War #4 - Feedbackit's war #5 :P
I think it would be nice if Strategist could have some battle "perk" (e.g. Scout has Vault adv., Salvager has relic gain, etc.) As it stands now, Strategist, while important as a capacity, is rather useless as a role. Basically this means that while it's important to draft a Strategist, there's no advantage to having that player in the Strategist position. Thus, when drafting a Strategist who is also a good player (which is true in most cases IMO), it's advantageous to leave the position for your "worst" player. Some Generals/Lieutenants are probably capable of adequately performing this position as well, making the Strategist position even more "useless"I liked the idea of a three cards sideboard for the Strategist (fits with the theme). Another idea would be the ability to trade his upgrades with other players, but that would probably solidify it in the last position. Hmmm...
Not sure what kind of perk would be good for Strategist. Possibly something that affects discard/salvage, or maybe some sort of lasting effect on the opponent (e.g. Strategist salvages 3 more cards or discards 3 less, or Strategist chooses which cards the opponent discards on a win [or even what they salvage]).
Some Generals/Lieutenants are probably capable of adequately performing this position as well, making the Strategist position even more "useless".+1. I know for a fact war tool hash no secretz for some of us. :P
Ghostmare should be considered in element for all teams.Except for :earth ghostmare hates earth
:fire Strategist vs :air Strategist. Flip a coin?Y u vs me. Air wins toss anyways.[/needless support]
:fire Strategist vs :air Strategist. Flip a coin?exactly.
And what if :fire has 6 matchups and everyone sends their Strategist. :fire Strategist MUST face another Strategist. We simply toss a coin to determine who gets the benefit?Or let the game do it :>
And what if :fire has 6 matchups and everyone sends their Strategist. :fire Strategist MUST face another Strategist. We simply toss a coin to determine who gets the benefit?I don't seem to understand your problem....
I'm just saying that leaving a bonus like this up to RNG doesn't seem like a good idea to me.No, it's just that strategist vs strategist nullifies both capacities. It's something minor, but at least it's something.
I don't get why we should be paying for a player that was passed by by every team in both auctions and support teams when we can swap players between our support team and main team for free.
The only reason I wouldn't enforce some kind of penalty on subbing support teams is because currently support team drafting punishes high ranking teams that didn't win war. I still can't get behind previous wars affecting current wars, though.
What if a teammate is inactive but the general needs replacing?
stuffEveryone is eager to have everything in place and begin the Event, but there's really no rush here. Just PM a list to WMs in the next three days.
Following the auction the five players selected by each team are removed from the player pool. Generals will have three days to PM Warmasters a ranking of all remaining players. Using these lists each remaining player will be assigned a Support Team.I don't want this to be a frustrating experience so let me reword the above process:
Perhaps once teams are settled the WMs will post an announcement stating so and listing out the potential support team members? If you're not already planning to do so, that would be convenient.+1 so much.
February 18th, the 329th year after our creator Zanzarino
February is the month of death.
Historians, such as myself, debate whether each month was ever truly allocated to the elements. However, with the starvation and the cold and the emptiness, there is no doubt that if the months were matched with might, February would be death's.
And death is smiling.
Introductions are in order. My name is Sir Heinric Borius, Henry in friendly company. I am a historian, geographer, and geologist. Specifically, my area of study is in the wars of years past. From what I've gleaned, the wars are long, harsh, and brutal, each element fighting to the death and showing no mercy. These wars have been known to span decades, or be as short as days. Violent, bloody, grim, gut wrenching days. I am not entirely sure of how the wars ended, as I've only documented a few battles here and there. I'm only sure that death won the last one, and then the warfront grew silent.
But death is smiling.
The remnants of these battles have fascinating results. Apparently, the massive destructive forces left latent energies, condensed forms of a side effect from older times. These "shards", as I decreed them, give fascinating insight into perhaps ancient and lost power. It is in order to learn about these shards I picked up the study of geology. These shards seem to bond with certain elementals. This would allow for neat segregation and collection of the trophies, and increase the prosperity of all the lands. However, the old boundary's have changed, and battlezones no longer fall in locations that would seem rational today. I had a difficult time finding shards in significant quantities to confirm my theory.
It is because of this I started learning geography. The old nation lines are fascinating. Apparently the lands of life used to be clear across the continent, but their woods were burned to the ground. Over the years, the lands of air too moved, drifting as the wind slowly pushed them northward. Learning these I traveled to ancient battlesights, stared in awe at the destructive forces that had once surged, and cataloged the location of the shards. I then sent my findings to the nearby nations, hoping for assistance in the potentially dangerous excavation. Perhaps doing so was naive of me. Regardless, ever since the publishing of my research, I have regretted it immensely.
Each shard, identical in form, has a strange calling to certain elementals. Not their magic, rather, their mark. This has led to an interesting phenomenon, and a horrifying prospect. Rather than each land neatly segregating out the shards to their respective elements, they fight over them. A waterborne elemental who has since begun serving the lands of fire has just as much claim over the "Shard of Patience", as I call it, as a water elemental who remained true to his homeland. All twelve nations have equal claim over all twelve shards, and as these shards tend to form on battle sites by old boundary lines, frequently several lands lay claim to the same shards. There is great frustration in the fair division of this fascinating find, and the discord is escalating.
And death is smiling.
It is in the cold month of February, huddled around a fire, safe for the moment from angry earth elementals who did not appreciate my study of their Golem (I did not know I could kill it!), that I decide that I must put down my map and chisel, and once again resume my role as historian. Forces are being rallied once more. Great general's amass colossal swarms of violent magic, slowly segregating their strength and delegating their might to the most frightening warriors I've seen in all my years. These shards have true value to them, and I'm afraid they've awoken an old vendetta, and old grudge, an old hatred of one another from times prior. Their destructive motives are slowly evolving from desire of the shards to sating an old thirst for blood. It is not safe to travel at night anymore, nor is there safe passage anywhere without identification. Every nation I pass through doubts my neutrality and spies on me like a traitor. A few of them are even beginning to openly call for war.
There is no avoiding this bloodbath. I had options prior, I could have kept this power secret. In fact, the concept of saving all the shards for myself and attaining inconceivable power, which seemed laughable when I had the option, now appears to be the only way I could have prevented global catastrophe. I am a historian, and while my expertise lies in the past, it's time I set my eyes squarely on the present in future. Some day, years in the future, if wars might ever break out again, someone needs to have a written log of what happened here. Someone needs to understand the self extinction we attempted, starting in February of Zanzarino's 329th year. The animosity is approaching a breaking point, bloodshed will soon follow.
And death is smiling.
propaganda could be done right after trials... and only by the Master/General of the element... then the winners get to use the bonus cards only during the auction phaseJust a random thought... Also, I don't think that one person should make a banner for multiple teams.
Quotepropaganda could be done right after trials... and only by the Master/General of the element... then the winners get to use the bonus cards only during the auction phaseJust a random thought... Also, I don't think that one person should make a banner for multiple teams.
Plus the War speeches now are more comedic than inspired...
Maybe this was already written somewhere.
The current war subforum title is incorrect: "104 Players. 13 Teams. Which element will rule them all?"
I would humbly suggest to use a consistent team member numbering between rules and match listing for the round.This is unlikely because save for generals, no player vs player matchups are predetermined (ie generals chose who fights whom).
As it is now, the rules (http://elementscommunity.org/forum/index.php/topic,37505.0.html) and the rosters (http://elementscommunity.org/forum/index.php/topic,37689.0.html) have both numbered team members from 2-6 with generals listed as #1, but the 1st round posting (http://elementscommunity.org/forum/index.php/topic,39212.new.html#new) lists generals without numbers and team members numbered 1-5. This will likely lead to some confusion about who is to play who in the round.
Cut down vaults, now a forced card discard.
Woo?
Cut down vaults, now a forced card discard.
Woo?
Bonus cards are unbalanced if they're given after war begins. Being able to change what has already been set in stone after the fact won't be balanced.
And discards will affect all teams differently because while we all started with the same amount of cards for bidding,this event card, how much every team bid, and propaganda change the balance.
If I had learned that I was going to be forced to discard an extra card, perhaps I would have changed my auction bidding.
'k, i think this fits here : i think propaganda advertising should follow the same rules as competitions : advertise the polls in chat, okay. Advertise an element by a forum post in the votin' thhread, okay. Advertise a specific element by chat/forum pms : not okay.Hmm yes I quite agree with this. Otherwise you may as well expect to use this method and win even if the propaganda in itself was lackluster.
As I said before: Just drop the bonus cards that the Propaganda "winner" recieves. The Poll should only reflect the community's view of the Teams' self-advertising and nothing more. I think any kind of 'drama' that we had now can be avoided this way.
The bonus for completing the Propaganda should be kept, though (if Propaganda will remain, of course), as it forces the teams to put in some effort at least.
I just remembered. Where's the betting?
I think it would be nice if you post next round earlier if all the matches are complete. In fact you can do it now. I wish for that and also i wish i was a sith lord.
I find it strange that Support Team rules force them to play with decks that are based more on the elements they are not supporting than on the elements they are supporting. For example, Entropy support players can use the following in-element cards:Both players set to defend can use 2 of the used cards. Basically, any deck style is possible.
Chaos Seed, Mutation, Fallen Elf, Shroedinger's Cat.
Not exactly what I call Entropy-based decks. Sure, some powerful decks can come out of it still, but that's not the point.
I'd rather have different rules, while not limiting the support teams to monos or almost monos for obvious balance reasons.
February 21st, the 329th year after our creator Zanzarino
I write this from hidden underneath a wagon. I think my leg has stopped bleeding, but I cannot tell as I haven't had feeling below my waist for a good fourteen hours. I dearly hope I'll be able to walk again.
I appears as though the fighting has stopped. No... not stopped, merely paused. Perhaps armies are attempting to regroup and form more of a strategy, but for now it's just chaos.
I suppose I should get my thoughts in order.
I found, in one of the dig sites, a strange object. It was fascinating and full of ancient magic, the likes of which hadn't been surfaced in decades at least. I uncovered it and brought it back to the local university for further study, and to my surprise, several elementals were waiting on me. I knew my knowledge of the shards was notorious, but for all twelve nations to set tails on me? That still seems a bit severe. They saw my object and all started asking me about it, with progressively less subtlety until time through enough gold to pay 17 men at my feet and ran off with it. The others there didn't take well to that and the battle began.
From what I've read in the papers that have fallen to the ground near my wagon, apparently this was the signal for simultaneous war on every front. It's chaos. There seems to be no rhyme or reason to it. It's as though the nations divvied up the best of their troops and had at it with whomever they could find. There's sabotage and assassination and I've heard that civilians are even involved, trying to break and protect supply l
Sorry about that, I took a brief pause to investigate my toes wiggling again. Thank Zanzarino.
Anyway, it's far too early to evaluate the war. Air claims to be winning, but this will be a grueling confrontation at best, and it's far from over.
To anyone in the future reading this, if you ever uncover a strange artifact with mystical powers, bury it again.
7.3. SUPPORT TEAM DECKBUILDING
- Deck creation can be a collaboration between Support teammates, Main Team members, or a solo act. There's no need to submit decks prior to using them.
If Support Teams weren't of such vital importance, I'd want the greater flexibility. As they are, the support team and the main team HAVE TO communicate effectively, or else the whole team will probably go kaput.
7.3. SUPPORT TEAM DECKBUILDING
- Deck creation can be a collaboration between Support teammates, Main Team members, or a solo act. There's no need to submit decks prior to using them.
I'd like this rule to be changed immediately, as it currently allows support team members to do whatever they want with no regards to the wishes of the main team.
When support team battles can be played should be clearer. Unless I'm missing something, it doesn't really state when support teams are supposed to play (only deckbuilding vs deckbuilding and Rx battles)Support Team deckbuilding and duels take place during the Main Team deckbuilding phase. Here's (http://elementscommunity.org/forum/index.php/topic,39479.0.html)a timeline that may be helpful.
I have a small problem with the duels being revealed as battle phase starts. It is kind of troublesome if you have to arrange a duel with someone who lives half the world away.Removes most strategy from duels not being vs positions.
So, I propose that next war duels get "revealed" 24 hours before deadline. I like the system.
You mean... a surprise Lt attack?I have a small problem with the duels being revealed as battle phase starts. It is kind of troublesome if you have to arrange a duel with someone who lives half the world away.Removes most strategy from duels not being vs positions.
So, I propose that next war duels get "revealed" 24 hours before deadline. I like the system.
More than that, silly.You mean... a surprise Lt attack?I have a small problem with the duels being revealed as battle phase starts. It is kind of troublesome if you have to arrange a duel with someone who lives half the world away.Removes most strategy from duels not being vs positions.
So, I propose that next war duels get "revealed" 24 hours before deadline. I like the system.
A surprise strategist attack.
If Earth is going to get a free pass on not doing what is required of a general, then I'm sure we might as well just scrap the roles topic and have everything in our discussion posts.I might have missed something going on in chat.
As far as a bye is concerned, why not have it be a team that hasn't had a bye and who has the most number of players able to be sent in a round. And random if there are multiple teams sending the same amount.The fair one would be: team with most players, if more then with least cards, unless they had a bye.
That way if multiple teams are still sending the same amount of players its random instead of: "Oh this team has 4 more cards then this team and they are winning war so they get the bye"
As far as a bye is concerned, why not have it be a team that hasn't had a bye and who has the most number of players able to be sent in a round. And random if there are multiple teams sending the same amount.
That way if multiple teams are still sending the same amount of players its random instead of: "Oh this team has 4 more cards then this team and they are winning war so they get the bye"
I find it strange that Support Team rules force them to play with decks that are based more on the elements they are not supporting than on the elements they are supporting. For example, Entropy support players can use the following in-element cards:
Chaos Seed, Mutation, Fallen Elf, Shroedinger's Cat.
Not exactly what I call Entropy-based decks. Sure, some powerful decks can come out of it still, but that's not the point.
I'd rather have different rules, while not limiting the support teams to monos or almost monos for obvious balance reasons.
I find it strange that Support Team rules force them to play with decks that are based more on the elements they are not supporting than on the elements they are supporting. For example, Entropy support players can use the following in-element cards:Lol. Ok, so I agree that most Main Team Entropy decks don't feature the four cards you list above. Feedback would be more useful if you explained why the Support Team deckbuilding constraint either unbalances the Event (important: if it only hurt Entropy, a historically strong team, one might argue it actually adds to balance) or makes the Event less fun. Then importantly, propose an alternative set of rules that accomplishes those goals better than the status quo.
Chaos Seed, Mutation, Fallen Elf, Shroedinger's Cat.
Not exactly what I call Entropy-based decks. Sure, some powerful decks can come out of it still, but that's not the point.
I'd rather have different rules, while not limiting the support teams to monos or almost monos for obvious balance reasons.
I will reiterate this and add that this round's support team battle results are quite indicative of an issue in support battles rules.In case next War's Warmasters aren't willing to look at your post time and delve into which round's results you're describing, can you give specific examples of the "issue"?
I find it strange that Support Team rules force them to play with decks that are based more on the elements they are not supporting than on the elements they are supporting. For example, Entropy support players can use the following in-element cards:Lol. Ok, so I agree that most Main Team Entropy decks don't feature the four cards you list above. Feedback would be more useful if you explained why the Support Team deckbuilding constraint either unbalances the Event (important: if it only hurt Entropy, a historically strong team, one might argue it actually adds to balance) or makes the Event less fun. Then importantly, propose an alternative set of rules that accomplishes those goals better than the status quo.
Chaos Seed, Mutation, Fallen Elf, Shroedinger's Cat.
Not exactly what I call Entropy-based decks. Sure, some powerful decks can come out of it still, but that's not the point.
I'd rather have different rules, while not limiting the support teams to monos or almost monos for obvious balance reasons.
I will reiterate this and add that this round's support team battle results are quite indicative of an issue in support battles rules.In case next War's Warmasters aren't willing to look at your post time and delve into which round's results you're describing, can you give specific examples of the "issue"?
is there a reason why support members can't substitute for mean team members? I suggest a change in the rules. If support members could sub for main team members, I could have played my match against Vineroz' sub (he was online but was a support team member).
Also I suggest that the scouts get a bigger role. Knowledge is power. But with only two cards per round, that knowlegde isn't much.
I suggest to change it and make a scout able to scout all cards of the scouted element. This would mean that a scout doens't hev to name cardnames, but an element. as for the result of the scouting action I would say that you get to know all the cards the opponent has on that element (including the number of cards)
As we do not want to make Scout OP, I suggest that the scout would not be able to scout the element of which the opponent is a member. Any comments on this idea?
We, :entropy, had two opponents that were changed, and there was zero notification that they were changed. If you're gonna change them, please let us know.I'll repost this, since the WMs didn't seem to understand it the first time....
Could use a rule exception to handle cases of war matches between players 8+ time zones apart. Currently at least one of them has to do something like staying up until very late or getting up super early and still one can never be sure your salvage is safe (see my match w/ pikachu).
Solutions: subs w/o or AT VERY LEAST smaller penalty perhaps?
I understand dedication and shit, but it's just a game. I'm pretty frustrated (AND SLEEPY) all day after I got up @ 5 to make the match schedule and still got no salvage cause 1hr is apparently not enough to play bo5 with desynchs :<
Not sure if that is what Anth means, but I like 3 card salvage. I even did it in a match vs QuantumT, where warmasters allowed it.Could use a rule exception to handle cases of war matches between players 8+ time zones apart. Currently at least one of them has to do something like staying up until very late or getting up super early and still one can never be sure your salvage is safe (see my match w/ pikachu).
Solutions: subs w/o or AT VERY LEAST smaller penalty perhaps?
I understand dedication and shit, but it's just a game. I'm pretty frustrated (AND SLEEPY) all day after I got up @ 5 to make the match schedule and still got no salvage cause 1hr is apparently not enough to play bo5 with desynchs :<
You mean like this? http://elementscommunity.org/forum/index.php/topic,40596.0.html
Possibly like that except that Warmaster needs to not nosir you when you request salvage...Could use a rule exception to handle cases of war matches between players 8+ time zones apart. Currently at least one of them has to do something like staying up until very late or getting up super early and still one can never be sure your salvage is safe (see my match w/ pikachu).You mean like this? http://elementscommunity.org/forum/index.php/topic,40596.0.html
Solutions: subs w/o or AT VERY LEAST smaller penalty perhaps?
I understand dedication and shit, but it's just a game. I'm pretty frustrated (AND SLEEPY) all day after I got up @ 5 to make the match schedule and still got no salvage cause 1hr is apparently not enough to play bo5 with desynchs :<
And while we're at it also change the way penalties work. No salvage or chosen discard are way too often no setback at all and sometimes even profitable for the team. Better possibilities would be random discard or negative modifier on upgrades for one round.
More random discards is a bad idea. It can be nothing, or it can end up completely crippling a team's strongest decks.Yeah random discard sounds really ugly, wouldn't want that to happen to your team right?
More random discards is a bad idea. It can be nothing, or it can end up completely crippling a team's strongest decks.Crippling to your team's strongest decks?? That never happens.... >.>
Give each element a unique passive. For instance, salvage more or lose less after winning/losing. There are many different things yall could come up with.
Give each element a unique passive. For instance, salvage more or lose less after winning/losing. There are many different things yall could come up with.
I'd like if this was considered as an alternative to strategic subbing :I've been against subbing penalty because strategic subbing.
[20:06:11] bjessee: ‹@Jenkar› But can't you say up front that "if we win, we do not want salvage" basically letting someone sub for themselves?
I'd like if this was considered as an alternative to strategic subbing :If a team PMs me before their match starts, they may elect not to salvage. It's silly to actually require you to sub.
[20:06:11] bjessee: ‹@Jenkar› But can't you say up front that "if we win, we do not want salvage" basically letting someone sub for themselves?
They could be assigned by element at the beginning, but then other people could be allowed to "steal/switch" the passives by winning support team battles, so rather than top teams getting swarmed with support team battles (as a fire support team member, it was quite annoying), the teams currently in possession of the "best" passives will be the ones with support team battles. And if multiple people attack, it goes to the team lowest on the standings.Give each element a unique passive. For instance, salvage more or lose less after winning/losing. There are many different things yall could come up with.
Don't like it. War is already unbalanced. Making 12 balanced effects would be nigh-impossible so that would make War even more random.
Teams could simply be allowed to decline a salvage by sending a PM to the Warmasters before the deadline.
If a team PMs me before their match starts, they may elect not to salvage. It's silly to actually require you to sub.
Teams could simply be allowed to decline a salvage by sending a PM to the Warmasters before the deadline.
Like this?If a team PMs me before their match starts, they may elect not to salvage. It's silly to actually require you to sub.
I have a semi-crazy idea.This is an interesting idea :)
If a sub wins, then the opponent they beat determines their salvage from 0-6 cards.
Early in war, teams will lose salvage, and late in war teams can no longer strategically sub.
If a sub wins, then the opponent they beat determines their salvage from 0-6 cards.
If a sub wins, then the opponent they beat determines their salvage from 0-6 cards.
This is a very effective rule for rewarding activity even more than before, and rewarding skill even less. Since this is the mindset the community seems to have, I would imagine that this will be a welcomed change. Nice idea.
I don't know how much support is that, considering he wrote it is "rewarding skill even less". The war is teamwork, so it is obvious that it shouldn't promote the skill of a single player, but the composite skill of the whole team. Especially, as strategic subbing is not a playing skill, it is more like a math "skill". I don't think we have to support that much, subbing was not intended to do that.If a sub wins, then the opponent they beat determines their salvage from 0-6 cards.
This is a very effective rule for rewarding activity even more than before, and rewarding skill even less. Since this is the mindset the community seems to have, I would imagine that this will be a welcomed change. Nice idea.
Thanks for the support. I guess something would have to be added like the Gen or Lt needs to post the salvage decision within 24 hrs after battle phase. If not, 0 salvage is assumed.
Warning: Lotsa reading awaits.+1
I think I should probably break this down into sections or else I'm going to likely steer off course about 50 times. May as well start at the beginning...I don't really have any complaints or suggestions here, actually :D I've already said my bit on secondary auction as well.About the only thing I disliked about vault building was that it seemed to severely limit the options I was able to field against each element in planning. With Life being pretty weak in terms of PvP this meant that we were unable to bring as many counters to cards like Dim Shield as we realistically would have liked. For example, during round 1 I wouldn't have been surprised in the slightest to see every single team use a duo with Dim Shields against us. And though I probably would have been able to send a deck against each and every one of them that counters Dim Shield in theory, building a vault that is completely centered around countering a single card is obviously going to open up some pretty huge holes to other strategies. However, the simplest way to fix this issue would be to essentially "fix" :life as an Element rather than modify War rules to account for various huge weaknesses that each Element may or may not have. Therefore I cannot say that vault restrictions were really to blame for this problem.
The lack of Grabbows throughout War was pretty refreshing.
I also dislike having vault construction take place during Propaganda page creation, especially now that there are 6 teammates to work with. When I first noticed how many teams were having vrt produce their banner art I thought it was just out of sheer laziness, but looking back it seems pretty logical to have someone outside of the team perform that type of work while the rest is able to focus completely on vault preparations. But as I've already said my bit on Propaganda improvements as well, I'll end on that note.Okay, there's a lot here that I feel needs improvement.
At the beginning of War each team is responsible for preparing for 6 matches on the main team. The next couple of rounds don't really change much because it's unlikely that every single team will have their ~2 attackers charge into battle against everyone else. However the later rounds become nearly intolerable. Over the past few Wars it has been incredibly evident that Teams lose quite a bit of willpower and interest in War as it continues to play out and decks continue to be lost with each new round. War itself compensated for this in the past by requiring teams to prepare less and less with each new round which in turn caused teams to devote less time to an event that was becoming uninteresting to them. However, support team battles will cause teams to spend essentially the same amount of time on preparations in the later rounds as they had in the beginning, depending on how many attackers they face. In turn, it makes the deckbuilding phase more intolerable and frustrating for losing teams than I think is desired. Also, having to build decks and schedule matches during the same ~3 days (especially when there are quite a few teammates on the support team) is a bit too much.
Deckbuilding restrictions may need a bit of rework as well, though I'm really not sure what needs to be done. Life had its fair share of successes and failures when attacking so I can't really say if the deckbuilding rules are slanted against anyone's favor. Sure from the outside it looks as if attacking teams have a severe disadvantage against defenders, but performances don't exactly reflect that very well. I'd say that the deckbuilding ruleset causes Elements with particularly big weaknesses to be placed at a disadvantage, but again, that's not exactly War's problem as much as a balancing issue that needs to be resolved within the game itself. I enjoyed the deckbuilding quite a bit though; this kind of restrictive deckbuilding that's not bound by the numerical limitations of a vault allow for plenty fun to be had in testing, and with each new round that passes in the main team of War that's not really observed. Also, as I've advocated a desire for my team to really get to know the Element :life during War, this really allows for that desire to become a reality more easily especially when the ones developing most of the ideas are someone other than the Master/General of the team.
I personally believe that teams should be limited to 2 or 3 members acting on a support team at a time. This both takes away time required to prepare for the matches during the deckbuilding phase as War progresses and weakens the power of the team's defense slightly.
Miscellaneous thoughts:
-The rule allowing opposing teams to purchase someone off of your support team needs to be terminated and never return again. I never allowed a single support team member into my team's chatroom for the simple reason that if another team somehow found a way to bribe them into joining their side then we'd be completely screwed. And while I'd like to think this would never happen, I have no choice but to take these precautions. As a result, support team members become completely dissociated from the actions of the main team which causes severe confusion because that member has no idea what to do for that round until instructed to do so. In addition, this allow for an exploit of rule 8.2 and the "no sharing of vault secrets" rule if someone does not take the precautions I had.
-Generals being unable to sub for attacking support team members while the Lt. is freely able to do so doesn't make sense to me. Generals being unable to post support team actions while the Lt. is freely able to do so doesn't make sense to me. As far as I'm concerned the General should have the ability to do nearly everything else that their subordinates can given that they possess the highest power of their team and that they were the ones who basically gave that subordinate that power in the first place.
-Not posting each individual match-up during the later rounds was confusing considering there was no announcement indicating how things would work from that point forward. Arranging matches became increasingly difficult as well, causing nearly all matches to be done at the last minute as everyone went crazy trying to find an opponent to face.
-Having to decide what players to send again which team before the end of the duel phase was fine except for the fact that some duels might not take place even an hour before the round ends, at which time a team's Lt. may or may not be online to observe what cards were used.Best of 5 is still great, with the addition of Relics I don't really have any complaints about the upgrade amounts either. I'd like to give my thoughts on each member role in more detail, but considering I didn't get to benefit from their effects even once, I can't say they wouldn't be negative. But there are a few improvements that I feel certain should be made:
-Assassins: Random discard needs to be removed. I understand that it doesn't make much sense for a team to have control over what its opposing team assassinates from a logical standpoint, but then again in this case no one has control over anything. It's just completely unfair to lose access to an incredibly important card that wasn't even used during a lost duel, especially when that card may be necessary for an entire deck to function at all. If having a team choose discards from their own vault is out of the question then maybe adding a removal of 3 cards to what's already discarded from the defeated deck would be possible. As for what happens if the discard is already at 30...maybe that's a good incentive for people to use less stalls :)
-Member roles in general: The whole free-floating member role idea doesn't seem good to me. It's nice that it allows teams flexibility when it comes to inactive players, but it effectively allows everyone to gang up on a single stronger/weaker team as desired unless that team is paired against a General.
Discarding system was pretty good. Salvaging system was fine. Conversions were okay too. Matching up teams could use some improvement though, I believe: I was disappointed that we never got to face Darkness a single time during the entirety of War even with both teams lasting until Round 7.May as well do this round by round.
-Round 1, Fateful Day: I thought this one was cool. Teams claiming that it wasn't right to force a 1 card discard during the first round seemed to be...overreacting a bit. Discard a Pend for Christ's sake, it's not the end of the world. But I was bothered by the deadline for the Event Card being 24 hours before the War began. With all the new things such as scouting threads that I now needed to attend to in addition to the deadline being stated in a rather non-obvious manner, it completely slipped my mind that this needed to be done. To my recollection last War never had anything like this, so it caught me completely by surprise. In addition, the Round 7 Event Card had a similar feature which had a deadline in line with the beginning of the duel phase and there were no problems with it. In the future I feel that these Event Card deadlines should be the same as deckbuilding deadlines, or if that's not possible make it blatantly obvious that there's a change.
-Round 2, Tactician, Reclaimer, Sniper, and Spy: Aside from the random discard from Sniper, these were good. Tactician allowed us to keep nearly everything from the deck that kept us alive for the end of the War, incidentally.
-Round 3, Full Support and Telepathic Gambit: These were both good.
-Round 4, Feint and Voodoo Curse: It seems like Feint should have been made 2 separate Event Cards, but was good overall; gaining a single Relic from part 2 seemed a bit weak though. Voodoo Curse would have been bad if not for the fact that Feint was presented during the same round. Because of this teams either had to decide between giving 3 extra upgrades to redistribute among the entire team or not get this bonus and make the possibility of one team's support team invulnerable less likely. But I did dislike the fact that teams had no control over whether they got to face a Lt. or not, even if a team decided to send in a Lt. for that round.
-Round 5, Blitzkrieg Strategy and Guerrilla Tactics: While both of these were good in theory, I think it states a lot about the effects of RNG in this game when everyone chooses the latter x)
-Round 6, Transdimensional Box and Desperate Times: I didn't see much use for the former, but that may have been just me. Desperate Times on the other hand...mmm. Again, not a fan of the possibility of random discarding. I'm also not a fan of not having a choice in whether or not your team might take a discard this late in the War. I mean it would be incredibly lame to be at 60 cards, lose, and then be eliminated by a forced discard. I suppose that you could add a rule which forbids Chaos Lord from eliminating a team though.
-Round 7, Tactical Foresight: Liked this one.
May or may not have forgotten something. Will reply again later if I have.
Warning: Lotsa reading awaits.The worst of these were:
I think I should probably break this down into sections or else I'm going to likely steer off course about 50 times. May as well start at the beginning...I don't really have any complaints or suggestions here, actually :D I've already said my bit on secondary auction as well.About the only thing I disliked about vault building was that it seemed to severely limit the options I was able to field against each element in planning. With Life being pretty weak in terms of PvP this meant that we were unable to bring as many counters to cards like Dim Shield as we realistically would have liked. For example, during round 1 I wouldn't have been surprised in the slightest to see every single team use a duo with Dim Shields against us. And though I probably would have been able to send a deck against each and every one of them that counters Dim Shield in theory, building a vault that is completely centered around countering a single card is obviously going to open up some pretty huge holes to other strategies. However, the simplest way to fix this issue would be to essentially "fix" :life as an Element rather than modify War rules to account for various huge weaknesses that each Element may or may not have. Therefore I cannot say that vault restrictions were really to blame for this problem.
The lack of Grabbows throughout War was pretty refreshing.
I also dislike having vault construction take place during Propaganda page creation, especially now that there are 6 teammates to work with. When I first noticed how many teams were having vrt produce their banner art I thought it was just out of sheer laziness, but looking back it seems pretty logical to have someone outside of the team perform that type of work while the rest is able to focus completely on vault preparations. But as I've already said my bit on Propaganda improvements as well, I'll end on that note.Okay, there's a lot here that I feel needs improvement.
At the beginning of War each team is responsible for preparing for 6 matches on the main team. The next couple of rounds don't really change much because it's unlikely that every single team will have their ~2 attackers charge into battle against everyone else. However the later rounds become nearly intolerable. Over the past few Wars it has been incredibly evident that Teams lose quite a bit of willpower and interest in War as it continues to play out and decks continue to be lost with each new round. War itself compensated for this in the past by requiring teams to prepare less and less with each new round which in turn caused teams to devote less time to an event that was becoming uninteresting to them. However, support team battles will cause teams to spend essentially the same amount of time on preparations in the later rounds as they had in the beginning, depending on how many attackers they face. In turn, it makes the deckbuilding phase more intolerable and frustrating for losing teams than I think is desired. Also, having to build decks and schedule matches during the same ~3 days (especially when there are quite a few teammates on the support team) is a bit too much.
Deckbuilding restrictions may need a bit of rework as well, though I'm really not sure what needs to be done. Life had its fair share of successes and failures when attacking so I can't really say if the deckbuilding rules are slanted against anyone's favor. Sure from the outside it looks as if attacking teams have a severe disadvantage against defenders, but performances don't exactly reflect that very well. I'd say that the deckbuilding ruleset causes Elements with particularly big weaknesses to be placed at a disadvantage, but again, that's not exactly War's problem as much as a balancing issue that needs to be resolved within the game itself. I enjoyed the deckbuilding quite a bit though; this kind of restrictive deckbuilding that's not bound by the numerical limitations of a vault allow for plenty fun to be had in testing, and with each new round that passes in the main team of War that's not really observed. Also, as I've advocated a desire for my team to really get to know the Element :life during War, this really allows for that desire to become a reality more easily especially when the ones developing most of the ideas are someone other than the Master/General of the team.
I personally believe that teams should be limited to 2 or 3 members acting on a support team at a time. This both takes away time required to prepare for the matches during the deckbuilding phase as War progresses and weakens the power of the team's defense slightly.
Miscellaneous thoughts:
-The rule allowing opposing teams to purchase someone off of your support team needs to be terminated and never return again. I never allowed a single support team member into my team's chatroom for the simple reason that if another team somehow found a way to bribe them into joining their side then we'd be completely screwed. And while I'd like to think this would never happen, I have no choice but to take these precautions. As a result, support team members become completely dissociated from the actions of the main team which causes severe confusion because that member has no idea what to do for that round until instructed to do so. In addition, this allow for an exploit of rule 8.2 and the "no sharing of vault secrets" rule if someone does not take the precautions I had.
-Generals being unable to sub for attacking support team members while the Lt. is freely able to do so doesn't make sense to me. Generals being unable to post support team actions while the Lt. is freely able to do so doesn't make sense to me. As far as I'm concerned the General should have the ability to do nearly everything else that their subordinates can given that they possess the highest power of their team and that they were the ones who basically gave that subordinate that power in the first place.
-Not posting each individual match-up during the later rounds was confusing considering there was no announcement indicating how things would work from that point forward. Arranging matches became increasingly difficult as well, causing nearly all matches to be done at the last minute as everyone went crazy trying to find an opponent to face.
-Having to decide what players to send again which team before the end of the duel phase was fine except for the fact that some duels might not take place even an hour before the round ends, at which time a team's Lt. may or may not be online to observe what cards were used.Best of 5 is still great, with the addition of Relics I don't really have any complaints about the upgrade amounts either. I'd like to give my thoughts on each member role in more detail, but considering I didn't get to benefit from their effects even once, I can't say they wouldn't be negative. But there are a few improvements that I feel certain should be made:
-Assassins: Random discard needs to be removed. I understand that it doesn't make much sense for a team to have control over what its opposing team assassinates from a logical standpoint, but then again in this case no one has control over anything. It's just completely unfair to lose access to an incredibly important card that wasn't even used during a lost duel, especially when that card may be necessary for an entire deck to function at all. If having a team choose discards from their own vault is out of the question then maybe adding a removal of 3 cards to what's already discarded from the defeated deck would be possible. As for what happens if the discard is already at 30...maybe that's a good incentive for people to use less stalls :)
-Member roles in general: The whole free-floating member role idea doesn't seem good to me. It's nice that it allows teams flexibility when it comes to inactive players, but it effectively allows everyone to gang up on a single stronger/weaker team as desired unless that team is paired against a General. I also personally disliked having nearly every team send Salvagers against us each round because they figured we'd be a prime target for Relic farming. Also, not having members preset made match-ups a hassle to deal with.
Discarding system was pretty good. Salvaging system was fine. Conversions were okay too. Matching up teams could use some improvement though, I believe: I was disappointed that we never got to face Darkness a single time during the entirety of War even with both teams lasting until Round 7.May as well do this round by round.
-Round 1, Fateful Day: I thought this one was cool. Teams claiming that it wasn't right to force a 1 card discard during the first round seemed to be...overreacting a bit. Discard a Pend for Christ's sake, it's not the end of the world. But I was bothered by the deadline for the Event Card being 24 hours before the War began. With all the new things such as scouting threads that I now needed to attend to in addition to the deadline being stated in a rather non-obvious manner, it completely slipped my mind that this needed to be done. To my recollection last War never had anything like this, so it caught me completely by surprise. In addition, the Round 7 Event Card had a similar feature which had a deadline in line with the beginning of the duel phase and there were no problems with it. In the future I feel that these Event Card deadlines should be the same as deckbuilding deadlines, or if that's not possible make it blatantly obvious that there's a change.
-Round 2, Tactician, Reclaimer, Sniper, and Spy: Aside from the random discard from Sniper, these were good. Tactician allowed us to keep nearly everything from the deck that kept us alive for the end of the War, incidentally.
-Round 3, Full Support and Telepathic Gambit: These were both good.
-Round 4, Feint and Voodoo Curse: It seems like Feint should have been made 2 separate Event Cards, but was good overall; gaining a single Relic from part 2 seemed a bit weak though. Voodoo Curse would have been bad if not for the fact that Feint was presented during the same round. Because of this teams either had to decide between giving 3 extra upgrades to redistribute among the entire team or not get this bonus and make the possibility of one team's support team invulnerable less likely. But I did dislike the fact that teams had no control over whether they got to face a Lt. or not, even if a team decided to send in a Lt. for that round.
-Round 5, Blitzkrieg Strategy and Guerrilla Tactics: While both of these were good in theory, I think it states a lot about the effects of RNG in this game when everyone chooses the latter x)
-Round 6, Transdimensional Box and Desperate Times: I didn't see much use for the former, but that may have been just me. Desperate Times on the other hand...mmm. Again, not a fan of the possibility of random discarding. I'm also not a fan of not having a choice in whether or not your team might take a discard this late in the War. I mean it would be incredibly lame to be at 60 cards, lose, and then be eliminated by a forced discard. I suppose that you could add a rule which forbids Chaos Lord from eliminating a team though.
-Round 7, Tactical Foresight: Liked this one.
May or may not have forgotten something. Will reply again later if I have.
Warning: Lotsa reading awaits.Players who put this much time into S&F single-handedly improve the Event for the future. +rep, will.
A snaking draft (like fantasy football) could be fun. Teams would be pretty balanced. Vaults can start equal.How would this stop bans? :v
This would also make the auction much faster. All generals submit their rankings of every application. Then the WMs go through the rankings to develop teams.
A bad thing about this is that some players may get on elements they don't want -_-
A snaking draft (like fantasy football) could be fun. Teams would be pretty balanced. Vaults can start equal.How would this stop bans? :v
This would also make the auction much faster. All generals submit their rankings of every application. Then the WMs go through the rankings to develop teams.
A bad thing about this is that some players may get on elements they don't want -_-
Right now team fire can field two decks without suiciding and "no salvage rule" isn't being used as a penalty. They are using these rules out of their context to get various advantages over other teams. Therefore this is an abuse. Both of the rules above are being milked.
War rules have been made and being changed every war to make it more fair and fun. Abusing the rules for your ends own only harms fairplay and make people resent you, which is very silly because people come here for a non-profit friendly gaming community.
When you win, you salvage.
The penalty for inactivity (subbing) has been a lack of salvage. It is hard to refute that subbing was not made for inactivity/partially for mismatched times. Furthermore, we have rules now that can even stop the inactivity of a general or multiple members from being a problem late game. Meaning that the only real reason to sub for over a round is due to a scheduling conflict.
On the basis of that, strategic subbing goes against the spirit of the rules. To sub when inactivity/time zones are not a problem to subvert the subbing, while legal, is against the spirit.
Now we have the new rule that you can request not to salvage if you win. If we consider that strategic subbing is a problem (which, according to the large majority, is), then we can see that this rule is made to stop from using subbing as a way to not salvage. Considering that, we can evaluate that both of these are in effect the same, only changing what is done to subvert salvaging. This means that both are against the spirit of the rules, assuming that strategic subbing is against the spirit of the rules.
A well known strategy? Sure. So is scorched earth (Ohohoho you see what I did thar?).
You say that it is bad, but yet you do it. You say to fix it, but not right now. Obvious conclusion is that your actions are both bad and hypocritical. As individuals, I have nothing against you. As a group, Team Fire is bad.
It is not abusing the rules. Not at all. Staying in a sweet spot is a well known strategy in War, and fits both the letter and spirit of the current rules. If you wish to state that the current rules still need to be improved, that we need to change them so that sweet spots are no longer part of the equation, I will easily agree. In previous War feedback threads, I myself have attempted to suggest alternate rules to eliminate these sweet spots.
However, to attack the integrity of our team over this is uncalled for, unfair, and smacks of bad sportsmanship. Please redirect your frustration towards improving the rules for future Wars, and I will happily join you in working towards that end.
When I refer to the "spirit of the rules" I refer to their intent. It is well known that strategic subbing is legal within the current rules. No one (that I know of) intended the current ruleset to eliminate that option. Therefore it is intended.
As for my "hypocrisy", your argument makes no sense. I think the rules for War can/should/will be improved. I have from time to time put forth suggestions as for how that could (imo) be done. Following your logic, the only way to play War that is not "bad" or "hypocritical" would be for me to make up and play by whatever rules I personally think would be the most fun, even if those rules are the complete opposite of what is actually in the official rules topic.
Hope that clarifies things.
I agree with you and UT in that if I were in your position, I would likely forfeit salvage salvage as well to give my team the best chance of winning. In fact, I asked kev in an earlier round if there was some way i could get a 3-card penalty to bump my team down 1 duel. I was denied as it was deemed unfair, and any penalty I made before the end of that round would be assessed 2 rounds later so that I could get no benefit from the penalty. However, accepting a penalty to improve one's chances of winning completely defeats the definition of a penalty as Oni so nicely explained. If this is the "spirit of the current rules" how come kev did not let me accept a penalty to help my team?
Please see my response to Oni for an explanation of what I mean by "spirit of the current rules".
Based on your perception of the "spirit of the current rules" and the comments posted in chat by members of team fire regarding their opinions of the rule (which I have no specific quotes of atm), I think an "attack on your team integrity" is perfectly warranted. I'm not sure what your definition of "bad sportsmanship" is, but I'm pretty sure no one on team fire will be winning a sportsmanship award this war (same goes for team aether, I think :P).
I've been out of town for a week, so I'm not aware of the nature of these comments to which you refer. I always try to treat my opponents with courtesy and fairness, and I've never observed any of my teammates to do any differently.
Unfortunately, this rule cannot be fixed this war because kev did not address the issue soon enough. IF fire does go on to win war, it will be a tainted war win in that fire would not have won war if it wasn't for that rule, which will likely no longer be available in future wars. While I would want to do everything in my power to win war, I wouldn't get any satisfaction out of winning by exploiting a rule. Like I said, there is nothing we can do about it now to make things right this war, which really sucks because winning war is the biggest achievement within the community and I feel like no one truly wins this war (except maybe time if they can pull off the upset).
Sweet spots existed in, and helped determine the winners of, previous Wars too. Not sure why you choose now to declare it all as "tainted".
I think it would be better if the number of players fielded would be based on the number of losses incurred. If there aren't enough cards in the vault, then let them field less players. No 3-player teams returning to four players and such. This way, all these "stay in this sweet spot" shenanigans will be stopped, and you'll give more incentive to winning. Could be balanced by making card discards based on your "extra cards" but all balancing could be thought out by the more experienced war people here. ;)for that to work, all rounds would need to make you lose the same amount of cards, so no more 12, 18,24, 30. Maybe starting at 24 but staying there could be ok, but I am not convince if it is a good idea or not. Also, the whole auction on players would need to be blown away (for snake selection?) because you can't ask a team who paid 25 more cards then another to field the same amount of deck.
Also, no one have mentionned that last round event helped the 3 other teams (giving em 4 cards of they're choice) which we couldn't take.Wouldn't*. That was a choice event card.
That being said, I have merge some ideas, how about you can elect not to salvage once no matter when in war, if you try to do that two rounds in a row, you're opponent decide for a 0 or 6 card salvage and that whether there is a sub involved or not. I'd also give access to team to get rid of regular member to put em in support team and the opposite at any time in case the general can prove the member is inactive.I like this.
I have a semi-crazy idea.Intriguing. The downside is that, as proposed, it’d almost require an extra phase each round for Generals to post opponent sub salvage decisions. It can only be part of the deckbuilding phase if we lengthen the phase accordingly.
If a sub wins, then the opponent they beat determines their salvage from 0-6 cards.
Early in war, teams will lose salvage, and late in war teams can no longer strategically sub.
for that to work, all rounds would need to make you lose the same amount of cards, so no more 12, 18,24, 30. Maybe starting at 24 but staying there could be ok, but I am not convince if it is a good idea or not. Also, the whole auction on players would need to be blown away (for snake selection?) because you can't ask a team who paid 25 more cards then another to field the same amount of deck.Of course there has to be a cushion, and some balancing. For example, everyone fields 6 players at the start of war. Discard is 12. Let's say you start with 240 cards. I'm a potato. My brain cogs are stuck and need to start over on a new idea.
Don't forget to multiply by the square root of X/Y, where X is the number of cards discarded two rounds ago and Y is the current phase of the moon. I kid because I care. :P Seriously, though... simplification.for that to work, all rounds would need to make you lose the same amount of cards, so no more 12, 18,24, 30. Maybe starting at 24 but staying there could be ok, but I am not convince if it is a good idea or not. Also, the whole auction on players would need to be blown away (for snake selection?) because you can't ask a team who paid 25 more cards then another to field the same amount of deck.Of course there has to be a cushion, and some balancing. For example, everyone fields 6 players at the start of war. Discard is 12. Let's say you start with 240 cards. I'm a potato. My brain cogs are stuck and need to start over on a new idea.
Maybe this: Once your vault hits 3 players, make it so that salvaging cards won't push you to to 4 players. But deck discards could be increased. Maybe like if you have 128 cards this round and won all three of your matches (which pushes you to 146 cards) you'll still field 3 players next game but will have to discard 5 more cards per loss ((146-131)/3). The team could assign which extra cards could be discarded in case of a loss, and there will be less exploiting of these sweet spot thingies.
In War2 Gravity was nearly forced to show their entire vault because the rule at the time was number of players fielded =vault/30. See here (http://elementscommunity.org/forum/index.php/topic,13708.msg203064.html#msg203064). People were up in arms about it, so the rule became vault/36 for War3. I made my thoughts about the new rule clear
In War2 Gravity was nearly forced to show their entire vault because the rule at the time was number of players fielded =vault/30. See here (http://elementscommunity.org/forum/index.php/topic,13708.msg203064.html#msg203064). People were up in arms about it, so the rule became vault/36 for War3. I made my thoughts about the new rule clear
I think I suggested it before, but I think War would be more fun if this were changed to something like 30 + vault/30. (vaults would have to be increased by 30 cards in size, but war would take the same amount of time since both the elimination limit and starting vault are increased by the same amount) That way, if you have, say, 60-75 cards (or whatever the range) you field one deck, and if you have 59 or less, you're out, rather than 29 or less you're out like now. My reasoning is that then if a team is reduced to playing one deck per round, you can't automatically predict what they're going to use even if you know their entire vault. It allows for teams to keep more things hidden, which increases the skill required. My team didn't have issue with this in war 5 (since we went 0-5 one round and were wiped out all at once, so it never came up for us :p) but in war 4, round 10 and to a large degree the previous round or two were basically predetermined once the matchups were announced. In round 10 for instance, I successfully predicted the winner of every single match except the finals, and that only because light did not use the deck I thought they would, whereas in every other match the teams used what I thought they would, mostly because there were no other choices.
and if you have 59 or less, you're out, rather than 29 or less you're out like now.Scenario: Your team has been top tier all War but attrition has forced the top tier down together. It's round 9. Your vault now contains an undefeated grabow that'd be a sure thing against one opponent and PC/CC you could tweak in to make you a strong favorite against the other. You'd be confident in either matchup. But instead they'll face each other with terribad vault leftovers while you watch from the sideline because you have only 58 cards.
Believe me, the current situation is MUCH worse. This war can drag on for 3-4 more rounds, with two teams stuck in the sweet spot and one unlucky one which didn't land in there.and if you have 59 or less, you're out, rather than 29 or less you're out like now.Scenario: Your team has been top tier all War but attrition has forced the top tier down together. It's round 9. Your vault now contains an undefeated grabow that'd be a sure thing against one opponent and PC/CC you could tweak in to make you a strong favorite against the other. You'd be confident in either matchup. But instead they'll face each other with terribad vault leftovers while you watch from the sideline because you have only 58 cards.
I dunno. To me it feels weird to be eliminated before you're eliminated. Eliminated by a cutoff rather than a team.
Well I don't see how 4 rounds is possible, but it won't be over this round round for sure. I also think it is a terrible idea that any team is out with over 30 cards. Also, keeping cards hidden is a great skill that would be removed with that idea.What do you mean by that? It would let you keep 30 cards hidden!
Well I don't see how 4 rounds is possible, but it won't be over this round round for sure. I also think it is a terrible idea that any team is out with over 30 cards. Also, keeping cards hidden is a great skill that would be removed with that idea.
Let's keep this thread on topic. Thank you.
Penalty for subbing: 3 cards.Do you mean, no no salvage? Then we get to the same situation as before, with ''subs'' that aren't real subs. True, the fact that it's three cards instead of 6 makes it harder to plan a tactical sub, but it doesn't remove the problem, just lessens it.
No choice of no salvaging.
It's pretty fair, I think.
Available | Unupped | Upped | |
Emerald Pillar | 25 | 15 | 9 |
Horned Frog | 6 | 4 | 2 |
Available | Unupped | Upped | |
Emerald Pillar | 24 | 15 | 9 |
Life Pendulum | 1 | 4 | 2 |
Horned Frog | 6 |
Or make it like this: subbing removes salvage for one random match in the NEXT round. Or subbing allows your opponent to choose whether you get to salvage or not.The second. It was already suggested by deuce earlier. And some others liked it too, including me.
My biggest concern though, is woulnd't that disadvantage unpopular teams like gravity and water? Since they are likely not to have 6 people that picked them as 1st choice, they might need to overspend while they are already considered weak by manys.
My biggest concern though, is woulnd't that disadvantage unpopular teams like gravity and water? Since they are likely not to have 6 people that picked them as 1st choice, they might need to overspend while they are already considered weak by manys.
I can't speak for anyone else, but I think it would be really fun to be part of a team where all the players were really good but the element itself was weaker, just to prove what can be done with it. I put something to that extent in my war app, but if memory serves, only the stronger elements bid on me anyway :p For instance, in this war, while I didn't follow it too closely, I'd point to team Life as the unofficial winner; when you balance element power (or lack thereof) with actual war standing, I think they had the best performance of any team in war 5, and team Darkness was probably runner-up.
I can't speak for anyone else, but I think it would be really fun to be part of a team where all the players were really good but the element itself was weaker, just to prove what can be done with it.
Attacking team win percentages | ||||||||||||||||||||||||||
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Would like to suggest WMs assigning players to duel (instead of just teams) and allow roles to be determined at a later time during deckbuilding.- I agree. Seed names like we did in War 4 and have Generals apply roles during deckbuilding (or just have them attached so that one player is Aether’s assassin throughout the War). The theoretical benefits of seeding teams rather than players were far outweighed by the drawbacks in practice.
Well I'm pretty sure I've stated it several times before, but have you seen the 'Elemental Vault' idea? Rather than specific cards being in your vault, you have 12 different cards. One kind for each element. These can be played as any card from that element, at any time. That's the basic idea. This has been brought up after Wars 3 and 4, with no success, but I'll bring it up again anyway... ::)I dislike this idea because it gives teams far too much flexibility. Prediction is a huge part of war and this almost nullifies it.
It's been mentioned time and again, but feedback is the most important tool when refining any event. The three new Warmasters - bjessee, Jenkar and myself - are working hard on the forum's biggest event, but we will read and take into account every piece of feedback and every suggestion posted here.As every marketing-guy will tell ya, advertising is the key. This topic is buried pretty deep, so few people find it. Maybe opening a "war6 feedback" topic in general, or putting a link in the news headline will help.
If you have anything else to say on War 5, or any suggestions for future wars, now is the time to say it. An element can only reign in peace for so long, andWinterWar is coming...
Ah yes. I forgot to mention there would be certain limits in place to prevent total flexibility. Prediction would still be key. However, knowing an enemies vault would not be as important. Ultimately the argument in favor of this was to make War less about 'homework' and more about building decks and throwing down. Obviously the downsides are changing the way War is currently fought (which at this point, may actually be a good thing), and removing certain aspects that a number enjoy.For reference, here (http://elementscommunity.org/forum/index.php/topic,23298.msg341259.html#msg341259)is Napalm's original post. willng3 added some comments shortly after (http://elementscommunity.org/forum/index.php/topic,23298.msg341311.html#msg341311) and I commented on it when Nap asked me to one War later (http://elementscommunity.org/forum/index.php/topic,31674.msg468259.html#msg468259). Because you're asking again, here's more current feedback: Napalm, that idea is yucky. will pointed out problems with the idea and they still haven't been solved. More importantly the idea was an interesting way to solve the homework problem from War 3 but now that problem has been solved in other ways. Removing deckbuilding constraints does not lead to more creative and inspired deckbuilding.
I'm all for keeping propaganda, but remove bonuses from it. Having the prettiest pictures and winning the popularity contest should not equate to rewards in a skill based environment. However, I LOVE the idea, and there are a lot of people that enjoy having a creative outlet via this game.Sure, i didn't mean to remove all the trash talking, funny pics and cartoons :D
I really, really don't like when we mess with the vault later on with event cards or whatever. The hard choices shouldn't be which cards to discard, or left up to RNG. The strategy is in building the vault to begin with, and then making the hard choices on how to play with it.
I agree with this
Event cards are by and large bad. I have seen a handful that were balanced for each and every team, but more often than not they aren't. Not to knock people making the event cards, it's just really difficult to make good ones. I would get rid of these in a flash.
Kind of disagree, I think event cards make war unique and fun. Unbalanced event cards can drastically change a war (examples in war 3 and 4), but last war was more balanced with a couple exceptions. I think many people (including myself) already commented on those. I believe the event cards used in war are headed in the right direction, but always room for improvement.
If you want more variation in War I would suggest bans like we've used successfully in other events. RR had some interesting ideas for Trial bans that added strategy and variation to the matches. An idea could be like at the start of War every element gets to pick a franchise card of theirs that they and only they may use. So like Entropy might pick Nova, and then they are the only team that can use Nova.
bans in war are bad...very bad.
So while I like vault building I actually dislike the whole discarding and whittling down mechanic we use to eliminate players. I would massively change War by giving every player 60 cards and 3 lives. When you've lost 3 matches you're out, and you take the 60 cards you brought to the vault with you. While you're still alive your 60 cards are shared with your team mates. Put in special rules where a player can sacrifice themselves to save the General if the General is about to run out of lives. Or that support team can work to adding an extra life for the soldiers if they are successful. IMO it would be simple and would make War a lot more War-like as opposed to spreadsheet management-like.
I just don't see this happening.
And lastly I personally do not like pvp'ing with upgrades. More upgrades ≠ more fun. I liked it back when only the General and Lt. had a handful of upgrades because it was meaningful, but maybe that's just me.
I disagree to an extent. Lots of upgrades is not fun. But too few upgrades can really screw with deckbuilding. I really liked kev's relic/upgrade concept last war. I just really really hated support teams and how they influenced the upgrade count. I think making it more like the game Risk would be more balanced. Each team gains a relic for winning at least 1 match. Keep the rule of 1 upgrade per 2 relics.
I would massively change War by giving every player 60 cards and 3 lives. When you've lost 3 matches you're out, and you take the 60 cards you brought to the vault with you. While you're still alive your 60 cards are shared with your team mates. Put in special rules where a player can sacrifice themselves to save the General if the General is about to run out of lives. Or that support team can work to adding an extra life for the soldiers if they are successful. IMO it would be simple and would make War a lot more War-like as opposed to spreadsheet management-like.Doesn't that make vault tracking completely impossible?
bans in war are bad...very bad.
Doesn't that make vault tracking completely impossible?
Wouldn't losing cards in 60-card chunks hurt deck variety seen?
Do you still limit team-wide use of any one card?
What happens to sdpc?
bans in war are bad...very bad.
I would say that the inter element blandness is bad, or in laymans terms every team having a nova-grabby deck variation is bad. If Team Aether got to pick one of their Aether cards to franchise for the entire War, and every other team got to pick one of thier cards you'd have a strategic decision to make on which card you wanted to limit from the other teams during the pre-War vault building.
Maybe it's just an event card idea but like I said I don't like messing with vaults after they are made. I would have this as a starting rule as you are building your vault, not a reactive ability you use to screw other teams once you know their vault.
Auction:
1-) Simple solution to timing problems (and imo more fun); Any number of masters can bid the same amount of cards for a player. We are not selling a mindless vase on ebay; if the auction closes with multiple highest bids on the same player, the player can choose among the elements.
2-) Auction payment discount to masters who have their elements listed in player's favorite elements. 3 cards for 1st, 2 for 2nd, 1 for 3rd.
Simple solution to timing problems (and imo more fun); Any number of masters can bid the same amount of cards for a player. We are not selling a mindless vase on ebay; if the auction closes with multiple highest bids on the same player, the player can choose among the elements.I think Hainkarga's suggestion is nearly perfect - I'd offer one slight alteration - use a players preferred elements as an initial tie breaker, if there is a tie between other elements then give the player the option of which team to join. Although you'd probably have to put a 48 hour time limit for the player to make their selection after receiving a tied vote or risk holding up the whole auction.
Event cards:I think this suggestion is brilliant - event cards that allow for more interesting choices are good - event cards that remove choices are bad. We'd have to be careful that the event cards are built in such a way as they offer actual choices and not merely perceived ones. (i.e. an Event Card that offers a huge reward for playing a 35 card deck, when only 3 teams have the cards to play one is not an actual choice.)
During the unofficial PVP event I hosted, participiants semed to like that the event cards weren't mandatory. You could ignore them if you wanted to, but you could risk something (mostly, alternative (aka stricter) deckbuilding rules) for the promise of some benefit.
Propaganda:That cant work good, scout will be OP. Imagine scout of earth facing team air later then round 1, All I have to do ispick an element I know I can duo from while opponent can't. Unless he can do some sort of rainbow, he probably ends with a dead mark. Even in round 1, chances are he can't do a duo while I'm sure I do.
Scout:[/color] Within 24 hours of the matches being posted the Scout must choose to either: Choose Terrain or Gain Intelligence.
Choose Terrain = The scout declares the battle ground on which the battle is to be fought, he chooses a mark which both players must use, it cannot be from either player's element. (Two scouts that use this ability will effect only their opponent's mark not their own).