Yes, Rng is an important part of the game. You can lose a game while playing perfectly with the cards you are given. However, this is a feature of every card games. Playcards, after all, are physical objects used to create random numbers just like dice do.
It doesn’t matter if you are playing Uno, yu-gi-oh, poker, magic or solitaire, Rng is always there and you can win/lose all these games with no fault of your own.
Does it mean that you can’t effect your winning odds? No! If you don’t agree, I suggest playing the game by picking tavern cards at random, spamming patrons power without thinking and making no effort to understand what is happening during the game. If the game is purely Rng, you will win 50% of the time and your games will be much shorter.
Tot is about understanding and maximizing your winning probability. It starts while choosing your starting deck and it continues with every decisions you take. Because you can only affect your probabilities, you can’t ever win 100% of your matches, but this is true for every card game.
One real problem I see with ToT Rng, right now, is that a player can get crazy good odds that make them virtually undefeatable but still take another 10 minutes to win because of the slow flow of the game.
It’s one thing to lose because of bad RnG, it’s another to loose to bad RnG in slow motion. For this reason, I think ToT needs, at the very least, a way to surrender the game.
redspecter23 wrote: »Yes, Rng is an important part of the game. You can lose a game while playing perfectly with the cards you are given. However, this is a feature of every card games. Playcards, after all, are physical objects used to create random numbers just like dice do.
It doesn’t matter if you are playing Uno, yu-gi-oh, poker, magic or solitaire, Rng is always there and you can win/lose all these games with no fault of your own.
Does it mean that you can’t effect your winning odds? No! If you don’t agree, I suggest playing the game by picking tavern cards at random, spamming patrons power without thinking and making no effort to understand what is happening during the game. If the game is purely Rng, you will win 50% of the time and your games will be much shorter.
Tot is about understanding and maximizing your winning probability. It starts while choosing your starting deck and it continues with every decisions you take. Because you can only affect your probabilities, you can’t ever win 100% of your matches, but this is true for every card game.
One real problem I see with ToT Rng, right now, is that a player can get crazy good odds that make them virtually undefeatable but still take another 10 minutes to win because of the slow flow of the game.
It’s one thing to lose because of bad RnG, it’s another to loose to bad RnG in slow motion. For this reason, I think ToT needs, at the very least, a way to surrender the game.
I have to agree with everything said here. RNG is definitely a factor, but your skill level compared to your opponent counts as well. Assuming two equally skilled players, making no clear mistakes, this is where you start to see the complaints about RNG because at that point, it becomes more of a factor. You can't win based on pure skill as your opponent is also as skilled as you are. You need that bit of luck in order to get the upper hand.
This combined with a matchmaking system that should put you up against someone of similar skill level can lead to seeing more games decided by RNG and not necessarily skill as you are ideally equally matched. If you were to truly face off against completely random opponents and you play at an extremely high skill level, you should see matches against players of lower skill and be able to win often, even with less RNG than they have.
My thought is that the effect of RNG on games is amplified due to matchmaking factors, making it very difficult to play an opponent with a wildly different skill level than your own. This all assumes that matchmaking works like this and matches players based on skill. I may be wrong in that assumption.
redspecter23 wrote: »Assuming two equally skilled players, making no clear mistakes, this is where you start to see the complaints about RNG because at that point, it becomes more of a factor. You can't win based on pure skill as your opponent is also as skilled as you are. You need that bit of luck in order to get the upper hand.
This combined with a matchmaking system that should put you up against someone of similar skill level can lead to seeing more games decided by RNG and not necessarily skill as you are ideally equally matched.
Totally agree!Does it mean that you can’t effect your winning odds? No! If you don’t agree, I suggest playing the game by picking tavern cards at random, spamming patrons power without thinking and making no effort to understand what is happening during the game. If the game is purely Rng, you will win 50% of the time and your games will be much shorter.