Brigby said: Hi Everyone. Once I gather all the information I need, I'll be sure to create an Event Detail page for Zendikar vs Eldrazi. In the meantime though, here is a brief overview of some of the battle details that were changed:Phase Start/End TimesChallenge Phase: 22h -> 18hDuel Phase: 8h -> 18hFinal Duel Phase: 24h -> 12hTotal: 54h -> 48hObjectives - Playing As Nissa (PvE)Call to Arms: Create 16 or more Creature Tokens... -> Create 22 or more Creature Tokens...Spell Caster -> Bounty Hunter: Deal 20 or more damage to a Planeswalker during a turn.Objectives - Playing As Nissa (PvP)Geomancer -> Prodigal: Win with only cards that costs 11 or more mana.Ambush -> Pauper: Win with only Common and Uncommon cards.Objectives - Playing as The Eldrazi (PvE)Call to Arms: Create 16 or more Creature Tokens... -> Create 20 or more Creature Tokens...Striker -> Mightstone: Cast 3 or more creatures with power 6 or more.Objectives - Playing As The Eldrazi (PvP)Emrakul's Emergence -> Prodigal: Win with only cards that costs 11 or more mana.Artificer -> Pauper: Win with only Common and Uncommon cards.ChargesInitial Charges: 2 -> 0Maximum Charges: No changeRecharge Time: 10 min -> 5 hrs 30 min
khurram said: Machine said: Thanks @Brigby! I hope you won't run this event simultaneously with another coalition event! What do you mean by "another" coalition event. This is not a coalition event.And what's the harm in running a coalition event with it simultaneously
Machine said: Thanks @Brigby! I hope you won't run this event simultaneously with another coalition event!
I shouldn't have used the word "another". That's my bad. What I meant to say is they shouldn't run it together with a coaltion event. And yes, like @Kinesia said, time pressure. A single coalition event in the weekend is enough for me to get by the weekend.
I didn't play the first beta iteration of this event, so I don't know what most of the players here are complaining about. IF Oktagon chooses to run the second iteration without any other noncoalition event, then I understand their reaction when they say "there's nothing to do".
One of the biggest challenges for the developers is to find a balance between providing enough content for players that seem to play this game nonstop and for players that have other commitments, like me. I've said earlier that I don't care if they run 100 optional events. Go knock yourself out.
I think it's a great idea to have the focus on the new event and if that's the reason they don't run any other event, then that's understandable. Looking at the storm of errors I had last time, having more events is asking for trouble. Oktagon should prioritize fixing bugs and make sure cards that used to be fine work again like they should (Etali, Doomfall, Perilous Voyage, Sphinx's Decree, etc.)
Mburn7 said: Look, I think the rewards complaining is a little over-dramatic. Of course they cant give every player in the game 200 jewels in one event. That would be incredibly stupid from a business perspective.Now, dropping that 200 to 20 is not the solution either, but I don't get how people expect the 200 to stay forever. I couldn't even believe that it was there to begin with.Now the objective complaints are entirely justified. Pauper Eldrazi just defeats the purpose (since all the good ones are Rare or Mythic), and expensive landfall is also not so great. The only saving grace is that you only need to win once with the secondaries and then get to ignore them forever, so its not a huge issue.
Volrak said: 1200 runes for an almost unlimited number of games is extreme, and unprecedented. Rune gains from DD are comparable in some ways with the old QB, which gave its regular players stockpiles of millions of runes, some of which are still nowhere near being whittled down, and would therefore still seem to impose a design space constraint, even now. Such huge rune gains in the current environment have some further balance issues:* It makes other events running at the same time almost not worth playing.* If sustained over time, it causes an increasing disparity between players whose time zone allows them to play a large number of games (e.g. those for whom it's the weekend), and players whose time zone means they have very limited time to play (e.g. those for whom it's a workday).But the node timer change from 10 minutes to 3.5h reduces the potential runes winnable by a whopping 95%, neutering the entire duel phase, and taking away the thrill of speed-based competition, which at least some players seem to like a lot, and which hasn't been a part of the game since QB. It also makes the amount of gameplay too low, especially if DD is seen as a replacement for a weekend coalition event. My idea of a reasonable compromise would have been something like 30 minute recharges, or the original fast pace with less extreme rune gains, like 500.