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avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / This game now suck

+1 as well. actuaryal gets extra cookies for a great suggestion :D

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Alliance Thread

IfWeDieItsLag (currently rank #6) is recruiting yet again! Since we battle top 10 alliances, a strong deck is needed, or at least a strong basis and the drive to improve. We got a mix of veteran and newer players, and are always willing to help each other whenever needed.

If interested, request to joing or send ingame mail to cerces, irabelo or pyroxy.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Community's Wishlist

Originally posted by Lamatiel:

The existing routine deletes alliances after about 30 days if all members are inactive, or transfers leadership if the leader is inactive.

OK Lama, my mistake then, tks for the explanation. I still think msr6’s idea is good, though. Speeds things up a little :)

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Community's Wishlist

Originally posted by msr6:

I think something similar is in place already… something like inactive leaders get demoted after 30 days or something.
Having to pay tokens to create an alliance to have it disbanded while you are on vacation doesn’t seem like a good idea to me.
How about if an alliance fails to score (all 0%), then it loses 10 positions. Then have a larger # of days (30-60) of inactivity that will disband the alliance.
I also think they clean up old alliances once in a while (overdue)… it always has been an issue and that’s probably why it costs tokens now to start one.

I had written a nice post and it disappeared…

Anyway, to sum it up:

- the existing routine deletes 1 man alliances, but not 2 man or inactive alliances;
- the alliance would only be deleted if all members went on vacation at the same time and didn’t even login for a long period;
- your idea is better, indeed: lose 10-15 places upon scoring 0%, and disband after 30 days complete inactivity.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / 10% chance to get an epic

I think the random factor is good. I mean, part of a CCG is the thrill of opening a booster pack and not knowing what you’re gonna get. What you suggest would take that away from the game…

Imho, a flat 10% chance is enough. Over time, it’s all the same (in numbers of epics gotten), while I can still enjoy my “good fortune” everytime I get an epic, as opposed to “meh, x more packs to go till epic”.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Editing the names of alliances.

Originally posted by bmuell01:

On the other side of the coin. With ally names consistent, people start to recognize names and association with them. I inherited my alliance and while it’s name isn’t the best, it would be weird to rename it. Butt Nuggets should be allowed to rename their alliance though. Haha. I have seen some awful names and bordering on inappropriate too. I guess if Edge deemed it offensive they could change the name.

Regarding consistency: maybe only allow one name/icon change per alliance? Or one change avery 6 months?

Regarding inappropriate names: show players a few naming rules when creating a new alliance, so you can automatically disband any alliance who doesn’t comply. If you allow everyone to change their names once, this can apply to all alliances. Otherwise, only to new formed ones.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Alliance Thread

IfWeDieItsLag (rank #8) is recruiting. We constantly fight top 10 alliances, so a strong deck is needed. But we have a friendly environment, and if you already have a solid basis, we are willing to help you improve :)
Request or send ingame mail to cerces or irabelo.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Community's Wishlist

Regarding AA, how about this, to prevent lame AAs vs 1-2 players alliance or very inactive alliances: the alliance is automatically disbanded if all players stay offline for more than 7 consecutive days (or other arbitrary number of days).

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Community's Wishlist

Originally posted by JuzzieJT:
Originally posted by JasonJ29:

Yellow also gets screwed because it gets a Discount on Counter but those discounted equips/armors are wasted because the 2 Best Yellow Melee already have Counter and Counter is not an ability that stacks

Yes. The overwhelming prevalence of discounted Counter for yellow runs counter to synergy in monos and should not be counted as an advantage, possibly accounting for the perceived weaknesses of yellow. This is something we would like to bring up to the counter to be counted. If you take into account Mrs. Grabber and count her also, the non-stacking of this Counter-discount is discounted way too often. On this count, I trust we can count on Edgebee to increase the count of future strong yellow options without Counter.

Count me in :>

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Community's Wishlist

Updated list (23/04).

Thanks everybody for keeping the suggestions rolling! Sorry it took me so long to update the list this time. Again, not many changes were made. Please let me know if I duplicated or forgot to add anything.

Card-related and other minor changes:

  1. More sac allies, especially rare/epic ones;
  2. More epic allies for nature/fortune, which currently have the fewest;
  3. Dual color allies from the missing combinations;
  4. New abilities to deal with demoralize and fear, including new courage cards;
  5. Add as many cards as possible, to increase deck possibilities and diversity;
  6. Restore unranked live matches;
  7. Boost weak/underused epic allies and equipments (e.g.: Glumbie, Assassin’s Blade) to allow more deck variety;
  8. New achievements;
  9. Review card names for expansion 4;
  10. Review unlockable cards;
  11. Make the 3 missing cards available (soft gloves, demonic armor, melody of healing, if I’m not mistaken);
  12. Fix Earthmite and Tinkerer.

Interface, game mechanics and other major changes:

  1. Remove useless items from roulette and/or implement a “cash-out” system for unwanted rolls;
  2. Make it easier to get commons/uncommons from expansions (either by an all common/uncommon booster or ensuring 1 common/uncommon to always be from the booster’s expansion set);
  3. Re-design the deck builder (card sorting, searchable cards, unused cards “vault”, etc.);
  4. Upgrade the whole Alliance Assault system (review ranking, ladder system, attacking mechanics, rewards, uses for reputation, etc.);
  5. Clean up the Card selling page;
  6. Use cards in multiple decks;
  7. Mobile (iOS/android) version of CM;
  8. Increase limit for Master on live and/or implement an intermediate league between master/dragon;
  9. Change match selection system for duels;
  10. Review live events/restrictions;
  11. Allow to browse through completed swarms;
  12. Add swarm clock to the quest map;
  13. Allow the selling of crystals;
  14. Add free rerolls after buying multiple packs or other mechanism to make it easier to draw cards you don’t have yet);
  15. Let players increase the live ticket cap with tokens (similar to light cap);
  16. Implement “disable 3D effects”;
  17. Add allied swarm control (block allied kills, add warning signs, ‘alliance rules board’ or something like that);
  18. Fix highscores on Edge’s mainsite;
  19. Right-click to sac cards;
  20. Only generic equips on shop (only generic on booster under discussion);
  21. Add multipliers for story mode;
  22. Add deck selection to every screen instead of having a fixed “attack deck”;
  23. Add a counter for live wins;
  24. Increase number of gerbips on Gerbips Invasion.

Bugs and fixes:

  1. Fix freezing when opponent surrenders in live matches;
  2. Fix freezing when viewing standings in AAs;
  3. Fix adding/kicking members during AAs affecting scores;
  4. Fix “one more card owned than viewed on collection” (not sure what this one is, ask msr6 :)
  5. Fix fear doing weird stuff in live;
  6. Fix berserk+charge not working (unless intended as it is);
  7. Revise the achievements (the missing leftovers and the impossible one);
  8. Fix charge damage not counting towards “exceed xx damage” duel challenge.

As I said before, some suggestions weren’t included due to having been discussed in this topic or previous ones, where consensus wasn’t reached.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Two new abilities involving healing.

Originally posted by msr6:

I like them both, but I have a few tweaks to suggest… maybe change to bolster 10, bolster 20, etc. instead of a%.
And maybe make energize affect something other than melee… like a 50% chance to avoid the next attack

I was gonna make exactly the same suggestion for bolster :) this would solve the issue of not working on low hp allies and OP on high hp allies.
For energize, my suggestion is similar: instead of 50% to dodge (might be too much), give it cautious or “cannot be stunned” or some low tier ability. 10 shield or 10 wall is possible, but might be too much

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Demonic armor

Originally posted by actuaryal:

I never see demonic armor in live….it clearly needs a buff. :) Edge really dropped the ball balancing this card.

rofl

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / hurrr durrr

Originally posted by msr6:

Note: please refer to the title of this thread before subjecting yourself to further humiliation

msr6 wants to avoid the topic because Mushroom Pickers are clearly cheating bastards who exploit the balance flaws in the game!

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / stronger AI

I guess no more explanation is needed… +1

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / hurrr durrr

lmao xD

Sadly, this is close enough to many rants by other people on topics of “nerf this” and “nerf that”…

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Current AA System

MVP, I was lazy to explain the round robin format I proposed, nice job on that :)

My 2 cents:

- I don’t like any kind of playoff matches, cuz it may mean some alliances have to wait while the others battle;
- 10 team leagues sounds better to me, for shorter “seasons” and more dynamic ranking;
- It would take too long for alliances to rise to the top with 10 team leagues. We could have like 10 leagues of 10 teams, 10 leagues of 25 teams and “the rest”. On bigger leagues, teams fight 9 random battles. On 25 team leagues the top and bottom 4 rise and fall.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Current AA System

Originally posted by bmuell01:

Best scenario is break alliances into groups of 20 (or 50). then have weekly AA ladder tournaments. Have like 10 group brackets (silver, gold, diamond, platinum, elite) which would be top 200 or top 500 alliances. Top 2 (or 5) alliances move up, bottom ones move down a group. Have coins and stuff be higher in higher brackets. Each week will be different. Repeating matches will have meaning, and alliances will try to move up. Not sure how to run the brackets but i guess teams that have not won face each other etc. then the others duke it out. Someone more into basketball might be able to offer the mechanics on this for a 1 week tournament. Maybe it has to be 20 days for 20 teams. so each team can fight once, best score out of 20 wins.

This idea has been out there for quite some time (I think Weshu came up with that), and I think it’s really great.

As for the mechanics: I think all alliances should play each other to avoid “lucky” results due to facing weaker alliances. Maybe make leagues with 10 alliances each and have them fight each other for 9 days. 2 or 3 points for a win, 1 point for a tie, no points for a loss. Top 2 rise, bottom 2 fall, no playoffs. Ties are broken by direct battle’s score. Ranking is based on last cycle’s results. Some reward to winners might be needed to encourage participation.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Channelling crown NERF

I agree that it might be too powerful. Cutting through the whining and pointless arguments to get to the solution: any of msr6’s options looks good to me (except #2), on this order: 1, 4, 3, 5.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Team play idea

Nice ideas. Tag team would be great! Not so sure about larger teams though (3+ players). Deck swapping might be interesting, but should be optional IMHO.

Also, bringing up some other ideas that were discussed previously:

- Live tournaments, playoff style;
- Random “sealed decks” tournament: each player gets a random deck to play, put together previously by the devs or someone else);
- “Draft” tournament: each player gets a set number of booster packs and build a deck from whatever he got. The players could be allowed to keep the cards for a token fee.
- Tournaments should have an entry fee to compose a prize for the winners

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Slow Rolling 101

I won’t get into much detail, but the basic idea is this:

- From a coin/light ratio viewpoint, it’s better to do either UV+VM, UV+NS etc. then UV wave 6;
- UV wave 1 is worse the the other swarms, because of opportunity costs (as Bash put it);
- Therefore slow-rolling can net you huge cash, (as msr6 said), but only if you have huge light/buy LCs (as actuaryal said);
- Starting a new swarm if you can’t finish it before it’s time to start another UV is a waste of light.

Based on that, I estimated (roughly) the optimal strategy for maximizing daily coins, using the LC from duels and wasting some light during sleeping time (8 hours):

Swarms taken every 2 days:

  1. 100 maxlight: do UV+kurteys;
  2. 125-175 maxlight: do UV+mush.
  3. 200-300 maxlight: do UV+NS;
  4. 325-425 maxlight: do UV+MS;
  5. 450-600 maxlight: do UV+MS+mush;
  6. 625-850 maxlight: do UV+MS+NS;
  7. 875 maxlight: do UV+MS+NS+mush;
  8. 900 maxlight or above: do UV+MS+NS, but start doing UV at lower waves than wave 7. The more light you have, the lower waves you can go. Adjust that according to your spare light.

- Remaning light in all cases should go to quest, small swarms at x1 (if you have the patience) or missing an occasional wave 7.

So, to sum it up, slow-rolling is a great technique, but shouldn’t replace the other swarms and is only for players with a lot of spare light (from accumulated LCs, very high maxlight or buying LCs).

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Slow Rolling 101

Originally posted by msr6:

…and I have no idea what happened to my text size there o.O
Is there a “Forum Posting 101” thread?

If you post between ‘~’ the topic thinks it’s an equation :)

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Silence.

I like #1, 3 and 5, either is fine to me. But here are some different suggestions:

- Maybe have ‘power’ for silence, like demo? I mean, demo can shut you down, but with high enough power you can go over that. That doesn’t happen with magic, you can silence 10 magic as well as 70 magic (DM+robes, for instance). With ‘power’ 40 he would still hit for 30.

- Or maybe a fixed silence amount, that wears off everytime you cast magic, instead of a timer. Like silence 1 works for 40 magic, silence 2 works for 80 magic and so on (e.g.: if you cast silence1 on DM+robes, he deals 30 dmg next turn. With silence2, it deals no magic the 1st turn and 60 magic the 2nd turn).

Of course, something like that might already be planned on a different ability for next expansion…

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Slow Rolling 101

There’s also the intermediate option. Wave 4 is roughly equivalent to MS wave 7, and wave 3 is roughly NS wave 7. If you have little light, just make an auto setup that usually gets wave 3-5 and you’re already optimizing efficiency.

I might go through the exact numbers when I have the time :)

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Alliance Thread

IfWeDieItsLag (rank #4) is recruiting. We constantly fight top 10 alliances, so a strong deck is needed. But we have a friendly environment, and if you already have a solid basis, we are willing to help you improve :)

Request or send ingame mail to cerces or irabelo.

 
avatar for irabelo irabelo 119 posts
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Topic: Card Monsters / Community's Wishlist

I was thinking that story mode takes so long to complete these days, compared to swarms. Maybe we could add a multiplier for quest battles as well…thoughts?