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Post by Omni on Jul 12, 2008 15:37:43 GMT -5
Reading some of these boards, I'm noticing confusion. Some are saying that the dice roll for drawing cards still applies, but some people are saying that exact order means exact order. Now, my way of thinking is that if somebody wanted a card (say, card 15) and they rolled 2, they couldn't just say that they drew some different card, so dice rolls would work better. With exact ordering of the cards, you could set up the perfect starting hand, and nobody would know it wasn't randomized. So can you please clarify this again?Basically, with Dice Rolls it prevents cheating, with setting up the deck it encourages cheating. I solemnly swear to use my random number generator.  It has been mentioned that it IS exact order. *pokes Rider's response to Jina* I think the deck order has something to do with, for example, Sleight of Hand, where you choose the top five cards and rearrange them to your liking. And actually, with rolling dice, it IS possible to say you drew whichever card you like, assuming no one knows what order your cards are in, or if they're even in an order. (Which, I'm assuming, is why we're PMing the order.) Maybe in the future, we can send the deck and we can be PMed the deck order?
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Post by Stal on Jul 12, 2008 15:42:03 GMT -5
I think something to consider is that...the truth is, if someone is going to cheat, they'll find a way, period. This game has always had a lot of honor system function to it, and that'll never go away no matter what system you use. I recommend people relax a bit and instead of assuming that people WILL cheat, just let it work itself out and trust that those taking the time to play this game aren't going to.
And if they do cheat and get away with it, what then? What have the accomplished. And if they're found out, their entire reputation and image in this community (the only place you'll play this game) is ruined? I think the costs of cheating are too high for most to really even think about it.
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Post by Killix on Jul 12, 2008 15:45:13 GMT -5
Mmm, I'll have to agree with nerfing the ability without any further notice. It'll really confuse most Killix users off. I don't have any problems with it being nerfed to maintain the balance among Common cards with similar effects, but still. *sighs* Well, the thing is... It's my forumer card! I don't want it nerfed this badly, and I'd like some compromise, here.
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Post by Scar on Jul 12, 2008 15:48:15 GMT -5
Reading some of these boards, I'm noticing confusion. Some are saying that the dice roll for drawing cards still applies, but some people are saying that exact order means exact order. Now, my way of thinking is that if somebody wanted a card (say, card 15) and they rolled 2, they couldn't just say that they drew some different card, so dice rolls would work better. With exact ordering of the cards, you could set up the perfect starting hand, and nobody would know it wasn't randomized. So can you please clarify this again?Basically, with Dice Rolls it prevents cheating, with setting up the deck it encourages cheating. Clarification: You may arrange your deck however you wish. Heck, you can scramble your cards like so: 1. Dark 2. Scarven, Rogue Chronomancer 3. Frag Grenade And so on but during matches you still roll the 30-sided die to determine which you actually draw from your deck. This is essentially random but some might like scrambling up their decks to ensure true randomness or improve the odds of a card getting chosen. Like counting cards in poker In case you were wondering, the purpose for PMing your deck lists to the judge is so that there is proof of what you draw from your hand. I could very easily say I have a convenient Frag Grenade in my hand for rolling a 2 when drawing a card when in reality it was supposed to be a Scarven card. As for the Killix card, yes it has been nerfed and for good reason. While there are many ways to get rid of the card before it can buff up the opponent (to +4 according to the old card if you switch her around multiple times) we want to ensure that all cards are balanced in terms of power through the board. It's not because Fanboy came later. We apologize for the last minute changes but mistakes happen and that's why all card games have errata, meaning after production amendments, to ensure that the players get a balanced game, not one where all players are using the same overpowered card to win. On a side note, Sleight of Hand makes you roll 5 30-sided dice to determine what cards are to be drawn anyway so you can't cheat with it
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Post by Killix on Jul 12, 2008 15:53:33 GMT -5
As for the Killix card, yes it has been nerfed and for good reason. While there are many ways to get rid of the card before it can buff up the opponent (to +4 according to the old card if you switch her around multiple times) we want to ensure that all cards are balanced in terms of power through the board. It's not because Fanboy came later. We apologize for the last minute changes but mistakes happen and that's why all card games have errata, meaning after production amendments, to ensure that the players get a balanced game, not one where all players are using the same overpowered card to win. It only buffs +2 for a few turns. I don't see how that is largely overpowered. The effect is only supposed to happen once at a time. You can't get a +4 buff from switching her back and forth.  The power is supposed to end when the Fighter she switches with is defeated or benched. If anyone was using it to stack the special, then they were using it incorrectly.
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Post by Rider on Jul 12, 2008 16:17:13 GMT -5
[glow=red,2,300]Killix, we apologize for modifying your card, but just because a broken card isn't picked up on doesn't mean it's not broken. I am amazed that no one reported it. *purposely avoids Scar's gaze* XDD
A +2 bonus for 4 turns is still an extra 8 damage. And 4 turns is a honkin' long time.
But yes, Stal's right. This game is largely built on trust. *pulls Jiminy Meepit out of her pocket and listens as he chirps, "And always let your conscience be your guide."*
EDIT: I have been informed that 4 turns is 2 rounds, and thus, my math is horrible.
That's still an extra 2 damage. [/glow]
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Post by Jina on Jul 12, 2008 18:57:29 GMT -5
I think I'm going to go ahead and make the board for my match against Psycho even though my name doesn't come first, because it hasn't appeared yet. This might coax Psycho into noticing 
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Post by Psycho on Jul 12, 2008 20:49:25 GMT -5
I think I'm going to go ahead and make the board for my match against Psycho even though my name doesn't come first, because it hasn't appeared yet. This might coax Psycho into noticing  Sorry about that! I spent the day at the beach... actually the last two days >_>;; My brain's a little sun-scrambled... ^_^;;
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Post by Jina on Jul 12, 2008 20:58:54 GMT -5
I think I'm going to go ahead and make the board for my match against Psycho even though my name doesn't come first, because it hasn't appeared yet. This might coax Psycho into noticing  Sorry about that! I spent the day at the beach... actually the last two days >_>;; My brain's a little sun-scrambled... ^_^;; Hehe. Okay then.
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Post by Vyt: Down, but Not Out on Jul 12, 2008 21:03:10 GMT -5
As for the Killix card, yes it has been nerfed and for good reason. While there are many ways to get rid of the card before it can buff up the opponent (to +4 according to the old card if you switch her around multiple times) we want to ensure that all cards are balanced in terms of power through the board. It's not because Fanboy came later. We apologize for the last minute changes but mistakes happen and that's why all card games have errata, meaning after production amendments, to ensure that the players get a balanced game, not one where all players are using the same overpowered card to win. It only buffs +2 for a few turns. I don't see how that is largely overpowered. The effect is only supposed to happen once at a time. You can't get a +4 buff from switching her back and forth.  The power is supposed to end when the Fighter she switches with is defeated or benched. If anyone was using it to stack the special, then they were using it incorrectly. That is largely overpowered in terms of its simple activation. Take, for example, the first few turns. Anyone who can get Killix right off the bat in his first turn can simply set her up as an Active Fighter, stack up on some Energy cards or use some Event cards and put her in the Bench while the new Active Ally attacks with at least 3 to 5 Damage (considering that most attacks are set up as 1 to 3 Damage). At most, a player can knock out two or, given the chance, even three Fighter cards before his opponent can even react. To be honest, +2 Damage in one turn is about a couple of feet near the boundary of reasons, and a simple activation moves it nearer.
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Post by Vyt: Down, but Not Out on Jul 12, 2008 21:14:34 GMT -5
On a side note, Sleight of Hand makes you roll 5 30-sided dice to determine what cards are to be drawn anyway so you can't cheat with it Actually, it states in the description that a player can arrange the order of the five cards and put it back on the deck. And so we're clear, will we still do dice rolls for our draw order or will we follow the exact order of the deck? Because I still like dice rolls because it gives out the randomness. Trust. 'Nuff said.
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Post by Killix on Jul 13, 2008 4:09:39 GMT -5
[glow=red,2,300]Killix, we apologize for modifying your card, but just because a broken card isn't picked up on doesn't mean it's not broken. I am amazed that no one reported it. *purposely avoids Scar's gaze* XDD A +2 bonus for 4 turns is still an extra 8 damage. And 4 turns is a honkin' long time. But yes, Stal's right. This game is largely built on trust. *pulls Jiminy Meepit out of her pocket and listens as he chirps, "And always let your conscience be your guide."* EDIT: I have been informed that 4 turns is 2 rounds, and thus, my math is horrible. That's still an extra 2 damage. [/glow] I was just going to say, it was in no way an extra 8 damage. XD Some event cards give 2 extra damage, it's really not much different than someone using an Event card for many turns (hey, if you wanted to, you could totally stack your deck with Frag Grenades XDXD). I do see how 4 turns is a lot of turns to have a damage buff. Can I request that it at least be halved from 4 turns to 2 turns? Please? With cherry pie and gumdrops? =( 2 turns gives a chance for you to add at least one energy to the ally you switched with in an emergency situation before the buff wears off. XD ('cause retreating Killix isn't always just for her special ability. If you were down to 3 KO's against you, you'd want to get a half-dead Killix out of there anyway, she's weak. XD)
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Post by Scar on Jul 13, 2008 4:33:54 GMT -5
On a side note, Sleight of Hand makes you roll 5 30-sided dice to determine what cards are to be drawn anyway so you can't cheat with it Actually, it states in the description that a player can arrange the order of the five cards and put it back on the deck. And so we're clear, will we still do dice rolls for our draw order or will we follow the exact order of the deck? Because I still like dice rolls because it gives out the randomness. Trust. 'Nuff said. Without Sleight of Hand, yes please roll a die every time you draw a card With Sleight of Hand however you have to declare the order you want those cards to go. That's how I do it at least. I mean, it's not like people will go and cross reference those numbers with those in your deck since the scrambled deck you sent to the judge is kept secret. In short when you play Sleight of Hand: - Roll 5 30-sided dice (For example: 10, 11, 12, 13, 14) - Take a moment to look over the 5 numbers you get while referring to your deck list on hand - Declare the order in which the draws will go (For example: 12, 14, 13, 10, 11) - Every time you draw a card do so in that order without the need to roll every time So it's up to you whether you want to trust Sleight of Hand or not because there's no turning back if you get a lousy selection. But yes, trust is something we have in droves on the NTWF. We trust you not to abuse it because we're all friends here. And again to clarify 2 turns = 1 round. Thus 4 turns is: 1. You 2. Opponent 3. You 4. Opponent And having a damage boost on your opponent's turn is rather ... useless? You can't attack anyway so. Thus why cards with boosts follow this pattern: For Damage boosts, they last for odd number of turns For HP boosts, they last of even number of turns (because extra HP during your opponent's turn certainly does help)
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Post by Vyt: Down, but Not Out on Jul 13, 2008 6:21:27 GMT -5
How about two rounds, but with a price of one Damage to Killix? That'll certainly be fair.
And by that, I mean the player can choose if her Special Ability can be activated.
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Post by Rider on Jul 13, 2008 11:39:19 GMT -5
[glow=red,2,300]Killix, how would you like your card re-written? We could keep as is, +2 for 1 round when she's benched. Or what Vyt said. Or +2 for 2 rounds, one-time-only? [/glow]
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