oEtG Forum

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cg

Pages: 1 2 3 ... 24
1
Patch Notes & Development / Challenge account modes and alts menu
« on: January 28, 2024, 10:00:31 pm »
Now you can play OETG challenge modes!

We've just added an "Alts" menu into the "Miscellaneous" section in the lower middle area of the main menu. This is a new feature that will allow you to create sub-accounts under your main account using a variety of restrictions and challenges. It's a powerful tool that will hopefully be expanded in the future to allow for many more ways to play, game modes, events, and tournaments, but for now, we are launching with just a small handful of challenge modes available.


Today, there are five types of challenge mode/sub-account available: Spins-only self-found, Spins-only league, Spins-only hard self-found, Spins-only hard league, and Custom. Custom will allow you to experiment with your own challenges through combining a number of possible restrictions, and for now it should be considered fully experimental (though everything currently available should work). Most flags should hopefully be fairly self-explanatory and just restrict various main menu options, but please let us know if you're curious about the details of anything in particular.

The premade challenge modes are all disable Shop, which means that money is useless except to pay the entrance fees for AI battles & upgrade pillars. You can use your starter cards, open your starter packs, use oracle cards, and use anything you can win from quests. But besides that, all of your non-pillar cards will need to come from the free card spin after an AI battle.

Two of the premade challenges are "Self Found", and two are "League". Both "League" challenges will place you into a league with all other players who have selected that exact challenge. Participants in the same league challenge mode can trade with other participants in exactly the same league challenge mode, but not with regular accounts or other challenges. Both "Self Found" challenges truly require you to use only what you can find, since trading is fully prohibited.

Finally, two of the premade challenges are described as "Hard". In these variants, upgrading non-pillars is disabled (can still spin upgraded cards), and when you lose, the AI gets to spin a card to take from your deck.

To create a challenge account, go to the Alts menu from the main menu and press "Create" at the bottom. Pick a name, pick an element, pick a challenge, and you're ready to go. You can swap freely between your main account and your challenge alts at the top of the Alt menu.


The challenge modes themselves are fairly straightforward right now, but the feature itself can do a number of things, and we hope to expand it in the future. Not every part of it is fully described in this post, and please let us know if you run into anything strange or if there's anything you can't figure out. More soon.

See you in the leagues!

2
UI/UX Suggestions / Out of game UI fixes
« on: October 11, 2019, 09:09:02 pm »
Round one, based entirely off a personal passthrough. Have not referred back to other people's reports yet.

In progress, please ignore

Spoiler for Hidden:
Login:
-remove tutorial link
-break the "login = new account" thing and make a separate "new account" button that takes you to -the new account screen and doesn't care about what is in the login/pw boxes. move "pick an account name" and "pick a password" onto the new account screen.

New Account Screen:
-Add line above "Skip Tutorial" box which reads: "You will be automatically taken to the tutorial after creating your account. You can exit the tutorial at any time."
-Move exit button to lower right
-Place "Choose an Account Name: [____]" and "Choose a Password : [____]" inputs in lower left. Auto-populate with whatever they had in the boxes on the main login screen for the people who want to do it like we used to.
-Remove "describe an element" text. Later, let's either write better text or possibly replace it with showing a few representative cards from that element. Let's discuss.
-Add element labels showing their title in text next to the icon (don't make people click/mouseover to see the labels on this screen)


Color Palette Generally:
-We need to add some variation in color to menu text.
-Currently thinking that most word titles are one color, while most numbers/strings that change are another color.
-Titles/labels probably can keep the current white
-Numbers/strings can be another bright color. not sure what. possibly something with a bit of orange? idk. open to suggestions. it wants to contrast well against the menu gray. probably one of the colors used in the quest menu. make spex pick


Main Menu:

-Oracle card: change to be a popup in its own little window with a message saying "You got this card! Next free card in [time]." Someday, add a setting to skip the popup and just show the card like it is now for people who don't want to click past it.

-Stats box:
--Title: Account Stats
--Move title down about 2px.
--Gold 823247@
--PvE: 7592 wins - 5936 losses. if that doesn't fit, use W and L
--PvP:     79 wins -     82 losses
--tab it so the - lines up for both PvE and PvP?
--W/L numbers and gold numbers are in number color

-remove on-menu chat, it's awful. kong people can suffer. someday we can add a motd popup for kong people, that's the only thing they really miss out on. chat is discord.
-idk what to put there right now. have ideas to reorganize everything later but idk exactly

-Battle box:
--Title: AI Battle
--Costs are in number color
--Move everything down about 2px. Want same margin from left edge to button as from top edge to top of capital letter.
--Move right column (Reward) to the left probably 1px. Same goal
--Move Colosseum and Quests button here. both on same row, below a2, indented a bit probably to go along with the cut corners on the bottom of the background.

-Miscellaneous box:
--Remove title
--Move Colosseum and Quests button to AI Battle.
--Move Custom button to Players
--Add a second "Player's Name" input box to top row. Move PvP button to the right of it.
--Rename "Arena Deck" to "Edit your Arena Deck". Feel free to give it its own row if needed.
--Move Arena leaderboards buttons below Arena Deck button. Rename to "Arena 1 - Top 20" etc

-Cards box:
--Title: Decks
--Deck name is in number/string color. "Deck:" is in label color
--Move title down about 2px.
--Move deck name/buttons down at least 2px, possibly 3-4. want a decent margin between the top left corner of the D and the edge of the box.
--Rename Editor to Deck Editor. Give it its own row directly below quickslots. It can be wide.
--Move Bazaar to Players
--Maintain the line break between decks buttons and other two buttons.
--left: Shop. Rename "Buy Packs".
--right: Upgrade. rename "Upgrade Cards".

-Players box
--Rename to Trade
--Widen Player's Name box so it's snapped to buttons on both sides
--Rename Library to "View Collection"
--Move "Reward" down to the left of "Settings". Make it pop up its own window with an input box and a "redeem" button. When redeemed, make that box say "You got 8000 gold".
--Add Bazaar button here. i want to rename it but i don't know what i want to rename it to. bazaar was a term from original and this isn't that. auction house maybe. looking for a word/phrase commonly used for this sort of thing in other games.
--Remove "Leaderboards" title.
--Put remaining buttons at bottom of the box
--First: WT50, rename to "Total Wealth - Top 50"
--Second: "Custom". rename to "Custom Battles"


Colo Menu:
-"You defeated this already today" in number/string color.
-gold rewards (both cycle and "you redeemed today") in number color. Current streak in number color.
-Youvent -> You haven't
-Add "Colosseum" title to page, larger font, to the right of exit button. similar in size (can be smaller) to OpenEtG title on main menu
-Add another line: Colosseum resets in [time].

Quests Menu:
-i got nothing right now

Arena Deck Menu:
-all numbers in stats and record are in number color. gold rewards also in number color in the explanation of how much you win
-exit button in upper left where it is in most other menus
-move deck code to directly below deck image, between image and stats
-Top row reads: "Current Rank: 3             22 Wins - 12 Losses            390@ earned". aim to end "earned" at the end of 4th column of cards (35 card deck).
-Center each stat and button within one of the card columns.
-Rename Modify to "Edit Deck"
-Rename Test to "Test Deck"
-Move mark icons ~4 px left. Add "Mark" label above
-New text for reward explanation: "When your deck is played, you receive 15@ if it wins and 5@ if it loses./When you submit a new deck, you receive 25@ for every day old your previous deck was, up to 350@ for 14 days."
-Rename Create to "New Arena # Deck". Center under card.
-Add vertical line between existing decks and new cards?

Custom Menu:
-i have no idea what to do about this. needs explanations of how things work. but i don't understand how anything here works so i don't know how to explain how they work.

Editor:

Upgrade:

Shop:

Bazaar:

Trade:

Library:

PvP:

Reward:

WT50:

A1T50:

A2T50:

Settings:


3
Decks / give sosa
« on: August 30, 2019, 08:09:46 pm »
current favorite version
0653e0571002715067ka047q9048080380v018pq


previous versions
01l3e06lrp026r004mr001710027ai04nai037js03njs02nka0280v018pn

02l3e02710027ai04nai047la037js03njs017ka02nka0581q0280v018pn

4
Decks / self endow
« on: August 29, 2019, 04:14:05 am »
027at02nat0c7jo06njv06nk502nq9018pn


047bu027at02nat067f206ndv027jo027la06nk5018pq


066ve04mu2016u304mu302n4a027at02nat04ndv05nk5018pq


046ve04mud047bu027at02nat057f205ndv04nk5018pq


066ve04mud026u304mu301n4a027at02nat04ndv04nk501816018pq


buff a sader, living weapon it, temper it, have weaponsader endow itself, have sader buddies endow double-endowed weaponsader

for rico versions, hold ricos until after living weapon if they don't already have a weapon

5
UI/UX Suggestions / Re: Random detail UI fixes
« on: August 11, 2019, 06:14:49 pm »
from my notes:
-player targeting rectangles are weird or cut off or something
-arena deck button text is still off center. needs more right padding or less left padding or something. leaderboard buttons also it looks like.
-more of a UX than UI change, but make gold pack cost 75 and have one less common ffs. adjust colo streak rewards accordingly.
-quanta generating creatures should say "air"/"earth"/etc again instead of saying "quanta #"
-bug that probably occurred due to a UI change: upped holy light went from costing -1 to costing 1. change it back to costing 0 and producing 1 when cast.

bigger things:
-make card text larger on instances
-make instance text have legible contrast. if necessary, do away with different colored backgrounds and white/black text for upped status. we can figure out another way of describing that if we need to.

6
General Game Discussion / permanent reveal
« on: August 11, 2019, 05:27:57 pm »
[10:25 AM]cg:so we're considering making a change to things like precog, unsummon, fractal, etc
[10:26 AM]cg:basically, any time a card has been revealed it remains revealed unless it is somehow shuffled (which almost never happens)
[10:26 AM]cg:so if you could know what a card is by taking very close notes of everything that you're shown, you will now be able to know what a card is by looking at it
[10:26 AM]cg:anyone have any opinions on the topic

7
Decks / Enchantressink
« on: August 10, 2019, 04:04:38 am »
0c7780577o06779057830277c018pu

8
UI/UX Suggestions / Random detail UI fixes
« on: August 09, 2019, 03:01:50 pm »
"buy max" button (capped at 100 packs -cg) in shop as an early game convenience - sets buy# to max of selected type you can afford

account name above money on upper left main menu

label the misc section on main menu. or just rewrite main menu. (idk what to name it so lets just redo main menu so we don't have to think of something -cg)

label deck code box on editor

settings button labels still overflow


move and label mark in editor. possible options in discord

"exit" -> "take & exit" on show-content-of-purchased-pack screen


from loog on discord

9
Quote
[5:14 PM]serprex:Bring back original card collection method. Pillar drops & transmutation where it's at
[5:14 PM]cg:I’m up for that as a challenge
[5:14 PM]cg:We can make challenge accounts that use card sets.
[5:15 PM]cg:Hell, we can make challenge accounts have different banks of ai decks
[5:15 PM]serprex:Basically make an "original card set" account & expose ai1/ai2/ai3/ai4/fg
[5:15 PM]cg:Yeah exactly that

10
Couple pieces of preemptive exploit mitigation specifically for tournament/event accounts:
(1) add a time stamp for account creation to library for tournament/event accounts (or all accounts, why not) to prevent spending the week before the tournament rerolling sealed decks until you get a card pool you want.

(2) Make an option for presets (not user configurable) that prevents looking at the account through library by anyone other than codesmiths. Codesmiths can look to settle disputes. Not user configurable (ie not a setting) because I like public cardpools for a variety of reasons. If people want this as a general user setting we can discuss it. Blocked library view should just not show cards but still show other stats. Should also block export. Users should get a /allowlibrary command that irrevocably removes this flag. Should default to happening to most tournament/event accounts (particularly anything that gains an advantage when opponent knows your resources, eg sealed) but not things where trading is expected (eg ladder).

Neither is a huge priority. The former can be mitigated by just requiring specific phrasing of account names that isn’t published until the event starts. The latter can’t really be mitigated but also is only a relatively minor advantage, and given to everyone equally.

11
tldr: Special accounts with in-game support for various restrictions/bonuses for the purposes of tournaments, events, and challenges. Think sealed deck tournaments, short-term closed-economy "ladder"s, or no bazaar challenge (from original)/no money challenge (from here).

Spoiler for Mechanics:
Login screen gets a checkbox that reads "Restricted Account (Tournaments/Events/Challenges)". If checked, it shows extra account creation options before finalizing the account. The options will consist of preset settings for tournaments/events/challenges and the ability to create custom settings (for smaller tournaments or personal challenges).

For PvP stuff like tournaments/events, we can create presets from the available options to provide support for the rules for whatever tournament/event is running next. For challenges, we can just brainstorm whatever challenges sound like fun and add them.

Any special accounts will default to being unable to interact with other accounts with some exceptions. The default "special account isolation" restriction will mean that you cannot appear on normal leaderboards, submit arena decks, affect submitted arena decks' standings/rating/etc, or trade/sell/bazaar. PvP will still generally be allowed, though if random queue pvp (pvp1/pvp2 from original) is implemented, this restriction would also prevent that. Some specific presets would not be subject to default isolation settings, but those would be one-offs. The default would be isolation.

Custom accounts would be provided with a list of restrictions that can be selected as well as the ability to build your own starters in the sense of starting with arbitrary amounts of gold or arbitrary amounts of free packs.

Any special accounts typically cannot ever remove their restrictions. In some cases (mostly for tournaments/events), admins should be able to lift account restrictions after the event and return the accounts to standard accounts. In the short term, this can be handled manually in the database or something, or just by telling people to nuke their accounts and giving them a reward code equal to the contents.

Library view should publicly display any restrictions placed on the account.

While most special accounts should not appear on standard leaderboards, challenge accounts should (eventually) receive their own leaderboards specific to their challenge. If we do "ladder"-style closed economies, the active "ladder" should also have its own leaderboard. Bigger events could also have a temporary leaderboard as well. Doesn't need to happen immediately since the leaderboards can happen retroactively based on the account flags when they're added later.

Spoiler for UI Details:
Move "exit" button on login screen down further into the lower left corner to make more room.

Account creation screen gets checkbox (default unchecked) labeled "Restricted Account (tournament/event/challenge)", probably placed below the "Skip Tutorial" checkbox. I'd like to redesign this entire page someday but that's for another day so this placement works fine for now.

If checked, add text across the top of the screen saying "Restricted Accounts cannot access all features, including trading, arena, and leaderboards." This text should disappear again if someone selects a preset that isn't subject to default isolation rules, but it should be visible anytime a non-isolated preset isn't actively selected (including before anything is selected).

When the box is checked, four options should appear between the "Earth is the element of defense..." text boxes and the newly-lowered exit button. The options should read "Standard (Unrestricted)", "Tournament/Event", "Challenge", and "Custom", with radials or w/e allowing people to select one and only one option. "Tournament/Event" and "Challenge" should have dropdowns below their option, defaulting to "(choose one)". Standard is default radial. If standard remains selected, account is created as normal. If event or challenge are selected, account creation cannot proceed while (choose one) is still in its respective dropdown.

In the space to the right of the radial options, we should add an additional text box that describes the selected option (or, in the case of custom, holds the selectable options). For standard, this text should read "Create a standard, unrestricted account." For event/challenge, it should read "Choose an option" while the (choose one) is selected. When an option is selected, it will have the description of the challenge instead.

Spoiler for Custom account options:
If custom is chosen, the text box to the right of the radials should contain two columns. On the left, starting bonuses. On the right, restrictions.

Anything in parentheses is clarifications, not text.

Current starting bonus list (should have input boxes to the left that accept numbers unless otherwise noted):
Standard Starter (checkbox instead of input box. default checked. if selected, people can pick a starter option as normal. if unchecked, they only start with what's given from the options below)
Gold
Bronze Packs (i.e. free packs)
Silver Packs
Gold Packs
Platinum Packs
Nymph Packs

Current starting restriction list (checkboxes to the left):
Cannot spend money (includes packs and upgrades. includes starting cash if any)
Cannot buy packs (can still spend $ on upping towers)
Cannot select pack element (all packs are purchased using the "random"/"no focus" option)
Cannot enter quests
Cannot enter colosseum
Cannot upgrade cards (including towers. should automatically downgrade upped cards won.)
Cannot win cards from AI (regular battles, doesn't affect quests)
Cannot gain money from AI (regular battles, doesn't affect quests or starting cash)
No daily card

Spoiler for Presets:
The preset options should increase over time as we hold more events and people invent more challenges. Please feel free to suggest more challenges below whenever you think of them, and please keep these capabilities in mind when dreaming up pvp events/tournaments.

For right now, some basic presets to start with:
Tournament/Event: the oetg event serp posted on original. Serp can sort out details.

Tournament/Event: "Sealed Deck"
Starting Bonuses: no standard starter, 5 Bronze Packs, 10 Silver Packs, 5 Gold Packs, 2 Platinum Packs
Restrictions: Cannot spend money, cannot enter quests, cannot enter colosseum, cannot win cards from PvE, no daily card.
Text: "Start with 5 Bronze Packs, 10 Silver Packs, 5 Gold Packs, and 2 Platinum Packs, but no starter decks. You can't spend money, gain cards from AI, or enter quests or colosseum."

(this one is presented as a FYI for what we should be doing later on. shouldn't actually start this until there's more than two people to participate in it)
Tournament/Event: "Ladder - Summer 2019"
Starting Bonuses: Standard starter.
Restrictions: none.
Special: Not affected by default isolation. Cannot use bazaar. Can trade with other accounts using the same preset. Can interact with arena/leaderboards/etc normally.
Text: "Closed economy ladder for Summer 2019. Can't use bazaar and can only trade with other ladder participants, but otherwise a normal account."

Challenge: "No Money Challenge"
Starting Bonuses: Standard starter
Restrictions: Cannot spend money.
Text: "Feeling lucky? Feeling greedy? You can gain money but you can't spend it on anything, including upgrading towers. All your cards will come from AI drops, quests, and your starters."

Challenge: "Trader Challenge"
Starting Bonuses: No standard starter. 0 of all packs. (starts with nothing)
Restrictions: Cannot enter quests, cannot enter colosseum, cannot gain money from AI, cannot gain cards from AI, no daily card.
Special: Not affected by default isolation. Can trade/bazaar freely (and all other stuff too).
Text: "Buy low, sell high. All your wealth needs to come from profit made through the bazaar. Trading and bazaar are allowed for this challenge. Note that you will need to provide your starting cash by trading it from another account to prevent abuse. Starting with 1000 gold is recommended.

Challenge: "Unupgraded Challenge"
Starting Bonuses: Standard starter
Restrictions: Cannot upgrade cards.
Text: "Unupped cards aren't just for PvP! You can never use upgrades."

edit: We can put custom off more or less indefinitely, too, if it adds a lot of coding trouble. At least 98% of the value of the feature is in the presets - custom is just there because I like custom options to be available for people to play with whenever possible. Custom-sized sealed decks are the biggest thing we get out of custom anyways, so it could also be simplified to just custom-sized sealed deck and leave the restrictions to preset challenges that are added through the code.

12
UI/UX Suggestions / Suggestions for first draft of card text rewrites
« on: July 25, 2019, 09:22:28 pm »
Please put them here. Current draft text is up on the test server. http://40.117.144.196:13602/

Note that we know there are a lot of cards that overflow the text box, please don't worry about reporting it (though if anyone happened to compile a full list of them it would save me time). We will address that one way or another before these go live.


edit: ongoing list of things that need fixed that i can't fix directly in skilltext.js:
(from first draft, might be done already)
  • thermal recoil (absorber) shield text needs changed to “Increases damage from each attacker by 1.”
  • Losecharge should change its text to “Expires at the end of this turn.” at turns:0
  • Upped pillar: remove negative cost, gain “Gain 1 whatever when this card comes into play.”
  • Precog should affect all opponents for the purposes of 2v2 or 1v1v1
  • upped pillar change also to whatever else costs -1
(from second draft)
  • "2frozen" -> "Frozen (2)". Also lives and anything else that shows charges.
  • show different text for card in hand/editor vs in play. update losecharge text while in hand/editor to "Lasts for X turns". X should count the turn it's played (i forget what you index the charges to), so dim shield should say 2/3.
  • can we easily make 1/4 (eg quad towers, tesseract) display as "1/4" (three charcters) instead of converting into the actual one-character 1/4 fraction? it's really hard to distinguish the fraction with the low text size
  • give psion the card text "Psionic cards deal spell damage and typically bypass shields.". if we want to give psion an "ability" that does nothing called "psioncardtext" or something in order to make it have this text, that's fine with me. also if there are any other creatures that start with a complicated passive (hognose?) that isn't explained by their active, we should do something similar with dummy abilities to give them card text
  • make the things that use the unicode fraction symbol for 1/4 or whatever to instead say "1/4" with three characters so it's easier to read
  • resolve overflow either by the expandy text box animation or by whatever anti says.
[li]make unupped repulsor say "enters play with 1 stack". if this is a huge pain in the ass, we should find another way to make it clear that unupped repulsor is 1dr.
[/li][/list]

Spoiler for for me to do for draft2:
fiiiiine, go through and replace "put x into play" with "summon x"
move sanc/diss interaction explanation to diss
fix fire bolt
tunneling your
soi -ed
shtriga -s
sosac quanta
command skel equal to their str
beguile gain control
fenghuang target creature gains
wyrm this creature
scattering wind doesn't trigger on-draw effects (except for the draw a card card)
tornado +s
chrys give opp 1 pois countr
steam -the
siren sing->this
ice bolt fix like fire bolt
scorp like chrys
tidal healing frozen
alch list cards maybe
pink jelly 4
(make my own list of overflowing cards)
(double-check overflowing card text in the code)

13
Decks / Spirustosis
« on: July 25, 2019, 03:37:22 am »
0b6rv02n1502n1a017af02naf03nap047bb02nbb03nta018pq


096rv02n15027af02naf03nam03nap027bb02nbb02nk303nta018pq


086rv02n1a027af02naf03nap037bb02nbb03nk303nk402nta018pq

14
Quests / Re: Tutorial - Basic
« on: July 20, 2019, 09:38:01 pm »
Please swap the opponent deck from battle 4 into battle 5 (Active Abilities)

0a52m0k5i6018pp


Please swap the player deck from battle 8 into battle 9 (Coliseum)

0d6qq016rk016rs016tv01711017480177b017ad017di017gt017jq017mv037qb017q6017t50180f018pi


Please remove the word "unupgraded" from battle 9 pre-battle text (First paragraph after the final page break, "This time you got your unupgraded rainbow dragons back.")

15
Spoiler for PvP:
Spoiler for General comments on PvP:
  • Like in PvE, most original decks still work just fine. Classic original pvp decks with absolutely no modifications have been top performers in most leagues.
  • Most of the time PvP is still unupped, though there's no reason that needs to continue to be the case.
  • PvP meta is a lot less explored here due to the smaller pbase. However, the much stronger AI means PvP quality is a lot easier to determine from AI battles.
Spoiler for Events and Tournaments:
  • They happen sometimes.
  • At the moment they basically happen whenever there's 4-6 people who say they want to be in one. If you want to be in one, say so.
  • Prizes similar to original, including nymphs/marks. While we have a low player base, I have lately been bumping up the lower prizes to ensure everyone that participates walks away with a healthy reward even if they don't do well.
  • The most common event has been league, which functions similar to on original, though with lower requirements to enter. These tend to run monthly any time there are enough people expressing an interest.
  • Real time tournaments (with prizes) can be organized on the fly at any time there's enough participants, so speak up.
Spoiler for Custom PvP:
  • Custom AI, but with another person.
  • Or 2v2. Or 1v1v1.
  • Can still break the rules. So you can PvP as a demigod. Or with 15 card decks. Have fun.

Spoiler for Cards, Economy, Collecting, and Trading:
Spoiler for Upgrades and Shinies:
  • Six unupped copies makes an upped copy. There is no gold cost.
  • Except pillars/pends. You have unlimited unupped pillars pends. Upgraded towers/pendulums cost 50 gold.
  • You can downgrade an upped card into six unupped cards. There is also no gold cost. So you can swap them back and forth.
  • In fact, there are buttons on the upgrade screen to do this for you quickly. "Autoconvert" will go through your collection and make sure you have six unupped copies of every card and otherwise make as many upgraded cards as you can. "Full convert" makes as many upgraded copies as you are able with your collection without reserving any. So if you want to play upped, full convert. When you want to pvp, autoconvert and you'll have an unupped playset available. If you don't mind swapping back and forth, there's no longer a need to own both upped and unupped playsets.
  • A functional playset requires 36 unupped copies of each card (six upped copies that you can autoconvert to an unupped set).
  • A full playset requires 42 unupped copies of each card.
  • Remember that you can build and store decks with cards you don't currently have so your saved decks won't be ruined if you autoconvert or fullconvert some cards in them. You can build unupped pvp decks and then fullconvert to go grind the AI.
  • Shinies are a thing.
  • Six unupped cards make an unupped shiny. Six upped cards or six unupped shinies make an upped shiny. So a full set of upped shinies requires 216 unupped copies of each card.
  • Shinies are purely aesthetic. They are price-wise a second tier of upgrade, but they do not change the card in any way.
  • Except they invert its color and make it shimmer. Some of them also have alternate art.
  • This is the current long-term grindable collectible. Comments about why in "economy".
Spoiler for Rarities:
  • Instead of all unupgraded cards costing basically the same and all upgraded cards costing basically the same, card cost now varies with card rarity.
  • Rarities don't particularly correlate with power. In fact, I would personally say commons contain the most "powerful" cards. Rarity roughly correlates to how complicated or weird a card is, or to whether you'll typically want a lot of copies of them in your deck.
  • Commons are worth 1.375g each unupped, and 8.25g upped. They are easiest to get from bronze packs. They are typically very basic, straightforward staple cards. Many 6-ofs are common.
  • Uncommons are worth 5g each unupped, and 30g upped. They are easiest to get from silver packs. They are typically more complex cards and support cards.
  • Rares are worth 30g each unupped, and 180g upped. They are easiest to get from gold packs. They are often niche cards, in-element weapons, and things like miracle that are often used with lower copies.
  • Shards are their own rarity, worth 35g each unupped, and 210g upped. They mostly come from platinum packs.
  • Nymphs are also a separate rarity. Nymph packs cost 250g and have a 100% chance to give you the nymph you want, so you can functionally purchase nymphs straight across for gold. Upped ones are made by combining six unupped, just like most other cards. Nymphs were made purchaseable to ensure that pvp was available at an equal footing. Shiny nymphs have the same rarity and means of acquisition as nymphs in original for the collectors.
  • When I talk about card cost or card value (and when the game talks about it), it's derived from a bronze pack. Packs are discussed more below, but a bronze pack costs 15g and contains 10 commons which each have a chance to become an uncommon. So, the price of a common would be 1.5g, but after factoring in the value of the chance to become an uncommon, it becomes 1.375g per common. Then, knowing the value of a common, you can look at a silver pack, subtract the value of the commons, and determine the value of the remaining uncommons (factoring in the chance to upgrade rarity). Repeat for gold and platinum.
  • Pillars/pendulums are their own rarity. You have unlimited unupped pillars and pendulums for free. Upped towers/pends cost 50g each. They are one of the best places to put your first handful of gold.
  • Note that an unupped rare costs 30g while an upped common only costs a bit over 8. One of the biggest things you can do for yourself is force yourself to stop thinking an upped card costs an entire unupped deck. You could have two unupped arsenics or you could have six upped giant frogs plus two upped long swords for about the same price.
Spoiler for Card Packs:
  • There is essentially one pack quality for each rarity, and it is easiest to get each rarity from their corresponding quality. Meaning the highest proportion of your money will go to cards of that rarity.
  • Bronze=common, silver=uncommon, gold=rare, platinum=shard, nymph=nymph.
  • You can also select an element focus. Or, you can select "chroma" (upper left), which will mean chroma (e.g. short sword) focus. Or, you can select random (lower right), which will mean no focus. Besides random, the focus you choose will be approximately 50% of the cards in any pack you buy. The others will be random elements.
  • Cards in a pack have a chance to upgrade (once) to the next level of rarity. Each pack has about the same chance of having a rarity upgrade in it, regardless of how many cards are in the pack.
  • You can bulk buy packs. Beyond a certain number of cards, it won't show anything when you clicked buy (because you bought too many cards to render on the screen). Watch your gold go down. You bought it and can look at what you bought in editor.
  • Your starter account came with some free packs which you should redeem if you haven't already. You should have gotten at least one each of bronze/silver/gold.
  • This seems like a fine place to mention that every starter element's starting cards value is within three seconds of grinding time of any other starter, so you don't have to worry about any choice starting with more money.
Spoiler for Trading and Bazaar:
  • You can trade with people.
  • You can also trade gold (i.e. buy/sell) directly.
  • Bazaar is also a thing, which is a public buy/sell market for cards.
  • In bazaar, you can sell cards at any price you want, and other players can browse the offers and buy what they want if they like the price.
  • You can also put up "buy" orders for cards that aren't for sale, and people can see they are wanted and have the option of selling you the card at the price you requested.
  • Bazaar will also allow you to sell cards back "to the bank" straight for gold without waiting for another player. Bazaar lists an auto-sell price for each card. Anything you put up for sale for that price or lower will be automatically purchased by the bazaar.
  • Some, but very few, cards are bound to your account. You cannot trade or sell bound cards. Most notably, your starter cards are bound, so you can't just farm starter cards and trade them to your main. I think daily cards are also bound? Shiny nymphs are I'm pretty sure. That's probably about it. (edit: serp reminds me daily cards rarer than common are account-bound.) Maybe some quest rewards? I don't remember. But basically almost nothing. But if you are trying to sell/trade your last copy of something and you can't, that's probably why.
Spoiler for The Economy and Money:
  • First, just note that any time I'm talking about original's economy, I'm talking about original's economy after the most recent content patch back in like 2012 or whenever. With fully functional, lively, and frequently shifting arenas. I am not talking about the current free-money-button in arena that exists in original.
  • The oetg economy is built to make pvp very accessible. If you like having a pvp advantage from luck or grinding, this will annoy you. Sorry.
  • It is quite possible to have a full unupped pvp playset (including nymphs and shards) the day you create your account. It doesn't even take all day. If you focus on building the like 20 pvp decks you want most, you can be done in a couple hours.
  • Upped takes quite a bit longer, but it's still much faster than original (pre-broken arena remember). A full upped playset could probably still be done in a week but it might be pretty grueling. Two weeks is certainly an option.
  • Shinies exist as the long term grinding goal currently. It takes a very long time (similar to, possibly longer than, full TE in original with functioning arena).
  • We hope to add additional long term collection goals, including alternate art.
  • However, anything that affects in-game performance will remain easy to get. This won't be either pay-to-win or grind-to-win. Grind-to-show-off. That's all.
  • If you don't like to grind and just like pvp, you'll be done grinding about when you figure out what 1/3 of the cards you don't recognize do. If you do like to grind, you have a lot of collecting to do and can show off what you collect.
  • The goal is for every AI target to be a viable grinding target. Every archetype should be a viable grinding archetype (within reason). This isn't perfectly completed, but it's pretty close. You can make good money grinding commoners. You can make good money playing stalls.
  • A lot of that is win streaks. Your reward will go up for win streaks within a target. The rate and the cap depend on the target. Your streak saves with the specific target and will remain even if you go do something else or log out.
  • There are also a lot of bonuses for performance in a battle. Think EM except for a lot more things than having full health. There's a full list of them somewhere in here. Bonuses are also where your ending hp is calculated.
  • After-game bonuses (including coliseum bonus for the two duel battles, and age tax in arena) are additive. So if you have a +50% lots-of-hp bonus, +400% coliseum bonus, and +30% for decking them out, you get +480%. If you have a +100% lots-of-hp bonus and a -50% arena age tax, you have a +50% bonus. Overall bonus is applied to the target's base reward to calculate your final gold reward. Win streak bonus, unlike everything else, is multiplicative with the other bonuses.
  • You automatically successfully spin exactly one card from every opponent you defeat. Shards and nymphs can't be spun (no relics - it'll just spin something else). Pillars/pends/towers can't either.
  • Original has UEI. Oetg has OUEI. It stands for openEtG UEI. OUEI is very different from UEI in one exceptionally important manner. UEI is gold per hour. OUEI is gold per second. Yes. It's not a joke. It may have once been a joke.
  • But it isn't a joke. It's actually an extremely handy way of looking at gold gain. You can also convert OUEI into gold/hour (multiply by 3600). 2.8 OUEI is about 10k gold/hour.
  • I said it's handy because in practice, an OUEI between 0 and 1 is not a good grinding deck. 1 and 2 is early game profitable or late game untuned decks. Anything between 2 and 3 is good. If it's between 3 and 4, we are probably going to look at it closely to see if it's OP. If it's steadily above 4, it's almost definitely OP.
  • OUEI is very personal at the moment, since it's based on your actual time. There's a large amount of YMMV.
  • On that note, though, the game will take stats (including full OUEI) for you, in the stats tab. You can copy that output into a spreadsheet linked on the forum and it will spit out all the stats of your run for you automatically, no effort required.
  • There's also AOUEI (abstracted OUEI) which I haven't released yet, which depersonalizes the very personal OUEI in basically the same manner that UEI is abstracted across players.
  • Whole bunch of decks tested in the forums if you're looking for ideas. Lots of stuff changes though so tests are not necessarily still accurate.
  • oEtG doesn't have score. oEtG has wealth, which is roughly similar. Wealth is the total value of all cards on your account plus the total value of unspent gold on your account. As I mentioned, the value of cards is set to the amount of gold you pay to get them out of packs, so your total wealth is basically equal to the net total gold you have won from the game.
  • The game refers to "ZE" or "SZE" (and tracks your progress towards these goals automatically). These stand for, respectively, "Zero Edition" and "Shiny Zero Edition". "Zero" is in contrast to original's "basic edition" and "trainer edition" nuances - ZE is six of every card (upped and unupped) but doesn't automatically count your towers/pends. SZE is the same thing but for shinies.
  • If you use the "library" button on the main menu (without anyone's name in the "player" text box), it will show you your collection and add some extra stats breaking down your current collection progress. You can also add a players name to the "player" text box and hit library to see any other player's collection.

Spoiler for Walkthrough for building a new account:
This is definitely not the only way to start an account. This is in my experience the fastest way, but considerable effort has been put in to making it possible to play oetg however you want to play it. If you prefer a different playstyle or prefer to find your own way, you absolutely should. You won't lose very much efficiency by doing so. This guide is for people who don't want to figure out how to start in an entirely new game and just want to get back to having a full collection ASAP. Also for people who don't want to play against the AI and just want to start playing PvP. Also for people trying to make alts efficiently for whatever reason.

Spoiler for First Hour:
  • This stage may take more than an hour if you're unlucky or if you're spending a lot of time reading what cards do (which you should if you're not used to them), but it really isn't going to take long even if you really take your time.
  • It really doesn't matter which starter you choose. They are all effectively the same wealth value. They can all make an effective (even in late game terms) grinder very quickly. "Build your own" is also an option, which will just give you more free packs instead of starter decks. Every element will start with three prebuilt decks saved (a mono, a duo, and a quad) and a handful of free bronze/silver/gold packs. The starter decks are good enough that you can jump right in if you just want to play some games, but there's definitely a lot of room for improvement.
  • First thing you should do after opening your free packs is build your own 30 card mono starter. Focus on damage, it isn't really worth worrying about actives or control at this stage. If you have a good shield, feel free to add it, but it doesn't matter a lot. You want to focus on creatures that have at least as much strength as their quanta cost. If you have enough creatures to build out a deck with a reasonable QI, great, you're done with step one. If not, fill it out with whatever you have.
  • For the moment, your AI target is commoner. Even from your very first battle, you can probably maintain a 90+% win rate in there if you're familiar with original. It will be surprisingly profitable once you have a win streak going.
  • Until you have a deck with enough creatures that are at least 1:1 strength:quanta, all your money goes to bronze (common) packs. It is not likely to take more than a few until you have a good enough spread of creatures. Remember that six bad unupped creatures probably combine into one good (at this stage) upped creature. Conversely, remember that six good unupped creatures (e.g. mummies) are probably better than one slightly better upped creature for the moment.
  • Besides your free packs, you should completely ignore any packs past bronze until you have a solid grinding deck. Bronze packs give you 10 cards for 15g. Silver packs give you 6 cards for 25g. Upgrades come from combining extra copies of cards. Higher rarity cards aren't more powerful, they're more niche. So your power base for effective grinding comes from commons. It will be very quick to get your solid grinding deck, so this isn't going to prevent you from getting in to higher rarity cards in the very near future. Ignoring the higher rarities right now actually gets you into the higher rarities sooner.
  • Once you have a bare minimum of unupped common creatures to make a decent unupped deck, switch to buying upgraded towers/pendulums. It would be best to know how many you need for your budget grinding deck and buy that many, but if you don't know yet, 6 of each (or 12 total however you want to break it down) is just fine. That costs 600g, which is probably 10-20 minutes in commoner at this stage.
  • Whenever you break your commoner win streak or whenever you get bored with commoner, you can try dipping your toes into mage or arena1. Both of them are within reach even with very early decks. These targets will involve a lot more losses but the higher base profit can balance that out. Win streaking in commoner is also still very effective (even moreso as your speed improves with more upgrades), so this comes down to your preference.
  • Once you have your towers/pends upgraded, switch back to bronze packs until you complete your all-common fully-upped budget grinding deck. The total wealth value of the upped commons in your deck is probably only around 150g (much less than the towers you already bought), but since you get the copies randomly from packs, you're probably going to end up spending 500g or so on bronze packs before you get there.
Spoiler for Next Steps:
  • At this point, you should have a fully upgraded budget grinding deck made out of commons. Your budget grinding deck is likely at least tier 2 or 1.5 as an endgame grinder, just so you know. There is definitely room to improve it with higher rarity cards (particularly if you want to play against harder targets), but you're able to make good profit right now.
  • From here, your options open up a lot. Since you have a grinding deck, you can just start working on grinding out more decks that you want to try or cards that you want to experiment with. If you're looking for efficient next steps, you have two paths:
  • If you're a PvP player, you don't need to build anything else for PvE basically ever again. Your budget grinding deck is good enough to grind out a full pvp playset in the next few hours. If you want to do this, fire up commoner/mage/A1 and play for a while. A full unupped playset (besides nymphs) is probably going to cost around 20k, and a full set of unupped nymphs is another 18k. Since nymphs can be purchased straight for cash from the store, there's no randomness in getting them so you can easily only buy them as you need them if you don't feel like grinding that second block of cash.
  • If you want to continue to improve your PvE efficiency, the next thing you should aim for is a solid set of coliseum decks so you can complete more events every day.
  • Your budget grinder is a perfectly fine Novice Duel (mage prediction) deck, though if you have some good shields or a bit of control, it's a good idea to trade away some speed for higher win rate. Expert Duel (demigod prediction) varies per demigod. About a third of them have fully unupped budget prediction decks listed in the thread, but all of them have more expensive counters available you can work towards and may be able to afford now. It isn't really worth beelining to owning all the demigod predictions, but you should always take a swing at them with what you have available.
  • Novice endurance (three commoners) can be done with your budget deck, but you will have a much better time if you splash a little bit of healing (2-4 cards) because you don't heal between battles. If you have enough luciferins or upped holy lights, these can be played without modifying your quanta base. If not, the best thing to do is splash 2-3 heals off your mark and switch to 100% towers/pillars. If you have any in-element heal for your grinder, add a bit of that. You're fighting commoners so unbalancing your deck isn't going to cost you many wins, but the extra bit of heal will help a lot.
  • Expert Endurance is rough. It's worth building yourself a deck but no deck is going to be perfect for this. Good starting choices are wolfbond (Alpha Wolf, Empathic Bond, and Giant Frog), USEMitosis, or upped monoaether.
  • Besides building a set of coliseum decks, this is also a good time to start building out more decks to play against tougher AI targets. See the decks board for ideas or the stats board for performance metrics.
  • If you're building a PvP playset or going for fully upped trainer edition, remember that packs both have a chance to upgrade the cards in them to a higher rarity, and that packs contain cards of lower rarities. Don't buy all the commons first and then start on uncommons, or you'll end up with three full sets of commons. It's overall best to start at shards and work your way down. There's a bit of an argument for buying starting with shards and moving down to rares when you're around 75% done with shards, hoping that some of your rare packs will upgrade the rares to the missing shards. Remember that rarity can only upgrade once, so you aren't going to get any shards out of bronze or silver packs.
Spoiler for Budget decks for every element:
These are all 100% common. They all have a total wealth value of around 800 (less than 10 minutes of grinding), though it will typically cost several hundred more to buy them from scratch with packs due to randomness. They can all be improved substantially with higher rarity cards (generally 1-2 weapons/shields if nothing else), but that's your preference and based on what cards you get from packs. In addition to the basic 12 monos, I'll also include budget Material, Spiritual, and Cardinal decks using the quad towers, and a budget rainbow for those of you who don't want to play a mono.
Spoiler for Decks:
026rk058080581q0680a0680t0680g018pu

026rr067ms067oe047n7067nl067nb018pr

026rk067t4067um067t7027ta027td067tf018pt

026rk067100572i06718067130571d018pk

026rl087780878q0677a0677h018pm

026rk056ts056ve066tu066ua026uc046um018pj

026rk057dg057f2067dh047dk027dm067e6018po

026rl067440675m067470474i06745018pl

026rt067ac067bu067ae067ag047aq018pn

026rr077jo067la067ki037k8067ju018pq

026rk087q0087ri067qr067qe018ps

026rt067gk067i6067hf047gv067gm018pp

0a6s0026rl026rs046u205745037qr0480g018pl

0a6ru026rk026rs0477a047e6047gm047nb018pr

096rv026rk026rs05713057ae047ju037tf018pq

056qq026rk026uc066u302713017450177a037ae017e6027gv017ju017nb017qr017tf0180g018pj


Pages: 1 2 3 ... 24