-Griffin Posted February 22, 2011 Report Share Posted February 22, 2011 I asked a question yesterday ._. you could try and contribute. Link to comment
.Nu-13 Posted February 22, 2011 Report Share Posted February 22, 2011 I dunno actually. How did we done it in NGD? Link to comment
-Griffin Posted February 22, 2011 Report Share Posted February 22, 2011 We basically said: void BalanceMonsterRemoval() { . . IF (generic) . . { . . . . IF (can hit monsters over level 4) . . . . . . cout << "Must be -1 or worse."; . . . . ELSE . . . . . . cout << "Can be -0 or worse."; . . } . . ELSE . . . . cout << "Make as balanced for theme, with -1 for above level 4 as standard."; } Link to comment
Mehmani Posted February 22, 2011 Author Report Share Posted February 22, 2011 Sorry guys! I was on holiday with my family for the week-end (half term). I'll review ASAP. Removal is a-okay as long as it has costs. Raigeki Break is a good example. Link to comment
Mehmani Posted February 22, 2011 Author Report Share Posted February 22, 2011 Sorry guys! I was on holiday with my family for the week-end (half term). I'll review ASAP. Removal is a-okay as long as it has costs. Raigeki Break is a good example. Link to comment
.Nu-13 Posted February 22, 2011 Report Share Posted February 22, 2011 Double posting FTW! [color="#FF00FF"][b]Gridlock[/b] [i]Normal Trap Select 2 monsters on the field. They cannot declare an attack or activate their effects this turn. You can activate only 1 "Gridlock" per turn.[/i][/color] I feel that it might be broken... Link to comment
Mehmani Posted February 22, 2011 Author Report Share Posted February 22, 2011 [quote name='.Kowalski' timestamp='1298401067' post='5026756'] Double posting FTW! [color="#FF00FF"][b]Gridlock[/b] [i]Normal Trap Select 2 monsters on the field. They cannot declare an attack or activate their effects this turn. You can activate only 1 "Gridlock" per turn.[/i][/color] I feel that it might be broken... [/quote] Maybe make it only affect 1 monster? Link to comment
.Nu-13 Posted February 22, 2011 Report Share Posted February 22, 2011 Eh, I dunno. I'll wait for what others will say Link to comment
Mehmani Posted February 22, 2011 Author Report Share Posted February 22, 2011 [quote name='.Kowalski' timestamp='1298403033' post='5026825'] Eh, I dunno. I'll wait for what others will say [/quote] Agreed. Trap version of Veiler much? Link to comment
.Nu-13 Posted February 22, 2011 Report Share Posted February 22, 2011 Not quite. Veiler only negates the effect, which still allows cards like Stardust or others that resolve outside the field to trigger. Gridlock prevents activation itself. Though continuous effects still go around it Link to comment
Mehmani Posted February 22, 2011 Author Report Share Posted February 22, 2011 [quote name='.Kowalski' timestamp='1298403527' post='5026842'] Not quite. Veiler only negates the effect, which still allows cards like Stardust or others that resolve outside the field to trigger. Gridlock prevents activation itself. Though continuous effects still go around it [/quote] I meant in its usability. Link to comment
.Nu-13 Posted February 22, 2011 Report Share Posted February 22, 2011 Ah, ok ^^ [color="#FF8C00"][b] Micro "C"[/b] [i]EARTH/Insect•Effect/Level 1 ATK/400 DEF/300 When your opponent Summons a monster, you can send this card from your hand to the Graveyard to draw 1 card.[/i][/color] Link to comment
Mehmani Posted February 22, 2011 Author Report Share Posted February 22, 2011 [quote name='.Kowalski' timestamp='1298404899' post='5026893'] Ah, ok ^^ [color="#FF8C00"][b] Micro "C"[/b] [i]EARTH/Insect•Effect/Level 1 ATK/400 DEF/300 When your opponent Summons a monster, you can send this card from your hand to the Graveyard to draw 1 card.[/i][/color] [/quote] I like it. It's a simple way of profiting in a potentially dangerous situation, and if we get Quick-Play monster removal then it could be very useful indeed. Link to comment
~Nightshade~ Posted February 22, 2011 Report Share Posted February 22, 2011 Debate; I think adding TCG cards to the CCG ruins the point of the CCG. The allure of the CCCG for me is the free-willed creation of an almost entirely new card game. only using the basic rules of Yu-Gi-Oh!. Adding TCG cards lessens the allure of this greatly. Link to comment
-Griffin Posted February 23, 2011 Report Share Posted February 23, 2011 I don't like Micro "C" - feels like making the Decksize 37, and with stuff like Avarice it's even better than that. Link to comment
Mehmani Posted February 23, 2011 Author Report Share Posted February 23, 2011 Micro C is a free +0 that thins. It's better than Maxx C as it guarantees a draw and can be activated multiple times in a single turn. I would let this be released, personally, and semi-limit it. At 3 it would run riot and give anyone running it 3 free draws. At 2 it would not be nearly as powerful. Of course, I could limit it later on if it became a problem. Now, submitting officially begins for the first set. Get your cards ready and let's discuss. Link to comment
dogfish44 Posted February 23, 2011 Report Share Posted February 23, 2011 And first on the list, I'd like to talk about what constitutes tier 2 in the ocg. Is it power, or a synergy which lacks perfection (This CCG is suppossed to be at a power similar to tier 2 in ocg). To start, some ideas: |Azure Arcane Antelope|0||Beast/Effect|Earth|4||1700|1100|When this card is destroyed in battle, you gain 700 Life Points. If this card is destroyed, except in battle, inflict 700 damage to your opponent. When there are 2 or more copies of this card is in your graveyard, you can remove all 'Azure Arcane Antelope' in your graveyard from play to select and destroy 1 spell or trap card on the field. The card zone the selected card was in cannot be used for the rest of the duel. Your opponent can discard 1 card to be able to use the selected zone again.| |Black Barrier Bunny|0||Beast/Effect|Earth|4||0|2000|This card cannot be Normal Summonned or Flip Summonned. Whilst this card is face up, your opponent must select this card as an attack target. When this card is destroyed, remove this card from play to set up to 2 'Black Barrier Bunny' from your hand or deck.| Thoughts? Link to comment
King of Nothing Posted February 23, 2011 Report Share Posted February 23, 2011 Am I on the team or...? I made my post on page 2 Link to comment
Just Crouton Posted February 24, 2011 Report Share Posted February 24, 2011 How do these CCGs work? Link to comment
-Griffin Posted February 24, 2011 Report Share Posted February 24, 2011 -1) Post cards -2) Accept/deny cards -3) Duel with cards (YVD) Link to comment
Mehmani Posted February 24, 2011 Author Report Share Posted February 24, 2011 [quote name='dogfish44' timestamp='1298504202' post='5030006'] And first on the list, I'd like to talk about what constitutes tier 2 in the ocg. Is it power, or a synergy which lacks perfection (This CCG is suppossed to be at a power similar to tier 2 in ocg). To start, some ideas: |Azure Arcane Antelope|0||Beast/Effect|Earth|4||1700|1100|When this card is destroyed in battle, you gain 700 Life Points. If this card is destroyed, except in battle, inflict 700 damage to your opponent. When there are 2 or more copies of this card is in your graveyard, you can remove all 'Azure Arcane Antelope' in your graveyard from play to select and destroy 1 spell or trap card on the field. The card zone the selected card was in cannot be used for the rest of the duel.| [b]Would be great in a Toolbox or Stall deck. Disrupts your opponent's play no matter where it is. It's balanced and useful, but it lacks pizazz. Still a decent card, if a little boring.[/b] |Black Barrier Bunny|0||Beast/Effect|Earth|4||0|2000|This card cannot be Normal Summonned or Flip Summonned. Whilst this card is face up, your opponent must select this card as an attack target. When this card is destroyed, remove this card from play to set up to 2 'Black Barrier Bunny' from your hand or deck.| [b]Another great Toolbox/Stall card with a solid defence stat and a nice swarming effect. Like a better, more stall-minded Nimble Momonga. There really isn't much else to say.[/b] [b]Both cards a solid, but boring and lack spark. We aren't a stuffy, restrictive CCG. Make cards that push boundaries.[/b] Thoughts? [/quote] What you need to do is look at Tier 2 decks that already exist - Machina Gadgets, Glads, Frognarchs etc. See how they work, how they fit together, how their playstyles are different yet of the same level of power. [quote name='~King Crouton~' timestamp='1298521233' post='5030761'] How do these CCGs work? [/quote] What -Griffin said. Post written cards in YVD format, discuss them, then decide whether or not to consider releasing them and finally duel with the released cards. This CCG has a philosophy about releasing broken cards - we will not "fix" them, we will not tamper with them. Instead, we will do what Konami do - issue Rulings and use the banhammer. Link to comment
.Nu-13 Posted February 24, 2011 Report Share Posted February 24, 2011 |Micro "C"|0|INFD|Insect/Effect|Earth|2||400|300|When your opponent Summons a monster, you can remove from play this card from your hand to draw 1 card. You can use the effect of "Micro "C"" only once per turn.| |Blizzard Dart|0|INFD|Spell Card|Spell||None|||Send 1 Monster Card from your hand to the Graveyard. Next time when your opponent Special Summons a monster, you can remove from play the monster sent to the Graveyard for this card's effect from your Graveyard to negate the Summon and destroy that monster.| |Gridlock|0|INFD|Trap Card|Trap||None|||Select 2 monsters on the field. They cannot attack or activate their effects during this turn. You can activate only 1 "Gridlock" per turn.| Link to comment
-Griffin Posted February 24, 2011 Report Share Posted February 24, 2011 I think I know why many of the CCGs I've seen have failed. Limited card pool. Early formats have very few cards. This seems to bore people and push people away. As such, I propose adding quite a few cards and avoiding being [i]too[/i] worried about balance or testing them all, but simply about quantity. When we've got enough cards for a good variety of Decks, probably about 300 cards, we can start to go through and find the 'broken' and 'fluff' bits to change them as required. It just feels like it'd get more people active. On that note, 3 cards: |Brain-Wave Feeding Parasite|0|SET2|Insect/Effect|Water|3||700|1500|This card gains 500 ATK for each monster your opponent controls.| |Maglotar|0|SET2|Dinosaur/Synchro|Earth|8||3300|2500|1 Tuner monster + 1 or more non-Tuner monsters| |Maglotar Egg|0|SET2|Dinosaur/Tuner|Earth|4||0|1400|You can Special Summon this card during your End Phase. This card cannot be used as a Synchro Material monster except for "Maglotar".| Link to comment
dogfish44 Posted February 24, 2011 Report Share Posted February 24, 2011 OK then. @Mikhail - They're part of a collection of beasts I did for TUCCG (But they were OP'ed there). The aim was to have 26 (1 for each letter of the alphabet), and have a boss monster. These are the other cards that have been made: |Crazy Carbon Cat|0||Beast/Effect|Earth|4||0|500|Whilst the only cards on your side of the field are Defense Position 'Crazy Carbon Cat', your opponent can attack you directly by reducing the attacking monsters ATK by 800 during the damage step only. This card cannot be used in a Ritual, Synchro or Tribiute Summon. When this card is destroyed, you must remove it from play to Special Summon up to 2 'Crazy Carbon Cat' from your hand and deck in defense mode on your opponents side of the field.| |Deranged Demon Dog|0||Beast/Effect|Earth|4||1700|0|Remove this face up card from play to special summon up to 2 'Deranged Demon Dog' from your deck. When this card battles, the owner of this card takes no battle damage. When this card is destroyed, take 500 damage.| |Explosive Eastern Elephant|0||Beast/Effect|Earth|4||1500|1500|Whenever a card is removed from play, you can remove this card from play to destroy the monster on your opponents side of the field with the lowest attack. The monster zone the destroyed card was in cannot be used for the rest of the duel. Your opponent can discard 1 card to be able to use the selected zone again.| |Forceful Furious Fox|0||Beast/Effect|Earth|4||2000|0|This card cannot be Normal Summonned. When this card is destroyed, special summon up to 2 ''Forceful Furious Fox' from your hand or deck. When this card battles it is removed from play after damage calculation. Whenever this card destroys another card by battle, your opponent must discard 1 card from there hand. Otherwise, the monster zone the destroyed card was in cannot be used for the rest of the duel. Your opponent can discard 2 cards to be able to use the selected zone again.| |Great Grazing Goat|0||Beast/Effect|Earth|4||1400|1800|During your standby phase, increase your life points by 500. Remove from play 1 Beast-Type on your field to gain 700 life points, and inflict 700 damage to your opponent. Remove this card in your graveyard from play to draw 1 card.| |Huge Hilareous Hyena|0||Beast/Effect|Earth|4||1800|0|This card cannot change battle position, except by a card effect. This card cannot be used for a Ritual, Synchro or Tribiute Summon. When this card is in your Graveyard, you can Special Summon it to your opponents side of the field. When ths card is removed from the field after being Special Summonned in this way, remove it from play and mark the monster zone this card was in as unusable. Your opponent can discard 1 card to be able to use the selected zone again.| |Indecisive Innocent Indri|0||Beast/Effect|Earth|4||0|0|When this card is destroyed battle, special summon up to 2 'Indecisive Innocent Indri' from your hand and deck, remove remove this card from play and flip a coin. If heads, you gain 500 life points. if tails, end the battle phase.| |Jaded Jealous Jaguar|0||Beast/Effect|Earth|4||1000|1200|If your life points are greater than your opponents, the original ATK of this card is treated as 0. Once per turn, you may draw 1 card, and increase the ATK of this card by 500 for every 1000 life points difference between your life points and your opponents life points. If you do this, this card is removed from play during the end phase, and you take 1500 damage.| I acknowledge they aren't all awe inspiring, but they're pretty good cards. (And spoilers are being borken). ~~~~ @ .Kowalski : Mirco "C" is fine. Even if I hate Cockroaches. Blizzard Dart - Interesting. If it will only work on the first special summonned monster, then it can be played around. If not, then I think it's a bit powerful Gridlock - Eh. Try it and we'll see. I think it's overpowered, but it might not be. @-Griffin : All 3 seem ok there. Link to comment
Mehmani Posted February 24, 2011 Author Report Share Posted February 24, 2011 [quote name='.Kowalski' timestamp='1298564256' post='5031457'] |Micro "C"|0|INFD|Insect/Effect|Earth|2||400|300|When your opponent Summons a monster, you can remove from play this card from your hand to draw 1 card. You can use the effect of "Micro "C"" only once per turn.| [b]Fine, but I'd still Semi it. Why? Semi-Limiting cards makes you look good.[/b] |Blizzard Dart|0|INFD|Spell Card|Spell||None|||Send 1 Monster Card from your hand to the Graveyard. When your opponent Special Summons a monster, you can remove from play the monster sent to the Graveyard for this card's effect from your Graveyard to negate the Summon and destroy that monster.| [b]Nice and simple, plus it's pre-emptive. I like it.[/b] |Gridlock|0|INFD|Trap Card|Trap||None|||Select 2 monsters on the field. They cannot attack or activate their effects during this turn. You can activate only 1 "Gridlock" per turn.|[b]Broken. Change it to 1 monster, but even then this running around @3 would scare me shitless. @1.[/b] [/quote] [quote name='-Griffin' timestamp='1298565907' post='5031517'] I think I know why many of the CCGs I've seen have failed. Limited card pool. Early formats have very few cards. This seems to bore people and push people away. As such, I propose adding quite a few cards and avoiding being [i]too[/i] worried about balance or testing them all, but simply about quantity. When we've got enough cards for a good variety of Decks, probably about 300 cards, we can start to go through and find the 'broken' and 'fluff' bits to change them as required. It just feels like it'd get more people active. [b]Agreed, though the broken stuff doesn't need to be "fixed". Although it's just mindless stigma on my part, nothing gets fixed after it is released. We have the ban list and Rulings for a reason.[/b] On that note, 3 cards: |Brain-Wave Feeding Parasite|0|SET2|Insect/Effect|Water|3||700|1500|This card gains 500 ATK for each monster your opponent controls.| [b]I personally find it boring as hell and quite useless.[/b] |Maglotar|0|SET2|Dinosaur/Synchro|Earth|8||3300|2500|1 Tuner monster + 1 or more non-Tuner monsters| [b]Great beatstick, nice generic synchro.[/b] |Maglotar Egg|0|SET2|Dinosaur/Tuner|Earth|4||0|1400|You can Special Summon this card during your End Phase. This card cannot be used as a Synchro Material monster except for "Maglotar".| [b]Self summoning Level 4 Tuner with drawbacks that make it useless? Bad, though if we reskin Skill Drain for the CCG it might be viable tech.[/b] [/quote] [quote name='dogfish44' timestamp='1298577630' post='5031835'] OK then. @Mikhail - They're part of a collection of beasts I did for TUCCG (But they were OP'ed there). The aim was to have 26 (1 for each letter of the alphabet), and have a boss monster. These are the other cards that have been made: |Crazy Carbon Cat|0||Beast/Effect|Earth|4||0|500|Whilst the only cards on your side of the field are Defense Position 'Crazy Carbon Cat', your opponent can attack you directly by reducing the attacking monsters ATK by 800 during the damage step only. This card cannot be used in a Ritual, Synchro or Tribiute Summon. When this card is destroyed, you must remove it from play to Special Summon up to 2 'Crazy Carbon Cat' from your hand and deck in defense mode on your opponents side of the field.| [b]Downright weird card, can see it's uses but I think no one would use it.[/b] |Deranged Demon Dog|0||Beast/Effect|Earth|4||1700|0|You can remove this face-up card from play to Special Summon up to 2 "Deranged Demon Dog" from your hand or Deck. When this card battles, this card's controller takes no battle damage. When this card is destroyed, take 500 damage.| [b]Nice little swarmer, great for tribute/synchro fodder.[/b] |Explosive Eastern Elephant|0||Beast/Effect|Earth|4||1500|1500|Whenever a card is removed from play, you can remove this card from play to destroy the monster your opponent controls with the lowest ATK. The Card Zone the destroyed monster occupied cannot be used for the rest of the duel.| [b]Great![/b] |Forceful Furious Fox|0||Beast/Effect|Earth|4||2000|0|This card cannot be Normal Summonned. When this card is destroyed, special summon up to 2 ''Forceful Furious Fox' from your hand or deck. When this card battles it is removed from play after damage calculation. Whenever this card destroys another card by battle, your opponent must discard 1 card from there hand. Otherwise, the monster zone the destroyed card was in cannot be used for the rest of the duel.| [b]Who would bother? It's overly complicated and has a ton of drawbacks.[/b] |Great Grazing Goat|0||Beast/Effect|Earth|4||1400|1800|During your standby phase, increase your life points by 500. Remove from play 1 Beast-Type on your field to gain 700 life points, and inflict 700 damage to your opponent. Remove this card in your graveyard from play to draw 1 card.| [b]Would only really be used for its final sentence. Good.[/b] |Huge Hilareous Hyena|0||Beast/Effect|Earth|4||1800|0|This card cannot change battle position, except by a card effect. Once per turn, you can remove as many 'Huge Hilareous Hyena' in your hand and deck from play as possible to increase this cards ATK by 500 for each card removed from play. Remove this card from play at the end of the turn you activated this, and special summon one removed from play Beast-Type monster with 1000 or less ATK in defense mode. Once per duel, you can pay 300 life points to special summon this card to your opponents side of the field. If this card is used for a Tribiute Summon or Synchro Summon, the monster card zone the summonned monster is summonned in cannot be used after it is removed from the field.| [b]Why? Seriously, I can't see any uses.[/b] |Indecisive Innocent Indri|0||Beast/Effect|Earth|4||0|0|When this card is destroyed by battle, special summon up to 2 'Indecisive Innocent Indri' from your hand and deck, remove remove this card from play and flip a coin. If heads, you gain 500 life points. if tails, end the battle phase.| [b]Simple self-summoning searcher. I can do alliteration too![/b] |Jaded Jealous Jaguar|0||Beast/Effect|Earth|4||1000|1200|If your life points are greater than your opponents, the original ATK of this card is treated as 0. Once per turn, you can draw 1 card, and increase the ATK of this card by 500 for every 1000 life points difference between your life points and your opponents life points. If you do this, this card is removed from play during the end phase, and you take 3000 damage.| [b]Drawback is just too big. 3000 damage for a draw?[/b] I acknowledge they aren't all awe inspiring, but they're pretty good cards. (And spoilers are being borken). ~~~~ @ .Kowalski : Mirco "C" is fine. Even if I hate Cockroaches. Blizzard Dart - Interesting. If it will only work on the first special summonned monster, then it can be played around. If not, then I think it's a bit powerful Gridlock - Eh. Try it and we'll see. I think it's overpowered, but it might not be. @-Griffin : All 3 seem ok there. [/quote] Link to comment
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