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Yu-Gi-Oh! New Generation Dueling CCG


-DOOM

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[quote name='.Supervillain' timestamp='1292519428' post='4856964']
sorry, I really forgot why we were moved to WC <_<
[/quote]

Because we get more serious replies in WC ect.

|Burying the Beast|
|Normal Spell|
|Return 1 card in your hand to the bottom of your Deck and send 1 monster on the field to the Graveyard.|

Is being added, and is probably the best current generic monster removal. Just thought that it's a card people should be aware of.

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Proposed Changes from duel with Dae:
Big Cannon Ogre:
Double all Battle Damage this card inflicts to your opponent.

Change to:

Double all Battle Damage [b]with an opponent's monster[/b] this card inflicts to your opponent.

Gambler's hand:
Add "You can only activate one "Gambler's Hand" per duel"

- the card is amazing and the fact I drew 2 in our duel just now meant I had way too many options - game just wasn't fair. 1 Doesn't flood options to the point of being a problem#
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[quote name='-Griffin' timestamp='1292525262' post='4857123']
Double all Battle Damage [b]with an opponent's monster[/b] this card inflicts to your opponent.
[/quote]

Agree. It can direct for 4800 now.

[quote name='-Griffin' timestamp='1292525262' post='4857123']
Gambler's hand:
Add "You can only activate one "Gambler's Hand" per duel"

- the card is amazing and the fact I drew 2 in our duel just now meant I had way too many options - game just wasn't fair. 1 Doesn't flood options to the point of being a problem#
[/quote]

Honestly, in past 2 NGDs, we didn't have problems with this...
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[quote name='Chillaccino' timestamp='1292525346' post='4857129']
Agree. It can direct for 4800 now.



Honestly, in past 2 NGDs, we didn't have problems with this...
[/quote]

It might have been that it just stuck out more in that game, but the discard doesn't mean much in lots of g/y loving Decks, and the draw gives [i]lots[/i] of options. It might not need a change, but that's just the thoughts from that duel.
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Griffin: THIS IS A CCG. IT IS NOT A FIGHTING GAME. THE POINT OF A CCG IS TO CUSTOMIZE YOUR DECK AND TAKE ADVANTAGE OF ASSYMETRICAL MATCHUPS USING TECH. YOU DO NOT HAVE TO RUN THESE CARDS. IT IS THE POINT OF THE GAME TO TRY AND PREDICT THE META AND PREPARE FOR IT. IT IS YOUR CHOICE TO RUN THESE CARDS AND THESE CARDS AREN'T EVEN OVERPOWERED AGAINST THOSE MATCHUPS THEY ARE DESIGNED TO COUNTER. AND THESE CARDS AREN'T EVEN DEAD MOST OF THE TIME. WOLVES IS ESSENTIALLY AN INVINCIBLE MONSTER AND LODESTONES STOPS RECRUITERS. I MEAN COME ON.

[quote]Consequently, decks are forced to specialize, which gives them inherent weaknesses. The color red, for example, has no way to destroy enchantment cards, so even if a red deck ended up being strong, it has a built-in weakness (it must either accept that it can’t destroy enchantments, or weaken its consistency by trying to incorporate another color that can). Also, each color has two enemy colors, and those enemy colors often include cards that are specifically powerful against their enemy colors. Again, if a red deck became too powerful, there will be blue and white cards that keep red in check, at least somewhat.

Finally, when Wizards of the Coast prints a new set with new mechanics, they usually include a card or two that are tuned to be fairly weak, but that specifically counter the new mechanic. I think they hope that these specific counters are not needed, but if the metagame becomes completely overwhelmed by the new mechanics, then there are at least some fail-safes the metagame can use to fight the new mechanic.

For example, Magic's Odessey block focused on new mechanics involving the discard pile (called the "graveyard" in Magic), and the card Morningtide could remove all cards from all graveyards. If players started getting too tricky with their graveyards, Morningtide was a counter. It practice, this counter wasn't really needed though. Later on, Magic's Mirrodin block focused on artifact cards. The card Annul could counter artifacts (and enchantments) for only one mana, and the card Damping Matrix prevented artifact abilities from working. In Mirrodin's case, the artifact mechanics really did get pretty out of hand. Annul and Damping Matrix were good ideas, but even stronger failsafes were needed during Mirrodin.[/quote]

THIS IS THE IMPORTANT PART OF THE ARTICLE. THE IRRELEVANT ONE ABOUT BLOODY IMBALANCED STARTING POSITIONS FOR BLOODY FIGHTING GAMES IS NOT. READ IT AND UNDERSTAND THAT USING CARDS DESIGNED TO BE GOOD AGAINST CERTAIN MATCHUPS AND DEAD IN OTHERS IS GOOD DESIGN.

I am so tired of trying and failing to get balanced and playable cards into this CCG and watching you let in some obviously retarded choices. I don't even know why you get the final say on the CCG's cards, and why you can take out cards that have been approved by everyone else.

so im liek quitting this CCG byes guise

And I want the time I took to write this back. <_<

And Hand is fine, just remove Spell Shuffle.

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I don't even remember a card called Lodestones.

Wolves was left because it wasn't that big of a deal.

I don't have the final say, I'm just the one editing things. I fixed a few horrible choices without really asking, but I always save a backup incase Chill/HP Doom asks it to be undone.

The fighting game bit still applies. It applies to all asymetric games. This is why Chimeratech Fortress is horrible for the game. Treating Wolf like that was extreme, I admit, which is why it was left in the end.

Also, that quote is being massively misunderstood and not applied correctly. Firstly, the entire first paragraph doesn't apply because we aren't controlling the number of Decks in such a way that we can relate things to colours. Secondly, we haven't introduced any serious removal, so counter-cards are silly. Not only that, but we aren't on the same update system as Wizard. If a mechanic DOES become unbalanced, it can usually be fixed in 24 hours - we don't need failsafes when we can update every players files that quickly.

"READ IT AND UNDERSTAND THAT USING CARDS DESIGNED TO BE GOOD AGAINST CERTAIN MATCHUPS AND DEAD IN OTHERS IS GOOD DESIGN."

This statement is wrong. It means that you run into duels when you can just say "what are you running... oh... alright, gg." which is stupid. Some cards having minor advantages in certain match-ups is fine, but not things designed to do so in any large ways.

It's also important to remember another massive difference between YGO and magic - the mana system. Magic players can run cards useful in less matchups because they can throw them away as mana, but YGO players don't have such a convenient mechanic. Sure, things can sometimes be discarded, but that is still massively missing the point and just adding more inconsistency.

"Summon level 7+ monster for a token" was not balanced bro, sorry =/
It's hard to take you seriously sometimes. Not to mention when you mentioned in that CoSR thread that you like FTK formats. If that's serious, which it could be from some things you've said, then you're silly.

Spell Shuffle's gone already, dog.
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[quote name='-Dae-' timestamp='1292528045' post='4857241']
Not necessary once a card is in a Set shouldn't be changed anymore...

That doesn't leave it out of being subjected to list position thought
[/quote]

Changing a card is much better than having it on the list. The list forces you to remember card positions and isn't as streamlined as having an entire .set of nice, @3 playable cards. When things can be changed on a whim, it seems silly not to make use of that ability.
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[quote name='-Griffin' timestamp='1292528755' post='4857274']
Changing a card is much better than having it on the list. The list forces you to remember card positions and isn't as streamlined as having an entire .set of nice, @3 playable cards. When things can be changed on a whim, it seems silly not to make use of that ability.
[/quote]

But the game itself lose credibility if we can magically change the f*** ups we commited...

Imagine if Konami have done this...the game would have finished long time ago

Anyway I have no final word here...so..

XD
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[quote name='-Griffin' timestamp='1292527818' post='4857226']
I don't even remember a card called Lodestones.

Wolves was left because it wasn't that big of a deal.

I don't have the final say, I'm just the one editing things. I fixed a few horrible choices without really asking, but I always save a backup incase Chill/HP Doom asks it to be undone.

The fighting game bit still applies. It applies to all asymetric games. This is why Chimeratech Fortress is horrible for the game. Treating Wolf like that was extreme, I admit, which is why it was left in the end.

Also, that quote is being massively misunderstood and not applied correctly. Firstly, the entire first paragraph doesn't apply because we aren't controlling the number of Decks in such a way that we can relate things to colours. Secondly, we haven't introduced any serious removal, so counter-cards are silly. Not only that, but we aren't on the same update system as Wizard. If a mechanic DOES become unbalanced, it can usually be fixed in 24 hours - we don't need failsafes when we can update every players files that quickly.

"READ IT AND UNDERSTAND THAT USING CARDS DESIGNED TO BE GOOD AGAINST CERTAIN MATCHUPS AND DEAD IN OTHERS IS GOOD DESIGN."

This statement is wrong. It means that you run into duels when you can just say "what are you running... oh... alright, gg." which is stupid. Some cards having minor advantages in certain match-ups is fine, but not things designed to do so in any large ways.

It's also important to remember another massive difference between YGO and magic - the mana system. Magic players can run cards useful in less matchups because they can throw them away as mana, but YGO players don't have such a convenient mechanic. Sure, things can sometimes be discarded, but that is still massively missing the point and just adding more inconsistency.

"Summon level 7+ monster for a token" was not balanced bro, sorry =/
It's hard to take you seriously sometimes. Not to mention when you mentioned in that CoSR thread that you like FTK formats. If that's serious, which it could be from some things you've said, then you're silly.

Spell Shuffle's gone already, dog.
[/quote]

valley rfp thing

k

It doesn't apply to all of them. But k.

It totally is. Yes we are. We're using recruiters and other Attribute support. We even stated how we were going to organise the cards around Attributes. TORRENTIAL TRIBUTE. True.

No. It is your choice to run those cards. It adds another layer of strategy to deck construction which is good. Even then, the fact remains that even Valley rfp thing won't be dead as recruiters are commonly played. And you can side it. And it has tons of counters so it isn't designed to do things in "large ways".

That's from Duel Masters. :blink: And they still run them.

IT WAS BALANCED GAWD
WELL IT'S HARD NOT TO GET PISSED OFF WHEN YOU LET IN TORRENTIAL, SPELL SHUFFLE AND FOG DEMON. AND I LIKE FTK FORMATS BECAUSE THEN PEOPLE DON'T PLAY COMPETITIVELY.

WELL THEN HAND IS BALANCED.

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A significant number of our monsters are focused on Attribute support and theme and a significant number of those support monsters of the same Attribute. In MTG, cards often go off colour theme and into subclasses anyways and still people return to the themes of the colors because their support........supports it.

k

No, they're not. MTG doesn't have the mana thing and players still tech cards that are only good against certain matchups. :blink:

cool beans

cool beans

And stop mocking my badass writing style.

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[quote name='-Dae-' timestamp='1292529069' post='4857288']
But the game itself lose credibility if we can magically change the f*** ups we commited...

Imagine if Konami have done this...the game would have finished long time ago

Anyway I have no final word here...so..

XD
[/quote]

I like this^^ I think this is a good point. A banlist that is actually used makes the game more exciting.

Someone said Gambler's hand was unfair, when you can use multiple copies to draw 4 cards in 1 turn. Well, we don't have to limit it, we can just add something like: "You cannot activate this card when the effect of another "Gambler's Hand" still applies." Or something like that. That'd be a perfect compromise.
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[quote name='-Griffin' timestamp='1292530731' post='4857364']
I don't see how writing "limited" on a card and "limited" on a bar next to Deckbuilding is that much different.
[/quote]

Hard to explain. If a card is limited, then you can still recover it from your Grave and use it again, if you just say "you can use this card only once per duel", it's finit. That card is practically gone then,
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[quote name='.Supervillain' timestamp='1292531025' post='4857373']
Hard to explain. If a card is limited, then you can still recover it from your Grave and use it again, if you just say "you can use this card only once per duel", it's finit. That card is practically gone then,
[/quote]

#1) We don't have any Spell Recovery
#2) Do we really want limited cards getting multiple uses? Oo
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So. Add thse awesome cards because they're totally balanced and playable?

|Distorted Canyon|0|SET1|Spell Card|Spell||Field|||While this card is on the field, any card sent to the Graveyard is removed from play instead. Destroy this card if you control no EARTH monsters.|

|Tebbit's Hand Cannon|0|SET1|Spell Card|Spell||Field|||Once per turn, you can discard 1 card and select up to 2 cards in either player's Graveyard. Remove those cards from play.|

remove offerings to thor
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[quote name='-Griffin' timestamp='1292531285' post='4857383']
#1) We don't have any Spell Recovery
#2) Do we really want limited cards getting multiple uses? Oo
[/quote]

1: I mean in general
2: We don't want limited cards to get multiple uses [b]too easily[/b]. If recovering a limited card doesn't create too much advantage or wins you the game, then it's ok.
I just like to see some cards on a banlist :P It's a matter of taste, and there is no accounting for taste. AND, TBH, I can live with both methods of restricting the use of a card.

Anyone wants to duel?

[quote name='Ser Warjacksworth' timestamp='1292531484' post='4857385']

remove offerings to thor
[/quote]

No why?

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