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Lordy's Guide to Card Making ~ Archetype Guide Posted!


Lord Ursus

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Eh, I'm not sure I like the archtype guide so much. I prefer designing an archtype with the plan being links between play style and win condition, supported by the cards, rather than just going for specific effects/types/attributes. I also don't like thinking of them as singles at all, since their balance is dependant entirely on how they interact with the other cards in the Deck.

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Guest JoshIcy

*facepalm* You over did it. Not enough leeway in ideas and flexibility for THEIR OWN learning curve. Almost none at all. Your idea on Subtypes is horribly misguided and you likely don't even know how to use them.

 

Your examples don't even follow actual usages, just generalities based on assumptions from little to no play of the game of extensive knowledge on your own craft.

 

Dear god man... Go learn some more ._.

 

And yes... I would correct/educate you on what you did wrong, but I don't have the time for that and would result in my own ego writing a guide instead.

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I see what you mean, Icy.

 

I haven't been playing a lot of Yu-Gi-Oh lately, so maybe my examples are rather idiotic.

 

This is, at least how I think when I make my cards, and it has worked wonders for me, but if you think the whole thing is so incredibly moronic, then perhaps I should rewrite it.

 

I would like to know what the real trouble of my Subtype guide is. I wrote about a year ago and haven't really edited it since then, but if you could be a little more detailed, it would be appreciated.

 

I do not like being spoken to in that fashion, you know. There are several ways to write negative messages, and the "*facepalm*" part is just unneeded and childish.

 

Simply telling me that I make a mistake and pointing out how to improve is ok for me, and it isn't actually that hard.

 

I will look this over, and you will need to learn how to spread constructive critique to people. People could be offended, you know...

 

I'm not perfect, and neither are you.

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Hi, you must be new. Welcome to the internet!

You better get use to people talking to you in such a manner because it's very common wheather you like it or not.

 

Your guides are very opinionated and are extremely simplistic which only helps people on a beginner level. Most people know how to operate the card maker and how to create their own effects, types, sub-types, archetypes, etc... They don't need a step-by-step breakdown on how to use the card maker nor how to create a card. They've played the game and know the majority of the basics already as well. You've hand held them far too much and it doesn't provide any room for extrapulation nor stimulation to a person's own individuality and creativity.

 

Your singles guide is plagued with generalizations, opinions, and assumptions and on an advance level is very misguiding to people. Lets take a look at this part in your guide:

 

Now for the Level. Deciding what Level this card is, it will decide how powerful it really is. The image shows a young girl, so my guess is that she is not that powerful, so I make her Level 4.

 

I mean come on what kind of reasoning is that. You make generalizations based on an image (if I want to take this further I can call that remark sexist as well) and then work from that. That's how you, yourself draw ideas from and how you make decisions but that's not how others do it nor should it be used as the basis in a guide. Furthermore, that sort of information is highly inaccurate as level 4's are probably the most common level and are often carry powerful effects. What you consider powerful effects is also grossly mismeasured as your guide appears to have a complete lack of understanding of how the game is played today.

 

Your archetype guide is more like a singles guide and uniting these singles with a theme name of some sort. Archetypes should be linked together with a theme to their effects or a theme to their style of play with a centralized "win condition" of some sort. It's like how E-Heroes are generally weak monsters but the goal is to fusion them to create stronger monsters with a plethora of effects to handle a variety of situations. While the effects are not centralized their play style is and that's their win condition. Alternatively, Lightsworns all have the common trait of milling cards from the top of your Deck to the Graveyard which are work in conjunction with each other to create swarming capabilities and to drop their main win condition Judgment Dragon for game. Their common trait work towards that main goal of being able to Summon their boss monster Judgment Dragon for the win. Your way of doing archetypes lack that common trait to them and will only mislead people when they go create their own.

 

Your doing too much to try to explain the basics of the game as well as trying to "assist" people in creating cards. Focus on one or the other not both. For the most part, you should work off of the assumption that people know how to play the game and thus don't need explanations on the basics. If people are going through the time to create their own Yugioh card then give them the benefit of a doubt that the know the game. Don't give examples based on your own creations as you don't want to set a bar for people reading the guide. Throughout the singles, sub-types, and archetypes you did just that and started to cross into opinions and assumptions rather than facts and guides.

 

Essentially, your guide is less a guide but rather a document on your thought processes on creating a single, sub-type, and archetype. This is extremely misleading for beginners and you do no favors by posting something like that. There are better ways to do examples and how to account for things like images, creative effects, balance, synergy, etc...

 

I suggest you review your own guides and start writing it from a neutral perspective and account for how the game is played today.

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Hi' date=' you must be new. Welcome to the internet!

You better get use to people talking to you in such a manner because it's very common wheather you like it or not.

 

[b']Then I suggest you mean it should be that way?[/b]

 

Your guides are very opinionated and are extremely simplistic which only helps people on a beginner level. Most people know how to operate the card maker and how to create their own effects, types, sub-types, archetypes, etc... They don't need a step-by-step breakdown on how to use the card maker nor how to create a card. They've played the game and know the majority of the basics already as well. You've hand held them far too much and it doesn't provide any room for extrapulation nor stimulation to a person's own individuality and creativity.

 

This is actually a very good point. I guess I should rewrite the lot.

 

Your singles guide is plagued with generalizations, opinions, and assumptions and on an advance level is very misguiding to people. Lets take a look at this part in your guide:

 

Now for the Level. Deciding what Level this card is, it will decide how powerful it really is. The image shows a young girl, so my guess is that she is not that powerful, so I make her Level 4.

 

Now, this part was rather idiotic, now that I think of it. You are completely right.

 

I mean come on what kind of reasoning is that. You make generalizations based on an image (if I want to take this further I can call that remark sexist as well) and then work from that. That's how you, yourself draw ideas from and how you make decisions but that's not how others do it nor should it be used as the basis in a guide. Furthermore, that sort of information is highly inaccurate as level 4's are probably the most common level and are often carry powerful effects. What you consider powerful effects is also grossly mismeasured as your guide appears to have a complete lack of understanding of how the game is played today.

 

I have a great deal of understanding about that, thank you very much. But frankly, I haven't really dueled within the meta at all, really. I guess I should study up on that, then.

 

Your archetype guide is more like a singles guide and uniting these singles with a theme name of some sort. Archetypes should be linked together with a theme to their effects or a theme to their style of play with a centralized "win condition" of some sort. It's like how E-Heroes are generally weak monsters but the goal is to fusion them to create stronger monsters with a plethora of effects to handle a variety of situations. While the effects are not centralized their play style is and that's their win condition. Alternatively, Lightsworns all have the common trait of milling cards from the top of your Deck to the Graveyard which are work in conjunction with each other to create swarming capabilities and to drop their main win condition Judgment Dragon for game. Their common trait work towards that main goal of being able to Summon their boss monster Judgment Dragon for the win. Your way of doing archetypes lack that common trait to them and will only mislead people when they go create their own.

 

I did actually write that not all Archetypes are within a certain name, yet I seem to have erred here as well; I will make this more guiding.

 

Your doing too much to try to explain the basics of the game as well as trying to "assist" people in creating cards. Focus on one or the other not both. For the most part, you should work off of the assumption that people know how to play the game and thus don't need explanations on the basics. If people are going through the time to create their own Yugioh card then give them the benefit of a doubt that the know the game. Don't give examples based on your own creations as you don't want to set a bar for people reading the guide. Throughout the singles, sub-types, and archetypes you did just that and started to cross into opinions and assumptions rather than facts and guides.

 

I see. I should really make the assumption that the members can play the game.

 

Essentially, your guide is less a guide but rather a document on your thought processes on creating a single, sub-type, and archetype. This is extremely misleading for beginners and you do no favors by posting something like that. There are better ways to do examples and how to account for things like images, creative effects, balance, synergy, etc...

 

Ok. I understand what you mean.

 

I suggest you review your own guides and start writing it from a neutral perspective and account for how the game is played today.

 

Trust me, I will. ;)

Ok, now I just feel like an idiot.

 

I hope I didn't look too much like one as well.

 

Sorry, guys.

 

And the apology is accepted, Icy. No problem. ;)

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