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- Posted: 11 years ago
- Modified: 8 years ago
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Post #1
I incorrectly placed my views and suggestions on this topic in the elimination and cards topic started by The_Bishop on 09 June 2012 and continued to date. I have since been advised to start a new topic for it.
Below is what I posted (copied & pasted here) and what I followed it up with after no feedback was given:
Post 1:
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I'd like to put a few points of view in if I may?
First, I don't recall ever playing the old card rules, so they must have changed before I joined!
I have gained my rank mainly from "LIVE" Capital & Deathmatches with all variations of fog, reinforcements, and capped cards ( not "Same Time" ) and see the benefits and downfalls of the card system.
First could somebody post exactly what the old rules were, to save me hunting through the thread and so I can make a comparison?
On the topic of the current card rule system, all players have the same chances of obtaining cards with mostly the exception of the first player to act. The cards can be collected strategically, i.e. you can time your cards so that when you turn yours in, you get the maximum troop reward available each time, however, another player may decide to turn theirs in early due to necessity or to time their card turn-ins according to their strategy and this is where the current system can kill you, if you have been unlucky and have 4 cards with no set and 4 or more players are due to play before you, the turn in value is going to increase substantially and you are looking like a viable target for your cards and you still have to take another turn before you get a set, making you a guaranteed target. You will almost certainly have lost the game at the moment of the first early turn in. On this basis, my suggestion would be to add a card turn in feature which will save so many unlucky people from losing the game through no fault of their own and that is:
Allow a 3rd combination, so not just 3 cards the same or 3 cards different, but 4 CARDS, (2 of the same colour & 2 of another colour). This combination comes up almost as regularly as 3 the same or 3 different!
This would make absolutely no difference to the wild cards as they would allow a 3 card set but it would allow a player to survive when caught with 4 coloured cards and no set.
You should still only be forced to turn in when you have 5 cards, as you could be losing a card unnecessarily. It would be a 'life line' turn in!
As for the Early Attacker, this is something we can only combat with passworded games against the known offenders! Unfortunately, we have to discover the offenders at our loss and the wrecking of the game! Believe me I have had my fair share of these and unbelievably, some high rankers are prone to it, some Chief Warrant Officers for instance.
If the 4 card (2&2) turn in was to become a feature, I believe you would see a completely fair game for both Capital and Deathmatch games regardless of the game card turn in type.
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Post 2:
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Okay! I hear what you are saying and have seen what the old card rules were, above. You could only turn in after killing someone IF you had 5 cards or more from the attack.
Personally, I am glad that rule doesn't exist anymore, because it still allowed a player to dominate the game purely on playing position, when the card value is just right and everybody is laden with cards, this was and still is always the case when players get lumbered with 4 cards that are absolutely no good to them unless they are given a gift of an opportunity to attack another Cap without turning in and getting 7 or more cards in their stash as a result. This would lead to players taking a chance on another Cap with barely an excess of troops which we all know fails time and time again causing 2 Caps full of lovely juicy cards to become available for the next player to win the game.
Both old and new card rules create this situation and I believe what I have proposed above would stop all this and all luck and gifts would be gone forever, you would now have to be strategic, strategic, strategic!!!
Why has nobody even remarked on what I proposed or does everybody believe that what they think matters most and newer guys know nothing? Do me a little favour everybody in this thread, put the 3rd turn-in option (2 + 2) proposed by me above on paper and look at all the events you've all come across and tell me it doesn't eliminate most of the ones that anger us when we should have had a chance to show our worth instead of sitting at the mercy of the turn position and map position!!!!!
Only seconds ago, I again had to sit looking at 2 green cards and 2 red cards with the last 2 of us in the game, saying to myself, "I bet his 4 cards he's going to have after his attack have a set in them, mine that I had before the attack don't and the next move I'll be dead as a result", as the reality was, he had just attacked and failed and yet he still gets to win as I can't turn in these hard earned, well timed cards I worked so strategically to get! GRRRRR!
Please, please look at it as a possibility and not some crazy idea not really thought over, as I have put the option in place in my mind in every damn bad situation I have been forced into by start position and order luck and watched the game go the way everybody knows it's going to go because somebody was put in the lucky seat. You want to see strategic skill, you see what you great players could do with this new feature!
-------------------------------------------------------------------
All feedback for this new topic will be greatly welcomed and essential to the D12 creators, programmers and administrators.
Please think of the game and the influence it could have on returning strategy to the game.
Below is what I posted (copied & pasted here) and what I followed it up with after no feedback was given:
Post 1:
-------------------------------------------------------------------
I'd like to put a few points of view in if I may?
First, I don't recall ever playing the old card rules, so they must have changed before I joined!
I have gained my rank mainly from "LIVE" Capital & Deathmatches with all variations of fog, reinforcements, and capped cards ( not "Same Time" ) and see the benefits and downfalls of the card system.
First could somebody post exactly what the old rules were, to save me hunting through the thread and so I can make a comparison?
On the topic of the current card rule system, all players have the same chances of obtaining cards with mostly the exception of the first player to act. The cards can be collected strategically, i.e. you can time your cards so that when you turn yours in, you get the maximum troop reward available each time, however, another player may decide to turn theirs in early due to necessity or to time their card turn-ins according to their strategy and this is where the current system can kill you, if you have been unlucky and have 4 cards with no set and 4 or more players are due to play before you, the turn in value is going to increase substantially and you are looking like a viable target for your cards and you still have to take another turn before you get a set, making you a guaranteed target. You will almost certainly have lost the game at the moment of the first early turn in. On this basis, my suggestion would be to add a card turn in feature which will save so many unlucky people from losing the game through no fault of their own and that is:
Allow a 3rd combination, so not just 3 cards the same or 3 cards different, but 4 CARDS, (2 of the same colour & 2 of another colour). This combination comes up almost as regularly as 3 the same or 3 different!
This would make absolutely no difference to the wild cards as they would allow a 3 card set but it would allow a player to survive when caught with 4 coloured cards and no set.
You should still only be forced to turn in when you have 5 cards, as you could be losing a card unnecessarily. It would be a 'life line' turn in!
As for the Early Attacker, this is something we can only combat with passworded games against the known offenders! Unfortunately, we have to discover the offenders at our loss and the wrecking of the game! Believe me I have had my fair share of these and unbelievably, some high rankers are prone to it, some Chief Warrant Officers for instance.
If the 4 card (2&2) turn in was to become a feature, I believe you would see a completely fair game for both Capital and Deathmatch games regardless of the game card turn in type.
-------------------------------------------------------------------
Post 2:
-------------------------------------------------------------------
Okay! I hear what you are saying and have seen what the old card rules were, above. You could only turn in after killing someone IF you had 5 cards or more from the attack.
Personally, I am glad that rule doesn't exist anymore, because it still allowed a player to dominate the game purely on playing position, when the card value is just right and everybody is laden with cards, this was and still is always the case when players get lumbered with 4 cards that are absolutely no good to them unless they are given a gift of an opportunity to attack another Cap without turning in and getting 7 or more cards in their stash as a result. This would lead to players taking a chance on another Cap with barely an excess of troops which we all know fails time and time again causing 2 Caps full of lovely juicy cards to become available for the next player to win the game.
Both old and new card rules create this situation and I believe what I have proposed above would stop all this and all luck and gifts would be gone forever, you would now have to be strategic, strategic, strategic!!!
Why has nobody even remarked on what I proposed or does everybody believe that what they think matters most and newer guys know nothing? Do me a little favour everybody in this thread, put the 3rd turn-in option (2 + 2) proposed by me above on paper and look at all the events you've all come across and tell me it doesn't eliminate most of the ones that anger us when we should have had a chance to show our worth instead of sitting at the mercy of the turn position and map position!!!!!
Only seconds ago, I again had to sit looking at 2 green cards and 2 red cards with the last 2 of us in the game, saying to myself, "I bet his 4 cards he's going to have after his attack have a set in them, mine that I had before the attack don't and the next move I'll be dead as a result", as the reality was, he had just attacked and failed and yet he still gets to win as I can't turn in these hard earned, well timed cards I worked so strategically to get! GRRRRR!
Please, please look at it as a possibility and not some crazy idea not really thought over, as I have put the option in place in my mind in every damn bad situation I have been forced into by start position and order luck and watched the game go the way everybody knows it's going to go because somebody was put in the lucky seat. You want to see strategic skill, you see what you great players could do with this new feature!
-------------------------------------------------------------------
All feedback for this new topic will be greatly welcomed and essential to the D12 creators, programmers and administrators.
Please think of the game and the influence it could have on returning strategy to the game.
Hyd yn oed er fy mod Cymraeg , dim ond yn siarad Saesneg, felly yr wyf yn gobeithio y bydd y cyfieithu yn gywir.