Raphael Majere
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Post by Raphael Majere on Feb 14, 2012 3:05:38 GMT
Pete has another CCG forum, in case you guys are not aware. acreedrecollection.proboards.comIt's very well-run with other non-SE players. They are many (ex) SE players there too. Some do not have a great impression of SE though. It's just like how MtG players laugh at SE players. AC:R and MtG's strategy depth is much deeper. I've posted at SE forum regarding this CCG as well. I just wanna highlight that there is a promotion today. (V-day). If you are interested to get into the game, TODAY IS THE DAY. I am well-versed in the game and I know for a fact, you need rares. Assassin booster packs are the best packs, they are very expensive and it's almost 50% off today. I've copied my post from SE forums here: Just a heads-up: Assassin Booster packs on sale today. 1-day only. Valentine's day special.
1 pack = 500 credits, instead of the usual 900 credits.
$49.99 will yield you 60 packs - 1 pack is now $0.833.
In the past, the $49.99 will only yield you 33 Assassin packs.
Each pack = 1 rare, 3 uncommons, 8 commons.
You'll want the rares to be competitive. So for only today, you'll get 60 rares instead of 33.
Just a heads-up for pple who are interested in trying AC:R, today is the day. I nearly missed the promotion - having spent all my time on SE test server.
(Notes: there is no merchant in AC:R (yet) - buying boosters is the only way to get rares.)
Not sure how long the promotion will last.
(This is a SE forum so for AC:R related questions - pls go to: acreedrecollection.proboards.com )
(notes: AC:R is ipad only (for now) and a CCG that needs quite a bit of $$$) Notes: If you want to be a "near the top" competitive player, my guess is that if you spent ($49.99 x 4) today, you'll be pretty good. I know the amount is insane to some of you. That would yield you 240 rares. Hopefully, that can yield you enough copies of the same rare card to build top decks. (Would you agree, Pete? Or do you think more $$$ is needed to be playing at top level?) The difficult thing about AC:R (now) is that there is no Auction house (yet) and No merchant. And you can put 5 copies of 1 card in a deck, ie 5 cards of the same rare. But the decks are 50 card minimum.
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Nizaris
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Post by Nizaris on Feb 14, 2012 3:32:32 GMT
I would certainly give it a shot if I had an iPad, or better yet, if it wasn't restricted to only the iPad. Seems like a bad business plan to me. On a kind of side note, I've been looking for other fun CCG's lately. I'm really liking elementsthegame.com. It's really different than most, but not quite as strategic at the same time. Also, it's a very FAST game. You can often play a game in 2-3 min. Browser only though, so the same restriction as AC:R. Not multi-platform.
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MistahBoweh
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Post by MistahBoweh on Feb 14, 2012 3:40:41 GMT
Elements was fun, at least until rainbow decks became a thing. It's been a while since I played, though.
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Raphael Majere
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Post by Raphael Majere on Feb 14, 2012 3:50:53 GMT
urg, i don't like Elements.
The art sucks, that's just me.
I'm interested in Ascension and KardKombat - any reviews from you guys?
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Raphael Majere
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Post by Raphael Majere on Feb 14, 2012 4:15:45 GMT
I would certainly give it a shot if I had an iPad, or better yet, if it wasn't restricted to only the iPad. Seems like a bad business plan to me. On a kind of side note, I've been looking for other fun CCG's lately. I'm really liking elementsthegame.com. It's really different than most, but not quite as strategic at the same time. Also, it's a very FAST game. You can often play a game in 2-3 min. Browser only though, so the same restriction as AC:R. Not multi-platform. I fully agree with you. The game was designed to be an ipad game - that's a 'fail' on its part - as a CCG, you need as many players as you can. SE does this right. The Devs are now trying to get it to work on iphone - I've no idea how they are going to do it - IMO, the graphics will be too small. That said, hands-down - it's one of the most beautiful and polished game i've seen on the ipad. The UI is intuitive, the game design superb. It's made by Ubi so they are v rich, unlike wulven. They can afford in-house design team, illustrators, coders, etc, etc. Just some highlights:
1. No first turn advantage - (HUH?!) - yeah, think of it like StarCraft, both players start at the same time.
2. "Counterspells" - Kyle has always been saying that he does not like "counterspells" cos they slow the game down. ACR solves this very very very beautifully. But you cannot counterspell a counterspell. Since Counterspell is an instant, all 'instants' cannot be counterspell as well. Which adds a lot of dept to strategy.
A effect that does the same thing may have 2 cards - one that is higher in cc, but resolves as an "instant" and the other with a lower cc but resolves slower.
3. Card pool. Started at 288, which is already FAR more than the 200 cards 1.3 SE has. And we are still at 1.29.
4. Unlimited deck saves - name your own creations. so so sweet.
5. In many ways, SE is is like Pac-man when compared to ACR - clunky, clumsy vs ACR's sophistication, interactivity, elegance.
6. Oh the cards in ACR are so so sexy - I've voiced this out at SE forums a few times - Have more cards that deal with "cards as cards". Cards like draw cards, Deck pile manipulation, graveyard manipulation, makes the game very very fun. ie. BS, Bazaar.
The cards in SE are too limited - Lily brings back only items. GB brings back only allies. Serena is the only card that has discard ablity. Nightprowler is the only card that can 'steal". No 'tutor' cards.
All cards in ACR: www.hatenintendo.co.uk/acr/ See the Red/Faith cards as a sample - sexy cards.I am not saying ACR is perfect - it's FAR from it. Many players left it - due to poor matching in PvP (gamecenter sucks), bugs, connection problems etc. It's not for everyone. Many things are promised for the future of ACR - which I hope will materialize, given that ACR is under Ubi - more funds. ACR can and probably will learn a lot from SE. (Tourneys/in-game pvp matching) They are already aware of the large SE community and trying to build one on their own.
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MistahBoweh
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Post by MistahBoweh on Feb 14, 2012 6:20:16 GMT
Ascension is amazing, but then I love other deckbuilding games like Dominion too. There's a free version with unlimited ai play so it's pretty easy to try and figure out if it's your thing. It is hard to get a good game going sometimes if you don't have some friends to play with, but that's really to be expected.
If you've ever played Spectromancer on the PC, you've played Kard Kombat. Literally. This is no exaggeration. The only differences between KK and Spectro is that KK sucks and spectro doesn't. They're the same rules, same game system, only thing that's different is that KK has less cards/classes, the campaign is infinitely shorter, the AI is worse, there's no drafting, and the multiplayer lumps both p2p and f2pers together... and the p2pers have more card unlocks, starting life, starting mana and even begin play with an adequately sized dude. I personally love spectro and snap-bought all the unlocks for KK without realizing any of this. I stopped playing multi because apparently nobody paid for the thing so all I'm doing is crushing scrubs who literally can't win, there's no replayability value, it's really a waste. I honestly recommend Spectromancer, it's an awesome game, you can find it on steam for like 10 bucks. Just don't pay for KK.
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Post by fallen11angel on Feb 16, 2012 3:07:57 GMT
Funny you say that MTG players look down to shadow era. I used to play MtG when there was 1, , 2, 3 decks..... then when it became 12+ decks it just got ridiculous. The depth of strategy may seem higher in a game with a larger card base however it's always going to be greatly simplified in a single deck to increase it's probability. Which means that a game with a lower cardbase and less option is infact deeper in it's strategy component as there are less possibilities. Elementary maths my dear Watson. Think of it as: Advanced Simplicity. If you still don't agree go have a think about chess !.
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Raphael Majere
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Post by Raphael Majere on Feb 16, 2012 4:00:08 GMT
I respectfully disagree.
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Post by fallen11angel on Feb 16, 2012 4:17:24 GMT
Then let me show you some Mathematical philosophy.
2+2=4
17.87x11.476=205.07612
When you first look at the example equations you will immediately conclude that the latter is intact more complex. However it's strategic component is SIGNIFICANTLY lower. How many instances can you think of that are equal to 205.07612? Now how many instances can you think of that are equal to 4? The first equation is more occurring then the latter. This gives it significantly more options for use thus making it more complex as it's applicable in more instances. It is also more probable making it strategically more adaptable to a higher number of uses.
Advanced Simplicity
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wreon
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Post by wreon on Feb 16, 2012 4:25:52 GMT
My math sucks, but you're definitely wrong. The higher number definitely has more permutations worth of combinations than 4, only that 4 is easier to handle.
And I wish I could play this game, but I don't have an iPad at hand.
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Post by fallen11angel on Feb 16, 2012 4:35:15 GMT
And on a battlefield are you going to wield a sword that 4 meters long and is capable of scoring an octakill in one shot once every blue moon or use the 1 meter that's "easier to handle" and scored a kill every 12 seconds and provides defensive reflect once every 36 seconds as an aded bonus of it's increased agility as it is in fact "easier to handle". I would love to thank my good friend Proffesor of mathematics and philosophy ****** ******** (He ramains nameless online for privacy reasons) for his wonderful mentoring over the years. Long Live ****** ********!
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wreon
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Post by wreon on Feb 16, 2012 5:16:46 GMT
Hmmm. Don't think you should be giving out accolades when your statement has no link to math or the argument.
By easy to handle, I mean 3+1. More permutations= more patterns. More cards get to shine due to their interaction with others. It's not really a statement, more a fact.
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Peter
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Post by Peter on Feb 16, 2012 5:20:31 GMT
I played both games, and deckbuilding in SE is easier than in ACR. Sometimes (quite rare) I create a deck in ACR that is supposed to be rubbish, but I want to try a few certain combinations out, and those combinations shutdown the enemy, in a way I did not expect, like using a 0/1 ally who can find other copies of himself in the same deck, and bring them to your hand. When I coupled this with the ability safe and played a card where you can't campaign in a region where your attack is lower than my influence, I could immediately block with these useless cards and cast a card called papal influence to block any further threats on the board. Obviously a deck like this has weaknesses eg:site destruction but it was amazingly successful against some of the more ally based decks around, which relied on getting a 5/5 fast agent out.
Compare to SE, which I also like, when I deckbuild I pretty much know what will happen just by looking at the cards. I am not saying thats a bad thing, I like the simplicity, as it's a lot quicker and more accessible. The first turn advantage does irritate me though. One thing I hate about ACR is thst I can spend an hour thinking up a deck and play one game with it before tossing it out the window. SE doesn't suffer from that.
Tldr - I find SE simpler but this doesn't affect my enjoyment, and in fact since its quicker I play more SE.
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Raphael Majere
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Post by Raphael Majere on Feb 16, 2012 6:59:14 GMT
"Quicker" in this sense means that an SE game is shorter in duration compared to a ACR game.
The actual gameplay - ACR is pretty fast paced - Ala StarCraft - both players cast spells simultaneously. There are 3 boards to control (ie. SE only had 1 'board'). You need to advance your deck strategy while keeping your opponent's strategy back and restrict/impede him. And there is the 'instants' element - you need to keep your eyes on your 'normal' spells and make sure they are not 'counterspelled'.
the effects in ACR are also diverse - ie, like MtG - most spells can target both sides/allies, ie like SE's "Retreat". so that creates more fun possibilities - like for an example, a card that switches both health and power around - imagine a 6/3 Oggy. or 2/0 Skullborn (!!! insta-kill)
And there are 'clone' spells - imagine how fun it will be to 'clone' a Fireball in SE or 'clone' a Aeon/Oggy. Btw, you can also clone your own spells. (going beyond card limit in deck)
Also, there are 'tutor' cards in ACR - cards that allow you to select a card from your deck and add them to your hand. Creating opportunities to build lock/combo decks. (as expected, these decks are weak at control, nice balance there.)
The interaction level - in ACR - clearly many notches up SE.
I just got to know one of the Devs behind ACR - Marc Hernandez - a MtG Vet/TO/Game designer - I am not sure who SE has.... hahahaha....
I am just rambling away - i like both games.
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Deleted
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Post by Deleted on Feb 17, 2012 1:53:26 GMT
Meh, I think I would rather stick to Shadow Era and M:tG; I am hooked to spending the money, I have no T.V.
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Raphael Majere
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Ancient Man & Winner of Termania I
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Post by Raphael Majere on Mar 8, 2012 14:35:27 GMT
The iphone version is out. Free for now. App Store only. No Andriod.
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MistahBoweh
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Post by MistahBoweh on Mar 8, 2012 15:32:49 GMT
getting
EDIT: nope, still can't play it. Requires retina display and I'm on a 3GS (the model right before the whole retina thing).
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Post by theboot6467 on Mar 8, 2012 20:45:50 GMT
dammit was going to get this too but i have the 3gs as well. that's gay. i need a new phone haha
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Nizaris
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Post by Nizaris on Mar 8, 2012 21:38:17 GMT
Just another reason why I think Apple is retarded.
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Peter
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Post by Peter on Mar 9, 2012 5:02:04 GMT
Just another reason why I think Apple is retarded. ubi decided that limitation, not apple. They didn't want the graphics looking poor.
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