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New Card Type/Game Mechanic?

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Post by EMSOUP Mon Feb 11, 2013 1:47 pm

The tcg has a tradition to add a new mechanic/card type every a few years to made the game more interesting. Synchro, Xyz,etc, thing like that.

I recall that there's someone with an idea of a new mechaninc/card type here (INH with his hybrid, yeah). while the idea is great, but well, it's not that great in practice and not everyone in the forum understands/is interested in the concept.

So, now, let's start a discussion on what's your idea for a new game mechanic/card type! (actually have no idea.)
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Post by ALiCE'S EMOTiON Mon Feb 11, 2013 2:10 pm

Are you suggesting we all create new game mechanics/card types, or what we think of Hybrids mechanic system?

If the later than it was a compleat failure and it is quite hard to use.

If the first was your intent than as long as all the base rules were set and testing ect. was done and it seemed alright then I would approve, but this is me not everyone else and also this of course as you should already know is not a matter to be taken lightly.
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Post by EMSOUP Mon Feb 11, 2013 4:08 pm

the first one, actually. i know hybrids is a failure, since the reward is not equivalent to how complicated it is to use it.

This thread is mainly about discussing ideas for a new mechanic, so everyone's opinion is needed. mainly because we don't have a mechanic to discuss right now.
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Post by Seattleite Mon Feb 11, 2013 4:45 pm

I proposed an idea way back when: https://lccg.forumotion.com/t1046-since-we-re-making-new-subtypes

I know some people thought the cards were overpowered, but I still think the concept is fine (and if necessary we can nerf the cards)
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Post by EMSOUP Mon Feb 11, 2013 7:41 pm

Hmm, interesting concept sea, but the notes can be a pain, especially if you play fast.
But somewhat agreed on peeps opinion on them being battle winners. maybe you should nerf several parts.
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Post by Ash Tue Feb 12, 2013 12:26 am

didn't we have that speed duel copy that also flopped?

i don't see a new idea taking off when people are much more comfortable with the traditional gameplay.

although a little while back i had the shift idea, the thread is stuck in ycm somewhere
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Post by EMSOUP Tue Feb 12, 2013 2:32 pm

hmm, seems interesting, can you post the link?
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Post by Anime Girl References Tue Feb 12, 2013 11:08 pm

I just wish that they could be reworded correctly in YVD.
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Post by Seattleite Wed Feb 13, 2013 10:41 am

Dynamic Duels, yes - not enough interest was shown to make a full set.
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Post by Ash Wed Feb 13, 2013 11:17 am

well that's what i'm driving at. people are all for wanting their own innovations in but the majority don't want to feel obliged to understand it all, or use it over their own stuff.

the hybrids are the example - people are more comfortable with what they know. this point goes even deeper than hybrids and sub-types, as most players will confine themselves to use of their own cards.

adding extra sub-types and rules and wordings on to the existing card pool shouldn't be considered while there is a lack of acknowledgement of what is already in our hands.
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Post by Anime Girl References Wed Feb 13, 2013 1:26 pm

I could do it if I knew how to rework YVD. It shouldn't be too hard to copy the code for Synchros, align their images with the black fame of Xyzs, and then add it to the "List of available card types to choose" so we don't have to add the (Xyz) tag to Synchro Monsters.
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Post by Ash Wed Feb 13, 2013 1:41 pm

i think it goes beyond the ability to implement the ideas

what my gripe is, is the likelihood of actual use of these ideas. for them to have any form of use is to be incredibly basic to the point that there is no way for any confusion. doing so would allow people to better implement their own ideas into the card-type and promote usage

anything else would be unused by anyone but their creators. i don't want a repeat of hybrids
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Post by EMSOUP Wed Feb 13, 2013 1:55 pm

hybrid is too complicated, and rulings about it is unclear.

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Post by Ash Wed Feb 13, 2013 2:00 pm

feeds my point about simplicity

for a new card type to be implemented, everything would need to be basic and crystal clear
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Post by CNo.101 S.H.Death Knight Wed Feb 13, 2013 3:45 pm

Ash wrote:feeds my point about simplicity

for a new card type to be implemented, everything would need to be basic and crystal clear

even with simplicity, as you says, the idea can still be confined to mainly the person who make the idea while other take no benefit from the idea. So the idea should have neutral benefit and avoid being narrow. so if an idea is brought up, other members can give their obligation to pitch in suggestions to tweak to help the idea to become broader and be acceptable by the current community.
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Post by Seattleite Wed Feb 13, 2013 4:23 pm

So, maybe we should all come up with an idea together?
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Post by EMSOUP Wed Feb 13, 2013 4:37 pm

that's kinda the point of the thread, so yes
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Post by Seattleite Wed Feb 13, 2013 5:09 pm

I would like some kind of mechanic that covers the game's inherent flaws. The main ones being:

* Level, Type and Attribute have no meaning outside how they are used with other cards. Type and Attribute are hard to fix but I tried intergrating Level with the Ability Point system (kinda like Speed Duels, but level = cost of card)

* Attack is vastly more important than Defense. I tried to fix this with the Symbiotic Subtype.

* Battles are very one-dimensional. Summon the stronger monster, which is your offense & defense at the same time, and profit. Magic has a more strategic battle system that I like better (but both games have their strengths & weaknesses). Tried fixing with Symbiotic Subtype.

* The limit of 5 zones can open creative windows, like rendering a zone "unusable", but can also restrict it, by making some deck combinations difficult.

* Because there is no limit to Special Summoning and activating Spells/Traps, and a turn could go on for 5 minutes straight under the right hand, drawing cards is so extremely valuable that we have to restrict it so much. If there were a way to make drawing cards less valuable, and instead put some limit on Swarming & S/T cards, it might open up more creativity.

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Post by Anime Girl References Wed Feb 13, 2013 10:04 pm

I was thinking of Advanced Spells/Traps that reside in the Extra Deck too, I had an idea for these called Assault Spells/Traps that worked like Blue-Eyes' "Burst Stream of Destruction", which were basically "special attacks" for specific monsters.

I found cards like "Burst Stream of Destruction", "Dark Magic Attack" and "Inferno Fire Blast" to be dead-draw and got in the way of deck-building, but having them be part of the extra deck would make them accessible the moment you have the monster out without sacrificing hand or field advantage to perform their "special moves".

I liked the Symbiotic Subtype, I was more opposed to it because I kind of wanted all Yugioh cards to work like Symbiotic monsters.
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Post by DIGITAL Thu Feb 14, 2013 8:21 am

I REALLY like the idea of advanced spells/traps

I dislike Symbiotic
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Post by Seattleite Thu Feb 14, 2013 9:38 am

I also like this idea, but we may need to work around the 15 card extra deck limit. Trying to fit Advanced S/T in would be hard.

DH could you elaborate more on how these cards work?
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Post by Ash Thu Feb 14, 2013 11:36 am

they sound terrible. unless they were literally autowin cards (which is also stupid) then there's no point in them unless the specific monsters have a ridiculous amount of utility and searchability.

if a target is all of those and has a stupidly strong card that can be accessed for free while in play then the idea is inherently flawed
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Post by DIGITAL Thu Feb 14, 2013 1:19 pm

it could be less about specific monsters and more about certain conditions on the field. Like a rebound from an otherwise deadly position
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Post by EMSOUP Thu Feb 14, 2013 1:23 pm

can you give an example? the idea seems interesting
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Post by DIGITAL Thu Feb 14, 2013 1:23 pm

I could give an example of what I would think, but it's not my idea.
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