Quote from: Kael Hate on November 21, 2010, 01:16:54 pmWe talked about the ruling and ok it will be played, but I don't agree with it any logical fashion. Maybe we can have it addressed for next war if not now?It's for simplicity's sake. If we were to use this rule, we would have to wait for each team to clarify whether they are salvaging or not.
We talked about the ruling and ok it will be played, but I don't agree with it any logical fashion. Maybe we can have it addressed for next war if not now?
Well, if you don't want a suicidal deck, don't lose. You won't have to discard and can make decks.
Quote from: Zeru on November 21, 2010, 02:18:03 pmQuote from: Kael Hate on November 21, 2010, 01:16:54 pmWe talked about the ruling and ok it will be played, but I don't agree with it any logical fashion. Maybe we can have it addressed for next war if not now?It's for simplicity's sake. If we were to use this rule, we would have to wait for each team to clarify whether they are salvaging or not.It could be simply declared before the duel rounds end and how many discarding down to. The exact cards would only have to be decided during deckbuilding as usual.And if a team can't decide by the end of the round they follow through with the amount for that round.
I actually agree with Kael; in an ideal world I would support his ability to discard cards that he doesn't want in order to not have to field "useless" decks.Understandably the game isn't currently set up with that in mind, which causes problems for the Warmasters. But ideally a slight inconvenience to them shouldn't result in the game being inflexible for actual players.Perhaps this is worth discussing for next War.
IIRC, in first war, we looked at base element number of cards, not total Vault size, which prevented illegal decks. It also gave teams some flexibility while building decks as they were never forced to field 100% of the Vault content.
Quote from: Malduk on November 21, 2010, 04:42:33 pmIIRC, in first war, we looked at base element number of cards, not total Vault size, which prevented illegal decks. It also gave teams some flexibility while building decks as they were never forced to field 100% of the Vault content.That approach can be horribly exploited though.
It worked like a charm in first war, though we always had 30 card discards and there were no 12 card conversion. It beats being forced to give a free win though, which was the prime reason of introducing conversions IIRC. Also, now when teams are forced to use full Vault, they might as well make Vault public.Exploited is a big word. I'd rather leave some strategic decisions to team, even if they choose to "exploit" it and salvage in the manner to field less players. I see it as lesser evil than this.
Quote from: Malduk on November 21, 2010, 11:43:19 pmIt worked like a charm in first war, though we always had 30 card discards and there were no 12 card conversion. It beats being forced to give a free win though, which was the prime reason of introducing conversions IIRC. Also, now when teams are forced to use full Vault, they might as well make Vault public.Exploited is a big word. I'd rather leave some strategic decisions to team, even if they choose to "exploit" it and salvage in the manner to field less players. I see it as lesser evil than this.The problem is bigger than that though. This isn't just a small exploit where a team might field one less player. It's completely broken. I'll demonstrate why.Let's say I'm the general of team air and I decide that from the start I'm only going to have 15 air cards in my vault. That way, I'm the only one who ever plays. Starting with my 500 card vault, I could last for 17 rounds, without ever winning a match. I just sit there while the other teams eliminate each other.