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Vizzed Card Game

 

07-11-18 01:25 AM
thing1 is Offline
| ID: 1355030 | 495 Words

thing1
Thingywingy
Level: 219


POSTS: 16367/17208
POST EXP: 921418
LVL EXP: 156873889
CP: 31509.5
VIZ: 527433

Likes: 1  Dislikes: 0
Jiggy ~ Just take the time this weekend to give the game an honest try. I promise what I am trying to convey will come across more easily. 

As for the stats and energy... the energy is partly why i keep recommending Hearthstone. Start off with 1 energy, limiting the cards you can play. Then 2 energy available on turn 2... 3 energy on turn 3, etc. 
The cards energy cost, attack/defense powers, and abilities are what the user stats should be based off of. For example, let's take my stats for example. 

Going by the table you posted earlier, I would fall under the following: 

Rarity = +1 per rank
(+4) Vizzed Elite
Posts = +1 for every milestone post
(+7) 10,000 Posts
Activity = -1 per inactive day
(+10) Active Today
Registration = +1 for every milestone date
(+10) 2555 Days Old / 7 Years
Trust Points = 0 +1 per 5 TP milestone
(+0) <=0 Trust Point
Contribution Points = +1 per CP milestone
(+7) <=25,000 Contribution Points
Viz = +1 per Viz milestone
(+8) 250,000 Viz
Experience = +1 for every words per post average milestone
(+3) 50 Words Per Post Average

I think some of these could determine how many starter packs each player gets as a bonus, but most of these would be unfair under the system you proposed, and could be easily abused. However, if we used them to make a card about me... that's different. 

Let's say the cost (ammount of energy needed to cast) of the card should be equal to... registration? (Just giving an example here) That would be 10 (honestly, that's a bit much. But, if this was a card that was essentially a win-con, aka, "I win" card, then 10 is fine). 
The Attack Power (how much it hits for) would be... posts? So that's 7. Not too bad for a card that costs 10. However, it depends on the defense power and the card's ability. 
The Defense Power (How much attack from another card it can withstand) can be... registration? So that's 10 defense. Pretty nice. 

So, we are looking at a 7/10 for a 10 cost. That's not bad for 10 energy needed to cast. However, it's not very good without an ability (note: not all cards needs abilities. That would just be begging for people to find stupid and broken ways to overwhelm people). 

What about the ability? I think this is what could be determined by the people making the cards, and not the stats of the user. 

This is just a rough sketch, and that's it. But do you kind of see where I am coming from? If a newbie wanted their card to be super powerful, all they would have to do is spam the hell out of the site for a few minutes with some giant, wordy posts, and there card is stupid broken. The stats of the card should not scale to the user's current stats. 
Jiggy ~ Just take the time this weekend to give the game an honest try. I promise what I am trying to convey will come across more easily. 

As for the stats and energy... the energy is partly why i keep recommending Hearthstone. Start off with 1 energy, limiting the cards you can play. Then 2 energy available on turn 2... 3 energy on turn 3, etc. 
The cards energy cost, attack/defense powers, and abilities are what the user stats should be based off of. For example, let's take my stats for example. 

Going by the table you posted earlier, I would fall under the following: 

Rarity = +1 per rank
(+4) Vizzed Elite
Posts = +1 for every milestone post
(+7) 10,000 Posts
Activity = -1 per inactive day
(+10) Active Today
Registration = +1 for every milestone date
(+10) 2555 Days Old / 7 Years
Trust Points = 0 +1 per 5 TP milestone
(+0) <=0 Trust Point
Contribution Points = +1 per CP milestone
(+7) <=25,000 Contribution Points
Viz = +1 per Viz milestone
(+8) 250,000 Viz
Experience = +1 for every words per post average milestone
(+3) 50 Words Per Post Average

I think some of these could determine how many starter packs each player gets as a bonus, but most of these would be unfair under the system you proposed, and could be easily abused. However, if we used them to make a card about me... that's different. 

Let's say the cost (ammount of energy needed to cast) of the card should be equal to... registration? (Just giving an example here) That would be 10 (honestly, that's a bit much. But, if this was a card that was essentially a win-con, aka, "I win" card, then 10 is fine). 
The Attack Power (how much it hits for) would be... posts? So that's 7. Not too bad for a card that costs 10. However, it depends on the defense power and the card's ability. 
The Defense Power (How much attack from another card it can withstand) can be... registration? So that's 10 defense. Pretty nice. 

So, we are looking at a 7/10 for a 10 cost. That's not bad for 10 energy needed to cast. However, it's not very good without an ability (note: not all cards needs abilities. That would just be begging for people to find stupid and broken ways to overwhelm people). 

What about the ability? I think this is what could be determined by the people making the cards, and not the stats of the user. 

This is just a rough sketch, and that's it. But do you kind of see where I am coming from? If a newbie wanted their card to be super powerful, all they would have to do is spam the hell out of the site for a few minutes with some giant, wordy posts, and there card is stupid broken. The stats of the card should not scale to the user's current stats. 
Vizzed Elite
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07-11-18 02:26 AM
is Offline
| ID: 1355032 | 119 Words


JigSaw
Level: 164


POSTS: 7295/7936
POST EXP: 584185
LVL EXP: 57405331
CP: 8045.8
VIZ: -46031833

Likes: 0  Dislikes: 0
thing1 : Yes, post experience can be abused but then again we don't want to punish someone like Eirinn who worked hard to get 164 words per post. Since that is the easiest one to abuse we can cap it off at a reasonable point like 100 even though some people have more then that without cheating. So the maximum would be +5 energy for post experience. We can always adjust the other tables to put more emphasis on certain areas and where a majority of energy comes from.

I have not thought about the whole attack / defense and special abilities aspect of it. But I like registration as defense, post count as attack and rarity as special abilities.
thing1 : Yes, post experience can be abused but then again we don't want to punish someone like Eirinn who worked hard to get 164 words per post. Since that is the easiest one to abuse we can cap it off at a reasonable point like 100 even though some people have more then that without cheating. So the maximum would be +5 energy for post experience. We can always adjust the other tables to put more emphasis on certain areas and where a majority of energy comes from.

I have not thought about the whole attack / defense and special abilities aspect of it. But I like registration as defense, post count as attack and rarity as special abilities.
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07-11-18 03:22 AM
thing1 is Offline
| ID: 1355036 | 69 Words

thing1
Thingywingy
Level: 219


POSTS: 16368/17208
POST EXP: 921418
LVL EXP: 156873889
CP: 31509.5
VIZ: 527433

Likes: 0  Dislikes: 0
Jiggy ~ I still don't think you understand why your idea of energy won't work, nor how I'm trying to explain it. I'll say it one more time, cause I don't want to get in trouble for the TdV, but just take a good look at Hearthstone; that's exactly what I am trying to say we should start off with as a basis if it's going to be PvP.
Jiggy ~ I still don't think you understand why your idea of energy won't work, nor how I'm trying to explain it. I'll say it one more time, cause I don't want to get in trouble for the TdV, but just take a good look at Hearthstone; that's exactly what I am trying to say we should start off with as a basis if it's going to be PvP.
Vizzed Elite
What is life?


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07-11-18 08:21 AM
Tafarijah is Offline
| ID: 1355040 | 107 Words

Tafarijah
Level: 56

POSTS: 13/844
POST EXP: 58323
LVL EXP: 1343059
CP: 4720.2
VIZ: 160197

Likes: 0  Dislikes: 0
Viz as a card stat should be taken out from the formula imho. It can hurt members with relatively low viz, and it can hurt them even outside the context of the card game. What I mean is they have to become more hesitant on spending their hard earned viz, if the don't want their card to be seriously nerfed. For example, it can prevent someone with around 100,000 Viz (like me) from buying a steam code from the market which cost 90,000 Viz. On the other hand, for members with millions of Viz this would be not a concern, and I think this isn't really fair.
Viz as a card stat should be taken out from the formula imho. It can hurt members with relatively low viz, and it can hurt them even outside the context of the card game. What I mean is they have to become more hesitant on spending their hard earned viz, if the don't want their card to be seriously nerfed. For example, it can prevent someone with around 100,000 Viz (like me) from buying a steam code from the market which cost 90,000 Viz. On the other hand, for members with millions of Viz this would be not a concern, and I think this isn't really fair.
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07-11-18 11:17 AM
is Offline
| ID: 1355041 | 343 Words


JigSaw
Level: 164


POSTS: 7298/7936
POST EXP: 584185
LVL EXP: 57405331
CP: 8045.8
VIZ: -46031833

Likes: 0  Dislikes: 0
Tafarijah : Same can be said about all other stats. If someone has 100,000 Viz and they fear spending it because it may devalue their card then that is their problem. It will make Viz much more valuable then it is now. This is why I decided to turn Viz into energy. Players can increase their cards worth and strength by playing and trading for passive bonuses by collecting two or more of the same card and selecting what they want their stackable bonus to be.

thing1 : I guess that is end of discussion for that then. I have no desire to go look or play harthstone. I'm just going to make something original here.


Passive Bonuses:
Own two or more of the same card and get a choice to morph it into a bonus for one or more statistic. So lets say JigSaw defense is +10 by default, own two level 1 Jigsaw cards and defense for level 2 Jigsaw (+1 level per morph) increases to +11 if defense is the selected bonus. Once user morphs card into a passive bonus they no longer have a duplicate of that card unless they have more than 1 duplicate available. If someone has a level 2 jigsaw and wins a level 5 jigsaw, they will be able to apply an extra +2 bonueses to their strongest Jigsaw card which would be level 5.

Card Editions:
Standard Edition = Default card with no passive bonuses applied.
Enhanced Edition = Passive bonuses applied to original card through morphing.
Special Edition = The rarest of the rare only won through tournaments or competitions unless player loses it in battle, trades or sells it to another player.

Card Formula:
Attack = Post Count + Experience (+ Passive Bonus)
Defense = Registration + Activity (+ Passive Bonus)
Ability = Rarity + TP (+ Passive Bonus)
Energy = Viz + CP (+ Passive Bonus)
Bonus = Card Level + Card Type (Standard Edition, Enhanced Edition, Special Edition)
Card Power And Worth = Attack + Defense + Agility + Energy + Bonus
Tafarijah : Same can be said about all other stats. If someone has 100,000 Viz and they fear spending it because it may devalue their card then that is their problem. It will make Viz much more valuable then it is now. This is why I decided to turn Viz into energy. Players can increase their cards worth and strength by playing and trading for passive bonuses by collecting two or more of the same card and selecting what they want their stackable bonus to be.

thing1 : I guess that is end of discussion for that then. I have no desire to go look or play harthstone. I'm just going to make something original here.


Passive Bonuses:
Own two or more of the same card and get a choice to morph it into a bonus for one or more statistic. So lets say JigSaw defense is +10 by default, own two level 1 Jigsaw cards and defense for level 2 Jigsaw (+1 level per morph) increases to +11 if defense is the selected bonus. Once user morphs card into a passive bonus they no longer have a duplicate of that card unless they have more than 1 duplicate available. If someone has a level 2 jigsaw and wins a level 5 jigsaw, they will be able to apply an extra +2 bonueses to their strongest Jigsaw card which would be level 5.

Card Editions:
Standard Edition = Default card with no passive bonuses applied.
Enhanced Edition = Passive bonuses applied to original card through morphing.
Special Edition = The rarest of the rare only won through tournaments or competitions unless player loses it in battle, trades or sells it to another player.

Card Formula:
Attack = Post Count + Experience (+ Passive Bonus)
Defense = Registration + Activity (+ Passive Bonus)
Ability = Rarity + TP (+ Passive Bonus)
Energy = Viz + CP (+ Passive Bonus)
Bonus = Card Level + Card Type (Standard Edition, Enhanced Edition, Special Edition)
Card Power And Worth = Attack + Defense + Agility + Energy + Bonus
Vizzed Elite
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Affected by 'Laziness Syndrome'

Registered: 04-06-06
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07-11-18 12:45 PM
is Offline
| ID: 1355042 | 126 Words


JigSaw
Level: 164


POSTS: 7299/7936
POST EXP: 584185
LVL EXP: 57405331
CP: 8045.8
VIZ: -46031833

Likes: 0  Dislikes: 0
During battle player gets to select what action they would like to take. Below is a basic list I came up with for each action thus far, more can be added:

Attack
--------------------
Kick (+1 critical hit) / -1 energy
Punch (+2 critical hit) / -2 energy
Strangle (+3 critical hit) / -3 energy

Defend
--------------------
Block (Reduce damage to only 1 point from opponents attack) / -1 energy
Dodge (Escape a hit from opponent) / -2 energy
Counter (Extra hit applied when attacked by opponent) / -3 energy, -X attack damage

Ability
--------------------
Boost (Gain energy during your turn) / +1 energy
Heal (Gains defense for your turn) / -1 energy, +1 defense
Revive (From the dead using all your energy) / -100% of energy
During battle player gets to select what action they would like to take. Below is a basic list I came up with for each action thus far, more can be added:

Attack
--------------------
Kick (+1 critical hit) / -1 energy
Punch (+2 critical hit) / -2 energy
Strangle (+3 critical hit) / -3 energy

Defend
--------------------
Block (Reduce damage to only 1 point from opponents attack) / -1 energy
Dodge (Escape a hit from opponent) / -2 energy
Counter (Extra hit applied when attacked by opponent) / -3 energy, -X attack damage

Ability
--------------------
Boost (Gain energy during your turn) / +1 energy
Heal (Gains defense for your turn) / -1 energy, +1 defense
Revive (From the dead using all your energy) / -100% of energy
Vizzed Elite
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Registered: 04-06-06
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07-11-18 12:49 PM
zanderlex is Offline
| ID: 1355044 | 45 Words

zanderlex
dark mode
Level: 263


POSTS: 23725/28313
POST EXP: 1930156
LVL EXP: 296156136
CP: 156522.2
VIZ: 12362679

Likes: 0  Dislikes: 0
I feel like the more I read this thread, the more confused I get by the actual battling part.

There should be a bigger focus on just the collecting part, because there probably won't be as many active players who will understand how to play.
I feel like the more I read this thread, the more confused I get by the actual battling part.

There should be a bigger focus on just the collecting part, because there probably won't be as many active players who will understand how to play.
Vizzed Elite
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Registered: 09-25-13
Location: Inaba
Last Post: 2 days
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07-11-18 01:20 PM
is Offline
| ID: 1355046 | 51 Words


JigSaw
Level: 164


POSTS: 7300/7936
POST EXP: 584185
LVL EXP: 57405331
CP: 8045.8
VIZ: -46031833

Likes: 0  Dislikes: 0
zanderlex : It sounds confusing but that is mainly because you are looking at calculations of the back end aspect of the game. I gotta code this all in then you will be perfectly at ease playing it and won't have to think at all. It will be really easy to play.
zanderlex : It sounds confusing but that is mainly because you are looking at calculations of the back end aspect of the game. I gotta code this all in then you will be perfectly at ease playing it and won't have to think at all. It will be really easy to play.
Vizzed Elite
PHP Developer, Security Consultant

Affected by 'Laziness Syndrome'

Registered: 04-06-06
Location: Area 51
Last Post: 1734 days
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07-11-18 03:37 PM
Eirinn is Offline
| ID: 1355050 | 376 Words

Eirinn
Level: 154


POSTS: 7876/7900
POST EXP: 1300417
LVL EXP: 46036417
CP: 69368.0
VIZ: 1836533

Likes: 0  Dislikes: 0
zanderlex : So long as it doesn't include the aspect of evolving cards (especially during battle) then I can go for the idea of a special card for every rank that a user obtains. It would add a level of rarity without necessitating a boost in power level for every rarity level, thus adding to collection values based on aesthetics.



Jigsaw – Thank you for that morphing idea! lol I was originally opposed to it, but upon hearing you out on it, I was reminded of one of the best TCGs I've ever played: Steel Commanders. It's mobile, and no longer available, but it had a fusion system that might bear mentioning.

Between battles you could level up cards by sacrificing other cards to essentially absord their power. There was (as I recall) no compatibility requirement to this either.

Here's how it could work: Jigsaw level 4 card needs 500 energy value worth of cards fed to it to level up. So the player could spend ten 50 point cards (or 500 1 point cards or whatever) to level Jigsaw 4 up to Jigsaw level 5. This was an easy to grasp system in Steel Commanders. It was intuitive, gave even the weakest cards value, and kept things from becoming unbalanced by blocking the path to improving a powerful card by making it require more equally rare cards.

However that's just a suggestion. I can see why you might also choose to require cards be morphed only using duplicates.


In regards to special cards, I would move that the strongest forms only be obtainable via morphing, and possibly via special tournament victories. And if there are TdV cards, perhaps they should also be ultra rare and only "drop" –if you will– during TdV months?


As for energy: could energy replenish at a set rate every turn as well? Otherwise we might have cards without the energy skill running out of energy and serving no use.


Also, what did you decide the goal of the game was? Do we need to attack the player while he/she uses cards to block the attacks, or just to eliminate the other players cards?


Finally, will the game and system cards be used to attack, or will they be item cards?
zanderlex : So long as it doesn't include the aspect of evolving cards (especially during battle) then I can go for the idea of a special card for every rank that a user obtains. It would add a level of rarity without necessitating a boost in power level for every rarity level, thus adding to collection values based on aesthetics.



Jigsaw – Thank you for that morphing idea! lol I was originally opposed to it, but upon hearing you out on it, I was reminded of one of the best TCGs I've ever played: Steel Commanders. It's mobile, and no longer available, but it had a fusion system that might bear mentioning.

Between battles you could level up cards by sacrificing other cards to essentially absord their power. There was (as I recall) no compatibility requirement to this either.

Here's how it could work: Jigsaw level 4 card needs 500 energy value worth of cards fed to it to level up. So the player could spend ten 50 point cards (or 500 1 point cards or whatever) to level Jigsaw 4 up to Jigsaw level 5. This was an easy to grasp system in Steel Commanders. It was intuitive, gave even the weakest cards value, and kept things from becoming unbalanced by blocking the path to improving a powerful card by making it require more equally rare cards.

However that's just a suggestion. I can see why you might also choose to require cards be morphed only using duplicates.


In regards to special cards, I would move that the strongest forms only be obtainable via morphing, and possibly via special tournament victories. And if there are TdV cards, perhaps they should also be ultra rare and only "drop" –if you will– during TdV months?


As for energy: could energy replenish at a set rate every turn as well? Otherwise we might have cards without the energy skill running out of energy and serving no use.


Also, what did you decide the goal of the game was? Do we need to attack the player while he/she uses cards to block the attacks, or just to eliminate the other players cards?


Finally, will the game and system cards be used to attack, or will they be item cards?
Vizzed Elite
Eirinn


Affected by 'Laziness Syndrome'

Registered: 07-18-12
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07-11-18 04:49 PM
is Offline
| ID: 1355054 | 519 Words


JigSaw
Level: 164


POSTS: 7301/7936
POST EXP: 584185
LVL EXP: 57405331
CP: 8045.8
VIZ: -46031833

Likes: 0  Dislikes: 0
I've created the database for it already. So far we will be tracking every card, every battle, every action in a battle, every trade and every sale of a card. Players will get notifications anytime something happens just like with thread reply notifications. The game will be very interactive so people stay on top of it and are not left out in the dark.

Eirinn : I think morphing cards is best way to go, I don't see the point or purpose of having duplicates unless you were to sell them or trade them for other cards. It's up to the player on what they want to do with them. I personally would probably morph my cards to make them stronger!

Right now, I know this may sound lame. But I was thinking of doing a 1vs1 card battle game. We could make it though so you can fight with multiple cards at once but that will be lot more difficult to program. You'd start out with your first card and once it is eliminated the next card comes into play or each card rotates with each turn. I'd like to create different versions so people can select which way they want to play.

The goal of the fighting aspect of game is to fully eliminate the opposing players cards. Once that has been achieved you will have won their card(s). Like I said above though, having players select options on how they want to play can make a big difference. You could either fight to plunder someone elses cards or you could fight to win randomly generated cards without losing any. People will be able to select however they want to play.

Each action in battle takes energy. Players can replenish energy by selecting their Agility > Boost as their turn if they are running low on it. If a players card dies (defense reaches 0), they can select Agility > Replenish which would bring them back to life but it will use up all their leftover energy in the process (if they have any left, if not they are eliminated).

I'm thinking for the tournaments, if you win you'd could win a special edition of yourself as a duplicate. This special edition could be stacked if you win an additional special edition of yourself. Basically what I am saying is special edition cards will work just like standard cards, they will require duplicates to level up. When special edition cards level up, they will gain much more powerful passive bonuses as opposed to when you level up a standard card edition.

The system, item and character cards will probably be collectables for now till we find a way to fight with them (if we decide we want to fight with them). Figuring out the stats for those will be tougher especially if they are video game character cards which will probably be the most difficult cards to make.

Not everyone may like or agree with how the game will work but this is our only shot at having a card game on Vizzed anytime soon or at all.
I've created the database for it already. So far we will be tracking every card, every battle, every action in a battle, every trade and every sale of a card. Players will get notifications anytime something happens just like with thread reply notifications. The game will be very interactive so people stay on top of it and are not left out in the dark.

Eirinn : I think morphing cards is best way to go, I don't see the point or purpose of having duplicates unless you were to sell them or trade them for other cards. It's up to the player on what they want to do with them. I personally would probably morph my cards to make them stronger!

Right now, I know this may sound lame. But I was thinking of doing a 1vs1 card battle game. We could make it though so you can fight with multiple cards at once but that will be lot more difficult to program. You'd start out with your first card and once it is eliminated the next card comes into play or each card rotates with each turn. I'd like to create different versions so people can select which way they want to play.

The goal of the fighting aspect of game is to fully eliminate the opposing players cards. Once that has been achieved you will have won their card(s). Like I said above though, having players select options on how they want to play can make a big difference. You could either fight to plunder someone elses cards or you could fight to win randomly generated cards without losing any. People will be able to select however they want to play.

Each action in battle takes energy. Players can replenish energy by selecting their Agility > Boost as their turn if they are running low on it. If a players card dies (defense reaches 0), they can select Agility > Replenish which would bring them back to life but it will use up all their leftover energy in the process (if they have any left, if not they are eliminated).

I'm thinking for the tournaments, if you win you'd could win a special edition of yourself as a duplicate. This special edition could be stacked if you win an additional special edition of yourself. Basically what I am saying is special edition cards will work just like standard cards, they will require duplicates to level up. When special edition cards level up, they will gain much more powerful passive bonuses as opposed to when you level up a standard card edition.

The system, item and character cards will probably be collectables for now till we find a way to fight with them (if we decide we want to fight with them). Figuring out the stats for those will be tougher especially if they are video game character cards which will probably be the most difficult cards to make.

Not everyone may like or agree with how the game will work but this is our only shot at having a card game on Vizzed anytime soon or at all.
Vizzed Elite
PHP Developer, Security Consultant

Affected by 'Laziness Syndrome'

Registered: 04-06-06
Location: Area 51
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07-11-18 05:10 PM
thing1 is Offline
| ID: 1355055 | 74 Words

thing1
Thingywingy
Level: 219


POSTS: 16370/17208
POST EXP: 921418
LVL EXP: 156873889
CP: 31509.5
VIZ: 527433

Likes: 0  Dislikes: 0
JigSaw : I like the look of this. Now, all we have to do is figure out what it costs to play the cards, and how to make the game balanced, and I think we will finally have our skelaton and we can get started. 

Also, if you want, add me on Discord, and I can show you a few things, that way instead of struggling to explain with words, I can actually show you. 
JigSaw : I like the look of this. Now, all we have to do is figure out what it costs to play the cards, and how to make the game balanced, and I think we will finally have our skelaton and we can get started. 

Also, if you want, add me on Discord, and I can show you a few things, that way instead of struggling to explain with words, I can actually show you. 
Vizzed Elite
What is life?


Affected by 'Laziness Syndrome'

Registered: 02-03-11
Location: Washington DC Area
Last Post: 50 days
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07-11-18 05:54 PM
is Offline
| ID: 1355059 | 80 Words


JigSaw
Level: 164


POSTS: 7302/7936
POST EXP: 584185
LVL EXP: 57405331
CP: 8045.8
VIZ: -46031833

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thing1 : Are you saying it should cost Viz to battle? That might be an interesting concept. If we do that I think we should charge the battle initiator the Viz in PVP or in case of a tournament everyone who enters pays X amount of Viz. It won't be much but it would at least give a little more value to Viz on this site.

I just registered to discord. What is your discord tag so I can add you?
thing1 : Are you saying it should cost Viz to battle? That might be an interesting concept. If we do that I think we should charge the battle initiator the Viz in PVP or in case of a tournament everyone who enters pays X amount of Viz. It won't be much but it would at least give a little more value to Viz on this site.

I just registered to discord. What is your discord tag so I can add you?
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07-11-18 06:39 PM
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It's DCM7734#8038 

Also, that's not what I meant by cost to play cards. Yeah, we do Viz entry fees, and the winner takes the pool. And tournaments too. But when I say how much to play the cards, I mean just that. In most TCGs, you can't just play whatever you want, whenever you want. In MTG, you can only play one land per turn, and cards cost mana (which lands and other things create) to be able to play. Hearthstone has the same thing, but they are a little different. Your first turn, you have energy. Second turn is 2. And it keeps going up until 10. At the beginning of each turn, how much energy you have to spend is reset. 10 is the max you can get by getting +1 each turn. Each card has a set cost of energy to play. 

Make a little more sense?
It's DCM7734#8038 

Also, that's not what I meant by cost to play cards. Yeah, we do Viz entry fees, and the winner takes the pool. And tournaments too. But when I say how much to play the cards, I mean just that. In most TCGs, you can't just play whatever you want, whenever you want. In MTG, you can only play one land per turn, and cards cost mana (which lands and other things create) to be able to play. Hearthstone has the same thing, but they are a little different. Your first turn, you have energy. Second turn is 2. And it keeps going up until 10. At the beginning of each turn, how much energy you have to spend is reset. 10 is the max you can get by getting +1 each turn. Each card has a set cost of energy to play. 

Make a little more sense?
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07-12-18 09:26 AM
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thing1 : Got any ideas on how much Viz we should charge for battles (standard battles and tournaments)?









Today I am brainstorming on the database components and making sure I got everything I need to make this work. I might begin coding on it today. I don't like to estimate how long it takes to code something because there is always something that comes up during that process. If things go well, I'd say within a month we will have the whole thing coded and ready for beta testing.









That should give us plenty of time to create the card graphics, if anyone else would like to help in that area that would be great. You don't have to be a great artist, you could either make or show us your own card concept or others from around the web. We need the skeleton of card first, what goes where on it.
When you go to battle someone this will be the menu you see before battle enabling you to select how you want to play:
thing1 : Got any ideas on how much Viz we should charge for battles (standard battles and tournaments)?









Today I am brainstorming on the database components and making sure I got everything I need to make this work. I might begin coding on it today. I don't like to estimate how long it takes to code something because there is always something that comes up during that process. If things go well, I'd say within a month we will have the whole thing coded and ready for beta testing.









That should give us plenty of time to create the card graphics, if anyone else would like to help in that area that would be great. You don't have to be a great artist, you could either make or show us your own card concept or others from around the web. We need the skeleton of card first, what goes where on it.
When you go to battle someone this will be the menu you see before battle enabling you to select how you want to play:
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(edited by JigSaw on 07-12-18 12:41 PM)    

07-12-18 03:17 PM
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Hmmm... I'm thinking it should be equal to the value of 2/3rds of whatever we decide a pack costs. 

As for the graphic you show, I like it. But again, a lot of this depends on how we decide the game mechanics work. 

ATTENTION ARTISTS!!! I WILL PAY FOR YOUR ART WORK FOR THIS! 
Also Jiggy, I think having the artist's name, somewhere on the card, would be a good idea. 
Hmmm... I'm thinking it should be equal to the value of 2/3rds of whatever we decide a pack costs. 

As for the graphic you show, I like it. But again, a lot of this depends on how we decide the game mechanics work. 

ATTENTION ARTISTS!!! I WILL PAY FOR YOUR ART WORK FOR THIS! 
Also Jiggy, I think having the artist's name, somewhere on the card, would be a good idea. 
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07-12-18 03:57 PM
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I'm going to make a skeleton of the user cards. Maybe a few. The graphics can be added around it once we figure out the placement.
I'm going to make a skeleton of the user cards. Maybe a few. The graphics can be added around it once we figure out the placement.
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Here is concept 1 of the back of card and meanings of everything. What do you like or dislike? Should something be moved or re-arranged. Need thoughts on it. Here is the meanings of everything on card it only took me 5 minutes total to make this skeleton.
HP = Total Power of Card
LV = Level
ATK = Attack
DEF = Defense
AGT = Agility
ENG = Energy
BNS = Bonus
If anyone else could create skeletons that would be great. We should at least agree with the what is on card and where it goes before we start doing graphic versions of it.
Here is concept 1 of the back of card and meanings of everything. What do you like or dislike? Should something be moved or re-arranged. Need thoughts on it. Here is the meanings of everything on card it only took me 5 minutes total to make this skeleton.
HP = Total Power of Card
LV = Level
ATK = Attack
DEF = Defense
AGT = Agility
ENG = Energy
BNS = Bonus
If anyone else could create skeletons that would be great. We should at least agree with the what is on card and where it goes before we start doing graphic versions of it.
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07-12-18 04:51 PM
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The plunder game mode seems a bit much, especially depending on how many cards you have. There's going to be a lot of angry users if they spend a ton of Viz and then lose everything and have to start over.

(There's a winner and loser in every battle right? So literally after just the first round of battles, half of all users who played will be forced to start from scratch and spend more.)


I think it should be more like certain Yu-Gi-Oh duals where you wager one or more cards at the start of a battle, or maybe even wager a certain amount of Viz instead of cards.

The prize for tournaments sounds awesome but could be some issues. What happens if the same user wins multiple tournaments? Do they get the same card of themselves over and over or with each win do they get a slightly better card? I also feel that eventually tournament winners should be getting cards that are for collecting instead of battling (Illegal cards, every game has them)

This is because if someone wins, they're already good. Then you give them a better card and they become better. Then they do even better at the next tournament and get more cards. It would create an endless cycle of just a couple users who make winning impossible for others.
The plunder game mode seems a bit much, especially depending on how many cards you have. There's going to be a lot of angry users if they spend a ton of Viz and then lose everything and have to start over.

(There's a winner and loser in every battle right? So literally after just the first round of battles, half of all users who played will be forced to start from scratch and spend more.)


I think it should be more like certain Yu-Gi-Oh duals where you wager one or more cards at the start of a battle, or maybe even wager a certain amount of Viz instead of cards.

The prize for tournaments sounds awesome but could be some issues. What happens if the same user wins multiple tournaments? Do they get the same card of themselves over and over or with each win do they get a slightly better card? I also feel that eventually tournament winners should be getting cards that are for collecting instead of battling (Illegal cards, every game has them)

This is because if someone wins, they're already good. Then you give them a better card and they become better. Then they do even better at the next tournament and get more cards. It would create an endless cycle of just a couple users who make winning impossible for others.
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07-12-18 05:21 PM
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zanderlex : I think there should be rating levels, similiar to Overwatch, and how some indoor go kart tracks have their rating systems. 

As for the, I like it, to start. Without knowing how to play the game, I think this if ine. However, the only things I would want to change are maybe one of the following: 

1. Swap HP and LV 
2. Have ATK be bottom left of picture, DEF bottom right, and eliminate HP. 

It really depends on how the game is played. In most TCGs, the DEF IS the HP. It really doesn't make sense to have it twice. 
zanderlex : I think there should be rating levels, similiar to Overwatch, and how some indoor go kart tracks have their rating systems. 

As for the, I like it, to start. Without knowing how to play the game, I think this if ine. However, the only things I would want to change are maybe one of the following: 

1. Swap HP and LV 
2. Have ATK be bottom left of picture, DEF bottom right, and eliminate HP. 

It really depends on how the game is played. In most TCGs, the DEF IS the HP. It really doesn't make sense to have it twice. 
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07-12-18 06:13 PM
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zanderlex: I can alter the plunder mode so users don't lose their cards. Having people lose cards might also be difficult in terms of programming so I will see what I can come up instead. I agree, people losing cards would probably be a bad idea overall lol.
As for the tournaments the winner receives 1 duplicate of themself (in special edition form) and 1 duplicate of every card used in battle by the opponent. Duplicate cards can be stacked to make them stronger or they can be sold or traded to other players. I could make it so the loser also wins a little something for trying such as a duplicate card of the last card in their deck that died (to make it stronger for next battle). I can always change it nothing is final just yet.  
thing1: Here is the updated skeleton based on your recommendations (I think I did it right). Strength = all values combined. It's what we use to determine it's value in Viz. The UC in top right corner stands for User Card for now unless we can think of something better to put there.
zanderlex: I can alter the plunder mode so users don't lose their cards. Having people lose cards might also be difficult in terms of programming so I will see what I can come up instead. I agree, people losing cards would probably be a bad idea overall lol.
As for the tournaments the winner receives 1 duplicate of themself (in special edition form) and 1 duplicate of every card used in battle by the opponent. Duplicate cards can be stacked to make them stronger or they can be sold or traded to other players. I could make it so the loser also wins a little something for trying such as a duplicate card of the last card in their deck that died (to make it stronger for next battle). I can always change it nothing is final just yet.  
thing1: Here is the updated skeleton based on your recommendations (I think I did it right). Strength = all values combined. It's what we use to determine it's value in Viz. The UC in top right corner stands for User Card for now unless we can think of something better to put there.
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