June 24, 2018, 07:11:36 PM

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Messages - Enti

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1
Events / Re: OCTGN tournaments
« on: June 23, 2018, 12:48:56 PM »
I'm ready today all day long.

2
No no, rules are crystal clear and no problem. Haven't you read the thread? Tzzz! :P

3
Events / Re: OCTGN tournaments
« on: June 07, 2018, 11:31:50 AM »
If Juli wins against me it's not necessarily because this particular card is too strong.

4
Events / Re: OCTGN tournaments
« on: June 07, 2018, 11:25:34 AM »
I'm against that rule. I want to face someone who tries to "abuse" that card, let me see if it's really so broken.

5
Events / Re: OCTGN tournaments
« on: June 07, 2018, 09:14:24 AM »
I'd like to participate as well.


6
General Discussion / Re: The biggest problem MW has: rule-uncertainty
« on: June 05, 2018, 09:02:10 PM »
Yeah, I understand. You don't want to let them "borrow" mana and have the effect one turn earlier. But as I said, I don't see the need to change that particular rule. On the contrary, that actually leads to some interesting situations during the play.

For example if you reveal regrowth with your 10 channeling you already only have 6 mana for the next turn. The enemy can take that into account and you limit yourself - for the 2 regeneration you gained. I actually like that a lot, there are times when I play with my curselock that I don't have any mana for my turn because I revealed 2 curses during upkeep..

As I said, that feature makes MW more interesting and diverse, why do you feel the need to change that?

7
General Discussion / Re: The biggest problem MW has: rule-uncertainty
« on: June 05, 2018, 05:18:37 PM »
Meh, I don't like this reasoning. It's too much in the direction of "we cannot know anything with certainty" a la David Hume.

Of course this poll is not a representative sample but despite that many active, probably experienced players have voted and you can interpret the findings.

8
General Discussion / Re: The biggest problem MW has: rule-uncertainty
« on: June 05, 2018, 01:55:49 PM »
I admit that I am surprised that only roughly 50% of the community have the impression that the current convoluted rules are a problem.

My attempt at an explanation:

#1: Those people who were really bothered by it left long ago

#2: "Casual players" who are bound to have more trouble with the rules are not actively reading here

#3: Even people who admit that the rules are too complex by using easier house-rules vote for "nah, not to complex" to show off or sth.



My point remains, there were some nice ideas to make the upkeep phase easier, why not adopt those ideas?

Forbidding enchantment reveal obviously is obviously out of the question. Curse lock already is pretty weak and that would make him downright unplayable.

9
The rules are rather straightforward
[...] 
When it comes to upkeep order, we always used Initiative order

Obsidian, you are a gem.

First you say the rules are not too complex and in the next sentence you say you made house-rules to simplify the official rules.


Isn't that exactly the point I just tried to make? That we need an easier system? Always using initiative would also be okay, that makes it probably even easier than my suggestion.


And also: You cannot compare Mage Wars complexity with that of a tabletop game because MW is NOT a table top game. And you are right, the tabletop players I know do not complain about the ambiguity of the rules, they are used to muuuch worse. Hehe. But not all MW players have played a tabletop game before they started with MW.

/edit: I am curious. I don't know a single person who stopped playing who did not at least partly blamed it on the rules. Why did the players you know stop playing?

10
And to avoid the haters: I do not want to senselessly criticize and bash the game. Far from it. Purpose of this thread is to improve the game because I love it.

11
General Discussion / The biggest problem MW has: rule-uncertainty
« on: May 24, 2018, 10:26:16 PM »
Most people I know, maybe every one (now that I think about it) who are considering stopping to play MW or already stopped playing it did so because the rules get more convoluted with every further expansion.

Even I have sometimes problems figuring out what the rules are. And I play pretty frequently, I read the forum, watch games on yt and octgn and I am still uncertain in some situations.

So I can understand the complains because I have similar albeit not as serious problems figuring out the rules.



There is a long list of "problems" that are not self-explanatory. For example until recently I presume 95% of the MW players weren't aware that cloak of shadows hinders the vine tree to tanglevine you if you are more than 1 field away from the tree.

But this kind of uncertainty is not easily eliminated because the root of this particular problem is the complexity of MW itself and the interaction between all the keywords there are.

What really drives people mad is the upkeep dilemma. What happens first. Do you get dmg first, or do you regenerate.
Most people know the rule "if your object is affected you decide".
Sounds simple at first glance. But what happens if your Pillar of Righteous Flame removes a Dissipate token and you want to attack the enemy creature, BEFORE it regenerates.
Some people even know the second rule, I think it's: "if there is a relative timing-issue initiative decides"

Well... again, the rule sounds easy but it's sooo hard to actually apply it. Especially if you don't play 5 times a month...

---

I was thinking of naming all the different problems but I presume you already encountered them yourself often enough. But if you want a convoluted scenario, check that out:
http://forum.arcanewonders.com/index.php?topic=18071.msg84446#msg84446

---

I rather save the space for my solution-proposal:

We should fix the order in which the effects happen. It might not be as "fair" or "logical" (although that is open for debate) but it would simplify the upkeep-drama significantly. Seriously. Please do give that proposal genuine consideration.


For example (no exhaustive list):

1. Regenerate
2. Heal (Healing Madrigal, Meridias Blessing, Theft of Life, Life Link, Death Link, ...)
3. Conditions & Effects (burn, rot, Drown, ...)
4. Damage-effects (Ghoul Rot, Plagued, Curse Item, Curse of Decay, Force Crush, Life Link, Death Link, Arcane Corruption, Malacoda, Colossal Crab, Consecrated Ground, Stranglevine, Poison Gas Cloud...)
5. Attacks (Goblin Bomber, ...)
6. Dissipate Token removal
7. Regenerate
8. Heal
9. Conditions (Lullaby, ...)
10. Damage-effects
11. Attacks (Telekinetic Bomb, PoRF, Whirlpool, ...)



As I said before, it's open to debate if that system is "fairer" but it is at least comprehensible for everyone.

And that way you always get 3 attacks with the Whirlpool and 2 chances of dazing/stunning with Lullaby because that's another thing that irks people. And they don't believe me even if I explain to them that initiative matters when you remove the second Dissipate token from Lullaby.. hehe, seriously, that regularly causes a dispute and normally we propose house rules in the beginning to avoid arguments about Whirlpool and Lullaby. Game is complicated enough as it is. And one single (important) rules-dispute can kill the mood for the entire evening, having someone going on about the "illogicality" of the game for hours... 

What do you think: Is my proposed solution easier to grasp than the current rules and do you agree that the convolution of the rules is the biggest problem for MW right now?

12
Mages / Re: Thoughts about the Priestess
« on: May 24, 2018, 08:57:31 PM »
"Thoughts on the Priestess"

Her primary and most obvious (and probably intended) way to play her is the following:

Get high armor creatures on the board and never let them die. Focus down the dice the enemy has (aka get boardcontrol) and once you have 2,3,4 Knights of Westlock and the enemy has lost their creatures and their spawnpoint you start killing the mage.
If you have the 2 mana-rings you only need to spend 1 mana! to avoid 2 dmg and heal 2 dmg. (Divine reversal). And "healing 4 dmg" for 1 mana on a 3 armor creature and getting 1 additional maximum-life as well... that's just insane - if you don't wait too long. Because once your enemy has 20-30 dice on the board every turn those 4 heal don't do that much..

But luckily there are at least 2 additionally strong ways to play the Priestess. That's the beauty of MW... :3

13
Events / Re: ADMW Open 2 - An Open Online Mage Wars Tournament
« on: May 16, 2018, 04:51:32 PM »
Midnight my time, evening for US citizen.

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Events / Re: ADMW Open 2 - An Open Online Mage Wars Tournament
« on: May 15, 2018, 05:18:22 PM »
True, thank you ^^

15
Events / Re: ADMW Open 2 - An Open Online Mage Wars Tournament
« on: May 15, 2018, 04:53:36 PM »
DevSop vs. Enti   6pm EST // 12pm CEST

Would be nice if a recorder would be present.

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