I think a good idea would be for the manage deck area to only load one element at its start so it doesn't lag as much
because as more cards are introduced
its only going to lag more and more
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I think a good idea would be for the manage deck area to only load one element at its start so it doesn't lag as much
because as more cards are introduced
its only going to lag more and more
I should note that I am trying to collect all available cards for all elements. Most likely I'm not the only one who's doing this. I want to collect 20 of every pillar and 6 of each of everything else. Right now I have at least one (usually more) of every available non-rare card, plus some rare cards. So that may be causing the slow loading. The loading is getting slower and slower and slower... as my collection grows bigger and bigger and bigger.
What are the currently available rare cards? Does anyone have a list of them?
Ah, guys?
I just ran into something that I'm praying is a bug.
I started a level 4 match and got xxshinobixx as my opponent, a death elemental. He won the coin spin, and played 3 fire pillars. So far, so good. Then his fourth card (still on the first turn) was... Mark of Fire.
Since when are the Marks playable cards??
Mark of Fire card is a glitch result from earlier versions of the game. Just like a pillar - no worries. :-D
--rob77dp
The bug happened again. This time I captured some screens of the problem.
I played against daraph666's Fire deck (with Quantum and Bone Pillars.) He had two borrowed devourers. I had 2 summoned Phase Dragons (original + parallel) and (in my hand) 3 Dimensional Shield and 3 Lightning. I used the Dimensional Shield, and "Lightning" showed up in my shield slot.
Then daraph666 stole on my "Lightning" shield. The stolen "shield" showed up not in his shield slot but in his permanent row next to his pillars. My shield slot (i.e., the empty outline) also disappeared. See for yourself:
Screen Capture 1
The "Lightning" is between his Bone Pillars and Fire Shield.
I used another Dimensional Shield. This time it showed up correctly in my shield slot. He stole my shield again. But this time it also showed up correctly in his shield slot. My (empty) shield slot was also restored.
Screen Capture 2
Two more turns passed. I did not use another shield.
Near the end of the game, the second stolen shield (i.e., the one that was correctly displayed) expired. But the first stolen "shield" (or whatever that was) still existed in his permanent column.
Screen Capture 3
question to zanzarino!
I had about 21 400 points,then I pressed pvp button and refused to start the game lots of times
my score went down to about 19 000
now,when I try to submit my scores,I see my rank,but my name is not in the table
(there is only my old name with 21 400)
is it a bug?will I be able to submit my scores later?
UPD: everything is ok
pls fix a bug when AI uses lycanthropy without paying quantums...
it is really annoying
Yeah, but what if the mark shows up like this...
http://img440.imageshack.us/img440/9524/2mof.png
http://img440.imageshack.us/i/2mof.png/
He started off with Marks of Fire x 2 + all his normal starting cards giving him an advantage right off the bat. Having 2 Marks of fire in this fashion is not fair, as it cant be stolen or destroyed.
I keep running into many level-4 players who are using variations of this strategy:
- Most of them use Mark of Air; a few use Mark of Life. Mark of Light is theoretically possible, but I have not seen a Light player using this strategy.
- Their decks consist of some combinations of Air and Life pillars.
- Life summons Rustles. Every Rustle can photosynthesize one Light quantum into two Life quanta.
- Air summons Firefly Queens.
- Firefly Queen uses Life quanta (generated by pillars + Rustles) to create Firefly.
- Each Firefly generates one Light quantum per turn. An army of Fireflies generate mass quantities of Light quanta per turn.
- Then a group of Rustles convert those Light quanta back into twice as much Life quanta.
- Then multiple Firefly Queens use those Life quanta to create even Fireflies, which generate even more Light quanta.
- Most importantly, Life summons Empathic Bond, which heals the player's HP every turn. The masses of Fireflies feed the Empathic Bond with massive stream of HPs.
- The deck may include everyone's favorite weapon, Owl's Eye. The optional Owl's Eye deals with the occasional threats pose by dragons, Otyughs, or whatever.
The good thing about Firefly Queen is it has 7 HP and can't be easily disposed of with a single spell or creature. It is too big for most Otyughs to swallow; and Lightning, Fire Bolt, Ice Bolt, and poison or disease usually can't kill off a Firefly Queen quickly enough. Once two or more Firefly Queens are summoned, they can be difficult and slow to kill.
So, this strategy and its variation use few cards that complement each other:
- Three cards are the keys: Firefly Queen , Rustle, and Empathic Bond.
- Firefly Queen and (optional) Owl's Eye use the same element: Air.
- Rustle and Empathic Bond use the same element: Life.
- So only two types of pillars are needed: Air and Life.
- Rustle and Firefly form a loop that self-generates and multiplies Life/Light quanta.
- Once Rustles and Fireflies are in play, pillars become unnecessary.
There is one benefit for playing against that deck and its variations: if you win, you will easily win a Firefly Queen or two. Which can be sold for coins. And since those decks are becoming more and more popular, you can win and sell Firefly Queens again and again.
What sucks is that you usually can't win a rare card out of them. :(
Here a suggestion for zanzarino to minimize the luck factor in Elements:
Allow a player to redraw a hand (i.e., all eight cards) at the start of a game. Each player can use the "Redraw" option (a) only at the beginning of a game, and (b) up to twice.
For example: Let's say a player's hand does not have any pillar card at the beginning, or maybe he gets only one pillar out of his eight playable cards. So he has the option to redraw his starting hand. He can reshuffle and redraw all eight cards. He can redraw up to twice at the the start of the game.
If a player gets at least three pillar cards at the start, then he is unlikely to redraw. Let's say he already has a good hand in the beginning, and he redraws because he hopes to get an even better hand. There is always a possibility that his next hand will turn out to be a worse or very bad hand with no or one pillar card, in which case he will be screwed. So there is an incentive for players to not abuse the redraw option.
So players who are most likely to use the redraw option are those who are dealt with very bad, unplayable hands in the beginning.
Here is a suggestion on how to implement Redraw:
- The "Redraw" button should appear at the top, beside/after the "Menu" and "Done (Spacebar)" buttons.
- The Redraw button only appears during a player's first turn, before he plays any card from his hand.
- If he uses any card from his hand, the Redraw button is immediately removed.
- Initially in the beginning of the first turn, the Redraw button says "Redraw x 2". That means the player can redraw two more times.
- If the player uses the Redraw option once, the button becomes "Redraw x 1". That means the player can redraw one more time.
- The other player will see a message saying something like, "Your opponent is redrawing."
- If the players uses the option again, (i.e., the second and last time,) the redraw button will then be removed.
- The other player will see the same message again.
- After the second redraw, a player will not be allowed to redraw again. Every player can redraw up to twice, and only at the beginning of his first turn.
I believe giving the players the option to redraw cards twice in the beginning will minimize the luck factor. Ideally, both players in a match will start with at least three or four pillar cards in their hands, so both parties can avoid a very bad starting hand, so both can concentrate on playing out their strategies without being crippled by a bad draw in the beginning.
Here's an obscure bug:
If I have a dimensional shield down and the AI uses gravity pull on one of my creatures (via Chaos Seed), the first round of attacks do not kill the gravity pulled creature. The second round, still into the dimensional shield, does.
2ktchong I dont think redraw option is so necessary
the luck factor exists in any card game and it is absolutly normal imho
once you are lucky,the other time your opponent...
the only situation,when it is necessary,is when you have no pillars at all
(in MTG you can redraw in this case)
idea: what about implementing "counterspell" cards,which will let you to "cancel" opponents spells?
I am not sure how to organise it properly,but it will make the game more unpredictable
Hey Guys!
I lost my rating and all my Cards, except my current Deck:-(
I think it was because of closing the IE in a running match...
I was close to 30k score and had nearly every Rare, so it really hurts.
Zanz, could u pls reroll the account?
The game is great and I can`t wait for the real PVP.
@8fu:
I rolled you account back to the last available backup.
... and yes, closing the browser while the game is saving might lead to having only half of your data saved on the server. Just wait a few seconds after the last match/bazaar/manage deck operation before closing the game.
Or never close Elements! :-D I would play 24-7 if I could... Also, 8fu, every time i finish a lengthy-ish session of Elements playing, I take and save screenshots of both "My Deck" and "Main Menu" pages - you know, just in case! :) Cheers and hope that rollback worked for you - you were way up there.
hopelessly addicted,
--rob77dp
:-P
Thanks for the rollback Zanz...
Lost about 10k Rating 15k Coins and a few of my Favorite Rares: Arctic Squid, Eternity and Pulverizer!
That really sucks...
I didn`t really want to close the Browser, but my INet-Connection failed, bad WLAN.
And than i closed the game before it was reconnected and could submit data.
Don`t want to whine around here... have fun
I have a further report that may help fix the bug. The bug struck me again, and I noticed a peculiarity:
In my hand, I had two Phase Dragons and two Parallel Dimensions.
First, I summoned one of the Phase Dragons, and I used a Parallel Dimension to duplicate that Phase Dragon.
Then, I summoned the second Phase Dragon, and I used the other Parallel Dimension to duplicate the second Phase Dragon.
So, I had two sets of Phase Dragons on the table: the first original Phase Dragon and its duplicate, and the second original Phase Dragon and its duplicate.
At the end of my turn, the first set of Phase Dragons (i.e., the first Phase Dragon + the first duplicate) remained. However, the second set of Phase Dragons (i.e., the second Phase Dragon + second duplicate) vanished like Spark.
As they vanished, they made the sound/visual effect of Spark (i.e., a flash.) They vanished immediately after I ended my turn and before my opponent started his turn, i.e., between my turn and his turn.
The second original Phase Dragon must have had a bug, and the second Parallel Dimension copied that bug from the original. So they both (the second original + the second duplicate) vanished together. On the other hand, the first original Phase Dragon was fine, and so was the first duplicate.
Which means the bug randomly struck some Phase Dragons but not all.
About Fireflies decks:
I faced them so many times. Firefly queen is usually played in 3/4 rounds, after Rustlers. In my deck usually I play Otyughs: I feed them with Plate armor or Blessing and eat the Rustlers and little Fireflies. Then my Otyughs eat the Firefly queen.
Also Artic sqiud, Freeze, Mutation and some combos works good (Plague+Rain of fire, Lighting+Maxwell's demon/Otyugh).
Useful shields like Titanium, Dimensional, Fire and Ice works good.
Bug in PVP: I had a round end because I got disconnected from the server. Went into my deck and rearranged it, went back out, and started another PvP match. The game began with our hp left at the old values (Before the disconnect) and before the first round was over all cards on the field had vanished. Then it just sat there not drawing cards for anyone and timing out on each side.
Edit: I also keep desyncing randomly, haven't figured out what's causing it. Allowing choice of opponent (And no reward when you do select your opponent) would really help with testing. Mind, I think removing coin reward from pvp might be a good idea anyway. I suspect the desync is related to targetting an enemy's creature -- when I used a mutate on an enemy, they saw a different outcome than me. Plus owl's eyes, otyughs, and firebolts have all behaved oddly. Also I noticed discord seemed to cause a desync between us, my view of his quanta was very different from what he was seeing and then the game ended a round earlier for him than for me.
Edit2: I don't know if this will be any use or not, but my opponent stole a black pillar. Then next turn it flashed a steal on his own new black pillar (The one he stole from me) even though he didn't play anything like that.
zanz,
I am hearing reports and getting feedback (lol - i asked in chat) that 30 seconds seems like it would be plenty per turn to play PvP... would help if someone 'quits' or decides to be a jerk ;) (no names mentioned :) )...
--rob77dp
The desync definitely seems to be miscommunication in targeting. My opponent used earthquake on my stack of two black pillars, but my game thought he destroyed empathic bond.
Since that's not even a legal move, there's clearly an issue with data being transmitted for enemy targeting going on.
Edit: Also just had a case where my opponent deflagged my weapon, and my game thought he stole it.
Edit2: Just had an opponent owl's eye my entire field clear, and all my creatures are still alive. But after they all should have been dead random arrows started landing on his side and death sounds played though nothing died.
unused rolls disappear!
decided to save some time on rolls and accumulate a bunch (5% is *really* low for a win chance :( more so since rewards are random)
played a level 1 game, won, clicked OK without rolling (1 roll left to use)
played another level 1 game, won, now have 1 roll left to use instead of 2
Another weird bug to report: self-blessing Firefly Queen
Not a mutant. It was on a level 4 game... dang, I forgot to write down who the opponent was. She popped a firefly, and went from 3/7 to 6/10, no blessing card or animation involved.
Could it be made so the server detects who's already playing? It gets tiresome to always face the same opponent because people are multi-boxing.
Edit: Also, a bug -- the first round discord is out, it never scrambles the enemy's quanta.
I have a suggestion; for those of us with short attention spans and little time to play the game, but still want to get the best deck possible, why not, at Lvl. 4, if the player beats the opponent and gains 'elemental master' status (beats with 100hp left), why not allow the player to automatically receive one card from the other deck, no spin required? This would allow players to start building powerful decks quickly, allowing for more competition in the game. Only a suggestion though, but seeing as half my wins are with full health nowadays, I feel like I should be rewarded more than just 30 more electrum. =D
bug - in pvp
http://img301.imageshack.us/img301/4243/bug6bug.png
the player was allowed to play firebolt and a dragon with no quantum for that ..
On that one:
http://img118.imageshack.us/img118/9...bugdimsneg.png
in the first turn an undefined untargetable creature come out and negative quantum to play Dimensional Shield
On that one:
http://img199.imageshack.us/img199/5...555555555b.png
there is the negative quantum again played to drop the dragon .. and he steal my dragon to his pillar part
After a match where I discussed what I was seeing with my opponent as it progressed, I've verified mutation is not properly transmitting its impacts - I'd see my creature be destroyed, he'd see it turn into a special mutant. Things like that, multiple times during the game.
Edit: Of course, it IS Entropy. Maybe the desync should stay for it. Seems appropriate.
okay i got a couple ideas about how to fix earthquake, cause in my opinion its still overpowered(although not as much as it used to be when it cost one).
my first idea is to make it so instead of destroying 3 pillars, it destroys 1/3rd of the pillars in the stack, rounded up, this way if you got say 3 pillars, it wont make you pillarless and defenseless, and if you got 10 pillars, it would drag you down to 6 pillars.
my second idea of how to fix earthquake is to make it so instead of destroying pillars, it sort of destroys one and freezes 2 in a stack so they dont produce quantams, with maybe one being unfrozen every turn, so you slowly get your pillars back. of course then so it wouldnt be a crappy card, eq would have its cost changed back to 1 or 2. i suppose if they were frozen it could be called somthing like shockwave or tremors for the effect name.
also something somewhat unrelated, i think devourers should be effected by shields, i mean they can pass any shield, and even attack while frozen. and in my opinion, they should really just be a creature that attacks with quantam draining, and not damage, and that attack should be able to be blocked by a shield
Someone should start a wiki to catalog all the cards and cookie-cutter decks.
Titan (the rare card/weapon) doesn't show a Momentum symbol while in play.
Here are couple suggestions for defensive spells:
Confusion: Target one creature, which attacks its master for a certain number of turns.
Mass Confusion: Target all enemy creatures, which attack its master for a certain number of turns.
Could be for Entropy or Darkness.
I've got a half-complete card list, and I'm setting up a wikia for it now.
http://www.elementsthegame.wikia.com
I really think Earthquake should cost 5 quanta to destroy 3 pillars in a stack. The problem with Earthquake now is that it comes in play too quickly and too early in the game.
I can think of a few metagame solutions to balance out Earthquake:
- Give us more creatures, spells and non-pillar permanents that generate, convert and steal quanta. They shouldn't upset game balance because a deck can have only up to six of each creature/spell/non-pillar permanent, so pillars will still be essential for generating mass amounts of quanta.
Here are potential creatures/permanents/spells that can convert quanta:
- Shadow: a creature that coverts Light into Darkness
- Vaporize: a spell that converts certain quantity of Water into Air
- Combust: converts Air into Fire, also damages enemy at the the same time
- Arrow of Time or Vector: converts Time into Entropy
- Dilation: converts Time into Gravity
- Spacetime or Curvature: a permanent that converts certain quantity of Gravity into Time (or vice versa)
- Magnetic Field: a permanent that converts Earth into Gravity
- Reservoir: multiplies Water generated per turn.
- Etc.
- Creatures that protect pillar, i.e., some sort of guardian or protector. The creatures can protect pillars (either all pillars or a single stack) from being destroyed or stolen, as long as the creatures are alive.
- Permanents or spells that multiply quanta generated every turn. Earthquake should be able to destroy these permanents as well, so players who have Earthquake should decide if they want to get rid of the opponent's pillars or multipliers (depending on the situations.)