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Klaymore

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg185328#msg185328
« Reply #84 on: October 26, 2010, 06:02:41 pm »
Just had an idea that might work as a card event or for next war as a rule that would kind of concretize battle experience in the event:

 - Battle Experience For each (3 ?, 5?, 7?...) match won, the player can use 1 more upped card in his next matches, Cumulative.

Offline TimerClock14

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg185372#msg185372
« Reply #85 on: October 26, 2010, 06:57:58 pm »
instead of event cards: oracle spin! I like the idea of event cards, but it just doesn't seem to fit too well in the grand scheme of things. So instead of just a random drawing: make it like the oracle spin!
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Scaredgirl

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg185927#msg185927
« Reply #86 on: October 27, 2010, 07:01:49 am »
a simple suggestion for upcoming rounds and future wars
let say by chance in Round 1 element A gets paired off with element B twice (or more), for the next round, if A gets paired with B again, reroll the dice or better yet, remove B from the list altogether

and for future wars, if an element gets paired with another element,  reroll if they get paired again

(only for early rounds of course, once the war near the end with not many teams...its a different story)
My personal opinion is that randomness in seeding is great. It's simple and fair because everyone is at the mercy of that same dice. I don't see the big deal of having to fight same element and/or opponent again. The way I see it, it's all part of the game, and the will of Elements Gods.

But if someone suggest a simple system to replace it, I'm more than happy to listen. Just keep in mind that is has to be really really simple. I can's stress enough the importance of the word "simple".

And by "suggesting a system" I mean a step-by-step tutorial on how the organizers will actually do the seeding. Something that might sound simple in theory, could turn out to be anything but simple when you have 108 players from 12 different elements each round.

For example that system suggested by kobisjeru there sounds way too complex to me. It's going to take 10 times more time to do the seeding plus there is a huge potential for human error.

MrBlonde

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg185946#msg185946
« Reply #87 on: October 27, 2010, 08:21:37 am »
I actually don't mind the randomization. You get a bad draw... well you get a bad draw. It is War after all.

kobisjeruk

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg185996#msg185996
« Reply #88 on: October 27, 2010, 11:07:16 am »
i'm thinking of sequence generator to eliminate multiple occurrence
working on the tutorial
easier to show step by step how to in speadsheet but only SG can use HTML here
but anyway the key is you generate a randomized list for each element like so :-
:aether :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water
7
 9
10
 4
 2
12
 6
 3
 8
11
 5
eliminate the excess numbers (according to how many are playing per team) and fill the respective columns
:aether :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water
7
 9
10
 4
 2
12
 6
 3
 8
1
1
1
1
1
1
1
1
1
do the same for the rest, each time eliminating same number=element and multiple occurrence

near the end you have something like

:aether :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water
7
 9
10
 4
 2
12
 6
 3
 8
1
 9
12
 3
 7
 8
 6
11
 5
1
2
 6
 4
 7
 5
 8
 9
10
1
3
10
 5
 6
11
 8
12
 9
2
3
4
 8
10
 9
 7
11
12
1
2
3
4
 9
12
 8
11
10
1
2
3
5
 9
10
12
11
 8
1
2
3
4
5
6
7
1
2
3
4
5
6
7
1
3
4
5
6
7
2
4
5
6
7
1
2
4
5
6
7
convert them numbers and you get the pairings
:aether :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water
:fire
:life
:light
:death
:air
:water
:entropy
:darkness
:gravity
:aether
:life
:water
:darkness
:fire
:gravity
:entropy
:time
:earth
:aether
:air
:entropy
:death
:fire
:earth
:gravity
:life
:light
:aether
:darkness
:light
:earth
:entropy
:time
:gravity
:water
:life
:air
:darkness
:death
:gravity
:light
:life
:fire
:time
:water
:aether
:air
:darkness
:death
:life
:water
:gravity
:time
:light
:aether
:air
:darkness
:earth
:life
:light
:water
:time
:gravity
:aether
:air
:darkness
:death
:earth
:entropy
:fire
:aether
:air
:darkness
:death
:earth
:entropy
:fire
:aether
:darkness
:death
:earth
:entropy
:fire
:air
:death
:earth
:entropy
:fire
:aether
:air
:death
:earth
:entropy
:fire
Quote
For example that system suggested by kobisjeruk there sounds way too complex to me. It's going to take 10 times more time to do the seeding plus there is a huge potential for human error.
like i said, its easier to see in spreadsheet but yes, it is prone to human error (i could create the automated pairing generator system but i dont have a website to host it on)

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg186017#msg186017
« Reply #89 on: October 27, 2010, 11:55:23 am »
Can somebody open a "discuss betting" thread?
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Offline Glitch

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg186582#msg186582
« Reply #90 on: October 27, 2010, 11:37:04 pm »
Well, I don't want to give away too much about strategy, but next war, pendulums should count as cards for both the element it is and your mark.

E.G, if you're time, you can't take 15 time pendulums, 6 frogs, 6 adrenaline, life mark, and three eternities.

Decks like this:

Code: [Select]
5of 5of 5og 5ol 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5ul 5ul 5ul 5um 5um 5um 5up 5up 5up 7ta 7td 7td 7td 7td 7td
(no offense)

Aren't air decks.  That's a darkness deck that air took to be sneaky.  It shouldn't be allowed.

Offline TimerClock14

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg186601#msg186601
« Reply #91 on: October 27, 2010, 11:56:02 pm »
are you sure this isn't just you being mad? (no offense)
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kobisjeruk

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg186607#msg186607
« Reply #92 on: October 28, 2010, 12:01:08 am »
whats wrong with being sneaky?
sure someone can come up with an entirely unexpected deck (like what Air did) but that just makes it much more interesting
pendulum open up a whole new space on creativity, how one can build their deck
keep in mind for those kind of deck, losing/missing their pendulum is much more crippling than pillar (as seen from comments regarding fractal deck with base pendulum)

Offline Glitch

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg186614#msg186614
« Reply #93 on: October 28, 2010, 12:04:31 am »
are you sure this isn't just you being mad? (no offense)
We actually didn't play against any decks like this.  This is a qualm I've had since before the vault, but I didn't want to screw over our vault.
whats wrong with being sneaky?
sure someone can come up with an entirely unexpected deck (like what Air did) but that just makes it much more interesting
pendulum open up a whole new space on creativity, how one can build their deck
keep in mind for those kind of deck, losing/missing their pendulum is much more crippling than pillar (as seen from comments regarding fractal deck with base pendulum)
Right, but by that logic, /any/ element can take 15 pillars, fire mark, and golem rush, the fastest deck in the game.  That's not really cool.

kobisjeruk

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg186625#msg186625
« Reply #94 on: October 28, 2010, 12:11:41 am »
Quote
Right, but by that logic, /any/ element can take 15 pillars, fire mark, and golem rush, the fastest deck in the game.
indeed they could, but how many such deck you see floating around?

Offline TimerClock14

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Re: War - Suggestions & Feedback https://elementscommunity.org/forum/index.php?topic=13708.msg186631#msg186631
« Reply #95 on: October 28, 2010, 12:14:36 am »
fire rushes are not 'cool' they are 'hot', also, I actually agree with Gl1tch, if all the elements have some kind of golem rush, then that'd make war boring as heck. It should have some measures taken against it.
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anything
blarg: