Recent Posts by daenkolarin
|
Jan 23, 2009
|
One additional thought: Population is a very expensive resource right now (except in rush decks), as it puts a harsh upper limit on how many cards you can play that use it (Demons mostly). If it gets too easy/cheap to get population increases, then population isn’t valued as high (making demon cards generally cheaper) and it may allow for strange (and undesirable decks) that can generate population faster than most decks can deal damage (Etherlords II has a design flaw that allows this). I don’t think City Upgrade goes that far, but it is something to think about when dealing with healing mechanics. |
|
Jan 23, 2009
|
My thoughts on City Upgrade are that as a nearly-pure defensive card it is doesn’t look overpriced. Pharmacy provides a good comparison though: 2 Stone, 2Gold. Play (80 sec), Heal (2 gold, 30 sec) Based on this, I think City Upgrade is a LOT cheaper than Pharmacy. Hence my gut feel is that either City Upgrade is too cheap, or Pharmacy is too expensive. |
|
Jan 23, 2009
|
Topic: Open Discussion / Minimum Game Speed Aside from a very small number of gimicky rush decks that have been found so far that can potentially kill in the 150-180s range, I have noticed that there is another magic number for game speed that has shown up. -A mana stockpile/ direct damage to opponent deck has been shown that runs in about 240-250s What I’m wondering is if the fact that the range 240-300 shows up so much with the current cards suggests that perhaps we should consider a minimum game time of something between 240-300 to be a good guideline. |
|
Jan 23, 2009
|
Topic: Ideas / Darkness Bound Would it make sense to start a thread to collect the “new” mechanics (and their explanation) that are proposed by the various card idea threads? many of these mechanics, if introduced should probably show up on multiple cards, else they are probably not worth the programming effort needed to implement them. etc. |
|
Jan 23, 2009
|
Topic: Ideas / Darkness Bound Strategy cards (as I understand Rakashun’s concept) is to have a single card that acts like a global Theme or Concept for a deck. Since it is not in the primary play area, it is not targetable like a building is. I would expect them to be used in one of two ways. One, to augment a deck’s primary goal (rapid card draws, Focus on Demon units, Run a denial/blocker tactic). The other use would be to provide a bit of protections for a deck’s weak point (limited ability to stop a rush, a method to deal better with towers of a turtle strategy, slow down the economy buildup of a boom deck). The archetype we talked about was something like: We can use them to affect the meta-game by providing strategies that boost deck styles that are otherwise pretty sub-optimal, while also NOT providing any boosting strategies to otherwise dominant styles. Ex. if Rush always beats other deck types, don’t put any strategies into the game that help a rush deck out. |
|
Jan 23, 2009
|
Since this was intentional (resource imbalance), I am behind it 100%. It is definitely a difference from games like MTG where all colors are pretty much equal. This does mean we have to be a bit more careful about card balances. As to the 3 Basic resources, Wood Iron Stone. I think it is ok to have them similar, as they are not “advanced” resources for now. |
|
Jan 23, 2009
|
Dup |
|
Jan 23, 2009
|
Topic: Ideas / Deck Rules I understand your point Wupstomp. I think we have too little card data yet to be sure of the right fix (to be honest). Well actually it depends on the # of cards expected in the system when it goes into a beta phase. If we are looking at cards in the scale of numbers like MTG or many of the physical CCGs, then we have to ask if the mechanic that is causing the imbalance is likely to be repeated in many cards, or if it was a one-off mechanic. If it is the former, it is probably better to address why the mechanic creates a broken game. Also we should point out that since DarkRune has changed the Vampire Elder card’s cost, the crushing Vampire Elder Rush is now stopped (as well as the 2 variants of it I had put together). Yes Yato rush is still possible, but it is a much weaker rush. |
|
Jan 22, 2009
|
Topic: Ideas / Deck Rules The 7 card chosen starting hand is a very interesting mechanic. It adds a great deal of meta-game strategy to the game, as well as speeding up early gameplay (useful as some Online CCGs take a LONG time to get going). The 7 card set however is a very very powerful tool for optimizing the use of specific cards. One example abused in several rush decks is the Magic Mushroom. Spamming multiple cards that are fairly balanced on their own into the starting hand allows them to be much more effective that if they had to be drawn randomly. My proposal is to divide the Building type into 2 groups: Buildings, Land. or Building, Resource. Then deck rules will have the following changes: This change will still allow for rapid deployment of a wide variety of deck types, does not block Boom/Resource based strategies, but will mean Rapid deployment strategies will need to leverage the abilities of multiple cards rather than a single card that can be abused because of the chosen hand mechanism. |
|
Jan 22, 2009
|
Topic: Ideas / Deck Rules This thread is to discuss ideas around Deck Rules. Note: All ideas proposed are just ideas, DarkRune has the final say on anything proposed. |
|
Jan 22, 2009
|
Topic: Ideas / Darkness Bound Terror in the Night Attack: 3(45s), Move(30s), All Non Demons Have Cooldown of All Abilities Except Move and Play increased by 15s “All the men and beasts quiver in fear, unable to act as a towering demon of chains, spikes and bile drew near them” |
|
Jan 22, 2009
|
Topic: News / Wow, I'm impressed Boom is an RTS strategy where you forgo early military capability in order to grow your economy very fast to get to large numbers of weak, or small numbers of very high end units. There is also a Tech Boom in games that have tech trees, where you focus on getting high tech units fast at the expense of early military power. In most RTSs, the 3 arch-typical strategies fall into Rock/Paper/Scissors. |
|
Jan 22, 2009
|
Topic: Ideas / Draw Cards Oops. Sorry, you had so many cards in that initial lists that were uncategorized that It made it a bit hard to notice everything. |
|
Jan 22, 2009
|
Topic: Ideas / Darkness Bound Sell Your Soul |
|
Jan 22, 2009
|
Topic: Ideas / Darkness Bound <name>’s Trecherous WoodsStrategy All Units with at least 2W cost (or Add a Type of Forest/Woods) Gain the ability to attack in all 8 direction. [Ability] Ambush. Pay 2W – Target Forest Unit causes 2 damage to any attacker that strikes it in the next 120seconds even if the attack kills the unit. [Ability] Hide. Pay 3W – Target Forest Unit Gains +4 def and -3 attack for 120 seconds. |
|
Jan 22, 2009
|
Topic: Ideas / Draw Cards The game has only a few card mechanics at the moment to draw additional cards. Basically Draw rate is the main impediment to a pure-economy Boom strategy. Land Grab: |
|
Jan 22, 2009
|
Topic: Ideas / Darkness Bound Demon Slave Driver: |
|
Jan 22, 2009
|
Topic: Ideas / Darkness Bound Demon of Jealousy: Gibberling Swarmer: |
|
Jan 22, 2009
|
Topic: Ideas / Darkness Bound This is a topic for idea towards Demon Type cards. Especially interesting will be demon types that contribute to Demon Themed decks (rather than just including a demon in a normal Deck) This is an expansion filled with alot of the darker sides of the kingdom. Also included is a new card type called Strategy . It starts in play but does not take up space in the kingdom. Everything here is just suggestions and DarkRune has final say on the subject. |
|
Jan 22, 2009
|
Topic: Ideas / Vampire Elder Given the current game mechanics, Vampire Elder has a nearly unstoppable rush (see my Rush Threads for Deck Details). The best ideas we’ve thought up to address this are: As a different strategy, give mana a capacity like Gold and Iron, which would require at least 1 more card into the combo. |
|
Jan 22, 2009
|
Gold mine looks generally about right… |
|
Jan 22, 2009
|
Topic: Ideas / Resource Limits Mana seems to hold an interesting place in the resource trees. As the only resource that does not require storage, it is the foundation of all but one of the rush decks I’ve seen so far. Further a mana-spam design to a deck Alternatively, Gold is by far the hardest resource to store, as it has no direct production card, and storage cards are either expensive (treasury, village stores, empty trunk) or have very marginal utility (treasure chest). Wood, Stone, and Iron are all nearly identical (slightly different deploy rates and recovery rates, but not significant compared to the other two). I wonder if resource limit changes might help with balance? |
|
Jan 22, 2009
|
Topic: Open Discussion / Rush Decks Mountain Wolf Rush: -9- Card Vampire Elder Rush Deck |
|
Jan 22, 2009
|
Topic: Open Discussion / Rush Decks Yato: Vampire Elder |
|
Jan 21, 2009
|
Topic: News / Wow, I'm impressed Thanks for the compliment. I’ve picked up the new awards (though they aren’t computed correctly for some reason, as it seems to be 10 shy in total). |
|
Jan 20, 2009
|
Topic: Open Discussion / Rush Combo Short list of Simple Counters I’ve worked out. 2) Opening hand has 5 immediate deploy to field cards (ex 5 forests), and 2 low cost creatures (like Mountain Wolf [MW]). Deploy the 5 Forests into the 5 2nd rank positions. When wood arrives, deploy the two MWs into positions 2 and 4 of your first rank. If a Yato takes out one of the lands and moves into the second rank, attack it with the MW while it is suffering from cooldown. Basically all the rusher can do is destroy a few lands but since the MWs are faster to move and attack, they can force a stalemate with the Yato’s . |
|
Jan 20, 2009
|
Topic: Open Discussion / Rush Combo I’m not sure if anyone can think of a defense against this opening hand, but it has a lot of attack power right out of the gate: Rest of Deck Basically you are giving up all of the strategic advantage of the fixed 7 start cards in exchange for a lot of early attack power. Unless your opponent 4-5 cards in his 2nd rank in less than about 30 seconds, you can get both Yato’s into the second last rank, where they can do 6 dmg each every 60 seconds. Best match result I’ve gotten against the “good” bot is a win in 153 seconds. Can anyone think of a faster rush than this? |
