Okay...maybe my mind wasn't as made up as I thought
The title really says it all - the forums are up again - marauder/Evil Hamster took my offer, so come on back!!!
In case you forgot the adress already -
http://elementstheforum.smfforfree3.com
:eek::yikes::):):yikes::):):yikes::eek:
suggestions for amendments
Hey,
as mentioned by skurdy, the game needs the ability to cancel the use of skills without losing quantums or the ability to use the ability again.
(I have not read through the entire forum, so some of the points below may have already been raised)
moreover additional changes could be:
1. allow Armagio's ability to absorb damage to be turned on and off, just like the burrow ability
2. could add additional cards that have the ability to discard cards, to anti-control decks
3. I play magic the gathering TCG, so in comparison, this CCG's base life of 100 makes fast beat down cards like the 2 0 cards redundant. To make all decks more fair I believe the life could be reduced to 50 or maybe even less.
4. I life should not be set at a max of 100, as additional life gain is not possible.
5. Creature's abilities cannot be used the turn they are cast, but their damage goes through on the first turn. This to me, does not seem consistent. Either have their abilities usable on the turn they are cast (overpowered tho) or have it so the damage and abilities do not activate until turn 2
6. I understand this game is not magic the gathering, but I think creatures should not have their damage being dealt on the turn they are cast as it makes the game too rigged with sudden damage surprises. This may be the creator's intention though, to make it not resemble other card games.
7. All cards similar to "Fire bolt" have misleading card text. The card says it deals 3 damage for each 10 fire quantums, but the card actually deals 3 dmg + 3 dmg per 10 fire quantums. So card text could be modified to be more clear.
8. I read somewhere that the creator intended on making rare cards, truly rare so that they don't even appear on the bazaar, but perhaps this could be modified so that when the player reaches a certain score, more cards are unlocked in the bazaar? (i.e more quests)
9. Continual addition of a cards into the elements on a constant frequency (monthly or 2 week basis)
10. I may be wrong, so correct me if I am, but I believe when I challenge the top 50, it requires a real player, or for some other reason the game waits a long while. I choose to return to menu and 30 gold/coins are lost as the price to play the top 50, but I did not get to play them.
11. The settings pop-up thing should automatically disappear when scrolled away without having the user to choose
12. When buying cards at the bazaar, you buy it after one click, and the game does not verify if you want to buy the card. This can be problematic for missclicks as the cards are quite close to one another.
13. The "battle field" (don't know what it is actually called) where I summon my creatures have a finite area. I played a combo deck that continuously spawned fireflies, but I maxed out the area and the game did not allow me to produce more. So it could be fixed by allowing the player to choose to stack similar cards on the battle field (choice is important as the player may want to choose a certain card to apply abilities to it, perhaps more than once to pump up one card)
14. Due to finite screen space/ battle area, cards are stacked on top of one another. Understandable, but there should be a choice for the player to change the arrangements so that important cards (i.e cards with abilities) are placed at the top.
15. BUG (I believe), I used Fallen Elf's ability on a spawned firefly, and it turned into a mutated Toad Fish with 9/6 stats and its normal ability. However its ability could only target my own creatures. (unless this is part of the "mutated" ability which it does not show, as I realised that another one of my mutated creatures turned into a stronger minor vampire with 6/4 stats and the ability to consume 1 darkness quantum and activate "growth : +2/+2" to the card's stats, but the extra ability from mutation is only shown under the card as "(symbol for 1 darkness quantum) growth"
16. As mentioned above, mutated abilities could be shown in card text or somewhere that is legible and explicit.
17. Game should have an ability to shuffle in your hand for a new hand (with one less card) if you have a bad hand, i.e no pillars or 1 pillar only)
18. Some cards are really rigged, but this is subject to personal opinion. Steal, Earthquake, Devourer (for its low cost) to name a few seems too strong. However, it is understandable that the rare cards are strong.
19. A discard pile should be available to glance at played cards, just in case you want to double check abilities
20. An area that lists all card abilities so it can be checked in game.
These are the problems that came into mind while playing, please correct me if I have misconceptions of anything, or if certain things are done on purpose