Merging: Pair teams together, they share a vault, but players are still element specific. eg Team Light/Water would have half Light players half Water players, they'd salvage/discard into one vault. I've suggested never allowing teams to go below 4 matches, in which case they wouldn't be able to starve out one of their halves
I guess I can put the obligatory merge elements idea here, though there will be a lot of balancing issues.
This seems a bit tricky, so instead of just raising the fact that balancing is an issue, I'd love to discuss the issues. For starters, what is the best way to merge elements? Wholly and completely? Only pairs of elements, group three together or even four? Whom will lead these teams? What elements will be paired up?
Alternatively, you could even have every player and general dedicated to their element of choice. But it's important to keep in mind how to ensure these teams will have versatile options available, for each of their players. Not playing until elimination or eliminating when you cannot field all players are viable ways to combat this.
Alternatively, one could even remove elemental constraints from war altogether, what part of war makes war war? Everyone is already playing Void Stalls, Grabows, RoL Hopes and Sanctuary Stalls.
Exclude elements which don't have a master or where the master isn't willing to general
I have thought about this myself, so I obviously like this idea. However, it is hard to predict how many teams you will get this way.
Though if you were to combine it with merging teams and somehow got exactly 3, 4 or 6, you could have interesting stuff like sacrificing part of your vault to get elements to join your vault (just like with players).
for players who sat out the event, what would've changed your mind?
If it was short and required leisurely commitment.
Optimizing discard/salvage/etc so that war only lasts 8 rounds might make it more compelling for less active players
I think reducing the amount of rounds in war is definitely something to look into, regardless. This can mean more discards, more matches per team or smaller starting vault. Alternatively we can change the win condition altogether to things like which team has the most won matches after x rounds? Games won being a tiebreaker. This would even solve the long standing problem people raise of war being about not losing.
I understand the player pool is dwindling, so the event needs to adapt to that fact, but we should also be considering how to increase participation, or at least slow the decrease thereof
Make a big push to have people advertise this game in other places such as forums/reddits/discords for other card games. Old people are going to leave eventually, you need new people cycling through to keep player counts steady.
If we need to eliminate teams, make new masters battle each other pretty soon after trials for which elements will make it. This can either be an round robin with every element playing every element, or to shorten it you could make groups. Like if we want a War with 8 elements than have two groups of 6 randomized elements battle with top 4 of each group making it through to War. Or, with 6 element war then you can have three groups of 4 with top 2 of each group making it to War.
But actually, just increase new players so we don't have to deal with this issue by actively going to other groups of people and inviting them here. No one is really finding this flash game on their own at this point.
I'm not entirely sure how many people would be drawn to a nearly broken game. And I'm not really talking about balance issues either. (Not saying it's a bad idea, I'm just saying that some people might not want to be an active part of the community of a game where it's fairly easy to get a full kit of upgrades and rares.)
There are people here, now, enjoying this game and war. You just need to make people see what you love about it to get them to play. If they just randomly run into it, they may well shun the broken parts. But to get people to understand and feel the joys of playing the game like we do is important.
If we need to eliminate teams, make new masters battle each other pretty soon after trials for which elements will make it. This can either be an round robin with every element playing every element, or to shorten it you could make groups. Like if we want a War with 8 elements than have two groups of 6 randomized elements battle with top 4 of each group making it through to War. Or, with 6 element war then you can have three groups of 4 with top 2 of each group making it to War.
That would require having a full complement of 12 Masters eager for war, which has not happened for some time (if ever?). Omitting teams based on Masters even willing to general seems to cover reducing teams just fine.
start by banning from every kind of staff position the wm who left after 2 days of war so maybe u will motivate people to not ask for staff positions only to have a cool avatar
I nominate Manuel for WM
I do not think these suggestions will help at all, please keep the discussion on topic and communicate these things through the appropriate channels.