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A Seemingly Undocumented Change and My Thinking About It

Personofsecrets
Personofsecrets
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At the end of last January, I documented a number of "tips and tricks" regarding TOT. One of them was regarding selection process of some Ansei cards. Another tip had an example of how not to accidentally destroy the wrong card when using a card destroying selection effect.

I've discovered a change to how the Treasury works and it seems to have been undocumented in the most recent patch notes. In the past, one could get rid of cards from their hand or played cards pile with the treasury. Now it seems to only be the case that cards from the played cards pile may be destroyed with the Treasury. And yes, the Treasury button says as much.

This all got me thinking. Allthough I obviously can't say that these changes happened because I wrote about some of the absurdities of TOT MAXING, it does seems to be the case that development is taking these quality of life issues seriously. Do note, I think that these changes do remove skill from the game. Even after talking to players that would be number one on the leaderboard for signifigant amounts of time, I learned that they didn't know about the interactions that I provided instruction for.

From my experience, it's almost always the case that changes to games are made in order for the game to be more "accessible" to all players and especially new players. It's almost always the case that these changes diminish a skill component or the overall skill required to play the game. And that's interesting.

It's interesting because it may also explain why we don't see certain balance changes. These types of QOL changes can be easy for designers to see, pickup on, and change because they were sort of hidden. They were built into a layer of the game that people, including the designers, haven't necessarily thought about much. When it comes to something like Pounce and Profit or Grand Larceny or any of the other turn one purchasable cards that generate too much gold or crow in general, these game pieces are the way they are because the designers clearly of an ideological position that can't be changed.

Poor balance makes the game more accessible to all kinds of players. Players might not realize the advantage that they are getting. Some players don't realize so much that they don't even buy the busted cards. But it is an advantage nonetheless, spoonfed to players by design, and that is the whole purpose.

Anyhow, just food for thought. I don't necessarily care too much about the QOL changes. It was sort of nice being able to use knowledge of how they originally worked to my advantage, but oh well.
Don't tank

"In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • NoSoup
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    By destroy do you mean sacrifice a card for a 2 gold writ card using the patron?

    I do believe it has always been the case that you could only sacrifice a card that was in play. Or are you talking about a different way to "destroy" cards?
    Formally SirDopey, lost forum account during the great reset.....
  • rbfrgsp
    rbfrgsp
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    OP is meaning that now when you open the treasury patron screen, it will only allow you to select cards that are already in the PLAYED pile, and not in your active hand.

    This would mean that it helps you avoid mistakenly burning a gold card that was yet to be played and thereby losing out on that additional 1 gold, instead of burning one of the gold that had already been played.

    I'm not aware of the change though, and I was fairly sure that just yesterday I did the old "burn an unplayed gold" mistake myself, so I'd have to check.
  • tsaescishoeshiner
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    I don't see it as removing skill at playing the game, it's just improving the UI. Knowing how to tell which cards on a selection screen are played vs in-the-hand doesn't sound like skill or game knowledge, just knowing a finicky part of the visual design.

    While it's probably accessible, I think it's generally the goal of UI design to show things clearly and intuitively.

    It gives me an advantage to know that you can click on your opponent's card piles to see what's in them (in random order), but I would welcome if they made that feature more obvious. A lot of people don't know about it or how to use it.
    PC-NA
    in-game: @tsaescishoeshiner
  • Personofsecrets
    Personofsecrets
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    I don't see it as removing skill at playing the game, it's just improving the UI. Knowing how to tell which cards on a selection screen are played vs in-the-hand doesn't sound like skill or game knowledge, just knowing a finicky part of the visual design.

    While it's probably accessible, I think it's generally the goal of UI design to show things clearly and intuitively.

    It gives me an advantage to know that you can click on your opponent's card piles to see what's in them (in random order), but I would welcome if they made that feature more obvious. A lot of people don't know about it or how to use it.

    One thing that I can point out again is that with the new way that Ansei refresh cards work, there are now some lines of play that are easier to perform or even possible to begin with. So changing the way things are selected has changed the game in not just a visual way, but in a gameplay sense. As I point out in another active thread, there are also some lines of play that are no longer possible. So those skills that use those old lines of play are now obsolete. Of course, maybe there are some new skills to be used with the new way that the cards work, but at least in the case of the Ansei refresh cards, I believe the choice making has been trivialized.
    Don't tank

    "In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
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