s_ch_kb16_ESO wrote: »Demalb16_ESO wrote: »s_ch_kb16_ESO wrote: »How are you supposed to get Hunding's favor? In neutral, it's "opponent pays 2 power", so the only way is freezing the conversion from power to prestige on the opponent and then you can get his favor? That seems way too tough to achieve to ever make his 1 gold (which doesn't do a lot or anything in most cases once you got enough gold to afford a card to activate him anyway) useful. Unless I'm overlooking something, I feel like he needs a rework.
that's not what it says
Yes, that was a version an NPC was using. Probably an old version that they keep using.
Demalb16_ESO wrote: »s_ch_kb16_ESO wrote: »Demalb16_ESO wrote: »s_ch_kb16_ESO wrote: »How are you supposed to get Hunding's favor? In neutral, it's "opponent pays 2 power", so the only way is freezing the conversion from power to prestige on the opponent and then you can get his favor? That seems way too tough to achieve to ever make his 1 gold (which doesn't do a lot or anything in most cases once you got enough gold to afford a card to activate him anyway) useful. Unless I'm overlooking something, I feel like he needs a rework.
that's not what it says
Yes, that was a version an NPC was using. Probably an old version that they keep using.
I played like 100 games of tales of tribute..... that's the text I get, the photo I took was for reference. There is no "version" of the patrone they are all the same everywhere. try using it and see.
SantieClaws wrote: »This one tried the tutorial and still had no clue what to do.
She progressed by randomly clicking on various bits of the screen until something happened.
Yours with paws
Santie Claws
King Orgnum Patron is so broken. All you need is to get 3 gold and spam Orgnum till your Cooldown fills with Maormer Boarding Party cards and directly boost your prestige. It's so good even the NPC AI is exploiting it! Just had a match that went on to 64 vs 65 points with both me and the Novice NPC spamming Orgnum.
Also. Please explain:
1. Combos - What are they? How do they work? How do you perform them?
3. Agents - Absolutely everything about them. These are so confusing!
3. How it is possible to get all four patrons on your side?
4. Why is there a timer for turns at all? This makes no sense and only makes me more anxious and uneasy while trying to muddle my way through it. It doesn't help me to learn the game, only makes me throw random cards out and hope for success.
5. Why should the order of cards you expend matter? Or does it ever matter at all?
6. What happens to sacrificed cards? Do they get put back in your deck? Do you permanently lose them?
7. How, exactly, writs work, because apparently I'm somehow missing something. How come you can get a writ for a 1 gold card but you can't get a writ for a 2-gold or higher card? Every time I tried to get writs for things higher than 1 gold I never saw any new writs.
If any of this stuff is in the tutorial, I do not know. The tutorial would not play for me, instead playing one or half a word before just going silent and leaving me wondering.
Eric_Prince wrote: »SantieClaws wrote: »This one tried the tutorial and still had no clue what to do.
She progressed by randomly clicking on various bits of the screen until something happened.
Yours with paws
Santie Claws
Tutorial is THE WORST, sadly -___-
I just see how countless players just give up on the game because tutorial made them feel like Tales of Tribute is something about rocket science. Shame, because game is actually what it was advertised: easy to learn, hard to master.
Really hope ZOS will listen and changes tutorial.
I'd prefer a good detailed game that explains more, maybe even tells you a basic strategy. Just to make you understand that strategy has a place in the game.
saf227_ESO wrote: »[*] What is your level of experience with competitive card games?
Not a lot. I played Legends for a bit. It irked me too much to keep playing.
[*] Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?
2-3 hands. The tutorial does a poor job of pointing out & highlighting things on the board.
[*] What took the most time for you to understand?
How the initial decks are chosen.
[*] Was anything confusing or unclear while you were playing?
How the initial decks are chosen. (OH!! I'm choosing my opponents deck. Thanks for telling me. Somewhere.)
Edit: Also the whole idea of Agent cards. I don't think they were explained in the tutorial. If they were, they were quickly glossed over. What an agent is, how they work, how long they stay on the board, how you use them, etc. should have been clearer. That took me about 3 games to figure out, too.
[*] Did you mainly play against NPCs or other players?
NPCs
[*] Were you able to easily find the Roister Club and the tutorial quest?
Not really, but I managed.
[*] What did you think of the rewards you received?
Seriously? If this is typical, I'm gonna do nothing but play cards.
CyberOnEso wrote: »Regarding the Maomer issue, I think it stems from the fact that there are lots of good Patrons but only one (Now two) that have a benefit from favouring you. Saint Pelin, Hlallu, Celarus, Red Eagle, and, Rhajin have no benefit to them favouring you. And the Crow has a drawback to favouring you. They are all useful but since only two have favour benefits it makes countering Maomer less impactful as most other patrons give no benefit to favouring you.
Additionally, the Crow, Hlallu, Celarus, Saint Pelin and Red Eagle are much more impactful when used later in the game, this makes fighting over control of the Maomer patron early game more essential.
I would also like to add that I love the decision of making Maomer give 2 power when it's unfriendly but 1 per 6 cards when it's neutral. This means that, as you start with 10 cards Maomer gives the player trying to keep Maomer neutral 2 power per turn and the one that wants control over Maomer 1 power per turn, at the start. Making vying for control of Maomer at all times a potential curse if your opponents counters.
CyberOnEso wrote: »Regarding the Maomer issue, I think it stems from the fact that there are lots of good Patrons but only one (Now two) that have a benefit from favouring you. Saint Pelin, Hlallu, Celarus, Red Eagle, and, Rhajin have no benefit to them favouring you. And the Crow has a drawback to favouring you. They are all useful but since only two have favour benefits it makes countering Maomer less impactful as most other patrons give no benefit to favouring you.
Additionally, the Crow, Hlallu, Celarus, Saint Pelin and Red Eagle are much more impactful when used later in the game, this makes fighting over control of the Maomer patron early game more essential.
I would also like to add that I love the decision of making Maomer give 2 power when it's unfriendly but 1 per 6 cards when it's neutral. This means that, as you start with 10 cards Maomer gives the player trying to keep Maomer neutral 2 power per turn and the one that wants control over Maomer 1 power per turn, at the start. Making vying for control of Maomer at all times a potential curse if your opponents counters.
Orgnum is the minigame within the minigame. The problem isn't with the Power generated, but the Maormer boarding party cards added to the Cooldown pile when Orgnum favors. I personally hate it since matches just devolve into turning the Orgnum dial back and forth.
In NPC matches the AI usually does this: buy tavern cards till 15-20 prestige, then spam Orgnum. Once you have enough gold-generating cards you can safely spam Orgnum (especially if you have Hlaalu stuff) until you get 3-5 Maormer boarding party per turn.
I think Rajhin is supposed to be the counter-play as it adds Bewilderment cards to opponent's cooldown pile.