MArcomage

Free multiplayer on-line fantasy card game

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DPsycho on 19:27, 7. Jan, 2010
(The following posts have been branched off from the Concepts topic "Mystic grove")

My opinion is going to remain that Legends should not be specifically summoned. If you want that to be the basis of the card, its other effects should all be negative so playing it is a clear sacrifice.
Progressor on 19:47, 7. Jan, 2010
I agree Legends should not be specifically summoned.

Even when their attack and other benefits can't convince you, the Legend keyword is just very powerful if you manage to trigger it. Since there are very clear ways to get rares, there should remain some difficulty in obtaining Legends, as it will become to powerful otherwise.

Just as Frenzy, the more Frenzy cards exist, the more powerful they and Overpower become, so there shouldn't be (much) more (ways to get them).
jbryant3 on 19:49, 7. Jan, 2010
Why not make more Frenzies and but better ways to counter them? Same for legends. Make them easier to get but make more cards with effects like Bounty hunter?
Lord Ornlu on 20:00, 7. Jan, 2010
Yeah but it's fun waiting for that one card that can give you victory. Or have it in your hand and race with your opponent to raise the resources needed
jbryant3 on 20:03, 7. Jan, 2010
Well, I guess what I am trying to accomplish is to remove some of the blind luck in this game. Other games, like MTG, allow you to set the number of each card you want, affecting the chances of a draw. Arcomage, however, is more random. I feel that removing some of the randomness would really add to the strategy of deck-building and gameplay. Unfortunately, that would likely be almost impossible to implement, so I like the searching cards.
Lord Ornlu on 20:10, 7. Jan, 2010
hehe, well luck can be more intriguing in creating a far more fun game. Luck prevents someone from implementing the "ultimate" strategy and beating everyone. Then someone else will copy it and in the end everyone will be playing with the same deck, whereas luck makes everyone equal, whether you are playing Undead or Holy, Barbarian or Mage
jbryant3 on 20:17, 7. Jan, 2010
I don't believe there is an "ultimate" strategy. There's just strategy. Right now there are some fairly "ultimate" decks anyway: Direct Tower-Attack and Blitz. Arcomage is more luck than strategy. I would like better to be the other way around.
Progressor on 20:54, 7. Jan, 2010
Why not make all kinds of stuf more powerful and make more specific counters?

Cause I don't want to make a deck that should be half filled with counters agaist specific deck types. Making these keywords more powerful, would make taking available countermeasures almost obligatory.
It doesn't fit my decks' strategy.
Lord Ornlu on 21:58, 7. Jan, 2010
Even now then -Tower decks are pretty powerful and almost a quaranteed win. I think everyone plays with such a deck from time to time, but is it really enjoyable to defeat someone so easily? Or be defeated like that, for the matter of the loser?

Arcomage is such a good game because there is always the factor of luck to be put in when drawing your strategy. Hoping or dreading for the unexpected to happen is what makes this game exciting, otherwise it would just be another card-playing chessgame
Noak on 22:44, 7. Jan, 2010
This is quite off topic but anyway:
Lord Ornlu i get the feeling that you think most things are always overpowered? and if you get bashed so easily by -tower cards mabye you don't have any +tower cards in your deck? also getting salvation and lookout towers or focus on killing the other one faster isn't that hard. If you do have a deck that takes some time to be efficient you need to bring sufficient defensive power to prolong the game enough.

Edit: this might have sounded more aggressive than intended
Lord Ornlu on 22:57, 7. Jan, 2010
Well, I know what takes to create a good deck (or at least have a general idea after many failures and few successes when I started playing). When I argue if something is too powerful (or sometimes not powerful enough) I just give my oppinion on the idea proposed by someone else, as an observer. I wouldn't mind facing something challenging, besides that's what makes the game interesting. It's just that sometimes when someone creates a concept card (myself included) sees his/her idea as flawless (not wanting to insult anyone, it's just what I observe) so I propose something that would make the card better in my oppinion. I don't mean to sound grumpy or whiny so sorry if I came off like that :)
Progressor on 23:20, 7. Jan, 2010
Pssh, this todays Moderator speaking:
This is indeed of topic. This is why this site has the option to send private messages. Id recommend you 2 to use that wonderful feature of this site. (Or discuss it over a game ;-))

Now my dilemma would be whether or not to delete this posts...
Ill have to sleep about that. :-P
Lord Ornlu on 23:33, 7. Jan, 2010
hehe u r right :) just delete them :)
DPsycho on 23:36, 7. Jan, 2010
If I were still moderating, I would be moving these posts to their own discussion topic, not threatening to delete them. This should be an open discussion with everyone invited to voice his or her opinion. It's just not in the right location. ;)
DPsycho on 15:07, 8. Jan, 2010
I've moved these posts to their own topic. I'll leave it to the individuals whether they want to delete any of their own posts.
Progressor on 00:08, 9. Jan, 2010
I wasn't threatening, just doubting, see new topic.