Enlisted to Endure's "Bullet Stopper"
_________________________________________
ToneMastaG
Human Hero
(1SE): Lose target tournament.
"This is so much fu.... Crap... I lost."
_________________________________________
...but have (I) not love, I am nothing.
1 Corinthians 13:2b
E-Mail______Twitter______YouTube
I was wondering will be able to invite friends to games and/or see who is online via friend list?
Leader of EnlistedtoEndure
If you want to learn more about my guild you can at this link: http://www.shadowera.com/showthread....e-Next-Chapter
Bless those who persecute you. Don't curse them; pray that God will bless them.-Romans 12:14 NLT
I played a game of Meltdown last night. It is a lot of fun I must say and I'm glad it will be coming to digital. I didn't know this was planned
I think 3 minutes is ok if the player knows the cards but newer players may find it little. GDC's idea is good. As an alternative, there could be a dropdown menu under Meltdown where you choose difficulty or game type or something or there could be two meltdowns in game types.
Examples:
Meltdown
- no time limit
- 3 minutes to build deck
---------------------
Normal
Meltdown
Newbie Meltdown?
------------------
I dunno which of these (including GDC's idea) is easier to implement. I'm good with any of those.
Meltdown is ridiculously fun but I think the time to build your deck should be based from your current rating.. the lower the rating, the more time you get to build. I also think that once the time runs out, if at least 30 cards have been added already the game should automatically start rather than cancel out..
Leader Developer and Game Designer
Former Game Director and Chairman
10,000th Post | 15,000th Post | 20,000th Post
Comprehensive Location Rules
Premium Foil Pack and Prize Pack Contents | Definitive List of Sleeves
How to Claim Top 10 Prizes for Best Score
Hall of Fame
In my negligence, I hadn't noticed until now that several of the issues that I wrote about in a separate thread have already been under discussion here. Shame on me.
First of all, after giving it some extra thought, I'm not sure if a timer-based fix to prevent "fishing" is good enough - will fishers be able to play regular games during their time penalty and then "fish" again? Even with a time penalty that increases incrementally, there might be people who are willing to wait the penalties in order to get as good cards as possible, to push their win-ratio above "non-fishers".
In every case, taking into account everything that's been said in this thread so far, here's one more idea how the system could be arranged:
Creating a Meltdown deck could be part of the deck editor - you'd go there, select a Meltdown version (Quick Match, custom game or Tournament), click "Create a Meltdown deck"-button, and you'd get your card pool. Then you'd edit the deck just like you would a normal deck with the ability to clear and save the deck, and return later to modify it, and all this without any time limit.
However, you could only have one Meltdown deck at any time for each version of Meltdown (one for Quick Match, one for custom games and one for Tournament play), and you wouldn't get a new card pool for a deck until you'd start a game with it against an opponent. (Cancelling the game before an opponent shows up wouldn't renew the card pool).
In Quick Match, the moment the game would begin (with two players joined), the saved QM deck would be deleted, and the next time when the player would create a QM Meltdown deck, the card pool would be renewed. In official digital events like Tournaments though, a deck shouldn't be deleted until it's certain that it's not needed anymore (like when players play through the whole event with the same Meltdown deck). Even if there's an official event where players play each game/match with a new Meltdown deck, the data from previous decks should be saved in the case that there's a need to replay a game/match due to a sync error or such. Custom games could follow the QM principle, or have additional options if needed (for example, for games like best 2 out of 3 with the same Meltdown decks).
As far as I can tell, the benefits of this kind of system would be:
-Players can create their deck at their own pace without time limits in all Meltdown versions.
-(And without time limits, whether or not switching the hero clears the deck shouldn't be much of an issue anymore.)
-Players can create their deck ahead of custom games and Tournaments, which saves time in these events and makes them more friendly for new players.
-Players can't "fish" for good card pools. (If they concede the game right after an opponent has joined, they'll get the normal penalties that come with losing a game.)
-Players can't lose their deck due to errors before starting a game, since decks are saved until a game is properly started.
EDIT: Clarified the paragraph above the list of benefits to better accommodate the different Meltdown versions.
Last edited by Awer; 10-26-2012 at 02:40 PM.
^I'm liking Awer's suggestions a lot. A time limit on building a deck while 2 players are waiting will always potentially lead to frustration when one of them has to wait, while the other one might not even be done in time. I don't see a downside to doing it his way on the other hand.
A not-time-based fishing prevention is also the only solution if you want meltdown ratings / win ratios to at least matter a little.
A1's man without qualities - Evolution in theory.
My cards ideas: for mages, for others
Songs about Wulven by: TV on the Radio, Babel, Warren Zevon
However much one kind of longs to see the actors in war outdo each other in cunning activity, finesse, and stratagem, still one has to admit that these qualities show themselves but little in history and have rarely been able to emerge from amongst the mass of relations and circumstances.
The reason for this is obvious enough: Strategy knows no other activity than the arrangement of combats with the measures which relate to it. It doesn't know, like ordinary life, actions that consist of mere words, i.e. expressions, declarations, etc. But these, which are inexpensive, are what the crafty one prefers to deceive with.
This sober truth is always felt through and through by the actor in war and therefore he ceases to fancy a game of shrewd agility. Necessity presses so hard into immediate action that there is no room left for it. In a word, the pieces on the strategical chessboard lack the mobility that is the element of stratagem and cunning. - CvC, On War
i noticed a bug with mocking armor where my opponent was still able to target all of my allies (none of which had protector) while mocking armor was in play. anyone else notice this?
~yooo~
Bookmarks