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  #201  
Old 04-26-2009, 03:50 AM
MysticX2X MysticX2X is offline
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As I said, a reset shouldn't be necessary. DC's idea is clearly the best route to take.

But the flaw with this is that squirt and donark clearly have 100+ wins giving them 100+ points giving them to purchase the ultimate booster.
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  #202  
Old 04-26-2009, 04:08 AM
BlackSolider BlackSolider is offline
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Missed that line; I'll have to think about it. Ya, you don't want to make it look like everyone's efforts got wasted, but you don't want to not-punish the people who, according to many reports, lamed a bunch of wins.
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  #203  
Old 04-26-2009, 05:17 AM
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Refunding the points isn't good.

Either give everyone a set amount, which will be complained about obviously. Or just be tough with it and refund no points, let everyone start with a good booster and let it be.

I still feel letting tickets be used to purchase boosters would be a good idea.
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  #204  
Old 04-28-2009, 08:04 AM
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or we can reset the gelats no one uses and use that instead??????????????????????????????????????????? ??????????
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  #205  
Old 04-28-2009, 02:44 PM
BlackSolider BlackSolider is offline
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But why should someone be able to gain better cards for something not involved with the card game?

Besides, we want people actually playing the game, not farming bushes for hours on end.
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  #206  
Old 04-28-2009, 02:45 PM
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or we can reset the gelats no one uses and use that instead??????????????????????????????????????????? ??????????
i keep talking about that and no one give a f***
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  #207  
Old 04-29-2009, 05:35 AM
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Originally Posted by BlackSolider View Post
But why should someone be able to gain better cards for something not involved with the card game?

Besides, we want people actually playing the game, not farming bushes for hours on end.
Well, I was also hoping we could fix the economy in the process by getting rid of gelat drops from the bushes.

But that's not the issue.
The issue is that some people need to be able to obtain cards.
People will play the game if they CAN ACTUALLY GET SOME. Yeah?
I quit playing because I couldn't get 10 card points.
Part of the reason is because I suck. Is it a crime to suck at card games? Should we be punished for not being so awesometastic at probability/statistics/math?
Why are we not allowed to play for a certain time after we lose? Even if we can, why aren't we allowed card points if we win? That's like sitting a little kid in time-out.

I'm not going to play a billion times against people with level 1-2 cards and pray to the graalian gods or believe in the heart of the cards for a miracle. My life isn't a TV show or a game. I'm going to quit if I don't have a chance.

And that's what the population did. They quit playing.
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  #208  
Old 04-29-2009, 05:48 AM
BlackSolider BlackSolider is offline
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Valid points, Midi.

Yes, people need to obtain cards to keep interest in the game. A lot of people never got a single booster, and when they did, most of us *cough squirt + night + donark + a few others *cough* got some pretty lame cards for our efforts. We're planning to fix this issue in the near future, though obviously it all depends on when DC gets un-busy.

The "sitting out for a certain time when you lose" aspect stems from the need to have a laming-barrier. If there was no such block, person A could just keep beating person B over and over and over, which is really against the point (not to mention lame...which might be why they call it laming.) Does it completely prevent laming? No, as we have clearly seen. But it does prevent laming wins off the same person over and over. Does it have its drawbacks? Of course. But the benefits outweigh the costs in the eyes of the developer.

The last thing I want is for people with all lvl 0 cards to play people with a half dozen (or more) higher level cards. We're working on a rating system that will prevent this to make sure matches are evener. Thus people will have a pretty decent chance of winning any game, unlike how it currently is now. I'm in the same boat as many of you are; I only have one non-lvl 0 card, so I feel your pain. These lucky sobs aren't very fun to play against when your deck just flat out bites. Hopefully we can correct this.

So, a common theme: we're going to (hopefully) fix it (soon). The other last thing I want is to see this card game die so quickly, especially knowing how much hard work people put into it (not to mention how I love card games in general.)
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  #209  
Old 04-29-2009, 07:02 AM
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Why should the players play the game when you have no trust in the game at all. Why should we waste out time playing this game when you talk about encouraging a card reset, I honestly would be SURPRISED if people are still playing this game when all you talk about is trying to get a card reset.
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  #210  
Old 04-29-2009, 07:14 AM
Cetellic Cetellic is offline
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Apparently the laming barrier didnt prevent laming. I'd prefer no barrier at all since it allows things to continue to flow, and a few very dedicated won't overshine the rest... actually the system overall needs some remodeling, 10 card points for the lowest booster? Yeah.....
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  #211  
Old 04-29-2009, 12:14 PM
MysticX2X MysticX2X is offline
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10 card points isn't bad for a booster. It's the fact that you have an 80 percent chance of getting all very very very very useless cards.
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  #212  
Old 04-29-2009, 02:10 PM
Cetellic Cetellic is offline
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Ten wins is too long a wait get something new, especially if you're not an active/good player. If I'm bored with my current deck and dont like the starter cards, I'm FUXED!!!
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  #213  
Old 04-29-2009, 02:36 PM
BlackSolider BlackSolider is offline
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Considering we only have 100 cards in circulation right now (granted we're working on more,) we can't afford to be handing out boosters left and right. Is 10 too much? I've thought it was ok, though the starter decks are really, really bad.
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  #214  
Old 05-01-2009, 02:09 AM
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100 cards isn't enough of an excuse, especially if you consider you can hand out the same type of card more then once. You really don't have to worry about handing players every type of card when giving out more boosters...
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  #215  
Old 05-01-2009, 02:37 AM
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Oh yes, because we all need 10 copies of the mou cow.
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  #216  
Old 05-01-2009, 02:40 AM
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Oh yes, because 10 copies of one card doesnt change the gameplay at all! And card games as simple as this one definitely do not dwell on quick enhancements of gameplay!
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  #217  
Old 05-01-2009, 02:46 AM
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Ok clel, how would you suggest we award people boosters then?
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  #218  
Old 05-01-2009, 03:32 AM
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Well you got all the clues you need, "ten points is too long to wait...", "10 copies of the same card...".

Make a 5 point booster which guarantees all lv0s.
Rid the laming barrier but make an option to play unranked.
Make it so if you win you get 3 cards, if you lose you get 1 card.
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  #219  
Old 05-01-2009, 03:33 AM
MysticX2X MysticX2X is offline
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That's a stupid idea Clel.

who would want an all level 0 booster pack? You pretty much get the most useful level 0's in the starter deck.

And still gaining something with losing? You gain knowledge of the game as your reward. Not a card.
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  #220  
Old 05-01-2009, 04:12 AM
BlackSolider BlackSolider is offline
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Tbh you get a good chunk of the lvl 0s in the starter deck (right now at least,) so I can't imagine people looking forward to getting more of them. More lvl 0s doesn't really help your deck get stronger either (trust me, I know.)

And this "win you get 3 cards" idea; what kind of cards are we talking about. Common? Random of any? Fill me in here.
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  #221  
Old 05-01-2009, 04:37 AM
maximus_asinus maximus_asinus is offline
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Turn it into an RPG system, where wins give you experience, and at certain levels you'll be able to select a type of booster pack. You'd gain experience through PLAYING. Winners would get more experience per game of course, but losers will still walk away with something. After that just implement an anti boost logging system which would be monitored. It seems like a fairly simple solution to me.
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  #222  
Old 05-01-2009, 05:05 AM
BlackSolider BlackSolider is offline
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Interesting idea max. Though at 11 pm at night I have difficulty grasping what an "anti boost logging system" means.
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  #223  
Old 05-01-2009, 01:32 PM
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Quote:
Originally Posted by BlackSolider View Post
Interesting idea max. Though at 11 pm at night I have difficulty grasping what an "anti boost logging system" means.
just logs suspicious events like huge winning streaks/losing streaks, players continually playing lower ranked players, etc. Maybe we should make it so only players between card level X and card level Y can't play eachother to prevent players from playing trial accounts or whatnot to boost.
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  #224  
Old 05-01-2009, 02:00 PM
BlackSolider BlackSolider is offline
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Ah, thanks. I'll bring it up with DC/night sometime.
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  #225  
Old 05-02-2009, 10:53 PM
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Card Game

Heres my Idea for the card game
Split the cards into sections e.g Elements Water,Earth,Wind and Fire.

Each Player can only chose 2 of the element from which theyre cards with be chosen from e.g If I chose Earth and Fire then all the cards I have would be either Earth or Wind cards.

This would help randomize the cards.

Im up for any questions you may have.
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  #226  
Old 05-02-2009, 11:20 PM
MysticX2X MysticX2X is offline
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That sounds like a stupid idea although it didn't make any sense at all.
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  #227  
Old 05-03-2009, 07:39 PM
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  #228  
Old 05-05-2009, 03:04 AM
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That's a stupid idea Clel.

who would want an all level 0 booster pack? You pretty much get the most useful level 0's in the starter deck.

And still gaining something with losing? You gain knowledge of the game as your reward. Not a card.
... well if you dont want the lv0 pack just get ten points and go with the other one...

That isnt a reward for losing, you're looking at it wrong. It's purpose is to speed introduce altering gameplay to all.
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  #229  
Old 05-05-2009, 03:06 AM
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Tbh you get a good chunk of the lvl 0s in the starter deck (right now at least,) so I can't imagine people looking forward to getting more of them. More lvl 0s doesn't really help your deck get stronger either (trust me, I know.)

And this "win you get 3 cards" idea; what kind of cards are we talking about. Common? Random of any? Fill me in here.
If you dont want the lv0 pack, just get ten points and buy the other one, or 25 points for the bigger one. You do say more Lv0s doesnt really help, so is smart deck building pretty useless in this game? If true the game's poorly designed, if false this should be implemented.

Once you win you can get any kind of card, though most if not all would be commons.
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  #230  
Old 05-05-2009, 07:00 AM
Gotenks_Gore Gotenks_Gore is offline
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R.I.P Card game
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  #231  
Old 05-05-2009, 02:28 PM
BlackSolider BlackSolider is offline
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Clel, I don't know how extensively you've tested and/or played the card game. But I'll drop a word of advice: level 0 cards aren't supposed to be 90% of your deck.

The interesting aspect of the card game that I found during testing was to try and balance lvl 0s, 1s, 2s, 3s, and 4s in such a way that you always had enough MP to play the right card at the right time. You had to make strategic decisions, such as "should I play this card now and use all my MP...but if I don't I might lose the chance to do 5 damage" etc. With the card game it is now, decks aren't "strategically built". Decks are currently built by taking out any mou cards or conch shells, then throwing in any beer cards or big city bandits. Are these cards that good? No. Is this really "strategically building" a deck? Not at all. More or less it's throwing together all the non-horrible cards you have and hoping you don't have to play opponents who were lucky enough to strike gold with their boosters.

A level 0 booster isn't needed because level 0 cards are supposed to be support cards; they aren't supposed to be most of the deck. But the way the game was released, this wasn't the case, which severely disappointed me.
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  #232  
Old 05-05-2009, 02:30 PM
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  #233  
Old 05-05-2009, 02:34 PM
MysticX2X MysticX2X is offline
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... well if you dont want the lv0 pack just get ten points and go with the other one...

That isnt a reward for losing, you're looking at it wrong. It's purpose is to speed introduce altering gameplay to all.
I think it's a stupid addition to add in. The current 10 point pack pretty much guarantees you all level 0's, but people want level cards.

They could simply go on an alt account and get their starter pack there.
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  #234  
Old 05-05-2009, 02:43 PM
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I think it's a stupid addition to add in. The current 10 point pack pretty much guarantees you all level 0's, but people want level cards.

They could simply go on an alt account and get their starter pack there.

well i did that and its was pretty lame lol
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  #235  
Old 05-05-2009, 04:46 PM
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Quote:
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i think it's a stupid addition to add in. The current 10 point pack pretty much guarantees you all level 0's, but people want level cards.

They could simply go on an alt account and get their starter pack there.
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  #236  
Old 05-05-2009, 05:00 PM
Cetellic Cetellic is offline
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I think it's a stupid addition to add in. The current 10 point pack pretty much guarantees you all level 0's, but people want level cards.
Then make the 10 point pack cost 5 points (original suggestion) and we'll be on our way =) THERE'S JUST NO REASON NOT TO DO IT!!!

Edit:It wont let me post my response to Gladi, oh well

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  #237  
Old 05-05-2009, 05:39 PM
BlackSolider BlackSolider is offline
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Better suggestion: make the 10 point pack guarantee better cards so we don't have people fighting with all lvl 0 cards outside of 6 people.
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  #238  
Old 05-05-2009, 05:58 PM
Nataxo Nataxo is offline
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I didn't even ahd the chance to buy the standard booster D:

18 pnts....bleh
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  #239  
Old 05-05-2009, 06:46 PM
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  #240  
Old 05-05-2009, 07:02 PM
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