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2v2 pvp

serprex

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So recent engine changes have really abstracted out the idea of player1/player2

I imagine a UI would be to be able to toggle which player is being rendered. So you can toggle between enemy1/enemy2, or toggle yourself away to look at your ally

Mass CC would currently only effect the target player. This seems correct

Need to work out how to represent "foe". I'm thinking it'd be a list of ids. Then include "allies". This even opens up 1v1v1

Win condition would be when all foes are dead

This allows for 1v2 pve too

Spoiler for Discord discussion:
[09:39] serprex: Fun thing: Heal can heal your ally, whereas SoD & Miracle can't
[09:39] @dawn: I'd assume it would be hard to implement, but could you have a mini boardstate in a corner somewhere?
[09:39] @dawn: For untargeted opp/ally
[09:39] serprex: Rendering is surprisingly easy now that we're using React
[09:39] @dawn: Oh cool
[09:41] @dawn: 1v2 PvE yes
[09:41] @dawn: P l e a s e
[09:41] @dawn: I must have 1v2 quests
[09:41] @dawn: I assume creatures only attack the opponent you're targeting
[09:43] serprex: Correct
[09:43] serprex: RNG fest would be to have them randomly pick an opponent. Prevents targeting one player as much
[09:43] @dawn: Could also make 2v1 quests with CPU ally
[09:44] iancudorinmarian: What a time to be alive
[09:45] @dawn: Bless
[09:46] @dawn: This could have some nice card changes, let GP target players
[09:46] serprex: GP can already target players
[09:46] @dawn: Oh it can?
[09:47] @dawn: That's cool, though in this implementation, would it force creatures to attack a certain player?
[09:47] serprex: Yeah that could be worked out, right now it just removes gpull from field
[09:47] @dawn: It would probably be OP though
[09:47] serprex: gpull is currently stored on the player, you're getting into the concept of teams
[09:47] serprex: Since it'd be a team status
[09:48] serprex: Trying to work out implementation that doesn't involve a team id
[09:48] @dawn: In a 2v2 environment, would force target player be too strong?
[09:48] serprex: No clue, too early to say anything about 2v2 balance
[09:49] @dawn: Yeah true
[09:49] @dawn: My first thought is to have 1 deck be purely control, and the other to be super scaling
[09:51] @dawn: Including Burns, Epoch could be fun, Dream Catcher
[09:51] serprex: Have to defend 2 rushes trying to take out one player quick to try get into a 2v1
[09:51] @dawn: Board Control + Hand Control vs Rush + Rush
[09:51] @dawn: Fascinating
[09:59] serprex: So most annoying thing is concept of "player's foe" but we can keep this as "player's target". Player can change target however often they like, like a Rustler. So leave "foe" prop as it exists today. Allow changing target to ally too, in case you want to attack them with Shamans or they have SoSa or they have a reflective shield & you have firebolts & they've targeted an opponent with reflective shield
[10:00] serprex: Team id merely to store "members" & be the id of game's "winner" is straight forward to add
[10:00] @dawn: This looks super convoluted wow
[10:01] @dawn: It's amazing
[10:02] serprex: Also opens up potential use cases for Give
[10:03] @dawn: Yeah Give is a cool card here
[10:04] serprex: Friendly innovation
[10:04] @dawn: Oh damn Embezzle
[10:04] serprex: Give is useful to try salvage some of your board state to your ally before you get popped by opponents
[10:05] @dawn: Wait a minute
[10:05] @dawn: How do Shaman and Embezzle work
[10:05] serprex: Yeah, room for having 1 player using shamans/embezzles to help both players stall, while other player can attack
[10:05] serprex: Shaman ability is loboable now, so end up with a -4|4 with embezzle
[10:06] @dawn: Or does Embezzle remove the "Attack owner twice"
[10:06] @dawn: Damn
[10:06] @dawn: Such a shame
[10:06] serprex: Just play Shadling/Hognose
[10:07] serprex: Antimatter/Hognose/Embezzle probably where combo's at, pretty expensive tho
[10:07] serprex: But it isn't like you have to play trio, since there's 2 players
[10:08] serprex: End up with gross things like monodark/monotime ghostmare duo
[10:09] @dawn: Scorp Claws Embezzle could be fun
[10:09] @dawn: With Shamans
[10:09] serprex: Not sure that works tho, would have to be able to target ghosts without having ally set as target
[10:09] @dawn: Would need AW
[10:09] @dawn: But doable
[10:10] @dawn: Yeah not sure how MonoMare would work
[10:10] serprex: UI should separate idea of "looking at player" from "targeting player" anyways
[10:10] @dawn: That being said, MinoMare + GhostMare(modifié)
[10:10] serprex: that's dirty
[10:11] @dawn: And you can NM allies for pseudo-Fractal
[10:11] serprex: Only one player needs to bring nightmare even
[10:11] serprex: That's probably op
[10:12] serprex: Would have to restrict nightmare to only foes, even the damage part of nightmare can be a useful attribute here
[10:12] serprex: Nightmare + reflective would also be silly. Empty hand, nightmare damages 16 to target, fills ally's hand
[10:13] serprex: Ally reflective also allows UG to bypass opponent's reflective
[10:14] serprex: Give/Firebolt with an ally that rushes fire quanta can go places
[10:14] @dawn: Would a fix be to only allow 6 cards between both decks?
[10:14] serprex: Explain?
[10:14] serprex: Also would want sobr to be opponent-only
[10:14] serprex: Or "all players"
[10:15] @dawn: So DuoMare would only allow 6 Nightmares in both decks in the 2v2 scenario
[10:15] @dawn: Aka
[10:15] @dawn: 1/5 split, 6/0 split, etc
[10:15] serprex: Nah, duomare wouldn't even run nightmare in both decks
[10:15] @dawn: Some variants would for sure
[10:16] @dawn: Maybe only 4 copies of each
[10:16] serprex: Just one player brings ghostmare, other player brings chaosmino
[10:16] @dawn: Oh CP is gross too
[10:16] serprex: Yeah, one player brings sofr, other player CP's their wyrms
[10:17] @dawn: If everything is broken then nothing is broken
[10:17] serprex: 4 copy limit might be fun to bring about just as an excuse. I've been annoyed with 6 card limit often enough as a holdover from original
« Last Edit: June 30, 2019, 08:31:56 am by serprex »


serprex

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This is now somewhat available

In 'Custom' add multiple players to multiple groups. The last group with nonzero players left wins. AI doesn't know what it's doing so it'll go on attacking an ally since right now the default foe is the next player on the list. Also not preventing targeting players after they're eliminated as of yet

Interface is hotkeys only for now: [ & ] scroll through the players, use P during your turn to set the currently viewed player as your target

Resigning will only cause the player to be eliminated when their turn begins. Tactical suicides are possible
« Last Edit: July 12, 2019, 08:34:39 am by serprex »