light :air, :entropy :water, :fire :gravity, :earth :time, :darkness :death
-weigh all time War standings with an exponential recency bias and pair teams 1-12, 2-11, 3-10, 4-9, 5-8, 6-7
With the ever decreasing number of war applicants, when war 13 comes we could try having two elements per team.
How could we group up teams without giving an unfair advantage?
Two methods:
-weigh all time War standings with an exponential recency bias and pair teams 1-12, 2-11, 3-10, 4-9, 5-8, 6-7
-pair teams within their quadrants, but not their opposites - ex: :water :earth / :air :fire / :death :light / :life :darkness / :aether :entropy / :gravity :timeQuoteWhat would the new deck building rules be? Vault building?
Decks must be 50% of either element. Vaults must start as X% (unsure - probably 60% or 70%) of both elements.QuoteHow would Generals be arranged?
Work out how elements are to be paired before Trials. After Trials, in pairs with one Master, simply give that Master the Generalship. In pairs with two Masters, allow one of them to willingly concede the Generalship to the other, or if neither wants to, have them battle for it with a ruleset that encourages strong knowledge of both elements. In pairs with no Masters, have Council or WMs appoint a General as done traditionally.
war is only the biggest event of the year and the best pvp experience u can have, so players are supposed to be here if for them elements is something
in a normal world if u have no experience u should be happy to be paired with another gen, "we would prefer a war with all elements" other than having no sense because there are all elements even with 6 teams isn't an explanation on your point, i only understand "i want the toy all for me pls give it to me hurry"
Theoretically, how long would War be if we added Triple Elimination rules on top of the existing rules?
Lets say this before we see the results. I think the current blind auction "draft" is awfull for a number of reasons.
- You have to do a lot at once. Chances are you ought to list each one in auction that you dont consider a straight downgrade to your team with an individual prize.
- The draft is unengaging. It's make a huge list with noone knowing anything and then 2 days later - boom! I hope you are ready to vaultbuild.
- There is no way to compose your team to fit well together. You just hope you get as many decent allrounders with coincidentally similiar schedules (tbf, there arent really specialist roles anyways, but making teams that have no similiar online times kinda sucks)
- People probably wont go for their real worth. Blind auction is always just a guessing game, exacerbated by the fact that you cant sense any pattern to how people bid in one round.
- There is no way to make up for mistakes. Got all your highest bids at once? Well, best get used to half the vault size. Got outbid everywhere? Perhaps there will be 1 person that noone wanted. You can have them for the measly prize of 2 fullblown Sofree decks.
- I wasnt really opposed to keeping bids openended assuming an openauction, but combine twice the max bid of anything ever seen before with blind auction and there is absolutely no telling what people will have to pay.
I have absolutely no idea what will happen, but I expect this auction to leave like a third of the teams dead in the water by either giving them noone they actually wanted or all of them at once, leaving them with no vault.
from august 29 for picking wms to october 5 for choosing new gens to november 5 for picking them
2 days for find a new auction system ignoring all the holes in the rules
not only u ruined war for me with a shitty blind auction, u also let me ruin the war for another 3 players, good job
from august 29 for picking wms to october 5 for choosing new gens to november 5 for picking them
2 days for find a new auction system ignoring all the holes in the rules
not only u ruined war for me with a shitty blind auction, u also let me ruin the war for another 3 players, good job
Um, it was your decision to go that high on bids? If you had looked at previous wars and thought about it, you'd have realised no one is going to be bidding that high
No, I meant that a team is instantly eliminated after the third round when they have more losses than wins. It’s a theoretical question though, not a suggestion.Theoretically, how long would War be if we added Triple Elimination rules on top of the existing rules?
What do you even mean by that? Each card has 3 'lives' until its removed from vault? After theoretical elimination a new vault can be built? Anyway its too f-ing long.
from august 29 for picking wms to october 5 for choosing new gens to november 5 for picking them
2 days for find a new auction system ignoring all the holes in the rules
not only u ruined war for me with a shitty blind auction, u also let me ruin the war for another 3 players, good job
Want war to be exactly like you want it to? Thena pply to be WM next time around.
if u don't have time don't make the wm your not having time isn't a justification
other nongenerals tried to help
you ignored most of our concerns about this new blind auction system
i
u can't call "detail" a change of 6000 max cap for all players to a 7500 cap to a single one, i call that a huge hole in the rules that can backfire randomly
it was pointed out, your answer was "then don't bid"
it is possible in this community for one time stop acting like being a competition organizer is like being a god? or even better, stop crying everytime i say something?
Is there a post somewhere explaining the basics of war?
hopefully stay under 10k (yes, i was thinking to not being able to get moe for "only" 3k, same for playeroa), which end up being still terrible looking at other what other gens did
it was an exaggeration bid on deuce? yes but if torb in last war costed almost 5k isn't something so crazy, 7 time master + several wins in war, is normal pay so much a player with so much experience he is currently the only and last to have that record
if i was going to bid only 7500 for every player yes, i was stupid, i did nothing bad or wanted to autosabotage myself
other nongenerals tried to help
you ignored most of our concerns about this new blind auction system
we made a dozen polls and did everything you asked, i dont see how that,s ignoring you
explaining what happened is trash talking now?
It seems (from the General's perspective) that this blind auction/draft system was suboptimal. I have a somewhat simple suggestion that could improve this system for future wars (if it isn't completely overhauled).
Current System: (Highest Bid General with Open Roster Spot) gets (Player X) for (Highest Bid on Player X made by General with an Open Roster Spot).
Proposed change (Highest Bid General with Open Roster Spot) gets (Player X) for (2nd Highest Bid on Player X made by a General with an Open Roster Spot)+1.
For example:
InsignificantWeaboo really wants DoubleCapitals on his team. In a blind auction that means he needs to bid pretty high to have confidence he will get DoubleCapitals. To make sure, InsignificantWeaboo bids the max 7500. However, other generals do not rank DoubleCapitals as highly, and the next highest bid by a General with an open roster spot is 1002 by ShockCannon. Because InsignificantWeaboo bid the most on DoubleCapitals, he receives DoubleCapitals onto his team, but because the next highest bid was 1002, it only costs InsignificantWeaboo 1003 points (not 7500).
This allows the general that bids the most on a player to get that player, but the cost is determined at a "closer to market" rate rather than a blind guess by a single general.
Generals who prioritize a player or two would get them at whatever other Generals essentially valued those players at. If two generals really want a player, that player will cost much more, but in many cases this helps alleviate the price hike that comes from the blind nature of the auction.
I understand there is a certain amount of strategy to be employed in the current blind auction system, and some generals probably quite enjoy that. This proposal changes the nature of such strategies, but I am certain it still leaves quite a lot of potential for strategic bidding.
I had the same thought, but if everyone does this then everyone is priced at 7500 so it doesn't make too much difference.It seems (from the General's perspective) that this blind auction/draft system was suboptimal. I have a somewhat simple suggestion that could improve this system for future wars (if it isn't completely overhauled).
Current System: (Highest Bid General with Open Roster Spot) gets (Player X) for (Highest Bid on Player X made by General with an Open Roster Spot).
Proposed change (Highest Bid General with Open Roster Spot) gets (Player X) for (2nd Highest Bid on Player X made by a General with an Open Roster Spot)+1.
For example:
InsignificantWeaboo really wants DoubleCapitals on his team. In a blind auction that means he needs to bid pretty high to have confidence he will get DoubleCapitals. To make sure, InsignificantWeaboo bids the max 7500. However, other generals do not rank DoubleCapitals as highly, and the next highest bid by a General with an open roster spot is 1002 by ShockCannon. Because InsignificantWeaboo bid the most on DoubleCapitals, he receives DoubleCapitals onto his team, but because the next highest bid was 1002, it only costs InsignificantWeaboo 1003 points (not 7500).
This allows the general that bids the most on a player to get that player, but the cost is determined at a "closer to market" rate rather than a blind guess by a single general.
Generals who prioritize a player or two would get them at whatever other Generals essentially valued those players at. If two generals really want a player, that player will cost much more, but in many cases this helps alleviate the price hike that comes from the blind nature of the auction.
I understand there is a certain amount of strategy to be employed in the current blind auction system, and some generals probably quite enjoy that. This proposal changes the nature of such strategies, but I am certain it still leaves quite a lot of potential for strategic bidding.
Loophole: bidding highest amount possible on vets. kinda like shock's modification that you pay average of highest and second highest bid.
@Everyone else, this thread is for S&F. everyone is entitled to their opinion. Let's stay on topic.
Can you please fix market prices? Even now the ones in the table by element and first table dont match up. Its the reason why I didnt give feedback as I thought this would be fixed a month ago. i still dont know how much Sofree actually costs now.
Any reasons why we still don’t have access to team sections? Or is that just me?It's just you. I do have access... to team entropy's section :silly:
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life and air have a bunch of more quantaefficient attackers, which is why their dragon doesnt stand out as much by comparison.
A lot of entropy is balanced around nova and discord being a bit too good,
i suppose air dragon isnt more expensive due to airs generally high prices. either way, now is too late to talk about that.
either way, now is too late to talk about that.
As a final remark re market prices, please remember that market prices don't only serve the role of balancing war, but also of creating a fresh meta
Are we supposed to have access to a section called "War General Private Section"?
Generals are, yes. It's for WM-to-Generals and General-to-General discussion. Hasn't been needed in a while though.Would have been nice for that mass pms discussion we had with warmasters before the draft started, for example. Much better to just use a forum for it.
As a final remark re market prices, please remember that market prices don't only serve the role of balancing war, but also of creating a fresh meta
That might have been the aim, but I don't think I've seen it succeed just yet.
It never will... no idea why so many people want to hang onto this system
I don't know about the life of other GeneralsChill back and relax while family arranges stuff, there isn't a single time in the entire year that I have more time. I should probably spend some of that with said family instead of on elements, though.
It is the Winter Solstice, the darkest day of the year. I ask the WMs to bring some light.Unacceptable.
It never will... no idea why so many people want to hang onto this system
I don't know about the life of other GeneralsChill back and relax while family arranges stuff, there isn't a single time in the entire year that I have more time. I should probably spend some of that with said family instead of on elements, though.
Enviable. Enjoy while it lasts.It is the Winter Solstice, the darkest day of the year. I ask the WMs to bring some light.Unacceptable.
War during the holidays has always been met with resistance, so might as well delay it further, in my opinion. If propaganda deadline is made to match, maybe I'll have time to get serious about it. That'd be something.
Team Fire is fine with anything. Extensions only prolong the inevitable roasting that the other elements will receive.
Given the prospect of Darkness providing a useable testing area (hopefully), I'll be so kind to share a coupon simulator with you. Obv, inelement allowed totals and percentage will be calculated for time given the basis I worked on (for total points this is irrelevant though and its easy enough to change this yourselves) and this is not the version that I myself use and you cannot edit it (this is for your own good really, dont want everyone to see your vault).
Instead, while being logged into a gmail-account you click on File -> Make a copy to get an editable copy.
Put the cards you want in VaultCostCalculator, the cards will automatically be transferred to the three sheets for simulated coupons. You can then see the total costs in the respective sheets.
Enough talk, here is the link to the spreadsheet (https://docs.google.com/spreadsheets/d/1LXsm8fdS68-TRRxu7uzFUmQskm-FSjIEG7qyrEfVhmA/edit#gid=869944792)
Some copypasting errors may have occured, please point them out!
However, no you are not allowed to complain about the bg color being a little inconsistent due to copypasting!
Would it be possible to get a trophy icon for second and third place (like league)?
This is one of the top events of the season and costs a lot of time. The reward to effort ratio compared to weekly tournaments and league seems poor.
Would it be possible to get a trophy icon for second and third place (like league)?
This is one of the top events of the season and costs a lot of time. The reward to effort ratio compared to weekly tournaments and league seems poor.
Would it be possible to get a trophy icon for second and third place (like league)?
This is one of the top events of the season and costs a lot of time. The reward to effort ratio compared to weekly tournaments and league seems poor.
Would it be possible to get a trophy icon for second and third place (like league)?
This is one of the top events of the season and costs a lot of time. The reward to effort ratio compared to weekly tournaments and league seems poor.
You mean www3's mentalityWould it be possible to get a trophy icon for second and third place (like league)?
This is one of the top events of the season and costs a lot of time. The reward to effort ratio compared to weekly tournaments and league seems poor.
Loser's mentality :P
I think dropping card costs below 30 was a terrible mistake that strongly contributed to it. 30 was once set as the minimum when I emphasized the strength of fodder, and even then many teams packed useless cards for the sake of fodder.Agreed with above. Cap at 30 was good or maybe even slightly to low. The fact that there are only 2 elements with cards that cost 15 makes makes things unbalanced.
Teams with high in element costs are not even capable of such a large vault since it needs to be 50% in element.
As long as there are vault discards, fodder needs to be expensive enough to mitigate its use as discards.
So, 500+ cards in starting vault...that is just ridiculous. Imagine if most/all teams had 400+...war would last forever...Lets make a comparison between war 7# and war 12#
This seems like a big oversight or miscalculation.
Ultimately, this is a product of the market system and hording large amounts of useless cards, which just prolongs war and makes the event less enjoyable.
If you want to keep the current system, fine. But I suggest putting a limit on starting vault size.
Deckbuilding Duel phase has started Deadline: 27th Jan GMT 0:00 blah blah blah, blah blah blah blah | Duels Fighting ends! Deadline: 30th Jan GMT 0:00 blah! blah blah blah?? blah blah blah blah!! |
Best way to get the best of both worlds is to change HOW discards are handled. Instead of a static card limit, discard must be worth X amount of points.
So with all the discussion around how next war will have fewer players, many have liked the idea of "Dual elements" war, but I feel like it wouldn't feel as satisfying to win, if you share the win with another element.That's actually a really cool idea. +1
But what if we ran 2 smaller wars each year?
The first, a "losers" war, would feature the bottom 8 teams of this war (or the bottom 8 from a Masters tourney or something), where they fight. The top 4 of that war then join the leftover 4 for a "winners war", where the winner of that is prestigious or something. With the bottom 4 from that war demoting back down to the losers war. Trials can be handled between the winners war and the following losers war, with Brawl in the middle of the year. With the smaller amount of teams, it can be balanced to average the War to 10 rounds or so, and due to the setup, new Masters will always get a chance to win the winners war.
The problem would be that not all elements would feature in every war, but the idea might still have some merit
So with all the discussion around how next war will have fewer players, many have liked the idea of "Dual elements" war, but I feel like it wouldn't feel as satisfying to win, if you share the win with another element.That's actually a really cool idea. +1
But what if we ran 2 smaller wars each year?
The first, a "losers" war, would feature the bottom 8 teams of this war (or the bottom 8 from a Masters tourney or something), where they fight. The top 4 of that war then join the leftover 4 for a "winners war", where the winner of that is prestigious or something. With the bottom 4 from that war demoting back down to the losers war. Trials can be handled between the winners war and the following losers war, with Brawl in the middle of the year. With the smaller amount of teams, it can be balanced to average the War to 10 rounds or so, and due to the setup, new Masters will always get a chance to win the winners war.
The problem would be that not all elements would feature in every war, but the idea might still have some merit
So with all the discussion around how next war will have fewer players, many have liked the idea of "Dual elements" war, but I feel like it wouldn't feel as satisfying to win, if you share the win with another element.
But what if we ran 2 smaller wars each year? Had some discussions with Jen earlier, and this was the end result
The first, a "losers" war, would feature the bottom 8 teams of this war (or the bottom 8 from a Masters tourney or something), where they fight. The top 4 of that war then join the leftover 4 for a "winners war", where the winner of that is prestigious or something. With the bottom 4 from that war demoting back down to the losers war. Trials can be handled between the winners war and the following losers war, with Brawl in the middle of the year. With the smaller amount of teams, it can be balanced to average the War to 10 rounds or so, and due to the setup, new Masters will always get a chance to win the winners war.
The problem would be that not all elements would feature in every war, but the idea might still have some merit
EDIT: Noted that I had discussions about this with Jen, who initially brought up the discussion with me and suggested a few of the things. I don't want to take full credit~
So with all the discussion around how next war will have fewer players, many have liked the idea of "Dual elements" war, but I feel like it wouldn't feel as satisfying to win, if you share the win with another element.
But what if we ran 2 smaller wars each year? Had some discussions with Jen earlier, and this was the end result
The first, a "losers" war, would feature the bottom 8 teams of this war (or the bottom 8 from a Masters tourney or something), where they fight. The top 4 of that war then join the leftover 4 for a "winners war", where the winner of that is prestigious or something. With the bottom 4 from that war demoting back down to the losers war. Trials can be handled between the winners war and the following losers war, with Brawl in the middle of the year. With the smaller amount of teams, it can be balanced to average the War to 10 rounds or so, and due to the setup, new Masters will always get a chance to win the winners war.
The problem would be that not all elements would feature in every war, but the idea might still have some merit
EDIT: Noted that I had discussions about this with Jen, who initially brought up the discussion with me and suggested a few of the things. I don't want to take full credit~
-1
So with all the discussion around how next war will have fewer players, many have liked the idea of "Dual elements" war, but I feel like it wouldn't feel as satisfying to win, if you share the win with another element.
But what if we ran 2 smaller wars each year? Had some discussions with Jen earlier, and this was the end result
The first, a "losers" war, would feature the bottom 8 teams of this war (or the bottom 8 from a Masters tourney or something), where they fight. The top 4 of that war then join the leftover 4 for a "winners war", where the winner of that is prestigious or something. With the bottom 4 from that war demoting back down to the losers war. Trials can be handled between the winners war and the following losers war, with Brawl in the middle of the year. With the smaller amount of teams, it can be balanced to average the War to 10 rounds or so, and due to the setup, new Masters will always get a chance to win the winners war.
The problem would be that not all elements would feature in every war, but the idea might still have some merit
EDIT: Noted that I had discussions about this with Jen, who initially brought up the discussion with me and suggested a few of the things. I don't want to take full credit~
-1
Care to elaborate why -1? What changes would you make?
Wyand-
In which category are you placing Life? Also, ask the Element which I'm sure many of the teams are "gunning for" as a likely end-game leader and you'll find them quite a ways down the initial vault-size food chain. Aside from just complaining that the game has some elements that just don't quite keep up as easily in the current War event meta/ruleset, what are some actual things you see causing the imbalance if not just built-in elemental aspects? :-\
Will the winning teams stay the same if they promote?It would probably be optional. Players can opt in to stay on their original team, else they would be put up on auction.
WM workload?I have never been a WM, so some of the stuff here is from Math and Asdw in chat
I will suggest something extreme, but I think I am against having any transmutation dust and alchemy role at all; it just breaks the market system imo. Do you want an in-element card really badly? Buy it several times from the start. It is a more unforgivable suggestion but more fair imo...
I will suggest something extreme, but I think I am against having any transmutation dust and alchemy role at all; it just breaks the market system imo. Do you want an in-element card really badly? Buy it several times from the start. It is a more unforgivable suggestion but more fair imo...
Just needs to not cap out at 155+, maybe say can't transmute 200+, but transmutation is necessary, a team that salvages enough would end up in a position where even if they started with 80% in element deck discards will've depleted most of their in-element, more so for teams on elements which aren't often featured in duos (How often has Life been able to salvage Life cards?), don't think 24 cap is necessary tho given market
A lot of that has to do with other stuff than the player bass. There just isn't that many new card ideas, deck ideas, buff section, nerfing section, grinders to post about. The game has been pretty much the same since 2012. If you look at people online or new members added, it's not as dramatic.(https://gyazo.com/43ba8450f80f3e155b5890abc95972cf.png)
So, regardless of anything else, I personally think the flexible team size is a success. Every player got onto a team and we still have a decent number of matches for each team, regardless of their actual size. I definitely think this is a keeper. We don't have the luxury of an enormous player base, so including everyone that wants to join is good.+1
lol i played against 4 gens (losing 2 times) in 2 round without saying nothing, now the biggest issue is rework how pairing worksSo have we, so has Earth, so has Death, it's not an uncommon occurrence to play 4 Gens in 2 Rounds. And we all did it without the SEC reducing Gen upgrades. That's not what I'm saying. I'm saying sharing 3 elements between 2 rounds is stupid and should be forced out, as should facing the same team 3 rounds in a row.
then why facing 2 teams 2 times in a row is an issue and facing 2 gens isn't?The problem was 3 teams 2 times in a row. 2 teams 2 times in a row was the solution, but 1 team 2 times in a row would be optimal
every gen of every element is strong by default, while depending on the element u face twice it can even be easier for you, depending on the standing, is vault of the overall match up u have against that team
Since we're out now and it doesn't affect me anymore.
I like the extra salvage on winning 3-0.
On the contrary I hate the extra discard on losing 3-0 and in particular 3-1 SO MUCH. That and the fact they are heavier than their salvage counterpart bonus. It just puts so much emphasis on not losing instead of winning.
Also, for the vault doc, separate the deck discards from the vault discards by inputting them in two different cells maybe? It feels slightly tidier.Might be better having a generic cell for all vault discards combined and have just the deck discards cell for each deck.
That may also work but in the (fringe) case where you're vault discarding more than 60 cards there may be some issues.Also, for the vault doc, separate the deck discards from the vault discards by inputting them in two different cells maybe? It feels slightly tidier.Might be better having a generic cell for all vault discards combined and have just the deck discards cell for each deck.
The rest could be added in the "penalties" cell, but I doubt that's ever going to happen. Unless we get some explosive mine EC...That may also work but in the (fringe) case where you're vault discarding more than 60 cards there may be some issues.Also, for the vault doc, separate the deck discards from the vault discards by inputting them in two different cells maybe? It feels slightly tidier.Might be better having a generic cell for all vault discards combined and have just the deck discards cell for each deck.