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Offline Avenger

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg441595#msg441595
« Reply #156 on: December 22, 2011, 06:17:48 pm »
This war was good...
Yeah, if my team won, i wouldn't say otherwise.  :))

You either misunderstood me, or didn't meant me, but there is no resentment on my part. I just answered hainkarga who said there must be a bug in the current war rules. I said, while there might be some problem, it wouldn't have happened without multiple human errors from our side (and most likely from entropy's and time's side too).

The only thing i noticed about the rules, they tended to support single deck teams in late war, but i think it wasn't needed, and won't be needed in future wars either. Single deck teams  with vault sizes of 50-65 are strong enough without any help.

And some positive feedback, because i didn't see anyone mentioning them:  most of the events, especially in the first part of war were excellent. And the last round standoff was a cool idea too.

Offline Spielkind

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg441602#msg441602
« Reply #157 on: December 22, 2011, 07:00:59 pm »
i love those eventcards and i hope we will see them again in war #5!!!
what i have to say for the last card, its a realy cool last stand off cards, but it weakens the bigger vaults, if more than 1 player is left! it makes no sense for round 9 to win more cards!
if that stand off round 10 is the way to go, make it stand off for generals only with their big vault and take all cards for 1 player! no split here! that makes it as it is, a stand off between the vaults left, presented by the general! my 2 cents here ^^

nice war and gratz to team death!!!
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Offline hainkarga

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg442171#msg442171
« Reply #158 on: December 24, 2011, 04:39:12 pm »
Winning a match should have more beneficial impact for the winner, more than just keeping their deck. As of now, neutral teams benefit from a match just as much as the winner without doing anything at all which often leads mathematically favoring the teams that perform worse than both winner and the loser. Since better performing teams have more matches, this means the smaller vault teams get more and more advantage over time.

Here is my little suggestion; increase the salvage and no event cards that prevent salvaging. This way winner gets something and salvaging is always more entertaining for the game.
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Offline Avenger

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg442869#msg442869
« Reply #159 on: December 27, 2011, 06:20:08 pm »
Winning a match should have more beneficial impact for the winner, more than just keeping their deck. As of now, neutral teams benefit from a match just as much as the winner without doing anything at all which often leads mathematically favoring the teams that perform worse than both winner and the loser. Since better performing teams have more matches, this means the smaller vault teams get more and more advantage over time.

Here is my little suggestion; increase the salvage and no event cards that prevent salvaging. This way winner gets something and salvaging is always more entertaining for the game.
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Offline plastiqe

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg444002#msg444002
« Reply #160 on: December 31, 2011, 08:39:08 pm »
I suggest the creation of a War #5 Brainstorming and Planning Thread like we had for War #4 Brainstorming and Planning (http://elementscommunity.org/forum/index.php/topic,28051.0.html).  In the meantime..

The basic mechanic of War is the vault. 
    Building the vaultBattles with cards from the vaultLast vault standing wins

We've got so many extra things going on from Auctions to Underworld that I think we need to get back to the basics.  One problem I had with War 4 were surprise changes to the initial vault.  It totally de-emphasizes the strategy and planning that War is supposed to be about when you add cards willy nilly later on.

I would like to see handicap bonuses next War for the teams that finished last in the previous War.  Eg.  If your team placed 12th you gain 50 extra cards in your starting vault next war.  If you placed 6th you gain 10 extra cards.

Instead of whittling down to the Generals battling with vault scraps we could have something like each player has 2 lives, and when they've lost two matches they're out and they take 60 cards from the vault with them.  Instead of losing your best decks you'd be competing till the end.

I personally find War a lot more fun when I have a match that round.  Events are more fun when you're participating y'know?

Offline plastiqe

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg449053#msg449053
« Reply #161 on: January 14, 2012, 07:32:29 pm »
In War #4 I liked a few event cards and didn't like some of the others.  I thought some of them were terrible.

I did not like the 10 round limit with a tournament at the end, at all.

I do not like the salvage/discard/converting phase.  Even with the new spreadsheets I just don't enjoy that part of War, but that's me.  I think a bonus for winning is good, but maybe vaults should just have unlimited pillars and pendulums to avoid some of that minutia.

Offline RavingRabbid

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg456319#msg456319
« Reply #162 on: February 03, 2012, 05:10:29 pm »
vaults should just have unlimited pillars and pendulums to avoid some of that minutia.
I'm positive about this, but people'd just run 30 pillars decks.
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Offline Calindu

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg456325#msg456325
« Reply #163 on: February 03, 2012, 05:18:44 pm »
vaults should just have unlimited pillars and pendulums to avoid some of that minutia.
I'm positive about this, but people'd just run 30 pillars decks.
I agree with this idea too, but only in elements.
I would run 60 pillars decks BTW.
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Offline kevTopic starter

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg466642#msg466642
« Reply #164 on: March 03, 2012, 05:35:30 am »
As I've mentioned before Event Organizers rely heavily on community feedback when writing rules.  And this is your shot!  Opportunities to point out my idiocy are a dime a dozen but in this thread I'll actually thank you for doing so!

The War 3 S&F thread was 33 pages long.  Was War 4 really more than twice as good?

If you've been putting off posting War 4 feedback/War 5 suggestions, your window to is closing.  War 5 is beginning to look not so distant on the horizon...

Offline ~Napalm

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg466644#msg466644
« Reply #165 on: March 03, 2012, 05:52:29 am »
Just thought that I'd reiterate the fact that a predetermined number of rounds to War is a terrible idea. Also, go back to 500 card vaults. Please. Or at the very least, let discards ramp instead of going all out from the beginning. Final note, be cautious of game changer events such as rounds 4 and 8 which allowed Fire to survive when it should have been long gone.
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Offline bripod

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg466649#msg466649
« Reply #166 on: March 03, 2012, 06:09:52 am »
How about "fine tuning" the Event Cards to have a more balanced effect throughout the War.
Seems as if a few EC's made a drastic shift in the outcome... Teams with a better W/L % were brutalized by EC penalties after being targeted by the lower ranked teams...

It almost seemed to come down to Luck rather than how a team played...

Also... I'd like to see War kinda promote playing... rather than have it end in another "Masters Tourney", involve the lower ranked players more... nothing more fun than sitting on the bench for half the season...

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Re: War #4 - Feedback https://elementscommunity.org/forum/index.php?topic=31674.msg466650#msg466650
« Reply #167 on: March 03, 2012, 06:21:34 am »
Also... I'd like to see War kinda promote playing... rather than have it end in another "Masters Tourney", involve the lower ranked players more... nothing more fun than sitting on the bench for half the season...
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