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Messages - DaFurryFury

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1
World and Lore / Re: Official MW Lore: Sistarra, the Grand Academy of Magic
« on: September 29, 2015, 02:17:12 AM »
-sigh- This is the second lore article I've read and have been kinda disappointed with. It's interesting stuff for sure, I'm totally the type of guy to really delve into my game worlds. I just find things like this far too textbooky. It's not bad it's just dull. It's not good writing (maybe delivery is a better word). Everything said here could easily have been presented in a story type fashion with a student discovering parts of this by exploring the campus or from the perspectives of the teachers themselves. I don't want to simply know about the magic academies, I want to experience them. Have you ever experienced something from a History textbook? Probably not, but when you read a great novel you get to learn about a world by living in it through a character.

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World and Lore / Re: Official Mage Wars Lore: The Laws of Magic
« on: September 29, 2015, 02:03:50 AM »
To be quite honest, I feel like the lore is being written with too much intent to make the game play rules make sense. When I read lore, I want a rich and flavorful explanation of the world were fighting in. You don't have to make every rule in the game make sense. I.E: "if a creature dies during combat or while still attuned to the summoning Mage, its corpse will remain for awhile before dissipating later. (Allowing necromancers to make use of these clone corpses during the course of a battle.)" This statement is so forced and trite that it kinda ruined the whole article for me. It could just have easily said that the necromancers or Etheria call upon used construct energy to craft again his creatures of darkness after the have dissipated from the arena. In fact, I would rather the idea of summoning actually be summoning the creature it's self because I don't want to be the guy who play fights shadows of something cool, I want to be the guy who tames the power of Adramelech himself and calls him to do my bidding.

The explanations about the spell matrices are kinda interesting because it actually flows with game play mechanics of the enchantments, it doesn't feel as derived as to why legendary creatures are legendary. These are the kinds of things that don't need explanation. A creature is legendary because you can't have two of them, and the reason you can't have two is because they are legendary! That may seem over simplified but not every game play rule need a story based reason. Just let lore be lore and game play be game play.

I could say more but I think I've over-made my point. I'm not saying it's necessarily bad but I feel like it's a missed opportunity to just let the imagination take over and really write about the magic of Etheria instead of justifying the rulebook.

3
Events / Players in Northern Colorado?
« on: September 24, 2015, 01:13:35 PM »
I currently live in Cheyenne Wyoming and it is not difficult at all for me to get to Fort Collins or Loveland. My parents live in Denver so that's not especially difficult. Anyway, I have gaming groups for other games that meet up every now and then, but I'm having trouble finding people who play mage wars. Anybody in the area play and willing to meet sometime for some small events?

4
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 21, 2014, 06:16:27 PM »
If you can link me to that I would be interested in taking a look. Sounds interesting. One of my favorite studies of mage wars theory is the study in GO. Worth a look and if you are familiar with the game of Go it makes mage wars seem so simple. http://forum.arcanewonders.com/index.php?topic=11042.0

Also, I don't think a valuation of the entire game in necessary to calculate a value index of a single card. They have to be able to be separate entities to be able to be compared I think. The game state valuation is interesting, it probably is usable for discussing combos of cards and increased and decreased effectiveness of such based off of game position, mage, and various other elements. I.E: The mana crystal player may be at more of a disadvantage if the opponent plays several ranged creatures and spells to quickly destroy the mana crystal.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 21, 2014, 11:07:03 AM »

Quote
And this is where the pro mana flower logic breaks down for me: If I save the mana, instead of spending it on a Flower, the next turn I have far more options available than even +1 channeling would give me. It seems like we've been ignoring the opportunity cost of the mana.
Please watch the video I posted to better understand my points. I know you're new to the conversation but you are regurgitating information that has been said and I have reacted to in detail. https://www.youtube.com/watch?v=oqMV0wBFu54

Quote
You have created a model to give you the "value" of a card. The problem is that it is not possible to assign a value to a card, due to the complexity of the resources in the game, and therefore this analysis does not tell us anything useful.
This is incorrect. You can assign a value to anything and, in concept, it's actually pretty easy. By analyzing traits and giving each certain effect value by ratio you can create an index number to represent a card. My analysis does not include every single trait that the mana crystal holds but rather the most important ones. This does not give the most accurate index number but it's good enough for the relationships we are trying to draw between cards, because the only application of the index numbers we can create is only relevant in comparison to each other. To say that it is impossible to create index values of a card is to say that you cannot compare goblin grunt to adramelach and definitively determine which is more useful. You are correct in saying that there are a ton of elements to consider when doing this but just because the solution isn't simple, doesn't mean it's impossible. I also find it curious that you deny the existence of such a process then immediately attempt to due one with your meditation amulet example. (Which is interesting by the way, I like it. So much that I may include it by concept in my own valuation to make it more accurate. However I'm not sure I totally agree with your valuation of a quick action. Actions are often in flux because one possible and often feasible action is to do no action at all. But I digress.)

Now to answer the action potential question. Action potential IS measurable, it is what a card has the ability to do, more or less. Now this is a complex concept as it is "potential" meaning it has not done what it has the ability to do. Mana crystal, rather than increasing it's own action potential, increases your mage's action potential, and that is where I'm getting the .5 by physical account. It increases the amount of stuff the mage can do on a per turn basis. The fact that .5 is the number .5 is because I believe that, by ratio, the increase in action potential is worth half of that of each mana it gives you back. So basically, the card's index value increases by 1.5 each turn after it is cast until the end of the game which is the only point in time which you can fully and accurately asses the index value of the card. That is why we must use variables in it's value assessment equation.

So perhaps you are correct in saying my valuation is not complete objective, but it's also not objective from the stand point of each mage as well. Especially until we include a clause concerning spell points and those heavy on zone-exclusives.

So in conclusion, no, my valuation is not simple and is far from totally complete, but that doesn't mean that it is irrelevant. Isn't that what progress is anyway? Finding something that works until we prove it wrong and then we refine it further so it works again.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 19, 2014, 10:03:19 AM »
The A is the VALUE of increased action potential. Not action potential itself. There would also be a variable for the value of the mana it gives you back but it's usually 1 so I left it out since 1 times anything itself. So the equation might look like this expanded a little more. (B*T-5)+(A*T)
B=value of mana
A=value of action potential

So theoretically each unit of A or B could be increased or decreased at will to represent various possible valuations of each element that the mana crystal gives you. The hard part here is how we relate A to B. I use the template that mana gained should be directly inverse to mana spent so that makes B equal to 1 just like each mana spent on the card. So then we have to decide at what ratio is the action potential bonus is to the mana. My current model says that action potential is worth half of possible mana usage. So that's why its .5.

7
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 18, 2014, 09:43:03 PM »
The end value number is simply an abstract representation of a card. The number exists simply because we want it to. When applying the possible uses of this card, we might compare one card's value index number to another's. So to pick one out of a hat let's use Goblin Grunt.

A grunt cost's 4, has 4 life, and an attack of 3. I have yet to do a full valuation of a creature card so I'm just going to say that each life has 1 value and each attack die has 1 value. In this case that mean that a life or a die is equal to 1 mana in terms of comparing to mana crystal. so grunt's equation might look something like this: (-4)+(4+3y). Y=number of times he has attacked during the game. If we assume that goblin grunt attacks every turn you can translate y to x or turns after it was cast in the same way we did with mana crystal. This is of course excluding the factor of the possibility that it literally can't attack for a certain instance and thus the value over the time of the game would decrease.

But for the sake of experimentation, we can estimate. So let say a game last 8 rounds and the grunt is able to attack on 5 of those rounds.

Mana Crystal (7-5)+(0.5*7) = 5.5
Goblin Grunt (-4)+(4+3y)   = 15

In this case the goblin grunt was worth nearly 3 times more than the mana crystal, but that is likely a flawed outcome due to that attack dice are not necesarilly equal to mana or action potential. Could be more, could be less, but it's all theoretical. What my argument says is that the increased action potential that mana crystal gives you increases the game value of itself.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 18, 2014, 03:29:23 PM »
Since mana crystals value is based over time, x=number of turns after it was cast. In my very first post I explain the breakdown of the equation being that the first clause or set of parenthesis is the representation of the mana it gives you in total minus what you spent on it, then the second clause is the value of bonus added action potential on a per turn solution. So the total mana it gives you over the course of the game plus the bonus of action potential each turn its on the field gives you it's relative value during that game. When put onto a graph the line this equation gives you shows that mana crystal "pays itself off" around 3 turns after it's cast.

Here's the calculator I used https://www.desmos.com/calculator
Plug in (x-5)+(.5x) and you should be able to see the function that the equation builds. It's a handy visual for me anyway. Also, see my first post on first page for a little more detail on how I built the equation.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 18, 2014, 01:19:01 PM »
Okay, I just wanted to see what you thought on that card. I suppose I can try to give you what you're asking for about falsifying my argument. For me to completely flip sides, you would have to prove to me that there is absolutely no value in spending mana for increased or decreased channeling. To do this you would have to prove my assessment of mana sources from the video false, though I think that will be very hard because I just used elements of the game, nothing theoretical or made up. I still think there is value in being able to cast greater spells without the negative effects I discussed for the cost of 5 or 10 early game mana. If this were not true I don't think it would be such a commonly used card. However, you have already succeeded in proving that the value that I was placing on this bonus is not as valuable as the mana gained after turn 6. I have reduced the value of my assessment to this equation: (x-5)+(.5x) Remember that the value of the increased channeling is represented as the ".5" and that is what you would have to prove to me that is equal to zero for me to be completely on your side. This is perhaps a very difficult feat as on any given turn, if I have higher channeling then I have some advantage regardless of the mana available. Since we have to have some way of valuating the amount of turns we have been talking about it in the context from turn 1.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 18, 2014, 01:02:18 AM »
I recently thought of something that might be worth a moment. My original argument places value on the ability to cast 1 mana more per turn without the negative effects discussed. So I'd like to hear your assessment on mana drain. Do you think that it's ability to take away 2 mana per turn without negative effects from the opponent works the same way? I feel like the -2 to opponents channeling thus taking away that much action potential is the real value, even though it takes 6 turns for it to pay itself off in a similar way as mana crystal. It probably best to talk about mana crystal in terms of casting 2 since it's more or less equal to mana drain.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 15, 2014, 04:21:23 PM »
All right, well...it doesn't look like an understanding is forthcoming here between the two sides of this debate. As much as I like arguing, and as curious as I am about the short-term benefit claim that several have made (because I still do not understand it), this is pretty much it for me here.

I think you are right. I think the best example I can give is the Forcemaster dwarven leader I talked about before but like you say, it can still be "mimiced." I think there is value in not having to mimic it but maybe it's become more of a matter of personal preference then? If you choose to value the increase in action potential then it works but that's very un-scientific and not very satisfying to people like you and me who like to find an answer. It's just that, even though I believe there is value before 6 turns, it doesn't change the fact that the mana crystal is a long game card and wouldn't be worth playing if the text said it is "limited to 5 turns after summoning" or something like that. I will still be on the lookout for examples that might work ACG (will PM you if I find one). In the meantime, handshake and agree to disagree?
 
So anyway, hopefully my argument hasn't insulted anybody, I definitely don't mean to do that. So, in case I have, sorry to those who have had a constructive conversation with me and haven't attacked me, my personality, or religion in the process.

12
Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 15, 2014, 03:01:10 PM »
I still would cast mana crystal if the game ended in turn 6 because of the reasons that I explained in the video. As long as it has at least paid for itself then it has given me the preferred bonus to me of higher action potential each turn. I Still beleive that because of this bonus that it pays itself off a couple turns before round 6.

This is just plain dumb.

Hey now...let's be constructive...

But DaFurryFury, I do think a more detailed explanation is in order. Because as has already been established, whatever strategy you follow with mana crystal, I can at least mimic perfectly without it (and frequently improve upon it by playing key cards earlier). Since the game ends round six, what possible strategy could you have that uses up one of your precious 12 mage actions and spreads the availability of 5 mana out over 5 rounds?

I take it that you accept that playing a crystal in a game of 5 or fewer rounds has no net benefit,  (based on your choice of the 6 round example), right?
I feel like I have outlined my examples fairly well in my previous posts. I really have no idea how else to explain it and that's a failing of my own. I'm not trying to just take a cop out I literally feel like I've explained every instance where I think it benefits you. However, allow me to correct my last post. In a game lasting only 6 turns, I would not play mana crystal, even if it gave me 2 or 3 extra channeling. A timed game reduces the effect of any time based ability on a card. If I were playing only 6 turns of a game I would spam the hell out of cheap fast creatures and small attack spells. We aren't trying to change the meta game with the 6 turn examples, we are simply trying to determine if mana crystal has benefit before turn 7. My answer is yes, and for my examples, I refer you back to my video and other examples I had shown to ACG. If that isn't enough to convince you of SOME value before turn 7, then I don't know what else to say. Using my equation from the beginning of the conversation, I believe that mana crystal pays off somewhere around turn 4, and that is counting the channeling value as less than half of the value of the base mana gain.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 15, 2014, 12:06:42 PM »
I still would cast mana crystal if the game ended in turn 6 because of the reasons that I explained in the video. As long as it has at least paid for itself then it has given me the preferred bonus to me of higher action potential each turn. I Still beleive that because of this bonus that it pays itself off a couple turns before round 6.

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Spells / Re: Alter of Domination change how you fight warlord?
« on: October 11, 2014, 07:56:29 PM »
Neat idea Zaltor! Since the are really only 4 easily accessible spots for the warlord to place outposts, I bet that is really viable.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 11, 2014, 07:54:09 PM »
I think Sike and cannonjr have pretty much plugged my perspective head on. Both of them explained it in ways I couldn't think of. So thanks for that. On the surface my points seemed easy to grasp for me but when comparing all the different examples that everyone has come up with, especially zorro and ACG, it's hard to put it in perspective. I'm not sure that I have anything that I am able to add to the conversation but I will definitely keep listening. This has been a neat study in resource management for this game. Sorry I don't have much else to add.

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