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"Disabling Monopolization of cards and prices, without hurting the market itself."
Throughout all of the staff responses, it's explained, if you look at it carefully, how the -maximum- limit tries to achieve this. Never once, still, is it explained why the -minimum- limit is needed. The minimum limit does nothing for disabling monopolies: rather only provides a perfect new tool.
Wai u no cut minimum limit, staff?
What would happen bad or worse-than-now when you'd let me sell avalonian shield at 12.000 ?
How exactly does preventing me from selling a common like [card]Avalonian Shield[/card] for days and days at anything under 20.000 prevent anything? Sounds more like a means -for- market manip. Keep trades happening at over 20K and the price is fixed. With the price getting kept at that high level where only the desperate being taken advantage of (and manipulators keeping it there) trade.
I get the top price thing, but how could it possibly hurt anyone if I want to give away what's mine for 15.000, 10.000 or 1000?
What bad thing could then occur if there was no forced minimum?
What does the forced minimum provide for the markert?
It doesn't touch or worsens the inflation issue as well as the monopolism issue.
So far it's proided me with a lot of expired sales though they were put out at the minimum.
Sounds like a tool for market manipulators to keep things off the market.
Thanks for all the great feedback! It's been quite useful! Updating and asking for advice again after a small round of investment.
Decklist now:
1X[card]Archmage Anryena[/card]
1X[card]Prophet [/card]
1X[card]Aerouant the Crystalomancer[/card]
1X[card]Lightning Bolts[/card] (AoE)
2X[card]Rain of death[/card]
3X[card]Burn in hell[/card]
2X[card]Armor Invocation[/card]
3X[card]Dragon Armor[/card]
1X[card]Draconian Scepter[/card]
2X[card]The Dragon's Breath[/card]
3X[card]Than the Sword[/card]
1X[card]Reborn[/card]
1X[card]Mentalism[/card]
1X[card]Astral Projection[/card]
"Sideboard" (sellable/main-deck-able): 1X[card]Crystal Storm[/card], 1X[card]breaker[/card], 1X[card]Mirage[/card], 2X[card]Mentalism[/card], 1X[card]Freeze![/card], 2X[card]Luminosity[/card], 2X[card]Illumination[/card]
70.000 to spend still.
What to put it in? Third breath? Fireball to eventually make third RoD? The Crystal Storm + Illumination trick might be cute if I replace the than-the-swords. Other ideas?
The deck is doing admirably against all but legendary-studded toys I'm fine with losing to with one exception - Discard. Thinking of going to 2 or 3 mentalisms to win me that extra blasting round. Other solutions within my price-range?
Can Erevent be played in current ELO?
Why Im hesitant about the ~86.000 investement into making the two fireballs into RoDs is that what you actually get on avarage is +1 damage.
3+X to 5+X = X+4
3+X to 7+X = X+5
A second Breath would sound great if they weren't hell'a expensive, but it sounds a likely route..
Other views?
Bumping and updating:
Funds available gone up to 120.000
Also a [card]The Dragon's Breath[/card] obtained.
Best way to spend the crystals so as to upgrade this deck? Pweeez.
Fact: the prices have gone to what they were for the most part now that the market has stabilised under the new system.
Fact: only visible difference for a casual player looking at the market (not hunting the big money rares): I now get 70% of value for my fees when I cash out cards instead of 90%.
Carry on.
...but I want you to trust us a bit and to wait and see : it should be able to help a lot the market and to get rid of people abusing it.
The measure is absolutely, and irrespective of other mechanics, making it more expensive for users of good faith to sell their cards that they paid for and were expecting to sell at 90%, not 70% value. No matter what else it might do, a solution that hurts the 'bad guys' by basically hurting everyone is not a reasonable solution.
Even assuming the new mechanics would balance the market (they won't, what they might do is choke it), the spike to 30% is inadmissible.
Whenever a card is transferred, it's 30% more expensive, functionally. Thus making all the fees we put into cards that we were given to understand are worth what they're worth + 10% per transfer be worth less. Money I already spent for a product of a given description and value is esencially stolen from me when for that same amount invested I will now get less.
And don't you dare compare it to the previous system and say "look, the value of your cards were dependant on the actions of others". It's one thing for the freedom of others to do whatever with their cards to make things expensive and A WHOLE other for the people whose CLIENT I am to make things STRICTLY more expensive for me, a user of good faith that doesn't screw around with multi-accounts or whatever.
Hell'a bad business decision, Eredan - hell'a bad.
I know it's nowhere near the optimum, but the assignment question is what are the upgrades y'all would recommend I make with only 30.000 - 35.000 (now 120.000) crystals available.
1X[card]Archmage Anryena[/card]
1X[card]Prophet[/card]
1X[card]Aerouant the Crystalomancer[/card]
1X[card]Lightning Bolts[/card] (AoE)
2X[card]Fireball[/card]
1X[card]Rain of death[/card]
2X[card]Arcanium[/card]
3X[card]Burn in hell[/card]
2X[card]Armor Invocation[/card]
3X[card]Dragon Armor[/card]
1X[card]Draconian Scepter[/card]
1X[card]Sword of Light[/card]
3X[card]Than the Sword[/card]
1X[card]Tadaa! You're a bunny![/card]
"Sideboard": 1X[card]Tadaa! You're a bunny![/card] (a second one), 1X[card]Arcanium[/card], 1X[card]Crystal Storm[/card], 1X[card]Dragon Fangs[/card], 1X[card]Joker[/card], 1X[card]Reborn[/card] (Now 1X The Dragon's Breath too)
What's the best way to spend the crystals for this casual deck?
(Feel free to inculde main-deck/sideboard changes or sales in your calculations)
3) and 7) occur for me as well.
He'll be back, sooner or later, if only because it's hell'a fun to come into a live game like this once in a while and see how it's growing, even if you aren't keeping up regularly.
I don't think it's time for anyone's deck to go down.
I think it's time for everyone to have a chance.
I think cards that rather auto-kill other major deck archetypes are bad cards.
Mages are just up now, but I think this should be avoided in general.
6-7 of the 17 cards are rather uninteligent, straight up mage hosers.
The reply to "Oh look, Kotoba is auto-losing to mages!" is not "Oh, let's make it auto-win, then."
Duration: X is a cool keyword ability. Would have loved to see the beauty of the mechanic in its specific difference from old cards, not by simply being strictly better than old benchmark cards.
I didn't think Kotoba was underwhelming at all in the meta-game, and fear that this is a big step in a wider power-creep phenomenon. This would not be the first TCG to be ruined if power-creep becomes a permanent occurence. Cards can have marginal advantages, but this expansion straight up kills previous cards that it is strictly better than.
They do look quite preety, though, hats off on that. Artwork, concept and number-beauty all work. Overpowered as it may be, it is an elegant expansion.
Best concept: Vanish.
Best skill-card: To track down
Totaly random hoser: Lurking in the Shadows
I'm having trouble getting it: Substitution
(It replaces the Kotoba with a log, hindering attack, unless someone with an axe cuts it down? Really, is that it? If so, just silly. Tadaa-bunny-not-being-a-spell silly.)
A few hundred cystals to join. Top tied rank split 70% of the pot.
Makes sense and encourages building a rounded deck.
It might be an idea to "buy back into" the Survival tournament by paying the entry fee again. so you dont have to wait 6 days for the next run.
A range should be expressed, though, so we all know what is legit and what isn't.
I think it should be something along the lines of 8000 +/- 1000 are in, under 7000 and over 9000 (heh) begin losing points, but can still win.
Constructive feedback thread. Hulk like.
I agree with most of what has been said, the mentionable exceptions being the "free feez" and "do it yourself, community!" ideas.
The "free feez" idea and its type really defeat the purpose of profit-making, and without profit-making for the game's makers, all demands become moot, there remains nobody to ask for a good game from. I want smart folks to be making money off of this fun game and esepcially off of its improvement.
I also disagree with the "DIY" view, as I don't think it's a legit judgement to say "You could, jumping through hoops, invent fun stuff yourself, even though it would be 800% easier for the game's owners to implement the same thing without you - the guy paying - working to make it happen." I want a strong staff doing what they should.
Of course, better bug-checking, real new content, grouped expansions, etc. are all qute desirable. But what I love most when I get feedback is creative solutions offered for the identified issues. So here go a few ideas.
-Lore-writers: The Guem lore has immense potential, and so many players play the game for (or also for) the lore. I suggest 'employing' lore writers out of the community with crystals or feez. The recent mini-competiton a guild launched recently could be the type of thing to improve lore a lot if made regular by staff. Dimiz' founded something great, but it tends to take a team to build a credible Universe.
-Limited Play: The thing that I love in paper TCG, and recently in some other iTCGs that is also brilliant for sales and skill-based play is Limited Play. A format in which everyone playing had access to a small limited pool that is for only that format/competition. This adresses the isssues of cash-decks and expensive legendaries dominating, the issue of "not being able to reach critical mass of investement to making a good deck" and many others. Not least, it's likely the most skill-intensive play style, giving deck construction a much bigger challenge with every fresh pool, never the same.
-Cross-section decks: This may be minor, but: If I make two decks, I'm not going to be using both at the same time. Make all cards in Deck 1 available for future decks, so I don't have to delete the 80% of my deck that is the same when I flip from Noz mages to Pirate mages.
-Budget formats: No-rare rooms. No card more expensive than [given market price] rooms.
-Singleton formats: 'No more than one of each card' room. (Thus raising the value of otherwise unused cards). In a 3-of deck, you use some 7 cards. In a singleton one, you need 20.
-A development team update blog/thread/etc. Make people a part of the process, or at least viewers of the work.
-And, not least, expressed concrete reaction to feedback given. "We're doing this because we had feedback that...", "We can't do this despite getting feedback that ... because ..."
Isn't best to do to report them?
Punishers
Magutters
Magssassin
Banishers
"Taxmen"
Magunners
"Accountants"
Maguardians
Mystalkers
I strongly suggest that a sound signal 'ding' or something when you are prompted to act during a round, but, if not, definetely when you've been paired into a match.
The general reason for this is that people sometimes do other stuff in other windows, and there's really often no need to spend a whole minute waiting for something looking at the screen just so you make sure you don't miss your next action - which might be required in 5 seconds or 50 seconds.
The specific bigger reason that'd prompt this need though, is the usually-rather-barren 1650+ ELO rooms. There, the avarage wait time can go up to many minutes, and checking in every 1 minute about 20 times until you finally get a match in a major waste of time, frustrating a great deal when you time out for not having done so. An audio signal that you've been paired into a match would allow you to tab back from whatever you were reading in wikipedia and such and play your round.
Not least, the 1650+ rooms are often empty because of the vicious circle resulted from few people being in there. One of the big reasons why people aren't in there is because it doesn't allow to multi-task without such a sound signal. This would allow an ELO player that's simply hanging out online to constantly boost the number inside the room for a whole day.
Thanks,
Welcome y'all mad urbanz, nice to see clinty people 'round.
Bolts at level 3 is an AoE spell - and as such can't be chained at all.
But yea, Chain + Non-AoE Unique should work.
So you'll be picking out of six during the next round and that's it?