[SUGGESTION] absolutely differentiate between "create" and "draw"

Discussion in 'Feedback and Suggestions' started by ParodyKnaveBob, Mar 29, 2016.

  1. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    You have such a fascinating mechanic where you have a static set of cards to draw from your deck plus potential to dynamically create cards from thin air. Sometimes you place these in-hand. Sometimes you attach them. At any rate, Melvin teaches us that when a card gets discarded which was freely created from thin air, it doesn't return to anyone's discard pile, but rather gets destroyed. You have a lovely difference in animation for discarding and destroying, too.

    The problem I see is that with all that great set up, there's some breakdown in execution.
    • On the character sheets, each race's move card gets displayed along with the deck; how many newbies have asked in World chat why they keep drawing so many Move cards when they only have x-number (including that racial!) in their decks? I believe that by itself if you separated the Move card from the rest of the deck (so that a char with all current item slots showed 36 cards instead of 37, which really would let it display more nicely anyway, 4x9*) it would help get the create vs. draw idea concrete right from the beginning. Perhaps move it to some box near the character's image, above the deck.

    • In the normally visible battle log, I don't believe any card says it gets created. I believe every card says it's drawn. Differentiating here could not only potentially help newbies learning but could also really help the experienced quickly find where to start and stop c/p'ing when reporting bugs and such. (Like, the other day, I wanted to give a log using radioactive explosions. What a mess. Everyone draws everything. Such a slow, lumbering process to track down where begin the rounds of drawing vs. the attacks of creating.)

    • On the cards themselves, create vs. draw started to get inconsistent with laser malfunction cards; after researching, it appears the laser malfunction cards are the only ones to mess up draw vs. create, fortunately. (I've bolded the differences.)
      • "Attack, Soldier!","Create a Bludgeon card<br /><i>(4 Crushing damage, range 1)</i> and put it in target's hand."
      • "Block, Soldier!","Create a Block card <i>(Block any, 4+)</i> and put it in target's hand."
      • Charge Up,Change your facing. Create a Charged Laser Barrage card and put it in your hand. <u>Free Action</u>.
      • Mimetic Armor,"<u>Armor 2</u>. When this armor prevents enemy Melee damage, create a Bludgeon card in your hand. When this armor prevents enemy Magic or Projectile damage, create a Spark card in your hand. <u>Keep</u>."
      • Minor Erratic Damage,"Roll a die. Add half that much damage, rounded up. If you roll 2 or less, draw a random laser malfunction card."
      • Major Erratic Damage,"Roll a die. Add that much damage. If you roll 2 or less, draw a random laser malfunction card."
      • Rocket Dash,"Roll a die. Add half that many move points to this Move, rounded up. If you roll 2 or less, draw a random laser malfunction card. <u>Fly</u>."
    * Interesting thought I had just now after seeing the 4x9 thing. Right now, the items are a little bit hodge-podge where they put the cards on the sheet. Mostly good, but a little hodge-podge. If it were 4x9, it might be able to go something like this:
    Code:
    Wpn1 Wpn1 Wpn1 Wpn1 Wpn1 Wpn1 Helm Helm Helm
    Wpn2 Wpn2 Wpn2 Wpn2 Wpn2 Wpn2 Armr Armr Armr
    Wpn3 Wpn3 Wpn3 Wpn3 Wpn3 Wpn3 Shld Shld Shld
    Boot Boot Boot Race Race Race MrSk MrSk MrSk
    
    DWp1 DWp1 DWp1 DWp1 DWp1 DWp1 Shld Shld Shld
    DWp2 DWp2 DWp2 DWp2 DWp2 DWp2 DvAr DvAr DvAr
    DvI1 DvI1 DvI1 DvI2 DvI2 DvI2 DvI3 DvI3 DvI3
    Boot Boot Boot Race Race Race DvSk DvSk DvSk
    
    Stf1 Stf1 Stf1 Stf1 Stf1 Stf1 ArI1 ArI1 ArI1
    Stf2 Stf2 Stf2 Stf2 Stf2 Stf2 ArI2 ArI2 ArI2
    Robe Robe Robe ArI4 ArI4 ArI4 ArI3 ArI3 ArI3
    Boot Boot Boot Race Race Race ArSk ArSk ArSk
    
    ~exhale~ The 4x9 thing should probably now become its own thread, but I feel like I've hit Flash Flood + Blooming Ground already as it is (and I still have more on my growing to do list!). Plus, it is dependent on moving the created racial move card away from the deck... Okay, leaving it here then.

    Regards,
     
  2. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    Whoops! On that last little bit, (the 4x9 offshoot,) I just now went into my Keep and saw there are three rows -- not four. Therefore, I'll change that to 3x12. That's 12+12+12 instead of the current 13+13+11.
    Code:
    Wpn1 Wpn1 Wpn1 Wpn1 Wpn1 Wpn1 Helm Helm Helm Race Race Race
    Wpn2 Wpn2 Wpn2 Wpn2 Wpn2 Wpn2 Armr Armr Armr MrSk MrSk MrSk
    Wpn3 Wpn3 Wpn3 Wpn3 Wpn3 Wpn3 Shld Shld Shld Boot Boot Boot
    
    DWp1 DWp1 DWp1 DWp1 DWp1 DWp1 Shld Shld Shld Race Race Race
    DWp2 DWp2 DWp2 DWp2 DWp2 DWp2 DvAr DvAr DvAr DvSk DvSk DvSk
    DvI1 DvI1 DvI1 DvI2 DvI2 DvI2 DvI3 DvI3 DvI3 Boot Boot Boot
    
    Stf1 Stf1 Stf1 Stf1 Stf1 Stf1 Robe Robe Robe Race Race Race
    Stf2 Stf2 Stf2 Stf2 Stf2 Stf2 ArI4 ArI4 ArI4 ArSk ArSk ArSk
    ArI1 ArI1 ArI1 ArI2 ArI2 ArI2 ArI3 ArI3 ArI3 Boot Boot Boot
    ~ or, how you already arrange the cards (but still fixing some of the weird order of the like-items) ~
    Code:
    Wpn1 Wpn1 Wpn1 Wpn1 Wpn1 Wpn1 Wpn2 Wpn2 Wpn2 Wpn2 Wpn2 Wpn2
    Wpn3 Wpn3 Wpn3 Wpn3 Wpn3 Wpn3 Armr Armr Armr Shld Shld Shld
    Helm Helm Helm Boot Boot Boot Race Race Race MrSk MrSk MrSk
    
    DWp1 DWp1 DWp1 DWp1 DWp1 DWp1 DWp2 DWp2 DWp2 DWp2 DWp2 DWp2
    DvAr DvAr DvAr Shld Shld Shld Boot Boot Boot DvI1 DvI1 DvI1
    DvI2 DvI2 DvI2 DvI3 DvI3 DvI3 Race Race Race DvSk DvSk DvSk
    
    Stf1 Stf1 Stf1 Stf1 Stf1 Stf1 Stf2 Stf2 Stf2 Stf2 Stf2 Stf2
    ArI1 ArI1 ArI1 ArI2 ArI2 ArI2 ArI3 ArI3 ArI3 ArI4 ArI4 ArI4
    Robe Robe Robe Boot Boot Boot Race Race Race ArSk ArSk ArSk
     

Share This Page