NeuroticPixels wrote: »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.
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.
After you know all cards its all come to luck who win, no strategy and no nothing.
redspecter23 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.
redspecter23 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.
redspecter23 wrote: »redspecter23 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.
langewapper wrote: »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
redspecter23 wrote: »redspecter23 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.
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.
tsukikage_ESO wrote: »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.
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).
tsukikage_ESO wrote: »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.
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.
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.
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.
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.
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?
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?