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Offline jmdt

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99004#msg99004
« Reply #132 on: June 23, 2010, 01:45:51 am »
Just a minor point, but the terms "perfect counter" and "suicide deck" should be banned from the war.

For starters, "perfect counter" means that no matter the circumstance, you cannot possibly have one.  As disconnects can warrant wins, this is not physically possible.

And I cannot tell you how angry I was when people accused my deck, which I spent lots of time planning, a "suicide deck".  That's just offensive.  Like, maybe you can all your own deck that, but calling someone else's deck that is just plain being mean.
Due to the nature of elements there will always be 'perfect counter' decks.  I've seen 'perfect counter' decks in 2 of my 3 war matches, where one opponent has 0 chance of winning.  As far as the war, courtesy dictates disconnects are replayed.

I agree suicide decks should never happen.

Offline the dictator

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99104#msg99104
« Reply #133 on: June 23, 2010, 06:49:26 am »
Just popping in to say 6-0 is a 36 card comeback, not a 6 card comeback. Still not a lot, but it's a start.


And an idea just struck me. In Texas Holdem, the blinds go up as the game goes on. What if we did that in war? In the beginning, you only lose 15 cards for a loss but only gain three. Every round, the ante goes up by a few cards (Round 2 = lose 18, gain 3, Round 3 = lose 21, gain 4, Round 4 = lose 24, gain 4, Round 5 = lose 27, gain 5...). Of course the exact numbers could be changed, and maybe it would be best to make you always salvage 6 cards.

Since, after-all, the later battles in a war are generally more risky, desperate, and more important.
Hey, That is a very nice idea, but I think the ratio between losing cards : winning cards should also change to 1:3 or 1:4, not 1:5.
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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99108#msg99108
« Reply #134 on: June 23, 2010, 06:58:51 am »
Just popping in to say 6-0 is a 36 card comeback, not a 6 card comeback. Still not a lot, but it's a start.


And an idea just struck me. In Texas Holdem, the blinds go up as the game goes on. What if we did that in war? In the beginning, you only lose 15 cards for a loss but only gain three. Every round, the ante goes up by a few cards (Round 2 = lose 18, gain 3, Round 3 = lose 21, gain 4, Round 4 = lose 24, gain 4, Round 5 = lose 27, gain 5...). Of course the exact numbers could be changed, and maybe it would be best to make you always salvage 6 cards.

Since, after-all, the later battles in a war are generally more risky, desperate, and more important.
Hey, That is a very nice idea, but I think the ratio between losing cards : winning cards should also change to 1:3 or 1:4, not 1:5.
i like that how about something like loser loses 15 cards and winner salvages 5. or 18 and 6 if you wanna be more elementsy
or you could do 30 and 10 but that would be just wow at 2 straight 6-0's we would be at 480 cards damn

Jumbalumba

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99119#msg99119
« Reply #135 on: June 23, 2010, 07:39:40 am »
Something new: (?maybe?)

A monetary system.
Each master is given a certain amount of (hypothetical) electrum. This may be used to buy team members and to buy cards for the vault from the bazaar.
Each round teams get a certain amount of money to buy whatever cards they want from the bazaar. (Optional)
Winners still salvage cards directly from loser's decks.
Between each round teams can also sell unwanted cards at the rate they sell to the bazaar.
Card buying prices would be as per the bazaar or calculated from the sale prices in the case of rare cards.

Pros: interesting; the ability to change the vault provides a fair failsafe in the event a team gets unlucky with losses and loses a lot of pillars early on (I say this is a pro as I'd like to see teams not die too early...); could provide a crude and somewhat arbitrary way to balance elements as prices roughly reflect how good the cards are; no need to create initial vault as one could just make decks for round 1 matches and keep leftover money
Cons: could be complicated; requires more management; rare card prices are inflated and they aren't that good....

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99120#msg99120
« Reply #136 on: June 23, 2010, 07:42:31 am »
Something new: (?maybe?)

A monetary system.
Each master is given a certain amount of (hypothetical) electrum. This may be used to buy team members and to buy cards for the vault from the bazaar.
Each round teams get a certain amount of money to buy whatever cards they want from the bazaar. (Optional)
Winners still salvage cards directly from loser's decks.
Between each round teams can also sell unwanted cards at the rate they sell to the bazaar.
Card buying prices would be as per the bazaar or calculated from the sale prices in the case of rare cards.

Pros: interesting; the ability to change the vault provides a fair failsafe in the event a team gets unlucky with losses and loses a lot of pillars early on (I say this is a pro as I'd like to see teams not die too early...); could provide a crude and somewhat arbitrary way to balance elements as prices roughly reflect how good the cards are
Cons: could be complicated; requires more management; rare card prices are inflated and they aren't that good....
all in all i love the idea but hate the work required most people have trouble managing this war if you add more the most active team is gonna whoop ass even more.

Scaredgirl

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99126#msg99126
« Reply #137 on: June 23, 2010, 08:25:00 am »
A monetary system system has been talked about, and will be used in that "World of Elements" event (one with the map). It makes more sense there and I don't think we should make War unnecessarily complex.

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99131#msg99131
« Reply #138 on: June 23, 2010, 08:39:58 am »
And I cannot tell you how angry I was when people accused my deck, which I spent lots of time planning, a "suicide deck".  That's just offensive.  Like, maybe you can all your own deck that, but calling someone else's deck that is just plain being mean.
"suicide deck" doesn't mean the deck simply sucks. It means that it was designed in a way that it was meant to lose, usually consisting of a random bunch of useless cards from the Vault.

If someone said your deck was a "suicide deck", it was probably "weird" in a way, and people just assumed it was a "suicide deck".


Just popping in to say 6-0 is a 36 card comeback, not a 6 card comeback. Still not a lot, but it's a start.


And an idea just struck me. In Texas Holdem, the blinds go up as the game goes on. What if we did that in war? In the beginning, you only lose 15 cards for a loss but only gain three. Every round, the ante goes up by a few cards (Round 2 = lose 18, gain 3, Round 3 = lose 21, gain 4, Round 4 = lose 24, gain 4, Round 5 = lose 27, gain 5...). Of course the exact numbers could be changed, and maybe it would be best to make you always salvage 6 cards.

Since, after-all, the later battles in a war are generally more risky, desperate, and more important.
Hey, That is a very nice idea, but I think the ratio between losing cards : winning cards should also change to 1:3 or 1:4, not 1:5.
i like that how about something like loser loses 15 cards and winner salvages 5. or 18 and 6 if you wanna be more elementsy
or you could do 30 and 10 but that would be just wow at 2 straight 6-0's we would be at 480 cards damn
Like I said there before, multiplying the number of round with 6 would be a good solution.

ROUND 1: discard 6, salvage 6
ROUND 2: discard 12, salvage 6
ROUND 3: discard 18, salvage 6
ROUND 4: discard 24, salvage 6
ROUND 5: discard 30, salvage 6
ROUND 6: discard 36, salvage 6

This way it wouldn't just be some "random" number that you have to remember.

Offline xdude

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99175#msg99175
« Reply #139 on: June 23, 2010, 11:23:07 am »
And I cannot tell you how angry I was when people accused my deck, which I spent lots of time planning, a "suicide deck".  That's just offensive.  Like, maybe you can all your own deck that, but calling someone else's deck that is just plain being mean.
"suicide deck" doesn't mean the deck simply sucks. It means that it was designed in a way that it was meant to lose, usually consisting of a random bunch of useless cards from the Vault.

If someone said your deck was a "suicide deck", it was probably "weird" in a way, and people just assumed it was a "suicide deck".


Just popping in to say 6-0 is a 36 card comeback, not a 6 card comeback. Still not a lot, but it's a start.


And an idea just struck me. In Texas Holdem, the blinds go up as the game goes on. What if we did that in war? In the beginning, you only lose 15 cards for a loss but only gain three. Every round, the ante goes up by a few cards (Round 2 = lose 18, gain 3, Round 3 = lose 21, gain 4, Round 4 = lose 24, gain 4, Round 5 = lose 27, gain 5...). Of course the exact numbers could be changed, and maybe it would be best to make you always salvage 6 cards.

Since, after-all, the later battles in a war are generally more risky, desperate, and more important.
Hey, That is a very nice idea, but I think the ratio between losing cards : winning cards should also change to 1:3 or 1:4, not 1:5.
i like that how about something like loser loses 15 cards and winner salvages 5. or 18 and 6 if you wanna be more elementsy
or you could do 30 and 10 but that would be just wow at 2 straight 6-0's we would be at 480 cards damn
Like I said there before, multiplying the number of round with 6 would be a good solution.

ROUND 1: discard 6, salvage 6
ROUND 2: discard 12, salvage 6
ROUND 3: discard 18, salvage 6
ROUND 4: discard 24, salvage 6
ROUND 5: discard 30, salvage 6
ROUND 6: discard 36, salvage 6

This way it wouldn't just be some "random" number that you have to remember.
I don't think we should ever discard more than 30 cards.
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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99232#msg99232
« Reply #140 on: June 23, 2010, 02:12:48 pm »
And I cannot tell you how angry I was when people accused my deck, which I spent lots of time planning, a "suicide deck".  That's just offensive.  Like, maybe you can all your own deck that, but calling someone else's deck that is just plain being mean.
"suicide deck" doesn't mean the deck simply sucks. It means that it was designed in a way that it was meant to lose, usually consisting of a random bunch of useless cards from the Vault.

If someone said your deck was a "suicide deck", it was probably "weird" in a way, and people just assumed it was a "suicide deck".


Just popping in to say 6-0 is a 36 card comeback, not a 6 card comeback. Still not a lot, but it's a start.


And an idea just struck me. In Texas Holdem, the blinds go up as the game goes on. What if we did that in war? In the beginning, you only lose 15 cards for a loss but only gain three. Every round, the ante goes up by a few cards (Round 2 = lose 18, gain 3, Round 3 = lose 21, gain 4, Round 4 = lose 24, gain 4, Round 5 = lose 27, gain 5...). Of course the exact numbers could be changed, and maybe it would be best to make you always salvage 6 cards.

Since, after-all, the later battles in a war are generally more risky, desperate, and more important.
Hey, That is a very nice idea, but I think the ratio between losing cards : winning cards should also change to 1:3 or 1:4, not 1:5.
i like that how about something like loser loses 15 cards and winner salvages 5. or 18 and 6 if you wanna be more elementsy
or you could do 30 and 10 but that would be just wow at 2 straight 6-0's we would be at 480 cards damn
Like I said there before, multiplying the number of round with 6 would be a good solution.

ROUND 1: discard 6, salvage 6
ROUND 2: discard 12, salvage 6
ROUND 3: discard 18, salvage 6
ROUND 4: discard 24, salvage 6
ROUND 5: discard 30, salvage 6
ROUND 6: discard 36, salvage 6

This way it wouldn't just be some "random" number that you have to remember.
I don't think we should ever discard more than 30 cards.
Maybe round 6 and up you have to discard your whole deck?

Offline the dictator

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99256#msg99256
« Reply #141 on: June 23, 2010, 03:08:01 pm »
And I cannot tell you how angry I was when people accused my deck, which I spent lots of time planning, a "suicide deck".  That's just offensive.  Like, maybe you can all your own deck that, but calling someone else's deck that is just plain being mean.
"suicide deck" doesn't mean the deck simply sucks. It means that it was designed in a way that it was meant to lose, usually consisting of a random bunch of useless cards from the Vault.

If someone said your deck was a "suicide deck", it was probably "weird" in a way, and people just assumed it was a "suicide deck".


Just popping in to say 6-0 is a 36 card comeback, not a 6 card comeback. Still not a lot, but it's a start.


And an idea just struck me. In Texas Holdem, the blinds go up as the game goes on. What if we did that in war? In the beginning, you only lose 15 cards for a loss but only gain three. Every round, the ante goes up by a few cards (Round 2 = lose 18, gain 3, Round 3 = lose 21, gain 4, Round 4 = lose 24, gain 4, Round 5 = lose 27, gain 5...). Of course the exact numbers could be changed, and maybe it would be best to make you always salvage 6 cards.

Since, after-all, the later battles in a war are generally more risky, desperate, and more important.
Hey, That is a very nice idea, but I think the ratio between losing cards : winning cards should also change to 1:3 or 1:4, not 1:5.
i like that how about something like loser loses 15 cards and winner salvages 5. or 18 and 6 if you wanna be more elementsy
or you could do 30 and 10 but that would be just wow at 2 straight 6-0's we would be at 480 cards damn
Like I said there before, multiplying the number of round with 6 would be a good solution.

ROUND 1: discard 6, salvage 6
ROUND 2: discard 12, salvage 6
ROUND 3: discard 18, salvage 6
ROUND 4: discard 24, salvage 6
ROUND 5: discard 30, salvage 6
ROUND 6: discard 36, salvage 6

This way it wouldn't just be some "random" number that you have to remember.
I don't think we should ever discard more than 30 cards.
Maybe round 6 and up you have to discard your whole deck?
No, I agree with xdude, when you have to discard you whole deck, that places some elements behind, because some elements can better have small decks, while some need large combo's.
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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99260#msg99260
« Reply #142 on: June 23, 2010, 03:09:35 pm »
Yes, xdude is correct. It should be capped at 30, otherwise it's unfair to player who want to play a larger deck. Besides, losing 30 cards is a big enough penalty. There's really no need to go past that.

Offline jmdt

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Re: WAR - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=6922.msg99269#msg99269
« Reply #143 on: June 23, 2010, 03:26:34 pm »
Yes, xdude is correct. It should be capped at 30, otherwise it's unfair to player who want to play a larger deck. Besides, losing 30 cards is a big enough penalty. There's really no need to go past that.
I would even cap it at 24 cards so valuables can stil be salvaged in later rounds.

 

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