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Topics - Pjoelj

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1
General Game Discussion / Quick question regarding boosts.
« on: November 10, 2014, 10:11:34 PM »
So, I currently have both the 25% boost that was given out recently and my 100% boost that I just never got around to using.
So I was wondering, does anyone know whether boosts stack additively (for a total of 125% bonus IP and XP in this case) or multiplicatively (for a total of 150% bonus IP and XP in this case)?

2
General Game Discussion / Right, let's deal with transforming.
« on: October 02, 2014, 02:50:48 PM »
There are evolving effects, transforming effects, effects causing stuff to become other stuff and very few effects that work the same way. I can't fix it, but I can try to make a list of how they all work for people to use. But I can't do it on my own.


Card name: (The name of the card being tested)
Effect type: (What the effect is stated to do, usually "transform" or "evolve")
Visuals: (What it looks like when the card transforms. For this purpose, a card is removed from the game when it's visually lifted off the board and a card is created if there is visible movement involved, anything else is "appearing" or "disappearing")
Name: (What happens to the name of the card)
Stat buffs: (What happens to changes to the transformed Character's stats, if they've been changed from the default)
Non-standard subtypes: (What happens to subtypes not on the card by default)
Targetting: (Whether abilities resolve if the character transforms before the ability would resolve)
Standard card text: (What happens to the standard card text of the transformed Character)
Non-standard card text: (What happens to card text not on the card by default)
Damage: (Whether damage is removed on transform and, if not, whether that results in an increase in max health or a decrease in current health.)

Card name: Demonic Disciple
Effect type: Transform
Visuals: Initial card removed from game, new card created at end of zone.
Name: Unchanged
Stat buffs: Retained
Non-standard subtypes: Removed
Targetting: Breaks on transform
Standard card text: Removed
Non-standard card text: ***UNTESTED***
Damage: ***UNTESTED***

Card name: Infected Devil
Effect type: Transform
Visuals: Initial card removed from game, new card created at end of zone.
Name: Replaced
Stat buffs: Removed
Non-standard subtypes: Removed
Targetting: Breaks on transform
Standard card text: Replaced
Non-standard card text: Removed
Damage: Removed

Card name: Suffering Verorian
Effect type: Transform
Visuals: Initial Character disappears, new Character appears in same location.
Name: Unchanged
Stat buffs: Removed
Non-standard subtypes: Retained
Targetting: Does not break
Standard card text: Retained
Non-standard card text: ***UNTESTED***
Damage: ***UNTESTED***

Card name: Evolving Parasite
Effect type: Transform
Visuals: Evolving Parasite disappears, other Character is moved to location of Evolving Parasite.
Name: +(evolved)
Stat buffs: Retained
Non-standard subtypes: Removed
Targetting: Appears to break on transform.
Standard card text: Replaced
Non-standard card text: Retained
Damage: Removed

Card name: Demonize
Effect type: Transform
Visuals: Initial Character removed from game, new Character created at end of zone
Name: Replaced
Stat buffs: Removed
Non-standard subtypes: Removed
Targetting: Breaks on transform
Standard card text: Replaced
Non-standard card text: Removed
Damage: ***UNTESTED***

Card name: Infected Drone
Effect type: Transform
Visuals: Initial Character is changed. No cards created or removed.
Name: Unchanged
Stat buffs: Removed
Non-standard subtypes: ***UNTESTED***
Targetting: Does not break
Standard card text: Retained (but inactive)
Non-standard card text: Retained
Damage: Retained (maximum health unchanged)

Card name: Vengeful Warrior
Effect type: Transform
Visuals: Initial Character is changed. No cards created or removed.
Name: Unchanged
Stat buffs: Removed
Non-standard subtypes: Retained
Targetting: ***UNTESTED***
Standard card text: Retained (but inactive)
Non-standard card text: Removed
Damage: Removed

Card name: Rabid Rabbit
Effect type: Transform
Visuals: ***UNTESTED***
Name: Retained
Stat buffs: Removed
Non-standard subtypes: ***UNTESTED***
Targetting: ***UNTESTED***
Standard card text: ***UNTESTED***
Non-standard card text: ***UNTESTED***
Damage: ***UNTESTED***

Card name: Agent Coyle, Soulseller
Effect type: Evolve
Visuals: Initial Character disappears, new Character is created in same location.
Name: +(evolved)
Stat buffs: Retained
Non-standard subtypes: Removed
Targetting: ***UNTESTED***
Standard card text: Removed
Non-standard card text: ***UNTESTED*** (Lacking cards to test)
Damage: ***UNTESTED***

Card name: Agent Coyle, Hellbringer
Effect type: Evolve
Visuals: Initial Character disappears, new Character is created in same location.
Name: +(evolved)
Stat buffs: Retained
Non-standard subtypes: Removed
Targetting: ***UNTESTED***
Standard card text: Removed
Non-standard card text: ***UNTESTED***
Damage: Retained (maximum health unchanged)

Card name: Blood Crazed Initiate
Effect type: Other (written as "becomes")
Visuals: Initial Character is changed. Seemingly no cards created or removed.
Name: Unchanged
Stat buffs: Removed
Non-standard subtypes: Retained
Targetting: ***UNTESTED***
Standard card text: Retained (but inactive)
Non-standard card text: Retained
Damage: Retained

I'll test the above cards myself as best I can.
The cards below here are cards I don't have, so I'll need your help on those.

Card name: Apparition
Effect type: ***UNTESTED***
Visuals: ***UNTESTED***
Name: ***UNTESTED***
Stat buffs: ***UNTESTED***
Non-standard subtypes: ***UNTESTED***
Targetting: ***UNTESTED***
Standard card text: ***UNTESTED***
Non-standard card text: ***UNTESTED***
Damage: ***UNTESTED***

Card name: Agent Coyle, Firestarter
Effect type: Evolve
Visuals: New Character is created at end of zone, initial Character removed from the game.
Name: +(evolved)
Stat buffs: ***UNTESTED***
Non-standard subtypes: Removed
Targetting: ***UNTESTED***
Standard card text: Partially retained (Can Evolve and active ability removed)
Non-standard card text: Retained
Damage: Retained (maximum health unchanged)

Card name: Agent Coyle, Mechborn
Effect type: Evolve
Visuals: Initial Character disappears, new Character is created at end of zone.
Name: +(evolved)
Stat buffs: Retained
Non-standard subtypes: Removed
Targetting: ***UNTESTED***
Standard card text: Partially retained (Can Evolve and second active ability removed)
Non-standard card text: Retained
Damage: Retained (maximum health unchanged)

Card name: Agent Coyle, Immovable
Effect type: Evolve
Visuals: Initial Character disappears, new Character is created in same location.
Name: ***UNTESTED***
Stat buffs: ***UNTESTED***
Non-standard subtypes: ***UNTESTED***
Targetting: ***UNTESTED***
Standard card text: Retained
Non-standard card text: ***UNTESTED***
Damage: ***UNTESTED***

Card name: Agent Coyle, Primal Hunter
Effect type: Evolve
Visuals: ***UNTESTED***
Name: +(evolved)
Stat buffs: Retained
Non-standard subtypes: ***UNTESTED***
Targetting: Breaks on transform
Standard card text: Partially retained (Haste remains)
Non-standard card text: ***UNTESTED***
Damage: Retained.

Card name: Agent Coyle, Zomborg
Effect type: ***UNTESTED***
Visuals: ***UNTESTED***
Name: ***UNTESTED***
Stat buffs: ***UNTESTED***
Non-standard subtypes: ***UNTESTED***
Targetting: ***UNTESTED***
Standard card text: ***UNTESTED***
Non-standard card text: ***UNTESTED***
Damage: ***UNTESTED***

Card name: Descension
Effect type: ***UNTESTED***
Visuals: ***UNTESTED***
Name: ***UNTESTED***
Stat buffs: ***UNTESTED***
Non-standard subtypes: ***UNTESTED***
Targetting: ***UNTESTED***
Standard card text: ***UNTESTED***
Non-standard card text: ***UNTESTED***
Damage: ***UNTESTED***

Card name: Infected Purifier
Effect type: ***UNTESTED***
Visuals: ***UNTESTED***
Name: ***UNTESTED***
Stat buffs: ***UNTESTED***
Non-standard subtypes: ***UNTESTED***
Targetting: ***UNTESTED***
Standard card text: ***UNTESTED***
Non-standard card text: ***UNTESTED***
Damage: ***UNTESTED***

If you have any information, please post it here. Thank you!

3
Deck Building / Making Omni work?
« on: September 26, 2014, 10:38:55 PM »
So, the Omni cards. Dugg, Navi and Raa. They're interesting, but none of them are all that, well, good.
Still, I want to make them work. However, no matter what I try, I keep failing and I'm running out of ideas, even bad ones (not kidding. I even made this thing)

So now, I'm turning to you guys. Any good ideas for Omni decks?

4
Suggestions / On Keywords
« on: August 15, 2014, 09:48:12 PM »
So, a while ago Extra Credits streamed some play of Infinity Wars. One of the things they mentioned in passing was the abundance of keywords. At first, I didn't think about it that much – until I took a look through my collection. Among the 441 cards non-order cards (418 of which are ranked-legal), there are 21 keywords (1 of which – Opening – doesn't exist on ranked-legal cards). This amount doesn't seem that huge, at first (even though, compared to several TCGs, it kind of is, especially if we take the amount of cards into account). However, more importantly, a lot of the keywords are either confusing or unnecessary. These are the ones I think need a closer look:

Reach – Exists on very few cards (actually, I can only think of one where it's keyworded). Its un-keyworded form (as seen on, for example, Defense Golem) isn’t long either. You could get rid of it and nothing bad would happen.

Enrage – With the reminder text that's printed on every card with Enrage, it’s actually longer than an accurate description would be if the keyword didn't exist. Scrap the keyword, it's one less word for new players to have to learn and you'll save card space.

Infect – When you have a card that actually says both “Infect” and “When this character kills another character, that character is raised to your support zone under your control”, that's a sign that not only are you doing it wrong on a fundamental level, but also that the keyword probably isn’t necessary anyway (especially considering only 3 cards use it).

Immolate – First of all, not letting us see whether a card has been immolated is just silly. Second, consider whether immolation and poison have to be different. Third, if Immolated becomes a keyword (or is replaced with Poisoned), consider whether Immolate has to be a keyword or if it could be replaced with "Characters damaged by (this character) gain Immolated/Poisoned X"

Two Lives – It's confusing. The text says that when the card would die, it loses a life instead. But when that happens, the Two Lives effect disappears, wouldn't that mean it lost two lives? And if it only loses one life, why does it die the second time it would die? It should lose a second life before dying, since it had two at first and shouldn't die if it still has lives left. Rename it, change the description or just remove it entirely – the game doesn't need a keyword to describe two cards.

Bloodthirst – If a character gain +2/+2, takes 2 damage and then gets -2/-2, they will have lower health than they started with. Unless the +2/+2 and -2/-2 were from Bloodthirst 2. While this makes bloodthirst more useful, it’s inconsistent with other similar mechanics. Besides, the +health could be replaced with just straight-up reducing combat damage and have the same exact effect while requiring less text to accurately convey.

Plunder – There are three cards with it, none of which have particularly complex effects. It's not a very interesting effect either and I see no way in which it gains from being a keyword. Get rid of it.

Ascended – Despite the name, I really hope this isn’t an Overseers-only keyword. Lots of existing cards could be cleaned up by using it, such as Vasir Chained and the Enrage characters. It could probably be useful for a lot of future cards as well. Nothing that really needs changing about it at the moment, just something to keep in mind.

Multistrike – A character not having a keyword implies it having a value of 0. Since a character with Multistrike 2 attacks 2 times, characters with Multistrike 0 (i.e. characters without Multistrike listed) would logically attack 0 times, but they do attack. This’d be much less confusing if Multistrike X meant attacking X additional times rather than attacking X times in total.
Also, I'm not sure this needs to be a keyword (especially considering how rare it is), but I suppose it makes Swift Strikes easier for the game to handle (considering how silly Alpha One and Bloodbath are).

Poisoned – Why is this even separate from being Immolated, again?

Shield – While this effect probably doesn’t need to be a keyword, the cards that use it don’t exactly have space to spare. I’ll let this one slide out of necessity (can’t have the card text completely cover the pretty pictures, can we? ;))

OpeningIf you have plans for Missions without Opening, let it stay. If not, make it an inherent part of being a Mission, since it only works well with those (characters would be 0/1 only, Locations would be awkward and Abilities would be nonsensical) Actually, since writing this, I noticed that it could work really well with Artifacts as well and that missions both with and without it could be perfectly awesome. After some thought, I think Opening is fine, once it exists on more than one card. Also, this game needs more Missions.

So, why should this happen? Good question. Except, you know, nobody actually asked it because I wrote this before I posted it.

First of all, cleaning up keywords that are confusing, inconsistent or overall poor is something that needs to be done, no way around it and no excuses. Fixing a card fixes one single card, fixing a keyword fixes several cards. Granted, that "several" usually about 3 or 4, but that's still more than 1!
Second, reducing the number of keywords is a good thing. Every keyword is something a new player has to learn and the less you force them to memorise what particular words mean in particular circumstances, the more time they get to learn and enjoy the actual game. Introduce new keywords when you need them, don't just go throwing keywords at every card you make.
Third, if this doesn't happen before release, you leave me no option but to capture Skraar and send him to you by mail. You have been warned.

5
Cult of Verore / Misery Stone
« on: August 07, 2014, 01:52:45 PM »
Does Misery Stone's effect activate if a character with 0 attack hits the enemy fortress since dealing 0 damage is usually treated as dealing damage?

6
Suggestions / Related Cards (warning: bad image editing ahead)
« on: July 20, 2014, 11:49:52 PM »
Currently, there are plenty of cards that create other cards. Some examples are token generators (like Overwhelming Dead or Xi, Who Honors the Dead) and transforming cards (like Infected Devil or Descension). This is great. What isn't great is that there is no way to simply convey everything you could possibly want to know about the cards created berfore the effect in question is actually used.
Card names, resource costs, morale costs, subtypes, effects, uniqueness, unlimitedness and stats are things that matter. But not all token generators list all of those (none of them actually list morale cost, fairly few list all effects, Ancient Egg lists nothing but card type and a single subtype). This is understandable - after all there's no short and easy way to convey all that in text. Xi, Who Honors the Dead might say something like "Pay 1: Create a 'Ghost of the Ancestors' 1R/1M 3/3 Character - Spirit that has Flying and 'When this character dies, remove it from the game' in your support zone" which seems kind reasonable (although wordy and a bit hard to follow), until you consider what something like Gather the Weak would say by the same system ("Create 3 copies of 'Demonic Disciple' 1R/1M 4/4 Unlimited Character - Human that has Exile 1 and 'When this character is played for its Exile cost, it transforms into a 'Demonic Disciple' 1R/6M 6/6 Character - Demon' in your hand"), how it complicates creating cards with complicated effects and how it prevents "card creators" from having other complex effects of their own, just because of how much text there would have to be.

However, all this information has to be presented. While subtypes, effects, uniqueness and stats might seem to be the only important ones, there are cards that interact with card names (like Burning Prejudice), resource costs become relevant if the card created finds its way into your hand (whether through Recycle, Gather Thoughts, Picard or something entirely different), morale costs can potentially win or lose games and sometimes it really matters outside of deckbuilding whether a card is unlimited (for example, you can't use Purify on cards if they're unlimited). But how could this information be presented?

Introducing: The "Related Cards" button!
Cards that transform or create characters are given a "Related Cards" button, visible while looking at the card (similar to the existing "Activate" and "Play Card" buttons). Clicking the button then displays cards related to that card, such as cards it can create or transform into.

Example 1 - Xi, Who Honors the Dead:

Example 2 - Call the Crusade:

Not only does this allow all important information (and some not so important information, like purity and card art) to be displayed, it also takes up less space on the original card, allowing token creators (and created tokens) to have even more interesting effects. In addition to that, it makes everyone's lives easier when cards create things that otherwise don't exist.

Note that while I changed the names of the characters created in these examples, that doesn't have to be done for all (or even any) cards - though I think it'd probably be good if tokens don't share their names with regular cards unless they work the exact same way.

7
Game Rules / Tranform effects
« on: May 25, 2014, 02:23:06 AM »
I've noticed that in some cases (Demonic Disciple, Infected Devil etc.) when a card is tranformed it loses its effects, loses its subtypes and has full health, while in other cases (Demonize, Vengeful Warrior, etc.) that is not the case.
I have not, however, seen a way to tell those two effects apart. Is there a way to know in advance which cards do what?

Also, what exactly is the difference bettween having a card transform while keeping effects (like Vengeful Warrior) and having a card evolve (like one of the Coyles)?

8
General Discussion / Repair and Rally
« on: April 21, 2014, 03:51:03 PM »
Repair: 5 cost, 1 purity DoD ability. Uncommon. Your fortress gains 15 health.

Rally: 5 cost, 1 purity DoD ability. Uncommon. You gain 15 morale, rally is removed from the game.

Why is Rally removed from the game on use when Repair isn't?

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