July 18, 2018, 03:15:07 PM

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Messages - Sailor Vulcan

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1
General Discussion / Re: Mage wars 2.0
« on: July 17, 2018, 09:23:31 PM »
Struggling to get back on their feet my masculine buttocks lol. Dude AW does gang busters on Sheriff, Onitama, and Viral. Spoils of War and Totals are respectable as well. Something, oh something just tells me Critical Mass and RWBY are gonna be massive hits too.
Ikr? My bullsh** senses are tingling.

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2
General Discussion / Re: Mage wars 2.0
« on: July 17, 2018, 12:57:23 PM »
Any kind of minor adjustments would only serve to please current Mage Wars players- it's not enough to attract new players to the game.

Or piss off current players - I think more of us are happy than not.

Realistically, it's not going to get a big fanbase now, 2.0 or not. It's a fantastic game, but that doesn't translate to a commercial game. It's also an old game and whatever window of opportunity it might have had and missed (if any)  will never be regained.
It won't ever be as big as mtg, but they could definitely be doing better than they are now. I mean as far as I can tell, they're successful enough that they're not ever going to have to sell the game, but they're not successful enough to grow the playerbase much. I think the only way at this point to get this game more attention would be something involving social status. Feature the game in important or presitigious public charity events, for instance. Especially the kind with a lot of nerdy gamer people. Like "free mw demos to everyone who donates $5 to the cause!"

The question is, what sorts of charities are tabletop gamer nerds likely to give to? I'm gonna have to ask silverclaw for advice on this I think.

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3
General Discussion / Re: The current state of MW
« on: July 12, 2018, 11:10:55 AM »
Well, it looks like I might stand corrected to some extent. There's a lot more people playing on octgn lately then there was when I wrote my last reply here. People are actually playing domination mode now! That almost never happened before. Not since the battlegrounds set was still fairly new.

Maybe there's hope for a larger more active playerbase yet.

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4


Fact is folks, i take pride in my books and spend a considerable amount of time constructing and then perfecting each one to do exactly what i want it to do and when. Many of us feel the same pride in our creations. So let me use a parallel from my mtg days. If a friend of mine wanted to play some magic but didn't have his or her decks with them, or had none at all, i would of course allow them to play using one of mine. But those games are always more oinds sided then they needed to be imo, as i knew what possible in each situation leaving me more likely to win, amd that's less fun for both players. Win or lose i receive no satisfaction from either game because im nor surprised by anything and am essentially matching wits against myself. This removes much of my fun.
In mage wars (or really any other competitive game) i tend to keep my secrets to myself or close friends, as i for one can't stand losing to my own book.
To some netdecking is a way to get new ideas and improve upon them, to others a way to get into the mind of the creator and discover new interactions. But to many its just a way to not think hard enough to build a book, and i dont wanna add to the fuel for any of those fires. That may make me selfish, and i understand that, but its just how i feel.

 I heartily enjoy the act of book building. And for what it's worth i often begin with the same template of my power cards before a mage is even choosen. It helps me not forget them while diving into combos and combat tricks later, and i am pretty much always satisfied when i have the teleport i need when i need it. 100 Sp would not change the number of cards in the template, though the number of copies each would rise and fall witg the sp gap for sure.

Nobody's forcing you to share decks if you don't want to. If you don't want to share your decks, don't.

And for the record I will point out that mage wars is NOT mtg. In mtg most of the skill involved is in building a deck rather than in playing the game. And in mtg building new decks is hella expensive, and not everyone likes to play online, and that's the only way to test a deck before you buy the cards, short of using tons of paper and ink to print proxies.

Mage Wars is not like that. In mage wars cards are much more affordable and there is a lot of skill involved in the gameplay rather than just deck building.
Unlike in mtg, increasing the number of decks available to netdeck in mage wars likely will not eliminate and might not even reduce the amount of creative spellbook building overall. Those who prefer to build their own decks will continue to do so regardless. Because you see, netdecking in mage wars isn't like netdecking in mtg.

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5
Mages / Re: MW Academy Druid and Elementalist announced
« on: July 09, 2018, 01:25:44 PM »
His tatoos look like the johktari bm's tatoos, iirc.

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6
You were just complaining that there is not enough diversity in this game and now you want to encourage people to use a deck from the forum instead of building their own and using their own imagination, reducing the potential diversity further.
I do not understand you, Sir.
It's really simple. Those people who weren't going to build their own decks much in the first place, those who were *already* relying almost exclusively on netdecking need more variety. I'm not encouraging more people to netdeck more often. I'm encouraging people to post more decks so that those who already prefer netdecking or who don't enjoy deck building quite as often as I do will have more options.

Also, I suspect there are a lot of older deck archetypes that would be nice to see again but aren't being played because those who designed them moved on to other new ideas.

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7
General Discussion / New Mage Wars wiki: the Library of Sistarra
« on: July 09, 2018, 09:24:16 AM »
Hi. I've made a new mage wars wiki. Hopefully it's better than the old wiki which probably hasn't been updated in a long time.

Also, the Library of Sistarra spellbook threads on these forums haven't been updated in a long time since the user who posted them is no longer active. Hence, I'm moving that stuff to the Hall of Fame section of the new wiki so we don't have to rely on the same one person indefinitely to keep it up to date.

Any help with the wiki would be appreciated, thanks!

https://magewarslibrary.wikia.com/wiki/Mage_Wars_-_The_Library_of_Sistarra_Wiki

8
This is a very interesting point. So then the next question would be how big would a local playgroup or the online community have to be to increase the strategic variety to the point where people start talking about tiers for deck archetypes rather than just mage classes?

Then again, now I'm wondering if that whole "mage class tiers instead of deck archetype tiers" thing might be because there are so many possible deck archetypes that no one is ever sure whether a new one could still pop out of the woodwork and change the meta without adding any new cards, so deck archetype tiers would be even harder to identify than mage class tiers...

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I think it is much more interesting to organize the conversation around Mages rather than individual decks. I also feel that this is an easier way for the broad set of players to think about the game rather than to consider individual deck types and discuss these differences among other players. The game design itself feels built around the idea of summarizing deck construction into Mage spellbooks.

What does "change the meta" mean to you?

It seems like you are interesting in facing different spellbooks and styles of play among the set of players you face on the OCTGN platform. If so, then here are two approaches to consider.

1. One approach is to find different venues and groups of opponents. As others have mentioned on these forums, the local meta of players can be extremely varied due to the large number of design options available to any mage (spellbook). So the easiest way for an individual to "change the meta" is to find new groups of players and learn from their meta.

2. Another option is to provide a draft 'thought piece' around these 'deck archetype tiers' that other players could use to analyze and discuss as a method for the group to "change the meta". This might start with each Mage listed along with a set of bullet points for each style of play at a deck level that you wish to include. The result might provide a long list under some mages and fewer bullets under others. However, as you point out the list of possible deck archetypes is large and their is no solid evaluating criteria that can be commonly applied to rule out viable versus unviable options for each mage.

Interesting discussion in any event. Thanks for starting the topic.
Now that I think of it, part of the problem might also be not enough viable decks are posted on the forums, so the sizable number of players who netdeck don't have as many options. Someone was supposed to be maintaining the library of Sistarra threads, but I don't think they've been updated in a while...

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9
Quote
So I've noticed that Arena's metagame isn't as diverse as it seems

Easy to agree or disagree with such a vague statement.



I'll do some interpreting and judging by the 3 people who posted already they did interpret this statement as the following:

There isn't enough diversity in MW and all the decks are far too similar. That appear to be what we are arguing about here.


If that is the intended statement I do not agree with it at all. And the sentiment that too many sbps might be the reason for that is inexplicable.

I think what Sailor Vulcan would like to see are beastmasters who use the lair to get a Wychwood Houndswarm? Instead of always doing the same like every beastmaster: falcon swarm.
Or use the lair to get a timberwolf "swarm" out, happens all the time. 
Or maybe they use the lair to get some small creatures likes asps and then 1-2 big grizzlies?
Now that I think about it, the last games I played against beastmaster they did not use their lair at all. Some used a battleforge with a pet, mostly a timberwolf and then they went meele. I played a beastmaster who is useing a pet and elemental wand plus some falcons. And I have also seen beastmaster who use fellella and go heavy enchantment with wychwood faerie.
When you play against juli you'll see that you can even play him successfully without a spawnpoint alltogether. Using the crocodile to grapple. Other players don't use fellella, bf or the lair either and they bring some lvl 1 animals whom you can quickcast and try to rush you.


Hope you get the point. But somehow I think all those different strategies and playing-styles are "the same" for you because 60-90% of the cards in the deck are the same.  And of course the 120 sbp's are at fault because if you only had 100 sbp's you would on purpose suddenly start to include inefficient cards!
(hope my sarcasm isn't lost on you and neither are the implications)


---


You are "bored" that always "the same cards" are being used. But it's neither the fault of the 120 spbs nor is it the lack of imagination.

Did you ever see a Razortusk in MW? EVER? Why is that, because are haven't seen the value? Because we have no imagination? Because we "haven't figured out how to use the card"?
No, because if you pay 1 more mana you get a timberwolf who has the exact same stats with 3 more life (behind 2 armor). And everyone who compares those 2 cards comes to the same conclusion, that this one mana is worth spending. (Bull endurance costs 5 mana and gives a creature 4 more life)

My point is that you can divide every single card into 3 categories - same with the mages.
Powerlevel above average
Average powerlevel
Powerlevel below average

So this card pool is not nearly as big as you think it is because when you play "competitively" you'll always go for the strongest cards, and you will not on purpose take a weaker card if there is a stronger card available. And you will not change that by reducing the available spellpoints, of the contrary. That'll lead to even fewer "experiments" and you'll see even fewer average-powerlevel cards.
For example who has points for "combat tricks" like stumble if you have to cut 20 points from your books. If you want more variety you have to increase the sbp limit so that we can include more than the bare minimum of "core cards". Because those core-cards are the best cards you can get, but there aren't that many available.. but they are obviously the first ones to include.

I wasn't saying that there was no diversity in mage wars, just not as much as would be ideal or as much as you'd expect given the size of the card pool and the extreme amount of customizability. I didn't say I was completely bored, but I do get a little bit bored of Arena sometimes because of not facing a wide enough variety of decks. I didn't think any of what I said was vague, but hopefully this clarifies what I meant.

Also, I HIGHLY DOUBT that changing the starting spell points would help. You're putting words in my mouth there dude.

Maybe at least some of the problem comes down to the number of players you encounter.

Most individuals lean towards one style over another, even across different mage types (see SirJasonCrage's recent thread about his base card catalogue that he basically does not change, ever, as an example of what I mean). When you combine this with a low number of players encountered on octgn, then it would not be surprising to see similar things over and over again.

And then of course there is the group-think effect. I am part of a group of 4, and when no.4 first joined all of a sudden the three older players suddenly encountered new things that we had not thought of.


So: there is a massive variety in this game, it just needs 1) individual players to try more things and 2) infusions of fresh blood to shake up local metas.

This is a very interesting point. So then the next question would be how big would a local playgroup or the online community have to be to increase the strategic variety to the point where people start talking about tiers for deck archetypes rather than just mage classes?

Then again, now I'm wondering if that whole "mage class tiers instead of deck archetype tiers" thing might be because there are so many possible deck archetypes that no one is ever sure whether a new one could still pop out of the woodwork and change the meta without adding any new cards, so deck archetype tiers would be even harder to identify than mage class tiers...

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10
So I've noticed that Arena's metagame isn't as diverse as it seems like it ought to be given the size of the card pool and the sheer modularity of the game. A lot of competitive books I face on OCTGN feel a bit samey, and that's something I've noticed for a long time. When the wizard was errrated that increased deck building innovation quite a bit, and there seemed to be so many possibilities. As we got more expansions, mages got more options and more ways to play, and yet the total variety of the metagame doesn't feel like it's increased all that much correspondingly. Somehow as more tools became available to our toolboxes, the total number and uniqueness of the different possible toolboxes we could make went down.

When people on the forums talk about tiers they never talk about particular deck archetypes like Falcon swarm, or Forge and Galvitar Rush. Instead they always talk about the Mage classes. This seems to me to be a symptom of the greater problem of insufficient variety in the metagame. Individual spellbooks aren't standing out enough. Rather than seeing a falcon swarm straywood beastmaster and a grizzly buddy straywood beastmaster and a so on and so forth, people just see the straywood beastmaster.

While mages are creatures with their own power levels like any other card, there's a lot more to a deck than which mage is used in it.

So why is there such insufficient variety in the metagame, and how could that problem be resolved? Discuss.

11
Game Board Layouts / Re: Mage Wars Domination 3D (4 players)
« on: July 06, 2018, 06:53:30 PM »
Bravo. I certainly applaud this idea.
Thanks! I posted versions of this for both 2 players and 4 players in both domination and arena, in case you didn't see them. I'm glad you like it!

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12
Game Board Layouts / Mage Wars Domination 3D (4 players)
« on: July 05, 2018, 01:27:53 PM »
Kind of like 3D chess. Three layers of zones, one on top of the other. Range, Los and movement treat corresponding zones as adjacent to each other if they're on adjacent layers. Secret passage markers only connect with their opposites.

Have fun!

13
Game Board Layouts / Mage Wars Domination 3D (2 players)
« on: July 05, 2018, 01:26:56 PM »
Kind of like 3D chess. Two layers of zones, one on top of the other. Range, Los and movement treat corresponding zones on each layer as adjacent to each other.

Have fun!

14
Game Board Layouts / Mage Wars Arena 3D (4 players)
« on: July 05, 2018, 01:24:27 PM »
Kind of like 3D chess. Three layers of zones, one on top of the other. Range, Los and movement treat corresponding zones as adjacent to each other if they're on adjacent layers. Secret passage markers only connect with their opposites.

Have fun!

15
Game Board Layouts / Mage Wars Arena 3D (2 players)
« on: July 05, 2018, 01:20:09 PM »
Kind of like 3D chess. Two layers of zones, one on top of the other. Range, Los and movement treat corresponding zones on each layer as adjacent to each other.

Have fun!

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