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The Skill Cap of this game is no existence.

Eliran
Eliran
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After you know all cards its all come to luck who win, no strategy and no nothing.

Anyone who deny it is in denial, at first I was sure this card game had far better odd than other card games as the cards are shared.

Now I realized its even worse as its all about who get the better draw, starting with armory/siege/midnightraid/conquest/op 5g card/potion = your chances of snowball winning just raised by 90%.

Get your self a Rally? you might as well GG, 6 turns either you win or you win.

Got the cards you wanted? good, now pray you get them draw together, how is that fair when enemy get perfect draws turn after turn even without psijic or low card amount while you getting destroyed? and vice versa.

Let alone talk about how horrible the leaderboard is, you can win 7 games and go up 200 score, lose once to so called "new rubedite", no matter luck or not, BOOM you go down 1400 points.

Shame, game is made so poor, I don't only think it will die eventually but hope it does.
Edited by Eliran on 11 June 2022 14:03
  • NeuroticPixels
    NeuroticPixels
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    It won’t die. Especially when someone plays so much like it seems you did, just to complain about it.
    Check out the ReShade I made: Crispy Sharpness
  • NeuroticPixels
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    Even if it is super easy or luck-driven, I don’t mind as long as it gives good rewards for playing. Just wish the games lasted like 10 minutes maximum.
    Check out the ReShade I made: Crispy Sharpness
  • Eliran
    Eliran
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    Even if it is super easy or luck-driven, I don’t mind as long as it gives good rewards for playing. Just wish the games lasted like 10 minutes maximum.

    No i am not gonna play anymore, gonna get my 100 ranked games/30 days daily and never touch this crap again.

    The game simply don't deserve my time with how RNG based this is.
  • Fhritz
    Fhritz
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    Eliran wrote: »
    After you know all cards its all come to luck who win, no strategy and no nothing.

    Anyone who deny it is in denial, at first I was sure this card game had far better odd than other card games as the cards are shared.

    Now I realized its even worse as its all about who get the better draw, starting with armory/siege/midnightraid/conquest/op 5g card/potion = your chances of snowball winning just raised by 90%.

    Get your self a Rally? you might as well GG, 6 turns either you win or you win.

    Got the cards you wanted? good, now pray you get them draw together, how is that fair when enemy get perfect draws turn after turn even without psijic or low card amount while you getting destroyed? and vice versa.

    Let alone talk about how horrible the leaderboard is, you can win 7 games and go up 200 score, lose once to so called "new rubedite", no matter luck or not, BOOM you go down 1400 points.

    Shame, game is made so poor, I don't only think it will die eventually but hope it does.

    Pelin is annoying to fight yeah, but you can easily beat someone who rely only on this with crows psijic or even Ansei (with draw combo or skip) . Sure there's luck involved but it's the same for any card game, you need to play with it.
    Edited by Fhritz on 11 June 2022 15:51
    I'm a single character man.
    Stamblade. Khajiit. Mostly pvp.
    And...that's it.
  • langewapper
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    i played this game 4 times against npc had 3 wins by just clicking cards at random
    and not nowing what i was doing or how this game works
    if you do that in real live card games you will loose always (poker or bridge)
    so it is a random based game like one arm bandits in casino for me

    and i also dont now which keyboard keys to use or what they doing
    i kept playing this game because i dont even now how to stop it
    or wich key to use to get out of it
    until zos (or sombody els) will write some real tutorial i wont playing that again

    so waiting for some real usefull tutorial
  • Skvysh
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    Eliran wrote: »
    After you know all cards its all come to luck who win, no strategy and no nothing.

    Say you've never played a deck builder without saying it.

    There's never a set strategy, the optimal choices are fluid. Your skill is defined by your ability to adapt to both the cards on the table and what your opponent is going for.

    The things I haven't seen before in other deck builders I've played are the patrons and the fact that there are 8 decks to choose from.

    Pelin deck's too strong? Don't pick it! (I've already seen plenty of games where me and my opponent don't pick Pelin). Pelin in play? Pick psijic deck and use its removal to deny Pelin cards. If your opponent is going for the long game with Crows and you can't get any power rolling, sneak in a victory with patron favours.

    Hilarious to think that less than a week after the game's out, a guy, who has no prior experience with this type of games, is experienced enough to say that there's no strategy involved.
  • redspecter23
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    There is definitely a lot of luck involved, especially with Pelin. I've enjoyed my games without that patron much more than the games with Pelin. Always afraid to take a card for fear that you'll feed your opponent an Armory. Racing to see who can get 7 gold first for Rally. I don't find those aspects of the game fun at all. Going first with 4 coin and a Fortify in hand having to look at the Armory you can't take, but your opponent can as soon as you pass. Bleh. That's all sorts of negative feelings.

    My opinion is that the better you get at Tribute, the less you like Pelin. It's far too random. Having said that, if you're new or still learning, take Pelin every time and you can potentially be handed a near victory in the first few turns.
  • Lysette
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    There is definitely a lot of luck involved, especially with Pelin. I've enjoyed my games without that patron much more than the games with Pelin. Always afraid to take a card for fear that you'll feed your opponent an Armory. Racing to see who can get 7 gold first for Rally. I don't find those aspects of the game fun at all. Going first with 4 coin and a Fortify in hand having to look at the Armory you can't take, but your opponent can as soon as you pass. Bleh. That's all sorts of negative feelings.

    My opinion is that the better you get at Tribute, the less you like Pelin. It's far too random. Having said that, if you're new or still learning, take Pelin every time and you can potentially be handed a near victory in the first few turns.

    Until he is playing against a celarius/duke player, who plays with a hand of 8+ cards nearly every turn after a short while, triggering combos all the time - and before your pelin gets to fruition, he is wrapping up and done. Pelin is not necessarily strong, it depends what is played against it. how?- power is not the only way to gain prestige and not even the best one ;)
    Edited by Lysette on 11 June 2022 17:58
  • redspecter23
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    Lysette wrote: »
    There is definitely a lot of luck involved, especially with Pelin. I've enjoyed my games without that patron much more than the games with Pelin. Always afraid to take a card for fear that you'll feed your opponent an Armory. Racing to see who can get 7 gold first for Rally. I don't find those aspects of the game fun at all. Going first with 4 coin and a Fortify in hand having to look at the Armory you can't take, but your opponent can as soon as you pass. Bleh. That's all sorts of negative feelings.

    My opinion is that the better you get at Tribute, the less you like Pelin. It's far too random. Having said that, if you're new or still learning, take Pelin every time and you can potentially be handed a near victory in the first few turns.

    Until he is playing against a celarius/duke player, who plays with a hand of 8+ cards nearly every turn after a short while, triggering combos all the time - and before your pelin gets to fruition, he is wrapping up and done. Pelin is not necessarily strong, it depends what is played against it.

    For sure. There are other card combinations that are strong as well. My point was a turn 1 Scratch or Toll of Silver is one piece of a larger puzzle. Turn 1 Armory is an instant clock all on its own. I don't feel the same sense of demoralization when I take a weak card and flip over a Toll of Silver that my opponent gets to have.

    We'll more than likely get similar complaints as the black deck becomes more common and turn 1 Midnight Ritual grabs become a thing. At least that card costs 4 so if you flip it as the first turn player, you can always take it. At 5 cost Armory may often be just something you look at for your opponent to take instantly.
  • Lysette
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    Lysette wrote: »
    There is definitely a lot of luck involved, especially with Pelin. I've enjoyed my games without that patron much more than the games with Pelin. Always afraid to take a card for fear that you'll feed your opponent an Armory. Racing to see who can get 7 gold first for Rally. I don't find those aspects of the game fun at all. Going first with 4 coin and a Fortify in hand having to look at the Armory you can't take, but your opponent can as soon as you pass. Bleh. That's all sorts of negative feelings.

    My opinion is that the better you get at Tribute, the less you like Pelin. It's far too random. Having said that, if you're new or still learning, take Pelin every time and you can potentially be handed a near victory in the first few turns.

    Until he is playing against a celarius/duke player, who plays with a hand of 8+ cards nearly every turn after a short while, triggering combos all the time - and before your pelin gets to fruition, he is wrapping up and done. Pelin is not necessarily strong, it depends what is played against it.

    For sure. There are other card combinations that are strong as well. My point was a turn 1 Scratch or Toll of Silver is one piece of a larger puzzle. Turn 1 Armory is an instant clock all on its own. I don't feel the same sense of demoralization when I take a weak card and flip over a Toll of Silver that my opponent gets to have.

    We'll more than likely get similar complaints as the black deck becomes more common and turn 1 Midnight Ritual grabs become a thing. At least that card costs 4 so if you flip it as the first turn player, you can always take it. At 5 cost Armory may often be just something you look at for your opponent to take instantly.

    Just let him take it - he will focus on Pelin and leave the good stuff in the tavern for you to take - and soon you have the base for a strong duke/celarius play - going through your cards 3 times whilst he might not even have gone through it twice. You can buy cards, due to the high amount of triggers and convert the high value ones into prestige, circumventing any armor he has put up, that is just blocking power to prestige conversion - but you convert any junk into prestige directly - Pelin is weaker than many think it would be.
    Edited by Lysette on 11 June 2022 18:05
  • Skvysh
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    Lysette wrote: »
    Just let him take it - he will focus on Pelin and leave the good stuff in the tavern for you to take - and soon you have the base for a strong duke/celarius play - going through your cards 3 times whilst he might not even have gone through it twice. You can buy cards, due to the high amount of triggers and convert the high value ones into prestige, circumventing any armor he has put up, that is just blocking power to prestige conversion - but you convert any junk into prestige directly - Pelin is weaker than many think it would be.

    Problem is, you aren't guaranteed to get crows every turn. Turn 1 armoury leads to 10 presitge by the end of 4th turn, while you might still be stuck buying up non-crow cards hoping for some later on.

    Crow+Psijic deck is a late-game strat, which falls apart when you don't even get enough cards to get the ball rolling.
    It's also easily defeated by a power rush of Pelin/Ansei and Hlaalu/Psijic.

    You can't just apply the same approach to every game, you have to adapt every time.
  • tatsukenji
    i played this game 4 times against npc had 3 wins by just clicking cards at random
    and not nowing what i was doing or how this game works
    if you do that in real live card games you will loose always (poker or bridge)
    so it is a random based game like one arm bandits in casino for me

    and i also dont now which keyboard keys to use or what they doing
    i kept playing this game because i dont even now how to stop it
    or wich key to use to get out of it
    until zos (or sombody els) will write some real tutorial i wont playing that again

    so waiting for some real usefull tutorial

    NPCs, especially novice rank are stupid. So I'm not surprised that you won by randomly clicking things.
  • Eliran
    Eliran
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    Lysette wrote: »
    Lysette wrote: »
    There is definitely a lot of luck involved, especially with Pelin. I've enjoyed my games without that patron much more than the games with Pelin. Always afraid to take a card for fear that you'll feed your opponent an Armory. Racing to see who can get 7 gold first for Rally. I don't find those aspects of the game fun at all. Going first with 4 coin and a Fortify in hand having to look at the Armory you can't take, but your opponent can as soon as you pass. Bleh. That's all sorts of negative feelings.

    My opinion is that the better you get at Tribute, the less you like Pelin. It's far too random. Having said that, if you're new or still learning, take Pelin every time and you can potentially be handed a near victory in the first few turns.

    Until he is playing against a celarius/duke player, who plays with a hand of 8+ cards nearly every turn after a short while, triggering combos all the time - and before your pelin gets to fruition, he is wrapping up and done. Pelin is not necessarily strong, it depends what is played against it.

    For sure. There are other card combinations that are strong as well. My point was a turn 1 Scratch or Toll of Silver is one piece of a larger puzzle. Turn 1 Armory is an instant clock all on its own. I don't feel the same sense of demoralization when I take a weak card and flip over a Toll of Silver that my opponent gets to have.

    We'll more than likely get similar complaints as the black deck becomes more common and turn 1 Midnight Ritual grabs become a thing. At least that card costs 4 so if you flip it as the first turn player, you can always take it. At 5 cost Armory may often be just something you look at for your opponent to take instantly.

    Just let him take it - he will focus on Pelin and leave the good stuff in the tavern for you to take - and soon you have the base for a strong duke/celarius play - going through your cards 3 times whilst he might not even have gone through it twice. You can buy cards, due to the high amount of triggers and convert the high value ones into prestige, circumventing any armor he has put up, that is just blocking power to prestige conversion - but you convert any junk into prestige directly - Pelin is weaker than many think it would be.

    by that time you've already lost.
  • kmfdm
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    It certainly has some luck involved, like getting armory on turn 1, but it is quite skilled dependent as well. This is a standard deckbuilder somewhat where you have to adopt to the available options and change your strategy on the run. My score is about 70-10 in ranked PvP, so either I'm intergalactically lucky, or there is something more to it.
  • Lysette
    Lysette
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    Skvysh wrote: »
    Lysette wrote: »
    Just let him take it - he will focus on Pelin and leave the good stuff in the tavern for you to take - and soon you have the base for a strong duke/celarius play - going through your cards 3 times whilst he might not even have gone through it twice. You can buy cards, due to the high amount of triggers and convert the high value ones into prestige, circumventing any armor he has put up, that is just blocking power to prestige conversion - but you convert any junk into prestige directly - Pelin is weaker than many think it would be.

    Problem is, you aren't guaranteed to get crows every turn. Turn 1 armoury leads to 10 presitge by the end of 4th turn, while you might still be stuck buying up non-crow cards hoping for some later on.

    Crow+Psijic deck is a late-game strat, which falls apart when you don't even get enough cards to get the ball rolling.
    It's also easily defeated by a power rush of Pelin/Ansei and Hlaalu/Psijic.

    You can't just apply the same approach to every game, you have to adapt every time.

    Yeah, I start with celarius/hlaalu quite often and change to duke/celarius and convert those hlaalu cards to prestige, because they are no longer required. And yes, I adapt as well, dependent on what comes up. But once the duke is going, it creates so many resource that I can just stop the pelin strategy by putting up 3 or 4 blocks - good luck with getting through them and gain prestige. In the end it is about buying power, and crows combined with celarius can generate a huge amount of resources.
  • tsukikage_ESO
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    I don't have any problem with the power of Crows/Celarus, since that is something you build into over time. Pelin is such that you can win by picking 3 lucky cards early, and then cycling those same cards every turn by just removing some extra baggage with ragpickers and treasury or adding a few crows. I'm not saying its unbeatable, but it makes the game more RNG based since picking a lucky Armory or Rally on turns 1-3 is such a big advantage.
  • Skvysh
    Skvysh
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    I don't have any problem with the power of Crows/Celarus, since that is something you build into over time. Pelin is such that you can win by picking 3 lucky cards early, and then cycling those same cards every turn by just removing some extra baggage with ragpickers and treasury or adding a few crows. I'm not saying its unbeatable, but it makes the game more RNG based since picking a lucky Armory or Rally on turns 1-3 is such a big advantage.

    Of course there's gonna be "RNG" in a card game - be it a deck builder or a traditional CCG with constructed decks and health points like TESL. You might go for a late-game strat because those are the cards available right now, but your opponent will suddenly get access to high power cards to close the game early. On the other hand, if you're going for a Crow+Psijic deck, which is pretty much guaranteed to win late-game, your opponent doesn't really have much choice but to either do the same or try to win with Pelin cards (if available) - can't blame the opponent for going with the strategy that can beat yours. At the same time, we have tools to prevent playing against decks we don't deem fair.

    I do agree that some Pelin cards could use tuning (by moving power into combos). But looking at inconsistencies between upgrades - look at Archer's Volley into Siege Weapon Volley vs Reinforcements into Legion's Arrival - I can't help but feel like the cards were rushed and not playtested enough.
  • Amottica
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    Eliran wrote: »
    After you know all cards its all come to luck who win, no strategy and no nothing.

    For the most part that is how card games go. No reason to think this card game would be any different.
  • Rouz
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    The game will be 100x better if the tavern pile rotates every turn. Until they do that, it's way too easy for the game to be decided in the first few rounds. Especially with the bad balance between decks (if they were made to be even).
  • Skvysh
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    Rouz wrote: »
    The game will be 100x better if the tavern pile rotates every turn. Until they do that, it's way too easy for the game to be decided in the first few rounds. Especially with the bad balance between decks (if they were made to be even).

    How will that solve anything (besides go away from one of the core mechanics of the game)? You'll buy an awful card because there's nothing better on the table, end your turn, the tavern deck will rotate and your opponent will suddenly have access to all the "good" cards.

    Besides, that would make Remove keyword obsolete and a good part of cards and strategies depend on that.
  • Lysette
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    I don't have any problem with the power of Crows/Celarus, since that is something you build into over time. Pelin is such that you can win by picking 3 lucky cards early, and then cycling those same cards every turn by just removing some extra baggage with ragpickers and treasury or adding a few crows. I'm not saying its unbeatable, but it makes the game more RNG based since picking a lucky Armory or Rally on turns 1-3 is such a big advantage.

    It's not very likely to happen though, that one gets both armory and rally - those getting armory early on will focus on pelin cards and have less coins available. Their own Pelin cards deprive their hand of coins. More often than not I can get Rally, but I didn't take Armory (by a reason, I want the other to take the bait and play Pelin, then he will be predictable in his moves).
  • Lysette
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    Skvysh wrote: »
    Rouz wrote: »
    The game will be 100x better if the tavern pile rotates every turn. Until they do that, it's way too easy for the game to be decided in the first few rounds. Especially with the bad balance between decks (if they were made to be even).

    How will that solve anything (besides go away from one of the core mechanics of the game)? You'll buy an awful card because there's nothing better on the table, end your turn, the tavern deck will rotate and your opponent will suddenly have access to all the "good" cards.

    Besides, that would make Remove keyword obsolete and a good part of cards and strategies depend on that.

    You don't have to take stuff you don't want - simply neither play that card nor spend that gold - and end the turn.
  • Skvysh
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    Lysette wrote: »
    You don't have to take stuff you don't want - simply neither play that card nor spend that gold - and end the turn.

    Yes, you can do that, but if you're not buying any cards because they are bad and the tavern row rotates, your opponent is given a chance to buy something potentially useful - putting you at a double disadvantage.

    The proposed solution to perceived problem in the quoted post is just awful, as it does nothing to solve the alleged issue and it introduces even more randomness to the game.

    Moreover, Removal keyword is strong at denying cards that don't necessarily benefit your current strategy (or you simply can't afford them) - if the tavern row rotates every turn, half of its usage is gone (and instead you're just using it to mill the tavern deck for your own turn).

    Overall, doing the whole "tavern row changes every turn" idea removes part of strategic play from the game, introduces more randomness and the issue that started it all - the idea that lucky draws of strong Pelin cards from the tavern row in the early turns leads to deciding the winner quite early - will still be there - you're just removing some of the tools you could use to deal with that issue.
  • colossalvoids
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    Idk about dying but from what I've heard from people I know personally most are just there to get their achievements and that's it. They might also change the game after some patches to become something more but looking at companions I'd not keep hopes up too high.
  • Lysette
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    Well, I find them in inns playing with proficient NPCs - just like I do as well. There are plenty of inns in Tamriel, and still I can see other players playing ToT at inns. This just means, that not everybody who is enjoying High Isle content is necessarily as well on the Isle - (s)he can be anywhere in Tamriel playing ToT as well - which is one of the chapter's top features.

    I intend to move from inn to inn and play here and there - I am new to the 4 other card decks, so it takes getting used to for me, I lost my first few matches by just a small margin - basically because the NPC brought 2 decks to the table I never played with before. Will be a learning experience, but I want to play all over Tamriel and make kind of a tour visiting inns.
    Edited by Lysette on 12 June 2022 15:50
  • Lysette
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    Ah and a clear NO to change Tales of Tribute - I don't want this balancing crap to happen here as well - play it as it has been designed. It is good as it is, but if the game would be changed and tweaked all the time, it would make experience worthless for those, who do not have all day and night to play it.
    Edited by Lysette on 12 June 2022 15:56
  • Rouz
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    Skvysh wrote: »
    Lysette wrote: »
    You don't have to take stuff you don't want - simply neither play that card nor spend that gold - and end the turn.

    Yes, you can do that, but if you're not buying any cards because they are bad and the tavern row rotates, your opponent is given a chance to buy something potentially useful - putting you at a double disadvantage.

    The proposed solution to perceived problem in the quoted post is just awful, as it does nothing to solve the alleged issue and it introduces even more randomness to the game.

    Moreover, Removal keyword is strong at denying cards that don't necessarily benefit your current strategy (or you simply can't afford them) - if the tavern row rotates every turn, half of its usage is gone (and instead you're just using it to mill the tavern deck for your own turn).

    Overall, doing the whole "tavern row changes every turn" idea removes part of strategic play from the game, introduces more randomness and the issue that started it all - the idea that lucky draws of strong Pelin cards from the tavern row in the early turns leads to deciding the winner quite early - will still be there - you're just removing some of the tools you could use to deal with that issue.

    I see what you're saying, but I guess maybe the thing I'm looking at is that there's three issues.

    1. A whole selection of cards are no where close with the same winning potential as Penil/Crow/Ansei/Orgnum. You can't win "mainly" of the power generation of red eagle or hlaalu or rahiji or psijic. If this is intentional, ok I get it. But if every deck is supposed to be to some degree self sufficient, ok then that's not happening. And the power/prestiege generation of Hlaalu and Red Eagle rely heavily upon routinely sacrificing cards. Something that is not happening because people are afraid to purchase.
    2. Rounds where people don't do anything. These are rounds where nobody buys anything over and over again because well...people don't want to be the one to purchase a card then next round something "good" drops. And yes you can try to deny using another deck. But a lot of times that doesn't happen. Maybe it drops and next round the enemy lands a wombo combo and gets 15 gold. Maybe you don't get the cards you need for a deny for the next 5 rounds giving the enemy enough time to get it.
    3. Games are extended further to be longer because nobody wants to do anything.

    By introducing more RNG (lets be honest, the RNG levels are already so high that there isn't as much skill involved as we like to think), it puts everyone on even ground every turn. There's no longer a "bonus gold" for going first. As every turn is going first. Psiji and tavern manipulation cards are still useful because it gives you extra chances for those good cards to drop.

    But ok I can see the argument being made that taking away 5% of the 15% of skill required for this game is bad. So what if there's a middle ground? Such as if no cards are drawn from a turn it refresh? What if its every two turns? That way now if one player doesn't pull anything, then the next player doesn't pull anything; then the first player gets a refresh? So now there's a strategy of denying a refresh? Or what if when someone doesn't pull anything, the card furthest to the right gets destroyed and a new card gets put down for the next player?
  • Skvysh
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    Rouz wrote: »
    1. A whole selection of cards are no where close with the same winning potential as Penil/Crow/Ansei/Orgnum. You can't win "mainly" of the power generation of red eagle or hlaalu or rahiji or psijic. If this is intentional, ok I get it.

    It seems like that's the point - some decks are generating power/prestige, but others merely complement those decks, to make the generation faster. Not a concept I was initially familiar to in these type of games, but it seems to work fine. You can, for example, bring in 1 main deck that generates prestige and have 3 other decks to help it do its job but not generate much power on its own.
    Rouz wrote: »
    2. Rounds where people don't do anything. These are rounds where nobody buys anything over and over again because well...people don't want to be the one to purchase a card then next round something "good" drops.

    I haven't looked into the actual curve of the costs, but I feel like there's disproportional amount of more expensive cards, at least in some decks. Therefore, it's sometimes difficult to get your hands on cheap cards because they simply don't come in, while, by the time you can afford the more expensive ones - the cheap ones are really bad in comparison.

    I keep coming back to Star Realms as an example, because it's a game I'm familiar with and I feel like they've done deck builder right. There, keywords to Remove or Destroy cards are more common (as all 4 factions are in play every game), so it's a bit easier to get rid of worthless cards. Moreover, there's plenty of low cost cards to prevent a deadlock, while pretty much every deck's high cost cards include a "draw card" combo/play ability.
    Rouz wrote: »

    But ok I can see the argument being made that taking away 5% of the 15% of skill required for this game is bad. So what if there's a middle ground? Such as if no cards are drawn from a turn it refresh? What if its every two turns? That way now if one player doesn't pull anything, then the next player doesn't pull anything; then the first player gets a refresh? So now there's a strategy of denying a refresh? Or what if when someone doesn't pull anything, the card furthest to the right gets destroyed and a new card gets put down for the next player?

    I haven't personally played any games with deck building mechanic where something like that happens, although I believe the upcoming Witcher: Old World, which also features 5-card trade row, removes the right-most card at end of turns/rounds to keep the deck moving - so that could potentially work. However, there deckbuilding is just one of the mechanics.

    I'd say there are better ways to handle the game of chicken with the tavern row - by making cards more attractive, while also introducing better ways to handle unwanted ones, there's going to be more choice making involved.

    For example - there's quite a bit of agent removal, but agents are too expensive to see play until late game and too fragile to even need the knock-outs. Tithe is nice when you need it, but too expensive to use early game.
  • Lysette
    Lysette
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    Rouz wrote: »
    Skvysh wrote: »
    Lysette wrote: »
    You don't have to take stuff you don't want - simply neither play that card nor spend that gold - and end the turn.

    Yes, you can do that, but if you're not buying any cards because they are bad and the tavern row rotates, your opponent is given a chance to buy something potentially useful - putting you at a double disadvantage.

    The proposed solution to perceived problem in the quoted post is just awful, as it does nothing to solve the alleged issue and it introduces even more randomness to the game.

    Moreover, Removal keyword is strong at denying cards that don't necessarily benefit your current strategy (or you simply can't afford them) - if the tavern row rotates every turn, half of its usage is gone (and instead you're just using it to mill the tavern deck for your own turn).

    Overall, doing the whole "tavern row changes every turn" idea removes part of strategic play from the game, introduces more randomness and the issue that started it all - the idea that lucky draws of strong Pelin cards from the tavern row in the early turns leads to deciding the winner quite early - will still be there - you're just removing some of the tools you could use to deal with that issue.

    I see what you're saying, but I guess maybe the thing I'm looking at is that there's three issues.

    1. A whole selection of cards are no where close with the same winning potential as Penil/Crow/Ansei/Orgnum. You can't win "mainly" of the power generation of red eagle or hlaalu or rahiji or psijic. If this is intentional, ok I get it. But if every deck is supposed to be to some degree self sufficient, ok then that's not happening. And the power/prestiege generation of Hlaalu and Red Eagle rely heavily upon routinely sacrificing cards. Something that is not happening because people are afraid to purchase.
    2. Rounds where people don't do anything. These are rounds where nobody buys anything over and over again because well...people don't want to be the one to purchase a card then next round something "good" drops. And yes you can try to deny using another deck. But a lot of times that doesn't happen. Maybe it drops and next round the enemy lands a wombo combo and gets 15 gold. Maybe you don't get the cards you need for a deny for the next 5 rounds giving the enemy enough time to get it.
    3. Games are extended further to be longer because nobody wants to do anything.

    By introducing more RNG (lets be honest, the RNG levels are already so high that there isn't as much skill involved as we like to think), it puts everyone on even ground every turn. There's no longer a "bonus gold" for going first. As every turn is going first. Psiji and tavern manipulation cards are still useful because it gives you extra chances for those good cards to drop.

    But ok I can see the argument being made that taking away 5% of the 15% of skill required for this game is bad. So what if there's a middle ground? Such as if no cards are drawn from a turn it refresh? What if its every two turns? That way now if one player doesn't pull anything, then the next player doesn't pull anything; then the first player gets a refresh? So now there's a strategy of denying a refresh? Or what if when someone doesn't pull anything, the card furthest to the right gets destroyed and a new card gets put down for the next player?

    In my opinion it is good as it is - because if you have all value 6, 7 and 8 cards in the tavern, then that guy will get the better chance who didn't neglect building up his gold income by converting 1-gold.cards to gold writs and who cared for at least one Celarius card able to remove something from the tavern - so this guy can actually act, and that is tactical element as well, to care for at least one such card. Resetting the tavern would just take this tactical element away. If people don't care and haven't prepared for such a case, then they have to stand in front of the wall until they have created enough gold cards - and the guy who cared gets the cake - and that is how it should be.
    Edited by Lysette on 12 June 2022 23:16
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