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 Post subject: Water: you done fucked up son
 Post Posted: Tue Dec 23, 2008 5:49 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
The one function that didn't need nerfing in the game (water) is now nerfed to uselessness.

Change it back. Now.


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 Post subject: Re: Water: you done fucked up son
 Post Posted: Wed Dec 24, 2008 7:22 pm 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
I just posted a comment about this in the "Nerf wind mogi" thread, but I'll post here too. A compromise that just ocurred to me would be to make water damage a fraction that is rounded up instead of a static value. If it were 50% rounded up, wind mogi and magnetic mountain could still kill small creatures, but also do significant damage to large ones.

OR

Another possible option would be to assign a creature type that can differentiate which creatures can/can't swim. For example, spaff's greatbow shouldn't survive if it's knocked into the water, but a normal creature could potentially take some damage and "swim" to safety. Perhaps a creature type similar to construct... except maybe something like "Creature, machination/machine/device/etc". I would expect everything in this category to die instantly when pushed into water. This idea "might" provide a way to add complexity to the game, and partially appease those who disagree with the last round of changes.


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 Post subject: Re: Water: you done fucked up son
 Post Posted: Wed Dec 24, 2008 7:35 pm 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
Sidenote-- I know you're angry about this change Red, but I expect the more experienced players to really try to remain civil and constructive on the forum. We are essentially the founders of any online culture that will be produced by this game, and every little bit can either help, or hurt.


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 Post subject: Re: Water: you done fucked up son
 Post Posted: Wed Dec 24, 2008 8:04 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
Sun, I like the idea of the construct "class" but I think that would be a real pain to track\implement as well. Would every card have to say "construct" or "living" on it? If not you'll likely get a lot of arguments.


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 Post subject: Re: Water: you done fucked up son
 Post Posted: Wed Dec 24, 2008 10:48 pm 
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Joined: Sat Nov 01, 2008 9:00 am
Posts: 24
First, I would definitely NOT add any more complexity into the game, so I'd say "no" to the some-kinds-of-creatures-survive-while-others-don't I think there's a lot going on already with terrain and the like, and to add something else in like that isn't quite necessary.

On the point of the water itself -- I think the instant-kill was good/important precisely because it provided a way to kill strong creatures that otherwise would be difficult. The game needs some "absolutes" to keep any ONE card from getting too strong. Basically, this change is making hard-to-kill creatures even harder to kill...

How about some crazy scheme where creates die only if they have >2 Max HP :-) -- I think that would be more useful. Kinda like very small rocks floating.


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 Post subject: Re: Water: you done fucked up son
 Post Posted: Wed Dec 24, 2008 10:59 pm 
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Joined: Sat Nov 01, 2008 9:00 am
Posts: 24
warbelflabergat wrote:
On the point of the water itself -- I think the instant-kill was good/important precisely because it provided a way to kill strong creatures that otherwise would be difficult. The game needs some "absolutes" to keep any ONE card from getting too strong. Basically, this change is making hard-to-kill creatures even harder to kill...


Ok, I finally read all the other threads and I'm changing my position. I think the key thing is that by making water "weaker" it allows for more terrain-changing strategies by making other cards (e.g., cloudburst) cheaper...


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 Post subject: Re: Water: you done fucked up son
 Post Posted: Thu Dec 25, 2008 1:18 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
warbelflabergat wrote:
.... Kinda like very small rocks floating.


aye.. or churches...


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