No, it's not a bug. When you spin, you can get the the cards your opponent's deck has minus the pillars (because they are common).
Your deck only has Fire Bolts, therefore it's no wonder you won three times.
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No, it's not a bug. When you spin, you can get the the cards your opponent's deck has minus the pillars (because they are common).
Your deck only has Fire Bolts, therefore it's no wonder you won three times.
hi
great game! got me hooked for days! i was trying to get on first spot in MochiAds game-rank (i was at 2nd already ^^) but when i come to play again right now i just realized that somebody took all the first 6 spots with impossible scores .. like .. how come there's is like 5 thomas12111 and one dani5000 with impossible scores in just few hours? .. also and olivenkerze wasn't there eider and althought that score is possible i think he is related with the others .. last time i saw the scores the top 1 was at 16k points
i think that only hurts the game and its competitivity ..which is a shame because it is such an awesome game .. please check it out
keep up the good work!
EDIT: Thanks for fixing it.. crazy scores gone :D ... yeah.. i was wrong about olivenkerze *sorry* .. funny - i just had a fight against his deck right now and it is actually a pretty cool deck ;)
suggestion:
is it possible to add a in game history-log of the games's result?.. like a page with a list with 1+2+(2+2) entries:
name / starting position (first/second) / result (#wins/#losses)[for each position]
..or more simple a 1+2 entries
name / result (#wins/#losses)
, it would make it more visible to see how to improve ..
Great game. Took a while searching to find where this game was being discussed, so I definitely suggest adding a forum on your own webspace.
I think some balance issues still exist, as I run into Fire/Water/Darkness far too often in PvP. They seem to be the dominant builds, on the basis of their shields and spells (direct damage, poison, and permanent removal). The other elements aren't in the same league; most are used in support of these 3 at the very most. I would suggest the following:
Fire: Add 1-2 casting cost to the Crimson Dragon to account for the highest attack in game, and to balance the Fire Bolt spam.
Water: Make another curepoison available besides "Purify", or limit the cumulative compatibility of the Poison spell with the Chrysaora poison ability.
Darkness: Lower the % chance to miss on the Dusk Mantle. There is only one effective way to remove it once in play - Deflagration. Stealing it results in it being stolen back.
Other thoughts:
-The Fate egg can randomly turn into another Fate egg (intended?).
-The Gravity shield may be more useful blocking damage sources with greater than 5 attack.
-The "graveyard" idea to see the card last played by the opponent is important. Early on, it was far too difficult to understand what was happening - especially with Chaos Seed being used by the computer.
-Noticed some non-purchasable cards floating around.
You got one great game on your hands mister (i've already played about 6 hours on it and that is very rare for any online flash game for most people).
My only real complaint about the game is that you never feel like you are really running "Insert Element type deck here". The early/mid game cards could use some fleshing out such as adding more monsters (and monster skills), spells, and permanents to make each element feel more unique.
I know you got alot of work on your hands but all I can say is I'm looking forward(as are my friends) to future versions and keep up the awesome work.
I absolutely love the game so far!
Just a couple things:
- Is momentum supposed to protect against all shield effects, such as Fire Shield? Or only those that reduce damage?
- Does not being able to be "harmed" supposed to include not being able to be the target of spells and abilities? From the wording, it seems like it just isn't able to take damage.
Hi guys,
First of all, thank you so much for all the feedback.
Balancing:
The game quickly reached 25,000 accounts created, it is much easier now to balance the elements since I can see which strategies are the most popular.
A few ides I have for the next patch:
Light - Reflective shield: Has a chance to reflect spell damage back to the caster (will create a counter-strategy against fire bolt spamming etc.)
Earth - Earthquake: Destroys ALL the same-element pillars targeted.
(Incentive to create multiple elements decks, improves earth element)
Gravity - Meteor impact (Rare): Inflict X damage to the opponent, X in the number of fire quantums, all fire quantums are consumed.
(Gives a nice "finishing move" for the gravity decks)
Life - Regeneration: The creature gains back 1HP (if wounded) at the end of each turn (regenerating creatures would be immune to infection)
Death - Plague: All of the opponents creatures become infected
Death - Poisoned dagger (Rare): Weapon: 2 damages, but adds 1 poison point each time it successfully hits the target.
Death - Improvements and debugging for boneyard.
Time - Divination: Permanent, shows the opponent's cards
(good tactical advantage)
Time - Extinction: Kills all the creatures of the same target species.(Incentive to use variety in the decks, improves time elements)
Time - Cost improvement for the golden hourglass.
Entropy - Mutation: Mutate the target creature into something else, if the creature will survive. (The outcome will randomly kill the creature, turn the creature into an abomination, or create a random "super-creature" using a random creature as a base and adding random skills and attack/HP points. It is an incentive to combine the entropy deck with low cost creatures (sparks, photons, etc.).
I am also fixing some bugs and creating a mini-website for the game.
So... stay tuned for the next versions and keep giving me ideas.
Answers to other questions:
Momentum protects the creature from all shield effects but the dimensional shield.
Yes, I should change being "harmed" with "not targetable".
Rare cards are not sold at the bazaar, and I am not goind to make them sellable, I know it is extremely hard to get them, but that's the only way to keep them rare.
Gravity shield is great if combined with some other creatures or skills like otyugh or plate armor, you can cast plate armor on most of the opponent's creatures and block them completely. Or... just eat the small ones with your Otyughs and let the big ones be useless.
Fate egg can create another fate egg
And, well, Samura already knows this: the old versions of the game had a bug letting you automatically win the match. Every day I check for everyone that heavily exploited this bug and I am deleteing their scores and account, it is just unfair for everyone else that is investing time and ideas to get a better rank/deck.
Also, just a small thing. The card image for Rustler says it costs 2 quantums when it should be just 1.
The new ideas for the new patch sound awesome. I can't wait to see how it may affect my strategy, and other people's strategies! I'm currently playing a Life/Light deck, relying on Rustler's ability. So far I can usually beat most other decks with ease, with the exception of decks with Otyugh :(. Devour doesn't like me.
EDIT: What does Burrow do?
EDIT2: Is Fahrenheit not supposed to deal damage when I have Dimensional Shield out? My opponents Fahrenheit kept missing.
Pretty nice setup.
Seems fairly simple but it took me a minuite to figure out the resource system. Gets a little annoying when you cannot get the right resource to place monsters.
Also perhaps show players current attack and defense strengths?
Should PvP really be called PvP? You aren't actually playing against anyone, just their deck. A human player would have different tactics.
AWESOME game by the way, and I do think the ability to play human made decks is great, but not sure if it is PvP...
I agree, it's a little misleading and true PvP would be much better :) Have both!
I think I might have caught a bug... Saphire Charger is ignoring my fire wall. He is just supposed to not have his damage reduced, but instead seems to be ignoring all wall effects...
Also, do creatures with 0 attack rating still attack?
Hrm... Another bug. I just put down an ash eater in turn 2, nothing special was going on, but he came into play as a 5/2 instead of a 2/1. When I hover over him, the card still shows2/1 but he is doing 5 damage. This was one of 3 ash eaters I played that turn (the middle one) and the only one affected this way...
I asked a similar question earlier and he said "Momentum protects the creature from all shield effects but the dimensional shield." So Sapphire Charger won't take damage from Fire Wall.
I have no idea what happened here, but... did your opponent play Chaos Seed (I think that's what it's called)?
I hav a suggestion.....
At the beginning of the game everyone kinda need money to buy cards and of course the reason for this is the improve their decks; however, once your done and sastified with your own deck, you will acknowledge gold is worthless and i mean worthless!!!
therefore, my suggestion is to make something that we can spend gold on it. Perhaps an equipment that will plus extra power to you? ex -( at the at of everyturn you get +1 random element), ( plus your maximum hp from 100 to 110) - you get the idea?
It is just my suggestion to make make the game more option and enjoyable
I hope you like my suggestion ;)
the only small annoyance I had is I realized when I went to pvp screen there is an option to go back to main menu, since i was hunting for farenheit card, I kept going back to menu not realizing it counted as a loss, until i ran out of money and added like 40 extra losses to my stats. when you click back to main menu during game you get a pop up asking if you are you want to quit the game. I'd suggest some explanation that you are gonna lose a round and gold by not fighting the person.
No, I don't acknowledge that gold is worthless after getting 1 good deck. What about all the other elements? Gold isn't worthless until you have enough cards to build all the decks you would ever want to. If you only want 1 deck EVER, then that is your choice.
I do wish there was a way to save alternate decks so they would not have to be remade each time you change.
As far as the bug with the big ash eater, I don't think it could have been chaos seed... Doesn't that affect only creatures on the board when it is cast?
This thing came into play with the wrong stats. Unfortunately I can't reproduce it. So I could just be insane.
I do wish the game had a way to look into the graveyard so players new to the game would be less confused during the opponent's turn. As it is now you pretty much have to memorize all the cards to fully understand what your opponent is doing. All you get is a brief flash of the picture and the name of the card and then its gone.
I got what u mean that gold in not totally worthless in someway.....
but just look at it this way....
maybe we could do something with gold beside just buying card right?
maybe like......
everyone begins with the same character and we could use gold to buy things like hat, clothes, pants and etc or change hair style. Also, show players character in the screen while playing so that we can c how ur opponent look like and how u look like
i dont know if u guys understand me but hav u guys ever play audition? it's kinda like that
--------------------
i dont know if this is possible but....
once again it is just my suggestion
Possible Bug:
Elder challenge, lost the coin flip, waited for my turn, and then clicked through my starting cards as usual. Next turn, I noticed that the "Blessing" spell card had somehow gotten into the area where "pillars" go. It had the correct symbol and the word "blessing" in the bottom right. Mouse-over gives the normal card image. None of my creatures had the +3/+3 effect, it stayed there until the game ended.
That's downright scary! I'm playing the same fire deck that I posted about earlier in this topic. Earthquake would utterly annihilate me. Please don't do it!Quote:
Earth - Earthquake: Destroys ALL the same-element pillars targeted.
(Incentive to create multiple elements decks, improves earth element)
It seems like you're balancing everything based against fire. I just hope fire doesn't become the worst deck. My idea for the one of the next fire cards would be a firebolt style spell that does damage to everything, all creatures and both players. Call it fireball or something.
Have earthquake do X amount of damage to enemy creatures.
Maybe something for gravity like switch creatures in play with enemy, you take their creatures and they take yours.
Entropy: weaken their creatures or increases cost of all cards by one or two.
Death could use something that straight up kills target creature outright.
Life: a draw three cards card, call it wild growth or something.
Water: Tidal wave or icestorm, damage all creatures, freeze all creatures, more creature control.
Light: blinds creature(s), unable to attack for rest of game.
Air: tornado, damages all enemy creatures, perhaps a stronger version of thunderstorm but higher mana cost.
Time: maybe a direct kill card that causes instant aging, or something like target creatures attack is set to zero.
Darkness: could do something similar to light, blind creatures with darkness or perhaps cause a target creature to sleep for the rest of the game or X amount of turns.
Aether: black hole or something, kills target creature.
A lot of creature control ideas I guess, it's my style of playing because of my deck. I rarely use firebolts to hit a player directly, i use them to kill creatures or if I can end the game by finishing them off with it. My record atm is 259 wins and 47 loses but taking into account my fooling around with all pillars/firebolts and learning the game then eventually building my deck. And by the way this game is awesome! I just hope you can maintain a balance with 12 different elements! Perhaps the way to go would be to make elements balance against their opposite element. I think balancing that way might simplify it a lot more.
The current ranking system seems a bit flawed to me. It's really about how much time you play the game rather than how good you play. I don't have an idea on how exactly to change it though.
Rare cards...in the bazaar you could add 'packs' 10 cards for 500 coins or something, have a chance to get a rare in them. I really wanna get me a rare! 3,500 coins and about 70 non-fire cards but no rares!
What is a rare fire card anyway? I have not even seen one yet. How many rares do each element have?
The rare fire card is Fahrenheit (Does 4+X damage to your opponent, where X is the number of Fire quantums divided by 5) . The rare cards are typically weapon cards right now.
Ah, I think I may have gotten the death one... Some vampire blade. I get death and shadow confused. And yes, I have seen computer decks with fahrenheit but forgot about it.
Yeah, the Vampire Blade one is a rare too. I can't remember if it's death or shadow either XD. Death sounds good!
Also, can you check Ne0nfighter's account? He has two accounts (one in 3rd, other in 4th) and I just played the 4th place one and the deck was quite terrible. I think he abused the glitch in the older version but I may have just gotten really really lucky against his deck.
Just because they're high ranked doesn't mean they're good. It's all about how much time you spend playing. I haven't lost a match in a couple days now. That's why I said earlier the current ranking system seems flawed. I can beat anyone of any rank, the guy who was rank 2 with his fire pillar/dragon deck is a joke I've beaten him twice with my superior fire deck and haven't lost to him ever, yet he's rank 2.
While I agree that the ranking system is based on time spent playing, if you played that guy's deck, you would agree that there's something wrong. It was absolutely horrid from the match I played against it. It seems like zanzarino agreed, because one of his accounts is deleted. I only mentioned their ranks so he could find them quickly.
Yep, neonfighter was exploiting the "spacebar during coin toss" bug, so I sent him a warning and reset score/money to zero.
The rank system is not entirely based on the time played: if you lose a match you lose score, that means that if you have a bad strategy and you lose most games you will lose score instead of gaining it.
Relying only on the won/lost ratio is a bad idea (all you have to do is win 2 games against a level 0 deck and you ration would be 100% won).
Anyway, good news:
I finally killed all the bugs you guys reported (thanks) and I am adding new cards to fine tune the game balance... which probably means I'll add new bugs too.
I am also doing some more balancing with the costs and effects of the cards: ablaze and growth skills now add +2|+0 and +2|+2 (doubled the effect). Bone yard, Armagio and Golden Hourglass are cheaper to use... and many other things...
hi
i did in a few hours a deck with Rusler, but it said 2 quantums need to play in the card, even if in-game is only 1 needed
icecue7, SuperDankChroni... yeah ... every game that have a ranking system, always has in count the number of won/loss-games played, and you were entirely right if the gain/loss-points was constant .. which they aren't ! .. only when you lose you lose 15 constantly ...but when you gain you can gain 0?-30 depending on your final HP if you win (or a bold 60 if in the end of the match you have 100hp) ...
so ... even if you do like 1000 games and win only half because your deck is no good (not actually Your deck.. anyways..) then its a high probability that you'll end with a mean of less of 50HP per win-game.. and so had gain only a mean of 15 points (or less) per win ... which are totally cancelled by all the losses...
or ... if you only do fire-decks/straight-forward-decks .. even if you win almost all your games there is a Very High probability that you end up with 50HP (or less - if you are in a match against other fire-deck).. which mean ... only 15 or less points added to your score ... which means .... much.. but much more games you have to play to get a high score
in this way this ranking system actually reflects quality (at least on ending with high HP..).. not only quantity
... so ... hmm... consider the Heal card? ;)
nevertheless i have to agree on the fact that between equally good decks (on attaining high HP on the end of each game, to be precise) the score, as it stands, will only reflect the quantity of games
maybe considerating an ELO rating system as in chess, which is highly dependent on the rating of the players in the match ... but then the player of the losing deck would have to lose points - and that is the problem with ELO and AI playing decks - doesn't work - no one would be happy of loosing rating because others are wining his deck played by the AI ... only with Human Vs Human i can agree with ELO...
... hmm .. another thing ... about the Neonfighter and the Dragon-fire-deck of the other guy... (and despite the fact that Neon was cheating) ...dunno...but sometimes a player likes to change his deck.. and if is like me .. is always redesigning another deck .. and new strategies ... and new combos ... and that is like the strongest and the funniest part of the game ...only to say that .. like .. sometimes i'm doing crazy decks to try somethings .... and if someone come to a game against those decks and easy win i only which that they don't think i'm actually playing with those... lol
EDIT: woops.. lol ! ... i was confounding with the coins-gain .... yea .. indeed .... the coins are based on HP-finish points ... but the rating-points gained are like you said Constant!!! ... so you are right after all .. *sorry*
PvP:
is -15 for loss and +25 for a win
constantly!
suggestion for AI improvement, and settings:
we all do different decks with different strategies .. ones more conservative in spending the resources ... waiting the cumulative of creatures/direct-damage/quantums/etc... and others more on timer kill-or-die deck wich demands on spending all resources he can (which the present AI doesnt do ... like ... i see all the time Lycans that dont mutate even if it have 2 dark quantums sitting there, etc...)
so .. my suggestion is to make a 3 button AI mode where each player can set for the AI do the best play with his deck against whoever comes to play against him.. somewhat like:
-defensive (or conservative)
-normal
-aggressive (or expendable)
Found two bugs: game thinks weapons are creatures (shields abilitys effect them) and when virus uses it's ability it dies even if you push cancel. Still, this is the best game ever
And another minor bug: if you would have enough quantums to use ability, if you do something that uses mana so that you no longer have enough, creature still looks like it could use the ability (rears of the card flashing)
/begin rant
I'm beginning to feel that there needs to be something more to PvP in general. Reasonable amounts of gold, score, and rare cards can be won from fighting only the AI. PvP has the same 3 benefits, but at a much slower rate, because player-decks are better made (or more exploitative, however you want to look at it). Most of the fights come down to the luck of having the best beginning hand. As a result, in PvP, more losses will occur, slowing the rate of gain for gold/points. Also, it seems that rare card encounters happen with relatively equal frequency in both, for now.
So why is there any reason to do PvP? For some amount of unknown glory? There's no way of telling how your deck has done against others (someone mentioned this before). Don't get me wrong, I think that it's great to have the PvP system, but it needs to be put to better use. Increased potential gold per win doesn't amount to much when gold doesn't do anything but purchase the same bazaar cards/cards won from slots.
My assumption is that most of the Top50 has gotten there based on AI fights - and very few PvP, maybe even none. Someone can prove me wrong here.
/end rant
hi
elementee, i disagree ... i think all of the top 10 are fighting in PvP ... like me ... i only fight PvP .. altogether i must have played like not more than 120 games of levels 0-3 in the beginning .. and i have 1600+ games played .. [1298wins/341losses] so almost all are PvP ... i've tryed to fight the levels 0-3 again to get rare cards but i like much more to play PvP ... and i see strategies from decks i'm fighting against evolving day by day .. which is so much cool ... the funny thing is that the only 2 Rare Cards I have is Fahrenheit and Devonian Dragon and at least Fahrenheit i got in PvP combat ^^
some confusion on your words ... AI dont mean "not PvP"... like .. in the other post i made .. when i was saying AI i was meaning "AI playing a deck of somebody else against me" in a match (is never Human Vs Human ... PvP is always Human Vs Human-Deck-Played-By-AI) ... When you say AI you are referring only about the levels 0-3.. which is not .. also PvP has a AI involved
Yea ... it would be cool to see a table of the #wins/#losses per playernameVsplayername .. but that is a like a table with N*N entries .... hmm .. maybe for the top 20 it could be possible?
About Scores:
if the gain and loss are constantly the same .. then we can have in fact some very strange situations:
PvP: -15 for a loss +25 for a win ... standing for a simple system-equation:
25x-15y=S
x+y=N
x=wins, y=losses, S=Score, N=Number of games
for a given Score we can have a sufficientelly high N of games which we have a number of losses superior to the number of wins: for y=px (p < 25/15) we have N=(1+p)S/(25-15p)... which is the awkward behavior of this kind of score system
examples of possible win/losses for a score of 25'000
super-gamer :
wins/losses = 1000/0
total of games = 1000
cool:
wins/losses = 1137/227
total of games = 1364
strange:
wins/losses = 2500/2500
total of games = 5000
super awkward :
wins/losses = 25'000/40'000
total of games = 65'000
... so i guess .. the score system is not so good after all ... but is only because of being constant!
My suggestion is to make the win not constant ... make it like the coins gain - that are not constant ...
- the gain should be in the interval 0-30 .. (with a possible 60 if HP=100 in the end)
- directly proportional to the HP left at the ending
hmm and maybe proportional to an Elo-like factor... make an Elo that do not change the score of the player if is the AI playing the deck, i mean .. an Elo only for the active player ... hmm .. well.. don't need to be an exact Elo with the Expected and all that ... just a simple factor with the scores of each of them taken into account.. could be somewhat like:
- multiply by the factor 2^((ScorePassivePlayer - ScoreActivePlayer)/maxScoreOfThem)
..that way.. the score gain varies between 0-60
but is very bad for the high scores because they don't gain so much .. but very appealing for who is aiming for the tops ... it will slow down who is high up and fastener who is somewhat low
this kind of score-gain is much less dependent of the number of games .. and awkward situations cannot occur
Strange bug: enemy had a 3/2 short sword on creature zone and it also had its weapon power
The short sword was not a Bug but a weapon animiated by the flying weapon spell.