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 Post subject: Water, Water...Everywhere
 Post Posted: Sun Jan 31, 2010 7:13 pm 
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Joined: Tue Mar 24, 2009 2:57 am
Posts: 93
I'm posting this and hoping not to look crazy or like a complainer...(is complainer even a word?). Now I'm hoping all the other players that have noticed and complained about this will ring in on this post, if not I'm going to come off as crazy...lol.

So here it is....WHAT'S UP WITH ALL THE WATER LATELY!

Ring in with your responses, especially those of you that talk with me about it all the time. I need proof your real and not figments of my imagination...lol.

P.S. I already realize that water hurts my deck more than most. I don't care if there is a change from this post, just a random poll.

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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Sun Jan 31, 2010 7:48 pm 
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Joined: Thu Dec 11, 2008 3:00 pm
Posts: 124
Both yes and no.
There isnt so much water, but the too often encountered problem of the "jungle peninsula".

Or the "river that funnels you through a jungle... surrounded by swamp... with blackjack and hookers.... wait oh sweet Mississippi"

Anyway ive made a new water spam deck cause i was sorta tired of it, and remarkably i often encounter not enough water, but a few cards remedy that without any problems.

Your deck archetype IS the most vulnerable to it of course but most "focus heavy on groundslugging creatures" decks are screwed also. Sometimes its just not worth it to include anything that cant ignore terrain to a proper degree.

So my vote is not so much "less water" but "less water surrounded with jungle/swamps...and then thrown into the center / one single corner of map".


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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Mon Feb 01, 2010 6:33 am 
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The Dark Platypus
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Posts: 951
I'm willing to be that there are clumps of water just as often as clumps of forest just as often as clumps of desert, etc, etc.

You just don't notice the other ones as much because you can still place a building on them.

My deck is very water dependant, and I often encounter not enough water. I think it's not as "bad" as you think ?

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Mon Feb 01, 2010 3:34 pm 
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Posts: 124
hmmm this thread was started cause there were 6-7 of us watching a game and bitching about all the water encountered recently.
Themist you got left out to hang dry :)

I too have a few watery decks, and sometimes there is almost no water or max 4 hexes. My current deck though has won a few times already with a single application of naturescaping netting me 2 bonus wells via reef. Single application. Let me repeat that: 1 naturescaping.

Still its the mass jungles walled by oceans i hate, not the water itself or jungles themselves. In contrast the same situation with mountains happens extremely rarely. Sure its a more natural look but unless a slow groundcreature does something important its not going in the deck no more, unless you know play a domain with few fliers/other.


Still its a non-issue in friendly matches which i prefer anyway.


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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Tue Feb 02, 2010 3:59 pm 
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Joined: Wed Sep 09, 2009 8:55 am
Posts: 138
It would be nice to have things a little more balanced, but I don't want to see us lose the randomness of the map in the process as that is part of what makes TFW interesting.

I'll take occasionally lopsided maps if that is what it takes to ensure we don't end up with highly predictable or set maps.


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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Tue Feb 02, 2010 4:19 pm 
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Joined: Fri Mar 27, 2009 8:01 pm
Posts: 526
The maps are same part of game as your enemy, you have to calculate with both. That's like if I said you can't play it, because it totaly screws me and it wasn't in plans for this game!
It's one of the factors making decks good for nothing/good/great..
When you're making up a deck you must ask yourself - what are the weaknesses? If terrain is between them, be sure you'll encounter maps which looks like if they were done right against you. ;)


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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Tue Feb 02, 2010 8:56 pm 
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Joined: Mon Jul 27, 2009 6:30 pm
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Location: Atmosphere of Magisteria
Themist:

My initial thought was that your skillZ just need to be improved. :P If you have any questions, just let me know. ;) Also, have a great--unwet--day!

Cheers,

The jello that never sleeps :twisted:

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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Thu Feb 04, 2010 9:29 am 
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I can understand themists position.....sure alot of ppl run water decks....i dont think the problem is ther water.. i think the problem is that there is no order to the map generation....Sure we want to keep it random but at the same time....who wants a half a map of forest unless theyre playing sylvan?....i understand both positions so ill say im neural for now but i can say i feel u on the water brother.....it really hurts certain factions.

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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Thu Feb 04, 2010 5:02 pm 
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The Dark Platypus
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I think the best solution would be to have the maps generated in a way that both sides are the same percentage water/forest/desert/etc?

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Fri Feb 05, 2010 12:17 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
There was an old old old idea proposed on the forum that I don't feel like digging for at the moment...

Anyways, someone suggested that the domains played by both players have an effect on the random map generation...

For example, sylvan would be more likely to get forests, ele would get water/desert, MF would get mountains, DL would get swamps... imperium could get plains... and maybe since everything's taken, chaos would increase the likelihood of a land type that opponent's would NOT likely want... or maybe randomly raise/lower or green/dry the map :P


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