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Injectibles are upgrade cards that manipulates the stats of the card. They are like pokeblocks or pills. For example:
Health Injectibles: Increases health of character card by 1.
Min Damage Injectibles: Increases min damage of characters by 1.
Max Damage Injectibles: Increases max damage of characters by 1.
Spirit Injectibles: Increases spirit by 1.
Order Injectibles: Adds random turn number wherein the character gains their order.
There is a risk of using injectibles. There is 9 out of 10 chance that the card injected would turn into a lvl 1 Dandy.
Dernière modification par UrBestFriend (28-08-2011 03:31:43)
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You seem to love gambling.
I like the other gambling idea you posted.
This one just makes no sense, and is unbalanced.
Because +1 to a statistic will give very different results between different cards.
Sometimes +1 is the difference between balanced and overpowered.
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You seem to love gambling.
I like the other gambling idea you posted.This one just makes no sense, and is unbalanced.
Because +1 to a statistic will give very different results between different cards.
Sometimes +1 is the difference between balanced and overpowered.
This game is like WoW, there's just so many cards, items and builds that its impossible to balance. Also the effect of pokeblocks do not affect pokemon balance that much. Besides, what better balance there is than turn level 6 Abomination into lvl 1 Dandy?
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Nurvus a écrit :You seem to love gambling.
I like the other gambling idea you posted.This one just makes no sense, and is unbalanced.
Because +1 to a statistic will give very different results between different cards.
Sometimes +1 is the difference between balanced and overpowered.This game is like WoW, there's just so many cards, items and builds that its impossible to balance. Also the effect of pokeblocks do not affect pokemon balance that much. Besides, what better balance there is than turn level 6 Abomination into lvl 1 Dandy?
Buyer's remorse. Look it up.
Any business model that willingly produces buyer's remorse results in a loss of customers. Because getting a level 1 dandy after spending months to save up for an Abomination would suck. "The developers just want me to lose" is my immediate reaction, then rage, then playing other games.
Wow relies on a system of progression, leveling, which means socketed gear can easily become outdated. In eredan some cards are timeless - even though a Zil deck from a year ago might not win as much today, it's still fun playing it. Two different business models.
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UrBestFriend a écrit :Nurvus a écrit :You seem to love gambling.
I like the other gambling idea you posted.This one just makes no sense, and is unbalanced.
Because +1 to a statistic will give very different results between different cards.
Sometimes +1 is the difference between balanced and overpowered.This game is like WoW, there's just so many cards, items and builds that its impossible to balance. Also the effect of pokeblocks do not affect pokemon balance that much. Besides, what better balance there is than turn level 6 Abomination into lvl 1 Dandy?
Buyer's remorse. Look it up.
Any business model that willingly produces buyer's remorse results in a loss of customers. Because getting a level 1 dandy after spending months to save up for an Abomination would suck. "The developers just want me to lose" is my immediate reaction, then rage, then playing other games.
Wow relies on a system of progression, leveling, which means socketed gear can easily become outdated. In eredan some cards are timeless - even though a Zil deck from a year ago might not win as much today, it's still fun playing it. Two different business models.
It won't be buyers remorse if people knows the risk of using injectibles. It's one whole level of progression. Imagine if a player wants a lvl 6 abomination with 20 health points -- he would first collect 50 lvl 6 abomination in order to statistically insure that he would be successful. In no other circumstances would any sane player collect that much lvl 6 abomination if there is no mechanics like this.
Now, people would decide for themselves whether they would risk already OP cards like abomination or improve their lousy cheap card. I bet most would settle using injectibles on cheap characters.
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Even if statistically you will after 50 abomination obtain what you want, some players will never get it, others will get it on the first try.
It's unfair, ridiculous and distasteful.
To me, it's the most absurdly hateful development design.
I abhor the games known as "Korean MMORPG", wich pretty much 100% of the time involves a piramid of some kind with alot of gambling in between, most of the time all-or-nothing situations.
There's no effort->result, because someone can get everyone on the first try, and someone can be unlucky enough to NEVER get anything.
I can't begin to fathom why anyone would like this, but I'm not everyone.
Dernière modification par Nurvus (29-08-2011 19:50:20)
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Not saying that if somoene really lucky manage to for example make a 10-11 min attack melisandre.. It would totally unbalace the game for ever.
If there was a chance of - character return to level 1 and you could use it only once and chose only one stats do it, it could be doable. But we are talking about a flash game here. Would it be possible to create a unique data record of each card for every player?
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Even if statistically you will after 50 abomination obtain what you want, some players will never get it, others will get it on the first try.
It's unfair, ridiculous and distasteful.To me, it's the most absurdly hateful development design.
I abhor the games known as "Korean MMORPG", wich pretty much 100% of the time involves a piramid of some kind with alot of gambling in between, most of the time all-or-nothing situations.There's no effort->result, because someone can get everyone on the first try, and someone can be unlucky enough to NEVER get anything.
I can't begin to fathom why anyone would like this, but I'm not everyone.
Yes, someone could get lucky on first try. But the question is: will he stop applying the injectibles after first success? If he keeps using the injectibles, there's a huge chance that he would get unlucky.
What I'm looking at would be OP characters for a day, then the next day, they all became dandy because player lost control of his greed. See how balanced the game would be if everyone is using dandy.
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Not saying that if somoene really lucky manage to for example make a 10-11 min attack melisandre.. It would totally unbalace the game for ever.
If there was a chance of - character return to level 1 and you could use it only once and chose only one stats do it, it could be doable. But we are talking about a flash game here. Would it be possible to create a unique data record of each card for every player?
10-11 min attack melisandre = Noz Mage with 2 dragonbreath
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Paladino.:RR:. a écrit :Not saying that if somoene really lucky manage to for example make a 10-11 min attack melisandre.. It would totally unbalace the game for ever.
If there was a chance of - character return to level 1 and you could use it only once and chose only one stats do it, it could be doable. But we are talking about a flash game here. Would it be possible to create a unique data record of each card for every player?
10-11 min attack melisandre = Noz Mage with 2 dragonbreath
Yep and Dragon breath if a rare card you need to have in ***bip*** hand to comb. While melisandre 10-11 would be attacking that every turn. You can even play hypnotic melody and a quick draw and do up to 30 dmg. Or if you get a bow at the 3 first rounds on round 4 you can make something like 24-30 damage to be split depending on your enemys armor.
Sorry but your idea is broken. Maybe people wont risk much in expensive characters like abo, but there are plenty of people who can waste a lot of cristals in not so expensive ones like Melisandre, Djamena, Pilkin, Valentin and etc..
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UrBestFriend a écrit :Paladino.:RR:. a écrit :Not saying that if somoene really lucky manage to for example make a 10-11 min attack melisandre.. It would totally unbalace the game for ever.
If there was a chance of - character return to level 1 and you could use it only once and chose only one stats do it, it could be doable. But we are talking about a flash game here. Would it be possible to create a unique data record of each card for every player?
10-11 min attack melisandre = Noz Mage with 2 dragonbreath
Yep and Dragon breath if a rare card you need to have in ***bip*** hand to comb. While melisandre 10-11 would be attacking that every turn. You can even play hypnotic melody and a quick draw and do up to 30 dmg. Or if you get a bow at the 3 first rounds on round 4 you can make something like 24-30 damage to be split depending on your enemys armor.
Sorry but your idea is broken. Maybe people wont risk much in expensive characters like abo, but there are plenty of people who can waste a lot of cristals in not so expensive ones like Melisandre, Djamena, Pilkin, Valentin and etc..
Well, that could be easily solved by making the risk exponentially harder. Example:
1st try - 9/10 risk
2nd try - 14/15 risk
3rd try - 19/20 risk
4th try - 24/25 risk
etc.
Problem solved.
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Dosent change the fact that if some one got lucky enough to succed it will unbalance the whole metagame. Anyone who could waste money/crystal to attempt that would have a advante beyond comparisson.
How would ferrik work on balancing the game or release new cards that are not overpowered or underpowered if they cant be sure what are the stats of the characters they are releasing the cards for? Sorry but its still just broken.
The only way it could work is if it was limited by one kinda of upgrade per character and just that. And I still belive there is programming limitations do it.
Dernière modification par Paladino.:RR:. (30-08-2011 13:23:28)
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Dosent change the fact that if some one got lucky enough to succed it will unbalance the whole metagame. Anyone who could waste money/crystal to attempt that would have a advante beyond comparisson.
How would ferrik work on balancing the game or release new cards that are not overpowered or underpowered if they cant be sure what are the stats of the characters they are releasing the cards for? Sorry but its still just broken.
The only way it could work is if it was limited by one kinda of upgrade per character and just that. And I still belive there is programming limitations do it.
That's a very bold statement. If ferrik would work on the balance is a big IF. That's why injectibles are needed. So the balance lies within the player base. Besides, if someone did get lucky (really really lucky -- as in he's fed from bunny feet from birth to adulthood, bath in four leafed clovers extract daily, and drank Felix Felicis) the OP card would probably last for only one match, 'coz he'll be tempted to use another injectibles.
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That assuming that the player has no sense at all. You seen to assume that no player has self control and knows better than to risk an exceptional card in a gamble.
You seen to think that Eredan is more a MMORPG than an iTGC.
But if you really belive that it is a good to have injectibles, its your opinion. I wont discuss it anymore.
But you can see how much support this idea got..
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That assuming that the player has no sense at all. You seen to assume that no player has self control and knows better than to risk an exceptional card in a gamble.
You seen to think that Eredan is more a MMORPG than an iTGC.
But if you really belive that it is a good to have injectibles, its your opinion. I wont discuss it anymore.
But you can see how much support this idea got..
I'm not assuming. It's a known fact why players like to buy boosters -- they want to open and get the best cards. They won't stop until they do.
I actually look at how much interest it got, and I think the idea has some traction in it. Otherwise, people won't bother to comment. I think the most important thing to discuss among the developer if they plan to implement this is how to introduce risks that would balance the card.
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Either way this idea is lame unlike elite status idea!
Dragon Knights ftw
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