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Messages - Pyrion

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Alternative Play / OCTGN statistics
« on: August 07, 2018, 10:16:10 AM »
Hello everyone!

I'm not sure if this topic was already discussed (at least i didn't find anything) but wouldn't it be cool if OCTGN would gather statistics of all kind after every mage wars match which is played?
- Which mage is played the most/least
- Which mage wins most often
- How often does a specific card get played
- ...
I think you could come up with an endless amount of statistics.
This data could be a very interesting basis for discussions. Arguments of past discussions were often based on assumptions and estimations which isn't necessarily a bad thing but hard numbers are more precise and they were gathered from just one source. Of cources they should not replace personal experiences but rather be an additional help for judging.
The question to the coders is: Would it be possible to implement such a feature in the mage wars octgn module?

General Discussion / Re: How important is Mana?
« on: August 07, 2018, 09:33:22 AM »
I wouldn't say that mana is overrated and I agree on what Kaarin said.
In my opinion you could rather say that other "resources" such as actions and spellbookpoints are often underrated especially by newer players.
More creature actions give you more opportunities to react to what the opponent does e.g. by guarding, applying conditions on enemy creatures, etc.
Familiar- and spawnpointactions let you plan and cast more spells which is always good for either reacting or putting pressure on your opponent eg. by getting an early creature advantage.
If you use your spellbookpoints efficently you can counter more of your enemies possible moves which also can save you mana if you have a very mana efficient counter in your deck. In addition to that an efficient spellbookpoint planning could be the small advantage in longer games you have over your opponent to win the match.
You can have as much mana as you want, if you don't have the actions to use it or just not the right spells to spend it on it gets almost useless. Also having good ways of reacting to different situations often let you getting advantage even if you spent less mana than your opponent.
In the end I think a spellbook should find a good balance between all three resources (mana, actions and spellbookpoints), with corresponding modifications depending on which mage you play and which strategy you pursue, in order to be competitive.

Alternative Play / Re: A Call For Coders - OCTGN
« on: August 23, 2017, 12:54:16 PM »
I could do some coding for OCTGN but only in a team because I don't have much time and I would like to work together with a more experienced coder. I already worked with Python and various other coding languages so learning to programm OCTGN should not be too hard for me.

Mages / Re: Who is she?
« on: August 09, 2017, 11:22:48 AM »
Mage1 could be the egyptian themed necromancer everybody asked for!!!!

Mage2 could also be the sorcerer!

Mages / Re: Who is she?
« on: August 09, 2017, 11:00:55 AM »

Mages / Re: Who is she?
« on: August 09, 2017, 10:52:37 AM »
Who could she be? I hear she has friends hanging around in the site as well....

Are you referring to her? :)
It seems like we are finally getting ice spells!!!

EDIT: Of course there are far more new mages. I was just not able to see them because of my screen resolution...

Mage Wars Academy / Re: Kharne, Horned Demon - Team Games
« on: August 04, 2017, 04:31:49 PM »
I wouldn't call it outplayed. What can you do if your opponent plays Kharne at the end of the round where you have the initiative. He's the one who will go first in the next round. If you have guards out he can simply play a Panther Stealth on Kharne and he may ignore them. He is still easy to kill but one attack is still insane. Additionally my example was just one that I encountered in a real game. Imagine Team Games with 3 or more people in one team. Kharne will get to 20 and more dice very easily and is therefore able to oneshot a mage. I'm aware of the fact that those games with such a high amount of players aren't played very often but in my opinion all possible cases should be handled by the rules.

Mage Wars Academy / Kharne, Horned Demon - Team Games
« on: August 04, 2017, 07:19:56 AM »
Hello everyone!

I recently played a Team Game of Mage Wars Academy (2 Beastmasters vs. 1 Warlock and 1 Wizard). The two Beastmasters together had 7 creatures. Then at the end of a round where the Beastmasters had initiative the Warlock brought Kharne to the table and suddenly the Beastmasters where facing an 11 dice creature that killed one of them with one attack at the beginnig of the next round because they had already some damage on them.
In my opinion something like this should not be possible in Academy. I don't see any problem in 1 vs. 1 games either in Arena or in Academy but in Academy Team Games Kharne kind of destroys the game balance. A simple fix for this problem I could imagine would be a dice limit for the effect similar to the one of Gloranna.

I'm not sure if this topic was already discussed here and I might also overlook something.
What do you guys think about it?

Spellbook Design and Construction / Re: Flying Leviathan - Siren
« on: June 01, 2017, 11:08:03 AM »
Have you thought that Circle of Light would work better? Since it dazes/stuns.
I like big flying creatures, but there are a lot of spells like knockdown and main wings that would render eagle wings  useless. that is why I think a barrier enchantment may work best overall.

For other big creatures I would agree with you. Still I think that the Leviathan does better with Eagle Wings for several reasons:

- Knockdown doesn't work on the Levi because he is unstoppable
- Conditions like Slam and Stun which would bring the Levi to the ground are harder to apply to him because of his tough -3
- Flying is especially good with the Levi because all other flying creatures loose this trait while staying in his zone so that he basically gets immune to all melee attacks (besides attacks from uncontainable flying creatures)
- He cannot be tanglevined (which would prevent me from giving him the flying trait) so nothing stops me from despelling enchantments like maim Wings to take him back to the air

The biggest problem I had so far was an opponent summoning Gravikor but one Teleport and 1 - 2 attacks from the Levi is usually enough to destroy it

General Discussion / Re: Can OCTGN work on a MacBook?
« on: May 22, 2017, 04:11:23 PM »
I just came across this on the OCTGN Website:

It says that it is still experimental but it should work for you. I'm not an expert on this but you can try it out as it only takes a few minutes (if you believe in the numbers given on the website ;))

Every game I play on octgn nowadays feels kinda samey.

Maybe the problem is that there aren't enough different spellbooks? I've noticed that a lot of people myself included have started to have a preference not to play mirror matches, and that mirror matches have come to mean games where each player uses the same Mage. Not necessarily the same spellbook or the same strategy, but merely using the same Mage is enough for it to be a "mirror match".

It doesn't feel like spellbooks that use the same Mage are different enough from each other to really set themselves apart from each other enough to catch my interest and attention, at least not on octgn. Whenever people talk about their spellbooks, they often just refer to them as their [mage] book. They don't qualify what kind of [mage] book it is in the name, at all. A forcemaster spellbook is just referred to as "my forcemaster book", a beastmaster spellbook is just called "my beastmaster book". Spellbooks that are unique enough to have a name of their own seem less common on octgn.

I have totally different experiences here. Especially on OCTGN I've seen and I've played against many people who tried out extraordinary spellbooks. If a new good deck strategy comes to your mind OCTGN is perfect for just putting a spellbook together and it lets you find an opponent to test it quite quickly. You also have the chance to challenge a huge variety of different players who all can contribute different ideas to your deck which is just not possible in most of the rather small local gaming groups. This is one of the points that makes playing on OCTGN so interesting for me. Of course I don't know what kind of matches you had but for me the thing about very similar decks and strategies is not true.

Also, people don't talk much at all while playing on octgn. There's very little social interaction *during* the game.

I think this is the big point here. Again I've also played against very communicative opponents but you are right that there are also a lot of players who don't say anything during a match. I think its exactly this point which makes playing on OCTGN this "stale" as you said it. When I play irl matches the communication and the discussions make up nearly half of the games fun for me. When playing on OCTGN in addition to the missing consistent communication the discussion about game rules, missing automations, etc. via the chatbox can be really annoying and are in my opinion the main reason why OCTGN matches need so much time. So i absolutley agree with you that voice chat should be used more often in order to increase the motivation to play on OCTGN.

One way to combat the staleness of octgn MW is to try a variety of different modes of play.
Unfortunately, Domination is rarely played on octgn, and academy is almost never played on it. Team games are even rarer. And I'm willing to bet that I can count the number of free for all non-Domination mw games that have ever taken place on octgn on one hand and that I've been a part of every single one of them.

When it comes to team games I think the problem with OCTGN is that the organization is just too bad. In comparison to 1 vs. 1 matches where you can just start a new game and be relativley sure that somebody will join soon team games require more planning as you need more players at the same time who also are able to play together in teams. Again especially here the chatbox is not sufficient for team talk and with 4 players and potential spectators it can get very caotic. There are no applications, websites or forum threads where people can plan those bigger matches at least nothing that I know of so maybe it would be a good idea to create something like this.

Is it just the interface? I mean as far as I can tell it seems like everything about the game online and in real life is the same except for the interface. It's not like there are any significant rule changes between the two mediums. Maybe in order to make MW on octgn less stale it needs to engage the senses more. More sound effects besides dice rolling maybe, or perhaps we could have the chance to personalize our spellbooks more with fanmade alternate Mage art cards? Or if someone fixed the volcanic and marble arenas so that the zone borders in the marble are easier to see and the volcanic zones colored differently so red action markers and card borders are easier to see on it. And maybe people should use voice chat during games more instead of just text chat. I'm not sure these changes would be enough to make mw on octgn really interesting and dynamic like real life MW is, but I'm having trouble putting my finger on why. I mean it has to be *something* about the interface, it just has to be, because there is nothing else that is different between online and offline Mage Wars. Octgn Mage Wars just feels a LOT less interactive than offline Mage Wars and I can't figure out why that is exactly.

I'm not sure about the interface. Personally I like it and it doesn't disturb me while playing. Of course everybody will agree that it is nothing in comparison with an irl game with real cards, action markers, etc. but I don't think that it is a game breaker.

I'm glad that a thread like this exists. Any improvement on an already good gaming plattform is very positive!

Rules Discussion / Re: Changing the legality of enchantments
« on: April 22, 2017, 09:31:48 AM »
Once its cast it can be revealed even if the creature has flying or not.

I don't think you can.

Rulebook p. 18:
"When you reveal an enchantment, check to be sure the target listed on the enchantment matches the object it is attached to. If it does not, destroy the enchantment without effect. In some cases, the object may have changed and is no longer a valid target."

But I didn't find anything in the rulebook or in the supplement that says what to do if the target becomes invalid when the enchantment is already revealed.

Rules Discussion / Changing the legality of enchantments
« on: April 22, 2017, 06:26:53 AM »
My opponent enchants one of my creatures e.g. with Tangleroot and reveals it then I enchant the same creature with Eagle Wings which makes it an illeagal target for Tangleroot. Does the Tangleroot get destroyed in this case?

Rules Discussion / Re: Defense from Hydrothermal Vent's attack
« on: April 04, 2017, 01:59:35 PM »
In the Attack Procedure chart in the official supplement on page 3, the backgroundcolor of the cell "avoid attack - other attacks" (which includes the attack of hydrothermal vent) is yellow. According to the statement above this means that the defense step is part of the procedure for the attack type "other attacks".
Therefore the attack of Hydrothermal Vent and trample attacks can be avoided with every defense!

Spellbook Design and Construction / Re: Flying Leviathan - Siren
« on: March 31, 2017, 11:57:20 AM »
Clear Mind is a good idea! I added one copy of it. If I could I would put even more Clear Minds into the book but in the moment I don't know which card to replace. Maybe you guys have an idea...?

I wasn't in the situation yet that my Levi was put to sleep but if he will, i'll try out one of your strategies (if there are no Clear Minds left) because they seem to be very effective. I also added a Healing Madrigal (I recently played a game where it had really helped a lot).

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