*Author

Offline Zso_Zso

  • Hero Member
  • *****
  • Posts: 1682
  • Country: ca
  • Reputation Power: 23
  • Zso_Zso is a Mummy waiting to discover the path to glory.Zso_Zso is a Mummy waiting to discover the path to glory.Zso_Zso is a Mummy waiting to discover the path to glory.Zso_Zso is a Mummy waiting to discover the path to glory.
  • ghost of a past wizzard
  • Awards: Weekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament Winner 2019.10.26Weekly Tournament WinnerWeekly Tournament Winner - June 29Weekly Tournament WinnerSlice of Elements 10th Birthday CakeGold Donor7th Trials - Master of LightSlice of Elements 4th Birthday CakeWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerSlice of Elements 3rd Birthday Cake
Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1059022#msg1059022
« Reply #204 on: April 11, 2013, 07:04:11 pm »
I agree with Helston, that shards should be gradually introduced into PVP events, since in-element placement has provided a general nerf to them -- although some are still OP (like SOSac). War is the largest scale event involving the most players and a fairly long period, so it would be to drastic to experiment with. So they should be tested first in tournaments and other shorter and smaller events.

Their general exclusion from all event is no longer justified. Some of them are definitely weaker than several plain bazaar-available cards.
Roses aren't red, Violets aren't blue.
They are just a simulation, and so are you!

Offline Fippe94

  • Administrator
  • ********
  • Posts: 1982
  • Country: se
  • Reputation Power: 40
  • Fippe94 soars like the Phoenix, unable to be repressed.Fippe94 soars like the Phoenix, unable to be repressed.Fippe94 soars like the Phoenix, unable to be repressed.Fippe94 soars like the Phoenix, unable to be repressed.Fippe94 soars like the Phoenix, unable to be repressed.Fippe94 soars like the Phoenix, unable to be repressed.Fippe94 soars like the Phoenix, unable to be repressed.Fippe94 soars like the Phoenix, unable to be repressed.
  • Awards: Slice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeGold DonorSlice of Elements 7th Birthday CakeForum Brawl #5 Winner - Abyss BrawlersSlice of Elements 6th Birthday CakeWeekly Tournament Winner8th Trials - Master of DeathBrawl #3 Winner - Divine LightSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday Cake
Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1059040#msg1059040
« Reply #205 on: April 11, 2013, 07:47:13 pm »
They are already gradually introduced in pvp. Dog Pit have all shards allowed, and Budokan have it if both players agree to.
Try Fragments, my card game!

cvengrcnq qbg arg fynfu frperg cnffjbeq
KVVV > KYIVV

Offline AnnaMall

  • Sr. Member
  • ****
  • Posts: 724
  • Country: gr
  • Reputation Power: 11
  • AnnaMall is taking their first peeks out of the Antlion's burrow.AnnaMall is taking their first peeks out of the Antlion's burrow.
  • 2 SN and Lightning sitting there
  • Awards: Slice of Elements 4th Birthday CakeWeekly Tournament WinnerSlice of Elements 3rd Birthday Cake
Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1061889#msg1061889
« Reply #206 on: April 20, 2013, 11:52:13 am »
Firstly I would like to congratulate our hard working WMs for an event that run almost months with almost no delay as far as I can recall

Comments:
  • Auction: dint follow it closely but seemed to run smoothly. Some trol bids are inevitable.
  • Vaults: felt like it was just about right. 333-auction seems a random number but worked out well.
  • Randomiser: Please someone fix that, just the fact that a team is crammed together every round looks bad and raises suspicions.
  • EC: liked the idea that almost every event card seemed to play around the roles and its mechanics. Did not like the no EC rounds, maybe something minimal that does not change much would spice things up. Then again no EC is better than a bad EC.
  • Roles: I had no particular concern about roles. Some seemed less important others more, but strategist did not prove as OP as I originally thought. Imo they added another lever of strategizing that I liked very much.
  • S/d/c: I liked the curve of the s/d since it allowed for a few exploratory rounds without heavy costs. The 27 max discards seems also fine since it allowed some flexibility in deck building to account for lose scenarios.
  • Support: Did not look as much of a burden this time around, but still feel unimportant. Tedious work checking for banned cards, few illegal decks, very broad deckbuilding field made support unpredictable and not very interesting. Also teams getting to support late may cause a lack of upgrades compared to other teams that had support for few rounds. Nice to have relics available somehow though, cause it offers deck building options and strategic planning.


Suggestions:
  • By the end of round 2 every team should fight every other team once, if my math is not failing horribly with 12 teams and 6 matches each team that is easily doable. If I recall correctly we(team air) did not fight life at all this war.
  • Why do we have support?
              If it is just so that a few more players can be accommodated, I recommend a 7th non fighting member in each team that will be available for subbing, testing and generally getting the war experience without the rush to get the rares or upps. Allows to accommodate 12 newer members that will get experience of what war means, gives them time to grind for stuff and can be subbed in at a later point if a team feels they are worthy.
              If it is implemented so there can be relics and upgrade fluctuations then the solution is more complex and I don't think I can offer a solution along the current format. There is something completely different I can suggest  around the idea of relics. Noticed that there are some elements that do not make it in vaults as easy e.g. how many vaults had life cards? probably just life vault. Compare this to aether, entropy (I bet every team had at least 6 dims,6 novae). This leaves life at almost zero chances of in-element salvage while giving other teams more such chances. So why don't we allow every elements to salvage 1 relic in proportion to initial vaults element break down? This relic can be used either for upgrades or to salvage an in-element card. This can start to work from round 1, all teams will get a fraction of their salvage being a relic, with the greater fraction going to teams with the smallest proportion of elemental cards in initial vaults. So while team with cards in every vault will get a relic every 12 salvages life would get a relic every 6 salvages.
  • About shards...lets try it out in few major events first and then decide to include them or not. Definitely if they are included metagame changes.



 

blarg: