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Offline Kamietsu

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72103#msg72103
« Reply #36 on: May 21, 2010, 12:42:22 am »
I agree with the card restriction complaints. The limit is too small, even for just 4 players per element. At least double the card limits to 12, maybe increase the maximum vault number, and I'm really hating the idea of losing your entire deck when you lose. That just seems almost absurd to me. You shouldn't lose your entire deck, I would suggest you lose half of your deck: half of your pillars, and half of your non-pillars. Which cards are specifically lost are decided upon by the master of that element.
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Wisemage

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72109#msg72109
« Reply #37 on: May 21, 2010, 01:16:16 am »
see others have the same complained, doubling your element cards to 12 is good.

But losing your entire deck is still ridiculous, what kamie said it BETTER, but losing 15 cards (bare minimum) is still pretty harmful, but if double elemental cards is added it would be ok.

Offline Kamietsu

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72113#msg72113
« Reply #38 on: May 21, 2010, 01:26:19 am »
I don't mean to double the amount of cards in the vault. I would think maybe increase the limit a little bit, lke adding 30-50 cards to the vault limit. Just make the maximum copies of a card be 12.

And there still needs to be a somewhat high risk, so losing half of the number of cards that you entered the duel with seems fair in my mind. It's a high risk without being exaggeratingly high.

A slight problem with this:
xdude, the Warmaster, is also the master of :light.
Wouldn't this make the event biased towards :light?
That was my bad. I shouldn't have made xdude Warmaster in the first place.

Had he lost his Master title today, he would have been the Warmaster, but since he won 5-1, he cannot have both titles. Master title is clearly a "higher" title so there's no debate on which one he wants.

Someone else will be given the Warmaster title in the next few days.
Also (sorry doublt post)


you are confusing Warmaster with Grand master.  Wouldnt the GRAND MASTER be the 13th leader and the War master the one dealing with the rest of the organization of this event?
xdude is master of light. He can't be the mater of light and the warmaster, and she was saying xdude would probably rather be the master of light than the warmaster, since master of (element) is a higher title.
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Jumbalumba

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72119#msg72119
« Reply #39 on: May 21, 2010, 01:35:07 am »
I agree that the Card vault limits and losing cards when losing with a deck is incredibly restrictive. In particular I dislike the 6 max restriction. Without that restriction, losing a deck completely wouldn't be so bad because the team would still have access to some more cards.

What happens when say a team has 119 cards left? One person cannot play (out of the team's choice) but the rest 3 can use all 119 right?

When you say "unlimited pillars" does that mean we can take 720 other pillars and they would not count towards the 120? Basically, are they part of the 120?

Ultimately, I dislike the card losing system. I'm fine with people being knocked out but at the end of the day I don't really want it to end up being a matter of who has the better cards left because, with some bad luck, good cards were lost.
Another problem is people could lose ALL (or enough of) their elemental cards leaving them unable to create an eligible deck to play with....

Offline Dragoon

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72122#msg72122
« Reply #40 on: May 21, 2010, 01:49:01 am »
This is very interesting.  It looks like I came back at a good time.  Question though about the rules, the vault has to be at least 50% mono element, but a player in a team could theoretically make another element deck or rainbow deck for that matter right? 

For example, Earth has at least 60 cards of Earth in the vault, then for sake of argument, they could do 30 Time and 30 Gravity.  So 2 people could play Earth decks, third person play Time, and the fourth Gravity.  Is that correct?  They all don't have to have 50% Earth cards in their decks.

Offline Terroking

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72124#msg72124
« Reply #41 on: May 21, 2010, 01:51:09 am »
I changed it to 120. I also tweaked Team Rainbow deck rules a bit, giving them 30 Towers and 30 Novas.

The reason for 6 card limit is that it forces people to use different decks. I don't want to see 3 x Shrieker Rush during the opening round.
Well, fine. An Earth deck has got these useful creatures to hit with:

Antlion
Graboid
Shrieker
Dragon
Hermatite Golem

That's 30 cards right there, and each deck is going to need at least 6 of them to  be effective, more if it wants to rush. Since there are 4 people, that limits you to 12 for the master and only 6 creatures for everyone else.

I know it's supposed to make us use different decks, but there simply aren't enough cards (Earth has the most hitters, along with Fire) for other elements to work with. A time deck has Silurians to attack with. That's it, really. If you had the rares, you could do a Pharaoh deck too but mummies won't be effective sine you can only take 3.

What is probably a better suggestion than before:

Change it back to 60 pillars, 60 mono-cards, and 60 others, but make it so both mono and others have a limit of 6, and the other cards can be anything, even more on-element cards (So to give an effective max of 12).
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dragonhuman

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72132#msg72132
« Reply #42 on: May 21, 2010, 02:07:55 am »
it forces you to use multiple elements

Offline Terroking

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72134#msg72134
« Reply #43 on: May 21, 2010, 02:28:16 am »
it forces you to use multiple elements
When you can only have 3 at max cards from that element.

Honestly, if it's that bad it's not really worth taking the element, and not everyone can run mono-decks with a 6-card limit.

After reading, what I suggested was the same as Essence/Blood, and it needs to be implemented if this event is to work at all.
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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72135#msg72135
« Reply #44 on: May 21, 2010, 02:33:12 am »
I think the warmaster will need to talk with SG about this stuff, seems like it could be improved but mainly the vault is the problem.

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72199#msg72199
« Reply #45 on: May 21, 2010, 05:38:00 am »
do we post here or PM the masters to ask to join there team?

edit: and what should happen if for some reason a master is unable to recruit 3 people to his team?
We'll start a recruitment thread later. You can PM Masters if you want, but please don't post it here.

If a Master cannot get 3 players, he/she will play with a smaller team and lower number of Cards in the Vault. Each player = 45 cards.
I am fairly certain I will not be able to recruit other players to represent Air during this battle.  Unit will prob join if he is free.  Most people are not interested in 50%+ air decks (not to mention card restrictions).   Flying weapons and dragons are my primary concern.

Mono-air struggles.  Flying EE will literally use a majority of airs resources.  Octane (Unstable Gas) is too vulnerable and not fast enough without air nymphs/towers.  FFQ is rather sluggish and is easily stopped.  Neptune build doesn't really cut it (and would be less than 50% air).

A majority of air decks are meant for PvE not PvP.  Air can be decent in un-upped PvP but in upp'd air has very little appeal. 

Offline Kamietsu

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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72211#msg72211
« Reply #46 on: May 21, 2010, 06:23:09 am »
do we post here or PM the masters to ask to join there team?

edit: and what should happen if for some reason a master is unable to recruit 3 people to his team?
We'll start a recruitment thread later. You can PM Masters if you want, but please don't post it here.

If a Master cannot get 3 players, he/she will play with a smaller team and lower number of Cards in the Vault. Each player = 45 cards.
I am fairly certain I will not be able to recruit other players to represent Air during this battle.  Unit will prob join if he is free.  Most people are not interested in 50%+ air decks (not to mention card restrictions).   Flying weapons and dragons are my primary concern.

Mono-air struggles.  Flying EE will literally use a majority of airs resources.  Octane (Unstable Gas) is too vulnerable and not fast enough without air nymphs/towers.  FFQ is rather sluggish and is easily stopped.  Neptune build doesn't really cut it (and would be less than 50% air).

A majority of air decks are meant for PvE not PvP.  Air can be decent in un-upped PvP but in upp'd air has very little appeal.
This is an Unupped event. Only the masters can use upgraded cards, and they can only use 6.
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Re: WAR - RULES https://elementscommunity.org/forum/index.php?topic=6734.msg72231#msg72231
« Reply #47 on: May 21, 2010, 07:56:56 am »
I'll increase the limit to 12 if it helps people sleep better at night. Card limit from other Elements is still 6.

I really wish people would see restrictions as a possibility of doing something differently and thinking outside the box, rather than something evil that stops them from building their good old top-50 grinder they've been playing daily for the last 5 months.

Even with a 6 card restriction, any element would have been able to build 5-6 functional decks. All of them wouldn't have been "awesome", but neither would have the decks from other elements.


What happens when say a team has 119 cards left? One person cannot play (out of the team's choice) but the rest 3 can use all 119 right?
Right. And if they all win, the card count increases to 137 (6+6+6) and the 4th player is back into game.


When you say "unlimited pillars" does that mean we can take 720 other pillars and they would not count towards the 120? Basically, are they part of the 120?
"unlimited pillars" is probably bad choice of words. It means you can take as many as you like but they do count towards the 120.


Ultimately, I dislike the card losing system. I'm fine with people being knocked out but at the end of the day I don't really want it to end up being a matter of who has the better cards left because, with some bad luck, good cards were lost.
Another problem is people could lose ALL (or enough of) their elemental cards leaving them unable to create an eligible deck to play with....
The idea of course is to build decks that all work, instead of building 1 great deck and 5 crappy ones. This way if you lose one deck, you still have a chance.

Anyone worried about losing their best cards, here's a good tip: Do not lose the battle.


When you can only have 3 at max cards from that element.
I changed it to 6 yesterday.

 

anything
blarg: