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Messages - 3XXXDDD

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1
CCG Design Forum / Re: Streamlining Yu-Gi-Oh
« on: May 17, 2013, 10:58:15 AM »
Thinking about adding a hierarchy of Effects & Restrictions based on power levels. Something like

0000-1000: 3 Effects
1001-1499: 2 Effects
1500-1799: Effect
1800-2399:1 Restriction + 1 Effect
2400-++++: 2 Restriction + 1 Better Effect

(Restrictions are a condition or cost in addition to any condition or costs the card may already have).

Cards may be worse than these guidelines but must never be better basically.

Actually, I'm starting to appreciate the tribute system now.

2
CCG Design Forum / Re: Streamlining Yu-Gi-Oh
« on: May 17, 2013, 10:31:05 AM »
Thinking about adding a hierarchy of Effects & Restrictions based on power levels. Something like

0000-1000: 3 Effects
1001-1499: 2 Effects
1500-1799: Effect
1800-2399:1 Restriction + 1 Effect
2400-++++: 2 Restriction + 1 Better Effect

(Restrictions are a condition or cost in addition to any condition or costs the card may already have).

Cards may be worse than these guidelines but must never be better basically.

3
CCG Design Forum / Re: Streamlining Yu-Gi-Oh
« on: May 16, 2013, 10:18:40 AM »
Quote
I, err, was actually blabbering on about card balancing...

Some card games divide effects in to three categories: Activated, Triggered, and Constant effects

Pretty standard. I'd probably keep with that trend.

Quote
Whether it's a Color of Mana, a requirement for EARTH monsters, or a number of Spell Cards in your grave, each card is tailored to for a different kind of deck.  Nowadays the limitations are becoming too apparent and forcing players to run Named Archetypes to get the best out of their cards (I tried making a Spellcaster deck without relying on Prophecy, ended up realizing that using pure Prophecy was better), but they've always been there.

Rush Recklessly, Compulsory Evacuation Device, Mirror Force, Cyber Dragon. None of those are archetypal cards but they're all pretty good. That isn't to say I'm against archetypes, as long as they aren't too restricted and obvious, I'd like to give them room for experimentation (T.G.s and Gadgets are a good uh, Archetype Engine that lets you branch out in various different ways such as Machina Gadgets or Ultimate Offering Gadgets. You have T.G. Stun but also have T.G. Synchro, that's kind of what I'd like to see more of. I actually Elemental Dragons due to the life the give other decks, their self-interaction kind of made them stupid though).

Quote
Pay 1000 life: destroy target face-up monster.

Suffices because of the game's mechanics.

Wouldn't this be

Once per turn you may/must: Pay 1000 Life; Destroy Target Face-Up Monster

4
CCG Design Forum / Re: Streamlining Yu-Gi-Oh
« on: May 15, 2013, 07:04:27 PM »
PSCT is an improvement sure but there are still various confusions about it, Modern Dark World cards being the greatest offenders.

Quote
YGO only has one resource though: Cards.  The reason it is about resources is because with only one resource, obtaining that resource is of even greater importance, unlike a game like Magic where there are two resources: Mana and Cards, an abundance of either with do you no good by itself.

While this statement is correct, it doesn't really answer any questions I'm asking or rather it is an answer to a question that I haven't asked.

Quote
But back to Yugioh, the way they balance these cards is by Effect, Requirement, and Situation, with the sum being no greater than 0.  Requirement tends to be archetype specifics such as having a "Luster Soldier" on the field or what have you, to make sure you can't staple this card in to every deck and make Yugioh a real boring game with everyone using the same card, while Situation serves to give purpose to each card, what would you use:  Compulsory Evacuation Device or Mirror Force against a monster which can't be destroyed by card effects, how about one that can't be targeted?  Effect is just to fill the gap made by the steep requirement and odd situation.

Cost (how a player can activate it)
Condition* (when can a Player can activate it)
Effect (What happens when it is activated)

That is how it is usually defined (and then it usually goes into Activate, Auto and Continuous

*Situation and Requirements are both conditions.

I disagree, to some extent, that archetypes are necessary to help the game to be interesting. I'd like to give players choice, which is (or was at least) a huge reason why people are attracted to Yugioh because there is a severe lack of limitation, it really lets people build a deck that expresses themselves rather than being led along on a leash.

If the best pool of cards in the game exists of 80 or more but the game only had a deck minimum of 40 (and a copy restriction of three) then you don't have room for each of the good cards in your deck (if speaking competitively) and due to that, decks would differ while still being on the same level. That is assuming all of those 80 cards are viable, which should be in a properly balanced game and not such a straight-face-rape-your-wallet-game like Yu-Gi-Oh

Thinking about text wording

"Pay Cost: When this condition is met; Resolve Effect"
"[Pay Cost; When this condition is met] Resolve Effect"
"[Pay Cost <When this condition is met>] Resolve Effect"
"[Pay Cost (When this condition is met)] Resolve Effect"
"When this condition is met: Pay Cost; Resolve Effect"
"[When this condition is met; Pay Cost] Resolve Effect"
"[When this condition is met <Pay Cost>] Resolve Effect"
"[When this condition is met (Pay Cost)] Resolve Effect"


5
CCG Design Forum / Re: Streamlining Yu-Gi-Oh
« on: May 15, 2013, 12:20:11 PM »
I'm going to stick with Lifepoints for noW. YGO has always been about the resources, randomly eliminating sort of goes against that.


6
Chimera Plugin
Rules

Playtesters welcome and very much appreciated.

Art (or lackthere of) is not Representative of the final product.

7
CCG Design Forum / Re: Streamlining Yu-Gi-Oh
« on: May 13, 2013, 06:18:27 AM »
Quote
I've done a lot of thinking about the Yugioh system while working on my game Summoner so I might be able to offer some comments. Overall it seems to me less like a light version of Yugioh and more like Vanguard + Spell Cards.

Well I disagree but either way, I don't think Vanguard + Spell Cards is all that of a bad idea either.

Quote
Playing Area: I don't know that there is much to be gained by reducing zones from 5 to 3. Players might become unable to use set spells and permanent spells in their decks effectively.

This was essentially for two reasons, one being so that the game doesn't turn into some boring grind-fest by using every-monster you can to get through all of the Support Cards (which might just end up set again anyway). Limited to 3, I think it can halt grinding a little bit which helps keep the tempo of the game going. The other being those decks that can drop monsters easily, dropping 4 or so monsters can really take an excessive toll on the other player.

I'd like the game to be about choice in deck-building but limited actions during play. That doesn't mean I want each action limited but rather you sacrifice one action for the sake of another until a space clears up.

Hope that makes sense.

Quote
Damage: I don't really like the damage system that you've proposed but I know others like ones like that. The main issue that strikes me is that defence mode is almost completely useless. At this point why not remove attack/defence modes altogether?

For Summoner, I made it so that only defence mode creatures can protect a player from direct attacks. This forces players to play offence and defence at the same time rather than one player just dominating the other because they have the stronger creature in play.

This is a good point. Defense existed for more reasons than just flip effects. Are you saying that you could attack the player while their only monsters are in Attack Mode?

Quote
Damage Step: You might find that this step is actually necessary if you want instant speed effects to interact with monster battles. I know when I tried writing my rules down that I had to include steps for: Declaring Attacks --> Creatures Now Battling --> Okay Now Deal Damage --> Clean Up

I may have been a bit hasty in this regard. I will try to make it less convoluted than the original though.

Quote
Monsters: I'm not sure what you mean about removing levels and tributing. How do you plan to include more powerful monsters? I'll just note that I hate tributing/fusion/synchro/overlay mechanics and what they have done to Yugioh. Most of the monsters in a player's deck are just sacrifice fodder so they can play their real monsters. An evil themed deck mechanic, sure. But as a general mechanic it seems wrong to me.

I'd remove it as a game mechanic. That doesn't mean I'll have a few creatures few-and-far between which have effects similar to them. Such as the Monarch Archetype. Not every powerful monster will be limited to just Tributing as a cost, some others will have different costs to restrict their power.

8
CCG Design Forum / Re: Macro: The Micro Card Game
« on: May 12, 2013, 03:08:13 AM »
I'm well aware of shift (I made a plugin for it as well as backing its Kickstarter).

The art is a paid piece from dA. I'm not sure if I have the means to invest in more.

9
CCG Design Forum / Re: Streamlining Yu-Gi-Oh
« on: May 11, 2013, 04:19:33 PM »
Effects may be similarly structured to Vanguard. As in, higher power has less effects (usually).

10
CCG Design Forum / Streamlining Yu-Gi-Oh
« on: May 11, 2013, 03:49:22 PM »
Something of a side project of mine. I'm attempting to streamline Yu-Gi-Oh into its basic necessities and maybe rough out some edges from there.

The Rules are the same except for a few minor variations

1) Playing Area - This is restricted to three support zones and three monster zones.

2) Monster Type - This is going to work under the MT:G style classification where a "Beast Warrior" type monster can gain support from both cards that support "Beast" as well as "Warrior" however this doesn't mean I'll go haphazardly creating types out of nowhere and end up with really arbitrary classifications like "Aqua" or something.

3) Damage - Damage is no longer dealt if a monster in attack mode attacks over a smaller attack mode monster. Instead it is only dealt from direct attacks. When Damage is dealt, the top card of the defending player's deck is placed into their Damage Zone (akin to Vanguard, similar to Kaijudo). 1 Direct Attack = 1 Damage unless otherwise stated. Attack Power is only concerned with other monsters. Life is probably 8.

4) Damage Step isn't a thing. It's an incredibly dumb rule.

5) Priority will be passed after every play (play includes declaring the end of phases during your turn, summoning and declaring attacks as well as playing other cards). E.g I summon Exiled Force, priority is passed to my Opponent before I can react.

Card types have also been streamlined quite a bit.

1) Monsters - Straightforward. There are however no tributes or levels. I felt any "tribute" mechanics are better left as a card mechanic rather than a game one, so they might exist in some form, just not naturally.

2) Normal - Normal Spells

3) Instant - This covers Quickplay Spells, Normal Traps and Counter Traps. This card type works exactly like a quickplay spell (you can drop it at any time during your turn or set it and wait till the next turn to play it)

4) Constant - This covers Continuous Spells (and traps)/Equip Spells/Field Spell like effects. It acts exactly like a Continuous Spell.


Any advice and or criticism?


11
Plugins & Plugin Creation Forum / Re: Vanguard Plugin
« on: May 11, 2013, 10:43:31 AM »
It downloads the images from a photobucket account (currently mine). If someone is willing to update the rest of the information and collect the images for me, I'll upload them.

Pack definitions are only needed if playing draft/sealed. Is that your intent?

12
Plugins & Plugin Creation Forum / Re: Vanguard Plugin
« on: May 09, 2013, 06:51:42 AM »
Everything seems to be hosted here - http://nikulas.webs.com/Vanguard/updatelist.txt (Missing BT08-BT11 and a couple of TDs).

13
Plugins & Plugin Creation Forum / Re: Z/X Zillions of Enemies X
« on: May 09, 2013, 06:39:56 AM »
Added a new fresh link. Cards not so much though.

14
Plugins & Plugin Creation Forum / Re: Z/X Zillions of Enemies X
« on: May 08, 2013, 03:03:45 PM »
Did anyone happen to have these saved?

15
Why do the power and guard stats all have extra meaningless zeros tacked on at the end? It seems like a complicated enough game to not have young kids be the demographic, so why the arbitrary inflation (which is usually aimed at Timmy)?

Didn't see this. I think it's nostalgia more than anything, he talked about Yugioh a lot in his Kickstarter.

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