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Offline rosutosefi

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg517307#msg517307
« Reply #180 on: July 02, 2012, 11:36:44 am »
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.
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Offline Helston

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg517589#msg517589
« Reply #181 on: July 03, 2012, 09:31:14 am »
Warning, Great Wall of Text incoming.

Spoiler for Great Wall of Text - may be visible from space:
First of all, thank you to everyone who made the War possible. All of the War Masters did a fantastic job, especially kev, soldiering on alone on after the resignation of ddev and the poisonous bus-hitting of Mith. If it weren't for you there would be no War. Whoever made the Vault tool (Jenkar from memory?), thank you it's pretty well designed. I did find one bug (which I thought was a general bork and almost caused us a lot of problems) though: if you use the deck building tool before completing your SDCPA and you later add a completely new card or discard the last copy of a card the card list on the deck building tool will change, but not the actual numbers.

e.g.
Spoiler for deck before SDCPA:
AvailableUnuppedUpped
Emerald Pillar25159
Horned Frog642

Spoiler for afterward converting one pillar to a pendulum:
AvailableUnuppedUpped
Emerald Pillar24159
Life Pendulum142
Horned Frog6

Nevertheless, thank you for an otherwise great Vault tool. Everyone else who's contribution I'm unaware of, thank you for the great event.


Roles

The flexibility to choose which role went to which match-up was a good idea, but the confusion and extra work of the combined assignment of both roles and players to each match felt like it was a little too much for what benefit was gained. Fixing the players to specific matches (as mentioned below) would help.

• Assassin: Random discards have to go. Although it discourages reliance upon one specific deck, it has the potential to be far too crippling. In round 3 we lost a fractal (to go from four to three) which could have easily turned a close match against us later in war (especially due to our final reliance on a Fractal deck). If that had been a life pendulum instead we wouldn't have cared in the slightest.

• Strategist: Feels a bit left out in this system. I was Life's designated Vault Manager, however we moved the strategist around to whoever wasn't playing or had the least chance of winning. Perhaps make the Vault Manager/Strategist an auxiliary role, and make a new role for duels?

• General: I understand why you prevented the General from playing offensive support matches, to force more participation by other members of the team, but I think this can be done in different ways. Naming players in every support match would certainly help. The inability to edit the Scout's and Lieutenant's posts seemed a bit unnecessary, too.

• Lieutenant: This role worked well.

• Salvager: Seemed to work well this War.

• Scout: Seemed a little weak, but I can't be sure as we never saw the effects.

I have to agree with will (section on duels) in that the free floating roles isn't a good idea, but mainly for another reason (although teams tendency to choose the same opponent for specific roles wasn't fun). By having so many roles, none of them felt particularly special or interesting. They didn't really add that bit of flavour to War that it looks like they're meant to add, and just became a generic "which team do we get this bonus versus?". From the viewpoint of a newb spectator last war, the Lieutenant role had much more importance and feeling in War #4 than this one.


Event cards

I'm largely in agreement with will's post on each of the support cards.

• Round 1 Fateful Day: One card discard at the very beginning of War isn't really a problem. Very slightly annoying, but if any vault can't handle something as small as that then the team probably has bigger problems than that event card. I knew when the deadline was, but never mentioned it to will because I assumed he'd seen it, but just goes to show how easy it is to overlook something.

• Round 2 Tactician, Reclaimer, Sniper, and Spy: Very well done. You can clearly see by the spread of choices that the cards were well balanced, despite there being four, with the only real issue being the extension of the assassin's discard (which isn't really a problem with the event card itself).

• Round 3 Full Support and Telepathic Gambit: Both good cards.

• Round 4 Feint and Voodoo Curse: Feint worked well enough, but the penalty to gain the extra relic seemed too great. The two parts to the card worked well together, but probably would've been better explained across two cards, although did explain it clearly enough in the notes. Voodoo curse had the problem of being completely random: you could try to prevent other teams from being protected by loading up your Lt. on upgrades, but there was nothing you could do to protect yourself. Unfortunately switching it so that if your Lt. wins you're protected could cause some issues with everyone putting a large amount of upgrades onto their Lt., making a fair few matches completely one-sided.

• Round 5 Blitzkrieg Strategy and Guerrilla Tactics: The clear choice here was Guerrilla Tactics; opening hand RNG plays too large a part in matches for Blitzkrieg to be useful. An alternative to Blitzkrieg could be if you win 3-0, or win the first two games of your match, you gain some additional bonus on top of whatever salvage/discard you get.

• Round 6 Transdimensional Box and Desperate Times: Desperate Times made for some interesting strategy, but the forced random discards and the likely uselessness of random card restorations made it's usefulness outside trolling teams with weak Vaults rather questionable. For example life's three cards gained were a fire pendulum, a deflag and a crusader which had no place in our Life/Aether/Death vault. I didn't think about Transdimensional Box initially due to our absolute need to win every match we could, but it did make it possible to take a huge gamble, hide all of your relics and then attack ALL the things the next round. It'd be risky, and with the current offensive rules and one round delay on winning relics very tricky to pull off, but it's the sort of crazy event card strategy that could spice things up in a very interesting way. So I liked it, but it's a shame no team took that crazy risk.

• Round 7 Tactical Foresight: Really good card. 33 card deck mindgate indeed.

• Round 8 Virtuous Blade (at this point Life had been eliminated): Looks like a fairly balanced way of being able to add cards to your Vault, and help give a little more support to what might otherwise be a very tenuous situation. If Life was still around, we'd no doubt use it to try to squeeze a little more out of the off-element cards we had.

• Round 9+ To the Spoils Go the Victor: Looks like a good way to finish off War, but with very little knowledge of the upped game, I'll pass judgement on that to everyone else.


Auction and Support Teams

Onizuka suggested a blind auction. Seems like it would be less exciting for those being auctioned and for the community in general, but could make for an interesting and arguably fairer spin on the current auction. The main problem I could see is how it might go horribly wrong for one or two generals who end up with teams they really don't want (too many veterans, too many new players etc.) because of how little direct control they have over who is picked for them. There is definitely an advantage to being on right when the auction starts, but I think that advantage is negligible.
I'm of the opinion that support teams should become part of the main team. Communication with support team members was difficult because it could only be done via PM or in chat if they were online at the same time as whoever needed to speak with them. Again, I have to agree with Onizuka in that support members should be won in the auction, but have no actual card cost. Support teams would be best selected after the main auction to prevent generals with already-expensive teams poaching valuable and slightly cheaper players for free with their number 7 and 8 picks. Once their part of the main team it would be a logical extension for decks to be fixed by the team as a whole, like the main matches.


Support Battles

Before I start this section proper, I'll mention will's support teams and deckbuilding section. I agree with everything there wholeheartedly, and I'll be covering some of the same ground. To quote the notes I made when I was preparing this post (which was a while ago now, this has taken ages to write) "couldn't agree more [with will]. Dear god he's right here."

As a concept, support battles are pretty good. It was great trying to work within harsh restrictions we were given, but simultaneously being given freedom from our Vault. However, it was often a little too hard to come up with effective decks due to how few in-element cards one could use. The Mormegil pointed out that Entropy had a hard time making entropy-based decks during their early attacks. Life had a similar problem during the round three support battles, where we suddenly had the opportunity to attack with quite a few extra players. Our available in-element cards are shown below:

Spoiler for Available Life Cards:
Hover over cards for details, click for permalink
Deck import code : [Select]
5bu 5bv 5c1 5c2 5c3 5c4 5c8 8pn

The main problem this caused was trying to find a way to use all the life quanta we'd be producing. Without our Dragons, Fractal (which we had also used that round) or even Mitosis we were left with a range of mostly very cheap cards. Thorn Carapace and Emerald Shield would have helped alleviate the problem if they weren't primarily stalling cards, and thus the decks using them will already be producing above-average quantities of Life quanta. We were also missing two of Life's most versatile cards in Adrenaline and Mitosis. The process of deckbuilding almost became a matter of making half a complete deck, then shoehorning in 15 Life cards (including pendulums) and praying you could get the quanta to balance out somehow.
The next round, after having gone from five decks to two for our main team, our position was only slightly better - replace Horned Frog with Cockatrice and add Emphatic Bonds to the list above. We were still missing and still had problems dealing with quanta.

There was an additional problem in that later in War, as support teams and the number of defenders grew in size, teams were almost completely free from the support battle restrictions. This is mostly a matter of taste - I'm don't particularly like the unrestricted metagame. As early as round 4 it became very difficult to predict what the other teams might bring, three defenders being enough to bring almost any deck you want, and it removed that element of trying to work with the unexpected or less used cards.

Shantu's idea doesn't sound too bad, and is definitely worth considering.

The Mormegil suggested restrictions involving off-element cards. This sounds like a great idea. I would propose something along the lines of:
1. No rares or upgraded cards (like current support battles so any player can easily make the decks).
2. 50% in-element.
3. You may not use cards from any off-element your main team used that round. This means that because Life used a Frogtal in round 7, none of our decks may use any Aether cards during the next round of support battles.

I'm wondering if this system would need any additional restrictions. As it is, it certainly gives early matches the freedom they need to actually make viable decks, whilst still being present later in War. I haven't figured out a way to work this into an incentive to defend, but that brings me to the last problem with support battles.

Having only three days to prepare for and complete all our support battles wasn't enough (it was good to see this being acted upon in the last few rounds). Part of the problem is the sheer number of support battles, but if they were worked into the main schedule so that all dueling happens at the same time, or so that support battles can be played during the duel phase as well as the deckbuilding phase, this would be made a lot easier. I wouldn't want more than four support team battles, even with the extended deadline, so again some sort of way to prevent or discourage a team from sending out a large number of attackers would be needed.

Miscellaneous

TorB mentioned that it would be good to keep all announcements in the announcement thread after the General's Checklist was posted. This sort of basic organisation really is needed for an event the size and complexity of War, and it was good to see it being applied throughout the rest of the war thereafter.

• I'm happy with the way byes are, but I'm not sure what it was in the old system

• So far there has been no true suicides, the closest being aether's fatbow. This is a great development.

I asked earlier in this thread asking whether shards would be considered for the next War. Since then I've more or less changed my opinion and would be happy to see War remain free of them.

• Relics were a very nice way of handling upgrades throughout War. It allowed for a few extra modifiers in event cards to help change things up a bit.

• The propaganda discussion's already come and gone, but I'll have to agree that it's very much a popularity contest. I believe I voted for entropy last War simply because it was my favourite element. Additionally you can spend a fair bit of time trying to make a good banner when you could instead be working on the Vault, like I did. The main benefit as far as I could see was that it showed our where our focus would be for the War.

• As team Life, we had an unfortunate extra layer of difficulty in how few teams bring Life cards in their vaults (and use them). Air, Darkness, Earth, Gravity, Light and Water brought and played life cards, and of them only Darkness and Gravity brought more than Forest Spirits (for novabows). This means our salvage will on the whole be weaker compared to, for example, Aether's - we alone used more Aether cards than every other team combined used Life cards. I'm not sure how this could be addressed because it's primarily an in-game balance issue, but I'll be interested in looking at each team's starting vault once secret sections are opened up.

• Picking specific players for each match makes everything a lot easier. When everyone lives on the other side of the world compared to you (living in Australia, +10GMT makes things hard), you can automatically lose a day's worth of time just contacting your opponent, leaving you with two days to play at awkward hours. This would be handy extended to support battles too, if two people need to play each other they'll be a lot more motivated to organise something (even if there's no sub penalty). will's section on duels is just about spot on, although I personally didn't notice that we never played Darkness.

• See my post above for what I think can be done about sweet spots. Personally, I'm not against teams trying to get into them in the current Vault system as you can read here, but it appears I'm in the minority here.

• War looks like it's dragging on a little now that we're down to the last three teams. dragonsdemesne suggested a 30n + 30 Vault system that would probably solve the problem (which could be combined with my vault size/discards idea). kev replied that it would be weird being eliminated with 59 cards and a solid deck that could pretty much win you the War, but it could be a necessary step to quicken up teams being eliminated whilst still allowing for flexibility down to the end. What's more, if you're at 89 cards with strong decks in your Vault the best way to avoid being eliminated in such an unfortunate situation is simple: don't lose.

Lastly, something completely unrelated to the S&F, for the sake of simplicity in the Archives, should we unsticky all our threads (as suggested by Onizuka?

Edit: Completed unfinished sentence just before Miscellaneous section.
« Last Edit: July 04, 2012, 01:14:02 am by Helston »
[15:02:07] Jocko [»] Helston: You killed a bunch of bunnies with nuclear weapons

Offline hainkarga

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg521438#msg521438
« Reply #182 on: July 13, 2012, 08:51:20 am »
On the first round of every war, somehow make the general of the reigning team do the very first battle as it is done in some football leagues.
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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg521449#msg521449
« Reply #183 on: July 13, 2012, 09:18:48 am »
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.
I think this rule is the fairest possible (it could be used even in early game when there is no sweet spot in sight, to allow opponent get cards, because you are such a cool and fair opponent and you know your opponent subbed innocently).

Offline deuce22

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg522123#msg522123
« Reply #184 on: July 15, 2012, 04:54:41 am »
Spoiler for Auction:
While the auction has generally been the same from war to war, I encountered a few problems that I think can be improved.

1.   Minimum raise of 2 cards
2.   Generals not being online when auction opens is a disadvantage
3.   Initial bidding lasting 3+ days

Suggestions =  min raise of 1, initial bidding lasting 1 or 2 days.

I was one of the generals that was not able to be online when bidding started. I had several 1-card bids that I wanted to make, but I unfortunately would have had to pay triple the cost to get that player because I had to work during the first 6 hrs of the auction.  Had I been able to raise by 1, I may have bid on a few of those players.

Thank god bidding wasn’t a full week, but 3 days was still way too long, imo. I find it highly unlikely that one of the 12 generals would not be able to place bids within a 24 hour period. With the 3 day bidding period, I would estimate >75% of the bids were in the first 12 hrs. A couple generals waited 2 days to ninja bid. Shortening the bidding period to 24 hrs would eliminate a lot of the unnecessary dead time.  To help facilitate this, WMs can try to coordinate auction to start on a day (probably a Saturday) where all generals will have some computer access to place bids.

I think there have been some suggestions about reform of the auction process. I’m open to any suggestions that may make the auction more fun and/or fair. But I have no suggestions at the moment.

Spoiler for support teams:
I can appreciate the idea to include almost every applicant, however, the execution of this goal failed miserably this war.

1.   Many support players went inactive
2.   Majority of support matches were “subbed”
3.   Support matches created far more work for teams

Suggestions = eliminate support teams from all future wars

This was actually fairly reminiscent of war 2 where teams were forced to draft “rookies”, which was a failed idea as well from what I hear.  Limiting participants in the auction is kind of a necessary evil as it actually helps war run smoother. If new applicants really want to be on a team, they will do more than just submit an app.

Spoiler for Vault construction:
I liked the vault restriction changes given the smaller teams. Fewer grabbows is always a good thing. Although, propaganda needs fixing.

1.   voting for propaganda is flawed
2.   vault building during propaganda was hectic
3.   conversions prior to round 1 was not made clear enough

Suggestions = eliminate propaganda voting, move vault deadline to after propaganda

Propaganda has been pretty much beaten to death, so I won’t talk more about that. Regarding the pre-round 1 conversions, I had no idea this was an option until after the vault deadline. Mainly because this was posted as a general reply in the rules thread rather than being sent to the generals in a PM or notifying them in the War General Private Area. There were several cards I wanted to add to our vault but didn’t because I wanted to make sure we had enough pills/pends. I was very frustrated about this, but I guess it didn’t matter in the end ;)

Spoiler for Member Roles:
Fun addition to war 5, but still needs some tweaking

1.   Assassinating random cards is awful
2.   Strategist needs an ability
3.   Scout’s ability too weak?

Suggestions = assassin causes nonrandom discard, strategist can have a 3-card sideboard, allow scout to copy a scouted card?

Random discards are always bad, so just make them nonrandom and everyone will be happy. Assigning a role to dealing with Gdocs is pointless when roles can change and when every other role has an ability. I think a sideboard fits with the idea of strategist, but this may be too OP. I am open to other ideas, but strategist needs an ability.  For scouts, I did not find their ability all that useful, and it was drastically weaker than all other roles except strategist. I think limiting their ability to scouting 1 card and allowing them to copy that card makes them more useful. I just think that all the roles should be pretty balanced as each role may have a significance in mid war.

Spoiler for relics:
I like the idea of upgrades being determined by relics.

Suggestions = eliminate support teams

I love the idea of increasing upgrades as war progresses, but I’m not sure what the most balanced way of going about it is. Eliminating support teams is a must. But not sure if it is best to keep salvagers the way they are or give them a boost. Either way, this needs to remain simple.

Spoiler for Duels:
Discard/Salvage/Conversion were all pretty good. 30-card discards are always scary, but with smaller initial vaults and fewer matches I don’t think it was an issue.

1.   matchups posted during duel phase
2.   Matchup RNG needs improvement (or structure?)

Suggestions = post player matchups first and assign roles later (or have roles be permanent), make each round last 1 week

The old way of posting matchups was best, and we should just go back to that. As for matchup RNG, many teams never got to face certain elements (granted, there were fewer matches to be played). For aether, we played time, fire, entropy, and air almost every round (all top teams nonetheless -_-).  Maybe through the first 2 rounds, you should be guaranteed to face each element once, then from there have RNG have you play half matches against top 50% teams and half against bottom 50% teams. No idea if anything like this is even possible, but maybe it’s something to look into. As for the length of each round, I recommend making each round last 1 week because I feel like the majority of testing occurs on the weekend. Going with this, I would have deckbuilding always end Sunday around 1600 GMT or so that teams will be likely be around to finalize vaults, and many duels can occur almost immediately.

Spoiler for Inactive Players/Subbing:
Unresolved issue since the dawn of war :P

1.   Sweet spot trolling

Suggestion: Have opponent (or WMs) determine salvage for subs

Subbing should always be a penalty. And penalties should never benefit a team. Ultimately, I think it is the WMs duty to ensure fairness, so it would probably be easiest to have them determine what kind of salvage would be considered a penalty.

Spoiler for Event Cards:
Round 1, Fateful Day:  While this card really only affected team time (17-card bid, LMAO), forcing to discard is generally not well received. Instead of bidding cards, maybe teams can predict the outcomes of matches (like old war betting). Each team risks nothing, and 1 team gains a very small advantage.

Round 2, Tactician, Reclaimer, Sniper, and Spy:  Agree with willu. Good EC, except for random discard by sniper. Each option was chosen at least twice.

Round 3, Full Support and Telepathic Gambit:  Balanced.

Round 4, Feint and Voodoo Curse:  Feint was ok since it was optional. Voodoo curse was horribly unbalanced. We had 5 relics after this round, and despite having a 4-1 round, we never faced an Lt and ended up losing 2 valuable relics. In general, each team should have an opportunity to utilize an EC. This one failed.

Round 5, Blitzkrieg Strategy and Guerrilla Tactics:  Individually, both cards are acceptable. But both together in the same round is pointless since Guerrilla Tactics was the obvious choice.

Round 6, Transdimensional Box and Desperate Times: Transdimensional box was pointless. Desperate Times may as well have been “randomly discard a random # of cards” since the cards gained were generally useless. If this card allowed you to pick cards from your initial vault, then it would have been much more balanced.

Round 7, Tactical Foresight:  This may have been the most fun event card because everyone is trying to mindgate everyone else. Naturally, aether mindgates better than anyone ;)

Round 8, Virtuous Blade: I’m indifferent on this one, but this late in war it could be potentially game changing. It really only helped time as it allowed them to recover some key cards that they lost from the previous 2 rounds. Air ended up losing anyway, and the cards we gained for aether were basically useless since our vault was pretty complete at the time. And fire naturally hid in their sweet spot.

Round 9-12, To the Spoils Go The Victor: In the context of support teams late in war, this card was kind of trolly, especially when used for 4 straight rounds. Without support teams, I think this card would be balanced and appropriate during any individual round. Also, not a fan of using the same event card for multiple rounds.

Offline hainkarga

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg522216#msg522216
« Reply #185 on: July 15, 2012, 03:04:09 pm »
@deuce
How about this ?
Multiple generals can bid the same amount of cards for the same player. Whoever wins the player when the auction closes, can be sorted with a table much like the current one. The generals get the players they bid higher cost first, then the cheaper ones. If a general bids higher than others, he wins naturally. This should solve the timing problems of the auction.

Also i think the favorite elements should mean something solid. I think i suggested it before, a war applicant's favorite elements can give bonuses to the masters of his favorite elements in the auction.
If i declare my favorite elements like

1st :death, 2nd :gravity, 3rd :light

(1st element 3 card bonus, 2nd 2 card bonus, 3rd 1 card bonus in the auction)

During the auction phase, if general of :light bids 1 card on me then his bid is treated as 1+1=2 because it is my 3rd favorite element. If general of :gravity bids 1 on me, his bid is treated 1+2 = 3. And general of :death has 3 card bonus, 1+3 = 4. If :death general bids 1, say, general of :darkness should have to bid more than 4 on me. In the end, if :death wins me by 1 bid, he pays only 1 card even tho his bid was counted as 4 card bid.
« Last Edit: July 15, 2012, 03:05:59 pm by hainkarga »
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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg522236#msg522236
« Reply #186 on: July 15, 2012, 04:35:58 pm »
I like that, but wouldn't that encourage masters to make deals with players, and set most of the teams before the auctions?

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg522397#msg522397
« Reply #187 on: July 16, 2012, 02:55:07 am »
I like the idea of our favorite team weighing more which would mean I am more likely to be bought by a team  I like then any else but I am worry that there would be talk of possible team pre-auction and I ain't sure if it's such a good thing.  Then again, if I am the master of fire for exemple and Calindu comes to me and ask if I will wanna bid on him I will tell him yes so he will pick fire in his top 3... but if another team wanna spend a ton him well I can't guarantee anything.  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.

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg522403#msg522403
« Reply #188 on: July 16, 2012, 03:35:37 am »
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.

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg522410#msg522410
« Reply #189 on: July 16, 2012, 04:34:57 am »
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.

No love for the first-time war winners?  :-[

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg522423#msg522423
« Reply #190 on: July 16, 2012, 05:17:16 am »
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'd love to see a team with powerhouse players on an element that generally doesn't fare well in war, too. In fact, this happened once - Team Gravity in War 3 was stacked, but unfortunately it collapsed. They could have gone a long way without inactivity.
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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg527949#msg527949
« Reply #191 on: August 01, 2012, 05:01:41 pm »
Gonna post more in a bit, but I wanted to share my thoughts on the rules governing Support Teams separately.

Support Teams were intended to solve a couple problems at once:
- Wildly uncertain level of community interest in War following the forum move made for difficult team sizing
- Team Underworld following a different rule-set than everyone else was a problem

The new rules were successful in solving those problems.  They also attempted to:
- Include nearly everyone who wanted to participate in War and yet keep War feeling smaller and shorter
- Add another level of strategy to War
- Tweak War Rules that had gotten stale
- Use a deckbuilding dynamic that hadn't been seen before
- Make War bloodier

We've seen... I'll call it mixed reviews on how successful the changes were.  But honestly as a first pass at a significant rule change I think they were mostly successful on most of the points.  I'm looking forward to seeing whether the new WMs tweak Support Team rules, go back to Underworld, or do something completely different.

There was some discussion over Support Team deckbuilding in this thread.  The Rules tried to create something that incorporated a new dynamic, gave an edge to defending teams without creating an insurmountable wall, and gave a gentle bump to teams that haven't performed as well in War.  Let's see how we did:

Attacking team
win percentages
Aether17%
Air11%
Darkness20%
Death14%
Earth100%
Entropy0%
Fire50%
Gravity0%
Life28%
Light0%
Time30%
Water100%
Total26%

Not too bad.  26% is probably artificially low because few teams attacked early, resulting in more powerful defenders and a 12.5% winrate during the first three rounds.  I'll also note (from this table) the top three teams throughout Wars (Fire, Entropy, and Aether) average 22% while the bottom three teams (Water, Gravity, and Life) average 43%.  Small sample for sure.

So I think the inauguration of Support Teams achieved a lot of its goals and wasn't a colossal failure.  One unfortunate consequence was a tremendous increase in complexity.  Running Support Team matches during Main Team deckbuilding means around the clock battles and thinking about battles, but is that a good thing?.  WMs did their best to make players aware of changes and be active to answer questions but with so many new rules some things were bound to fall through the cracks.  I remember the chaos from War 1 and there were a host of similarities here.  Did it eventually calm down this War or was it just too much?

I'm sure the new WMs would love more feedback on this topic.  How would you craft the rules if it were your job?

 

blarg: