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edunavas

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300746#msg300746
« Reply #24 on: March 29, 2011, 02:47:37 pm »
Why War archieve are all messed up? There are topics from war 2 at war 1 and 3 archieve.

Kael Hate

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300748#msg300748
« Reply #25 on: March 29, 2011, 02:52:32 pm »
Why War archieve are all messed up? There are topics from war 2 at war 1 and 3 archieve.
Previous Management.

Offline 10 men

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300756#msg300756
« Reply #26 on: March 29, 2011, 03:26:51 pm »
Quote
The level to which this is a massive change cannot be overstated. The probability, for example, of this happening naturally with random seeding in round one is infinitesimal (much less than 1%).
Just because something is unlikely doesn't mean it's significant. I don't think it's a big deal. People didn't like double or triple matchups last war, so wms take them out, why not? Personally I'm completely indifferent to this change.
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Offline majofa

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300764#msg300764
« Reply #27 on: March 29, 2011, 03:42:19 pm »
Is Kael Hate's randomizer program going to be used?

Kael Hate

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300769#msg300769
« Reply #28 on: March 29, 2011, 03:51:09 pm »
Is Kael Hate's randomizer program going to be used?
Yes.

This one hasn't been publically viewed before so don't make assumptions based on anything you may have seen previously.

Scaredgirl

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300771#msg300771
« Reply #29 on: March 29, 2011, 03:53:44 pm »
I would like to remind everyone that this is a feedback topic, not a topic that discusses moderation action. If someone has a problem with how moderation was handled, PM me about it.

If users still are incapable of playing nice, we will most likely lock this topic and collect the feedback after the event is over. So lets have some less drama, shall we?

ShiningSword

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300775#msg300775
« Reply #30 on: March 29, 2011, 03:56:15 pm »
somebody is really upset. Have i known how angry you got, i would have kept my mouth shut

MrBlonde

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300849#msg300849
« Reply #31 on: March 29, 2011, 06:04:01 pm »
somebody is really upset. Have i known how angry you got, i would have kept my mouth shut
Do you even know SG? Lol if you think that's SG upset.

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300851#msg300851
« Reply #32 on: March 29, 2011, 06:09:45 pm »
somebody is really upset. Have i known how angry you got, i would have kept my mouth shut
Do you even know SG? Lol if you think that's SG upset.
Oh, please. Don't make me remember the time she entered chat using a live chicken as hat.
There are things worse than eating tuna directly from the tin

ShiningSword

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300988#msg300988
« Reply #33 on: March 29, 2011, 09:46:00 pm »
somebody is really upset. Have i known how angry you got, i would have kept my mouth shut
Do you even know SG? Lol if you think that's SG upset.
I really dont, and i have the feeling that i dont want to.
On the other hand im curious so, 2 questions:
a)we arent supposed to discuss that we were talking about anymore, are we?(to some point it makes sence, only elements with hard to counter strategys, like entropy for one, would like to have multiple matchups with the same elements, as that decreases the chance for counter decks to be played at max efficiency, and instead, there would be either a few good counters and the rest unprotected or watered down counters for everybody)
b)how did you saw the chicken?

Scaredgirl

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg300994#msg300994
« Reply #34 on: March 29, 2011, 09:57:46 pm »
a)we arent supposed to discuss that we were talking about anymore, are we?(to some point it makes sence, only elements with hard to counter strategys, like entropy for one, would like to have multiple matchups with the same elements, as that decreases the chance for counter decks to be played at max efficiency, and instead, there would be either a few good counters and the rest unprotected or watered down counters for everybody)
This is War feedback, and you are allowed to give feedback on anything War related. There are no "forbidden topics", so feel free to discuss about that new seeding system.

But what is forbidden, is going on a rampage, breaking a handful of forum rules, and disregarding everything the organizers and moderators try to tell you.

Most forum users will easily know the difference.

Daxx

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Re: War - Feedback #3 https://elementscommunity.org/forum/index.php?topic=23298.msg301025#msg301025
« Reply #35 on: March 29, 2011, 10:21:51 pm »
Of course we are not "alright with backroom dealing." It is horrible for the event. This event is not about the "ability" to use "negotiation" tactics (that are really driven 99% by popularity and 1% by actual negotiating skill or intelligence) to get people to make deals with you behind the scenes. This event is about strategizing in PvP deckbuilding and vault management. It is about predicting your opponents' decks and building counters. It is about understanding the strengths and weaknesses of each element.
I'm not sure that what War "is", is actually defined anywhere.

I'm sure some people like solving the optimisation problem and it's certainly an important part of any Elements-based competition, but equally I'm sure other people like the more human aspects of War as well. What is clear is that both aspects are currently supported by the ruleset and it appears that this is at least in part intentional, given the complexity of the event.

In my opinion keeping the less predictable human aspects makes for a much richer and deeper game than the very dry "solve for x" approach. Further, removing negotiation and dealmaking entirely is probably not particularly practical - if anything, I think we should be supporting that style of play with more interesting and effective options.

 

anything
blarg: