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Septima Rhay:
Proposals should provide the following info:

Name
Event Type
Summary/Description
Min/Optimal/Max participants
Deckbuilding/Event Rules
Match/Challenge format
Rounds/phases/timeline

oEtG cardpool is the default.  If proposing a legacy event, please specify that in your proposal. 

PVP Events are generally categorized by: Tournament, League, Individual Event, Team Event.  Events do not have to be PvP based.  They can be deckbuilding challenges, questing, etc.  PvP events will likely be the most common events, but non-PvP events may provide enjoyable 'downtime' from a heavier competitive atmosphere. 

You may, instead of proposing event ideas, simply comment on the type of event(s) you would like to participate in.  This includes replays of past events and/or adaptations of events that were held in flash/legacy elements. 

There will be occasional player polls to determine interest and timing of future events.

Example:

Spoiler for Hidden: Name: Tournament - New Kids on the Block
Type: PvP Tournament
Summary/Description:  Players build decks with the new creatures of Oetg and the old spell and permanents of classic flash etg.  There are two tourney brackets: one for newer players and one for veteran players.
Min/Optimal/Max participants: 5 minimum per bracket
Deckbuilding/Event Rules: Each non-pillar tourney card may be used in 2 game in a best of 5 match.  Card usage resets for each new opponent played.
Match format: Round-robin, Best of 5
Rounds/phases/timeline:  Single round over 7-10 days

Septima Rhay:
Spoiler for PVP Tournament - The Tortoise and the Hare: Name: The Tortoise and the Hare
Type: PVP Tournament; semi-upgraded
Summary: Players sign-up for either the Tortoise or Hare Group. Sign-up order is honored. Each group must have a minimum of 4 participants. Tortoise group receive consistent upgrades each game of their Best-of-5 (Bo5) matches. Tortoise may also use any card in the pool 2x per Bo5. Hare group start G1 with high upgrades and lose upgrades for each subsequent game in the Bo5.  Hare may use any card in the pool 1x per Bo5.

Discord feedback:
-Tortoise is way stronger; rebalance upgrades
-Increase cardpool or few restrictions
-Remove card copy restrictions

Participants: 8-12; works best with two round-robin groups
Deckbuilding rules: Spoiler for cardpool: Tortoise
May use any card from pool 2x per Bo5

G1. 11 upgrades
G2. 11 upgrades
G3. 11 upgrades
G4. 11 upgrades
G5. 11 upgrades

Hare
May use any card from pool 1x per Bo5

G1. 21 upgrades
G2. 15 upgrades
G3. 5 upgrades
G4. 1 upgrades
G5. 0 upgrades

Current card pool:
01ktb01kvq014vl01l0601kvs01kvu01kvd01l0101l2k01l2n01l3901l2j01l3701l2r01l5u01l6f0155s01l5l01l6901l6601l5o01l8u01l9201l980159m01l9d0158v01l9i01l8r01lbu01lc101lc201lc801lc401lct01lc901lcc01lcr01lfi01lfg01lfh01lfj01lfp01lf801lf201lim01lic01lih015j201lil015is01lj001lig01llg01llq01lle01llt01llb01llm01lln018pi 015lq015le015lo015lt015lb015lm015ln015lh015ot015pa015ov015p1015p5015p4015oo015or015s7015s9015sd015rl015s6015s0015sb015rs015us015v1015un015uq015ut015up015uu015vg015uv0162e0162g0161q0161u0162801627016250161v018piMatches: Bo5
Rounds/Timeline:
R1 = Round robin; Tortoise group round robin; 9 days
R2 = Rank1 Tortoise faces Rank2 Hare; Rank1 Hare faces Rank 2 Tortoise; 2 days
R3 = 1st/2nd and 3rd/4th matches; possible to have 2 hare or 2 tortoise finalists; 2 days
Spoiler for PVP Tournament - Nymphs, Shards, and Random cards: Name: Nymphs, Shards, and Random cards
Type: PVP Tournament; unupgraded
Summary: Tournament featuring Nymphs and Shards
Participants: any
Deckbuilding rules: Spoiler for cardpool: Current card pool:
014sg014sh014tb014td014vq014vl01506014vs014vu014vd015010152m0152k0152n01531015390152j015370152r0156a0155t015610156f0155l01569015660155o0158u01592015980159m0159d0158v0159i0158r015c5015c1015c8015c4015ct015c9015cc015cr015f3015fi015fg015fh015fo015fp015f8015fc015im015i8015ic015ih015j2015il015is015j0015j1018pi cardpool continued015lq015le015lo015lt015lb015lm015ln015lh015ot015pa015ov015p1015p5015p4015oo015or015s7015s9015sd015rl015s6015s0015sb015rs015us015v1015un015uq015ut015up015uu015vg015uv0162e0162g0161q0161u0162801627016250161v018pi
No other deckbuilding restrictions besides card poolMatches: Bo5
Rounds/Timeline: Scale to participants
Spoiler for PVP Tournament - Mages' Surprise Party: Name:Mages' Surprise Party
Type: PVP Tournament; unupgraded
Summary: Several Mages (Mage decks that is) are throwing a surprise beach party for the Queen (also a Mage deck).  Oh, by the way, you're invited to the exclusive party, too!  Tournament cardpool are composed of the cards from these combined mage decks: Beach, Candle, Confectionist, Crew, Eater, Ethereal, Fat Cat, Guru, Jester, Queen, Wall, Weight
Participants: any
Deckbuilding rules: Spoiler for cardpool: Current card pool:
014sh014tb014vv014vi014vj01507014vq01504014vh014vl01506014vm014vo0152m0152l0152n01531015390152r0153a01563015640155t0155p01561015620156d0155m0155r0155s015650155o0158t015990158u015920158v0158q0159b015c5015bu015c2015c8015cj015c4015c7015ci015cu015c6015cr015c3015fl015fi015fp015fc018pr cardpool continued015lc015lo015m0015lm015ln015ll015m3015lk015la015li015ok015p4015oj015rr015s7015rp015s1015s0015vf015ur015v1015um015vj015uq015vb015ut015up015uo015uv015vl0161q0161u01620016270161t0162301625018pr
Only card not invited was fractal.  The mages wanted to keep out doppelganger party crashers.  More cake for the elite!Matches: Bo5
Rounds/Timeline: Scale to participants
Spoiler for Blended PvP and Deckbuilding Challenges - Open Olympics: Name: Open Olympics
Type: Blended PvP and Deckbuilding Challenges
Summary: Participants represent a home country (one of the 12 elements) and compete in a range of PvP events (Combat Sports) and Deckbuilding Challenges (Skill sports -- think Archery).  Players complete for rankings both for individual and country glory.
Participants: any
Deckbuilding rules: Each event will have its own rules, but generally have a %in-element requirement. Brainstorm of a few ideas:

Sprint (Deckbuilding challenge)
a.   Objective: beat the host-AI with the fewest Turns to win
b.   3 attempts vs. Host-AI
c.   Players tied with fastest TTW will be broken by average TTW of 3 attempts

Gladatorial Golf (PvP)
a.   Objective:  beat your opponent on damage quickly, but with as few strokes as possible at time of win
b.   Each attack is a ‘stroke”
Examples:
1.   If 3 creatures attack once each, that’s 3 strokes
2.   Playing a weapon, animating, and catapulting it all in one turn = 1 stroke
3.   Playing a creature and sundial on the same turn = no stroke
4.   Playing a creature and freezing it on the same turn = no stroke

Matches: Varied
Rounds/Timeline: Typically 1 PVP and 1 Deckbuilding challenge a week over 4 weeks
Spoiler for Individual PvP Event - Top Squad: Name: Top Squad
Type: Individual PvP Event
Summary: Players select 3 'Classes' from 8 options to form their 'Squad'.   Find the right squad (mixture of classes and decks) to vanquish your foes.
Participants: any
Deckbuilding rules:
Choosing Classes

Players select 3 of 8 classes for the entirety of the event. 

Spoiler for Classes and Cards:
Deckbuilding Rules

1. 0 base deck upgrades
2. When building decks with in-class cards, receive 1 deck upgrade for each in-class card in deck
3. When building decks with off-class cards, reduce 2 deck upgrades for each off-class card in deck
4. When buildings decks with neutral cards (not associated with any class), deck upgrades are not affected
5. For each game played, one of the three classes for each player is designated for that game
6. Decks must have a minimum of 4 in-class cards
7. Upgrades may be used for any cards in decks and not just in-class cards
8. Players can access any card for any deck. There are obvious incentives and disincentives for specific cards as related to class.

Duel Rules
1.   Duels are 9 games
2.   Each of Player A's three classes will be matched against Player B's three classes once

Example:
Player A - Vanguard, Defender, and Medic
Player B - Defender, Hunter, and Mage

1. Player A Vanguard vs. Player B Defender
2. Player A Vanguard vs. Player B Hunter
3. Player A Vanguard vs. Player B Mage
4. Player A Defender vs. Player B Defender
5. Player A Defender vs. Player B Hunter
       and so on..
Matches: 9 game matches
Rounds/Timeline: Scale to participants
Spoiler for PVP Team Event -Siege: Name: Siege
Type: PVP Team Event
Summary: There's a fortress.  There's a team that defends the fortress.  There's another team that attacks the fortress. Why Can't they just get along, trade, share resources and both thrive? Because human frustrated. The fortress will have various "objectives" - places that teams try to take control of for strategic benefit (i.e. Main Gate or East Tower or Disco Hall).
Participants: Minimum 12
Deckbuilding rules: Generally, defenders get specific card resources and deckbuilding (i.e. upgrades) advantages while attackers get more 'soldier resources' (larger card vault).  Attackers generally will have less power (upgrades) but more soldiers they can expend, meaning they don't need as high of a W/L ratio as defenders, but attrition will set in.  Losing objectives becomes increasingly troublesome for defenders as it allows attackers to gain strategic and deckbuilding advantages. Teams can heavily guard certain objectives or spread resources around evenly
Matches: Varied depending on objectives
Rounds/Timeline: Likely 5-7 rounds
Spoiler for Team Questing - Labyrinth: Name: Labyrinth
Type: Team questing;
Summary: Your team of adventurers has been hired to secure a valuable artifact, located in a Labyrinth.  A game master will narrate your journey.  Players will consult one another and make group and individual decisions.
Participants: 3-6
Event rules: Players first select classes, which have card restrictions, select a card pool, and build decks from said cardpool to face unknown challenges as they progress through the mission.  Players will be advised during a planning phase and build their characters, cards, decks, etc., Later on, they will sync for a questing phase.
Matches: depend on the challenges faced
Rounds/Timeline: Planning phase will be about a weeklong.  The questing phase is intended to be a single instance, synchronous event about 2 hours long.

Septima Rhay:
Tour de Elements

Event planned by: asdw152 and Septima Rhay

Players race through a 5-stage course featuring challenging terrain. The player finishing with the most accrued points is declared the winner.  Players choose a ‘vehicle’ to race with, which is 1 of the 12 elements.  Players gain access to all cards of that element for every stage.  In addition to your vehicle, players choose 2 to 3 ‘fuels’ per stage.  Fuels are the remaining elements not including your vehicle element.  Fuels give players access to the cards of those elements for that stage only.  Once a fuel is used up in a stage, players will no longer be able to use that fuel type (cards from that element) in future stages.

Players will be randomly paired with 2 opponents per stage. Players have a 5-game-match with each of these opponents (not best of five; 10 games total for stage).  Stages have two phases: prep and matches. 

1-day Prep Phase (resting)
Match pairings will be posted at the start of the prep phase.  For each stage, players choose 2 to 3 ‘fuels’, meaning they have access to those elements’ cards for deckbuilding in addition to their vehicle element and chroma cards.  In Stages 1 through 4, players select 2 fuels for each stage.  For stage 5, players select 3 fuels. Once a stage is over, fuels from that stage are exhausted; players may no longer use cards from these elements for the remainder of the event; this includes the pillar and pendulum and mark cards for those elements.  Fuel choices are made public at the end of the prep phase.  Players missing the deadline will have fuels randomly chosen for them by the event host.

6-day Match Phase (racing)
Players earn points by winning games; points accrue throughout the event and are only tallied at the end of a stage.  The player with most accrued points at the end of Stage 5 will be declared the winner. 

Points structure by stage:
Stage 1 - 5 points per game win
Stage 2 - 6 points per game win
Stage 3 - 6 points per game win
Stage 4 - 7 points per game win
Stage 5 - 7 points per game win

Spoiler for Overall Deckbuilding Rules: Deckbuilding Rules: applies to every stage

Vehicle Rule: At least 40% of the cards in your decks must be from your vehicle element
Mono Rule:  for each 5-game match, players are limited to playing a mono deck once; if a deck has only cards from (1) your vehicle element and (2) chroma, it will count as a mono deck.
Fuel Selection Rule: For each stage, players choose two or three elements during the prep phase.  The fuels cannot be from the vehicle element. Once a fuel is used in a stage, it is exhausted and may not be used in future stages.
Fuel Use Rule: players must use their fuels in each match for that stage.  For a fuel to be used, players must use at least 8 non-pillar/pendulum/mark cards over a 5 game match. 
Drafting Rule: Starting with Stage 2, players who have fewer total points than an opponent gain a ‘Drafting boost’ and receive 2+ deck upgrades in their match with that opponent.  Total points are only calculated at the end of stages.
Banned card: Regrade is banned for this event
Chroma access: players always have access to chroma cards, except regrade; chroma cards do not count as 'in-element' for the purpose of meeting the 40% vehicle rule
Base Deck upgrades: each stage will specify the upgrade rules.
Upgrade stacking: base upgrades, drafting upgrades, and any stage upgrades stack additively
Spoiler for The Route; stage deckbuilding rules: The Route: Stage descriptions and stage-specific deckbuilding rules; general deck-building rules apply in all stages

Stage 1
Proving Grounds ---> Mount Plasma

Racers begin the Tour de Elements at low elevation at the familiar Proving Grounds.  They’ll labor up the steep roads towards Mount Plasma’s apex.   

Players select two fuels for this stage
Players receive 8 base upgrades for this stage

Stage 2
Mount Plasma ---> Anseri Marshes

After the arduous climb up Mount plasma, players descend the mountainside with incredible speed towards the Anseri Marshes. 

Players select two fuels for this stage
Players receive 25 base upgrades for this stage

Stage 3
Anseri Marshes ---> Yellow Desert

Players struggle through the Anseri marshes to the Yellow Desert.  Players should plan to carry fewer resources, otherwise the additional weight may be too much of a burden.

Players select two fuels for this stage
Players receive 0 base upgrades for this stage
Max deck size is 32

Stage 4
Yellow Desert ---> Matrix City

The harsh, minimalist environment of the Yellow Desert is sure to wear down even the most durable racers.  Players are advised to carry additional resources (cards) to ensure safe crossing of the dangerous desert.

Players select two fuels for this stage
Players receive 0 base upgrades for this stage
Resource boost: Receive two deck upgrades for each card in your deck beyond the 30 card minimum
Spoiler for examples: 30 card deck = 0 deck upgrades
31 card deck = 2 deck upgrade
40 card deck  = 20 deck upgrades
45 card deck = 30 deck upgrades
50 card deck = 40 deck upgrades
60 card deck = 60 deck upgrades
Base upgrades, Drafting boosts, and Resource boosts stack additively
Stage 5
Matrix City

The Tour de Elements finishes its final stage in the modern and stylish Matrix City.  Good luck, racers, on your final push towards victory!

Players select three fuels for this stage
Players receive 15 base upgrades for this stage

Septima Rhay:
Seeking community ideas for a deckbuilding challenge. Would like to launch it in March.  Rewards TBD. Please post your idea(s).

Propose:
1. Deckbuilding rules
2. 'Objective' measure(s) to rate/rank the deck, such as winrate, plies, OUEI, etc.
3. How to verify the measure(s), such as screenshot, saved replay codes, designated player testers reporting results, etc.

Example- build an improved counter for Demigod _____; winner will have the highest average winrate; X designated player testers will play Y times vs. Demigod Z in custom play and report results

gangialf:
Deckbuilding challenge idea: Build your own Champion

Each participant will build a deck for an AI of the level Champion. In the spirit of fairness we don't want our champions to cheat too blatantly, so Pandemonium 3.0 is banned; all other cards can be used. (note: I couldn't find champion decklists, ideally I would like to set a constraint on the number of upgraded cards to be on par with what the champion decks use)

Players submit their decks via private message to an organizer. When the deadline is reached, the organizer will make all the decklists public. Each player will then have to play 3 custom games using the deck they submitted against an AI using each of the other submitted decks, with 150hp 2mark and 2draw. Results for these games will also be submitted via private message to an organizer, along with a vote for the three decks that they found most interesting/original/clever (can't vote for your own deck).

Once all results have been submitted (or after a deadline, in which case all missing results will be considered as lost), all game results and votes will be made public. The deck winning the most games as an AI will be declared the Champion of War, while the deck obtaining the most votes will be declared the Champion of the People.

---

I've tried to come up with a way to easily evaluate decks: the challenge is that if players can play offline and submit results, even requiring proof like screenshots or replay codes there is no way to know if a player played 100 games and submitted the 3 best ones.
This way each player will be evaluating all other players' decks but not their own, so there is very little to gain from submitting fake results, especially if the results of other players' games are not known. Moreover, your deck only gains points when the AI is playing it, so this will be a true test of deckbuilding skills and your playing skills will not affect the result at all.

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