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I suggest the following:
- any character can attempt to play any card
- a card only takes effect if its requirements are met
Example #1:
[card]Hakim[/card] cannot play [card]It is Time[/card] (nor [card]Skyward Boots[/card])-> Theurgy, because their effects trigger after you choose the cards you want to play, and the game does not recognize It is Time or Skyward Boots will allow him to play the theurgy (and It is Time can be countered anyway).
With my suggestion, he could attempt to play those 2 cards:
a) It is Time isn't countered -> obtains his Order bonus -> the Theurgy activates.
b) It is Time is countered -> does not obtain his Order bonus -> the Theurgy fails.
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Example #2:
You are a non-mage Craftsman with [card]Backpack[/card]. You can't play [card]Artrezil's Ring[/card] on yourself -> Spell.
With my suggestion, he could attempt to play those 2 cards:
a) Artrezil's Ring isn't countered/removed -> is a Mage when the Spell resolves -> the Spell activates.
b) Artrezil's Ring is countered/removed -> is not a Mage when the Spell resolves -> the Spell fails.
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My suggestions opens up combos that aren't really all that great, but would make the game less annoying.
Dernière modification par Nurvus (17-05-2012 22:08:38)
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I think I'm against this actually. I support that more new character's should have orders that can only work on the proper turn. This way, they have more wiggle room with orders that can't be activated immediately. If they had an effect like sol'ra or the adventure adversaries, not being able to activate it immediately is pretty fair.
IGN: Shrei VonWeisheit
Mercenaries and trophies are underrated.
PS: I'm insane
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Nothing bad would really happen from this.
It would just open up combos that aren't overpowered.
Bad players would make more mistakes, because you could choose to play a card that has no effect on your character, thus placing more responsibility on the hands of the player.
In the other hand, alot of strategies open up with this, not just from existing cards, but specially from future cards, as Feerik could then create alot more inventive combos.
Your suggestion just means Feerik would be more inclined to make overpowered bonuses that cannot be activated through It is Time.
Be honest, though - with all the awesome chainable cards out there, what good is It is Time or Once Upon a Time if not for the less common Order Bonuses?
Not all characters have order bonuses like Fog Hydra.
Even then, Fog Hydra has weaker stats to compensate for it.
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Last case scenario, please make it so that somehow the effect of order bonus activating cards is taken into account, somewhat like [card]Dragon's Wit[/card].
Dernière modification par Nurvus (09-01-2012 02:18:22)
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Any more comments on this?
This would place more skill in the game.
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I am sure Hakim works this way now that if you play it is time you can chain theurgy. So I am guessing their intention was this from that start. Just going to take some time to work out the coding.
Dragon Knights ftw
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Cool.
But I'm guessing they're changing cards individually rather than the system itself.
Given the vast amount of cards out there, you should be able to "try" to do whatever you want, and fail if you don't meet the requirements.
You should even be allowed to attempt to chain on specific situations.
Imagine you have a card that only Chains if you are Kotoba.
You are not Kotoba, but the opponent is.
What if you are allowed to play said card + chained card.
If opponent uses dissidence on you, the chain succeeds.
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While your suggestion seems good, I see 2 main issues :
- We would have to change the core of the game. That won't be done before... well. Let's say that won't be done before a long time.
- It's really not beginner friendly. I don't think the dev will be ok to give this little improvment with the risk of scaring away many beginners that just will just find stupid that the game allows you to play a card that your character can't play (resulting in seeing the card being discarded without any effect).
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New players aren't stupid.
Dedicated and investing players are always those who enjoy a challenge.
Failing at first, but seeing your results improve as you learn, is very rewarding and hooks a player to a game.
This change I am suggesting simply removes some "checks", essentially making the game lighter and more open for future interesting cards and combos.
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New players aren't stupid.
Dedicated and investing players are always those who enjoy a challenge.
Failing at first, but seeing your results improve as you learn, is very rewarding and hooks a player to a game.This change I am suggesting simply removes some "checks", essentially making the game lighter and more open for future interesting cards and combos.
As for new players not being stupid, while I agree, I disagree with the assumption that they will not play stupidly because they dont know the game. This implementation would indeed make the game less beginner-friendly.
Dont get me wrong, I REALLY love the idea, but the idea would be more appropriate for more advanced players. On that note, I propose another battle type called "advanced" which alters the game rules a bit. One example of the alterations could be this (ability to play cards you cant normally play, ultimately ending in the card failing to activate unless a certain condition is met). Adding this and some other rule alterations would be great for the advanced players, but would not hurt beginners.
Now, the problem with my idea is a problem stated before:
The idea would alter the base programming of the game and would bring forth a hellovalot of bugs and glitches that would have to be patched. Its a great idea in the future, but its too soon to implement it now cause, face it, we will all complain about it in some way, shape or form.
Id continue, but The Daily Show with John Stewart is on... gotta watch
Dernière modification par Lygatos (03-05-2012 04:14:51)
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I meant to say learning curve is important.
If you dumb down a game too much it becomes boring.
Doing stupid things is not a bad thing if you evolve and adapt.
Dernière modification par Nurvus (03-05-2012 04:58:58)
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Your plan would appear to allow someone to play two AoE cards in one turn. So if you're using a wild buds deck on the enemy's turn, you would be guaranteed to keep one of your buds on even if he used clumsiness, play to the spirits, paranoia, etc. with his second card. No thanks
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AOE spell cannoy be chain, this is not something that is that difficult to input event with nurvus' method...
===============zil dagger FTW!!================
"-oh mon dieu! ils ont tués Kenny!"
"-espèce d'enfoirés!"
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Also since Wildbuds cannot be chained.
Germination>Wildbuds
Combo won't work as only Germination will be played and activated.
Wildbuds will be played but will take no effect.
I kind of like this idea but Eredan has enough bugs as it is, the mechanic "Upgrade" may affect the already delicate running of the game.
Pirates and Temple Guardian.
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Actually my suggestion simply lowers the amount of checks done by the game.
No "additional" coding required.
Right now the game:
A) Checks what you can play in the "play your cards" phase
B) Checks what you can play before the cards themselves are played
With my suggestion, A) is gone.
Chain rules still apply (like root, AoE rules, etc)
Dernière modification par Nurvus (05-05-2012 14:19:59)
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