This is nothing more than some haters trying to get the game shut down. The game does take skill. The game is fun. If you set down and try to learn it you may think differently. It has RNG for sure but you still can win if you know what you are doing.
This is starting to get to be like the whole Oakensoul ring ranting. You have a bunch of PVP players crying that it is to op. Instead of looking at the build they use and seeing why it is not as good as it was before the ring came out. It is just easier to come on the forums and cry foul then to do some due diligence. There is nothing wrong with the game, the rng GIVES you a chance to win in the case you are playing someone who might be much better then you. Maybe look at it that way.
This is nothing more than some haters trying to get the game shut down. The game does take skill. The game is fun. If you set down and try to learn it you may think differently. It has RNG for sure but you still can win if you know what you are doing.
This is starting to get to be like the whole Oakensoul ring ranting. You have a bunch of PVP players crying that it is to op. Instead of looking at the build they use and seeing why it is not as good as it was before the ring came out. It is just easier to come on the forums and cry foul then to do some due diligence. There is nothing wrong with the game, the rng GIVES you a chance to win in the case you are playing someone who might be much better then you. Maybe look at it that way.
FlopsyPrince wrote: »...
FlopsyPrince wrote: »...
I suspect they went with ToT because they wanted something "new" in the game. Sadly for MMOs at this point in their lives have reached "maximum capacity. So to speak. The engine and foundation of the game has reached what it can accomplish. It's why when you see MMOs this old, it's the same type of releases every major expansion/DLC. There's just too much limitations to do anything "big". ESO is also a weird MMORPG where they have a sizable amount of players who don't have an interest in the traditional MMORPG endgame like pvp, instanced stuff, etc. So its like what can they release? They have their yearly releases which covers all the bases of what players like. An open world zone or two, some dungeons, some raids, and corresponding rewards. Anything beyond that takes a lot of development resources I imagine. So they still need something "new" to call this a true expansion. A class, companion system, new crafting, new mini game, etc.
ToT can be enjoyable. I'm mainly upset that they decided to jump straight into competitiveness without letting things settle and observing the balance. When you do competitive PvP stuff, this is the kind of rage discontent that you will see. Especially if the meta is "cheesy" or the game itself can be frustrating.
FlopsyPrince wrote: »...
I suspect they went with ToT because they wanted something "new" in the game. Sadly for MMOs at this point in their lives have reached "maximum capacity. So to speak. The engine and foundation of the game has reached what it can accomplish. It's why when you see MMOs this old, it's the same type of releases every major expansion/DLC. There's just too much limitations to do anything "big". ESO is also a weird MMORPG where they have a sizable amount of players who don't have an interest in the traditional MMORPG endgame like pvp, instanced stuff, etc. So its like what can they release? They have their yearly releases which covers all the bases of what players like. An open world zone or two, some dungeons, some raids, and corresponding rewards. Anything beyond that takes a lot of development resources I imagine. So they still need something "new" to call this a true expansion. A class, companion system, new crafting, new mini game, etc.
ToT can be enjoyable. I'm mainly upset that they decided to jump straight into competitiveness without letting things settle and observing the balance. When you do competitive PvP stuff, this is the kind of rage discontent that you will see. Especially if the meta is "cheesy" or the game itself can be frustrating.
Parasaurolophus wrote: »RNG is definitely what makes ToT very boring for me. I had never played CCG before and at first I was afraid of ToT. But my friend explained to me all the pros of the game and I liked it, really! But over time, I found that the RNG ruled the game. Who managed to take the red and purple cards, he won. I no longer have the desire to continue playing ranked games. I will close the achievement for 30 quests and finish on this. Let the balance reign.
Parasaurolophus wrote: »RNG is definitely what makes ToT very boring for me. I had never played CCG before and at first I was afraid of ToT. But my friend explained to me all the pros of the game and I liked it, really! But over time, I found that the RNG ruled the game. Who managed to take the red and purple cards, he won. I no longer have the desire to continue playing ranked games. I will close the achievement for 30 quests and finish on this. Let the balance reign.
While there is definitely some amount of random chance that comes with any card game, knowing card games generally and having a good amount of experience with them helps me appreciate how well designed ToT actually is. Yes, there are definitely some places to improve systems and balancing, but the game itself works pretty well and involves a not insignificant amount of skill - despite OP's claim of inarguable fact.
Sweetpea704 wrote: »NeuroticPixels wrote: »Sadly, I agree. I still have fun with ToT. But there are games where I see players get certain cards and I’m like, “Great. They’ve won.” when we only just got started. I still try my hardest and try to be crafty, but still usually lose when I notice them obtaining certain cards. Ones that come to mind are the red “armory” and “rally” cards.
And I also agree that the dailies shouldn’t progress with only wins. At least the one against other players. I’m sure they could put in a failsafe that wouldn’t allow it to progress if the player conceded, because obviously that could be abused.
Rally and armory aren't the best cards. Learn to play the blue deck. I'd tell you more, but I don't want to give away all my secrets.
Sweetpea704 wrote: »NeuroticPixels wrote: »Sadly, I agree. I still have fun with ToT. But there are games where I see players get certain cards and I’m like, “Great. They’ve won.” when we only just got started. I still try my hardest and try to be crafty, but still usually lose when I notice them obtaining certain cards. Ones that come to mind are the red “armory” and “rally” cards.
And I also agree that the dailies shouldn’t progress with only wins. At least the one against other players. I’m sure they could put in a failsafe that wouldn’t allow it to progress if the player conceded, because obviously that could be abused.
Rally and armory aren't the best cards. Learn to play the blue deck. I'd tell you more, but I don't want to give away all my secrets.
Agree, loremaster is an amazing deck, lots of coin and power off combos and amazing card manipulation, the ragpicker card is a godsent with it to getred of other decks
AwakeOhSleeper wrote: »The original scenario that made me post this was an opponent bought an armory card off their first play, going second. The third turn they got a rally off my purchased tavern card.
Having several more weeks data I can tell you, with this opening, regardless of skill, I have not seen the person lose. I’ve seen this happen about 30 times now. My original point was: if something is that rng based, let me have a quick version of it so I’m not forced to wait for Bobby Fischer over here to make the most complicated hour-long out series of plays when really they had it in the bag on that 2nd card flip. The winning was done on the first shuffle and deal, so an option to just say that should exist.
THE problem with this monstrosity is that it attempts to sell you the fact that it’s a game of chance that requires skill and strategy… those are opposing ideas, and that’s why this game doesn’t work.
MY problem with this monstrosity is that it takes too long to reach an outcome that, for all intents and purposes, has already been decided by rng gods. And also that every other aspect of the game you are limited in, you can get better and achieve your goal… ToT, you may be the best player in the world, and the laws of probability state that you may never win a game.
If you enjoy this ToT, good for you, seek help, but good for you… however, clearly, most people don’t and there should be another option since there are many rewards and achievements hidden behind a tales of tribute wall. ToT isn’t the reason anyone bought this chapter and as such we are paying for content we may never be able to get, and certainly won’t enjoy getting if we do. (Holy commas, Batman)
All I’m asking for is the ability to access all the content I paid for (that isn’t held back based on skill) and/or the ability to use my time as I see fit… again, in the game I’ve paid for.
AwakeOhSleeper wrote: »The original scenario that made me post this was an opponent bought an armory card off their first play, going second. The third turn they got a rally off my purchased tavern card.
Having several more weeks data I can tell you, with this opening, regardless of skill, I have not seen the person lose. I’ve seen this happen about 30 times now. My original point was: if something is that rng based, let me have a quick version of it so I’m not forced to wait for Bobby Fischer over here to make the most complicated hour-long out series of plays when really they had it in the bag on that 2nd card flip. The winning was done on the first shuffle and deal, so an option to just say that should exist.
THE problem with this monstrosity is that it attempts to sell you the fact that it’s a game of chance that requires skill and strategy… those are opposing ideas, and that’s why this game doesn’t work.
MY problem with this monstrosity is that it takes too long to reach an outcome that, for all intents and purposes, has already been decided by rng gods. And also that every other aspect of the game you are limited in, you can get better and achieve your goal… ToT, you may be the best player in the world, and the laws of probability state that you may never win a game.
If you enjoy this ToT, good for you, seek help, but good for you… however, clearly, most people don’t and there should be another option since there are many rewards and achievements hidden behind a tales of tribute wall. ToT isn’t the reason anyone bought this chapter and as such we are paying for content we may never be able to get, and certainly won’t enjoy getting if we do. (Holy commas, Batman)
All I’m asking for is the ability to access all the content I paid for (that isn’t held back based on skill) and/or the ability to use my time as I see fit… again, in the game I’ve paid for.
You don't always get what you want. You are not always going to like everything either. You are not "owed" the content. You can play it or not. That is your choice. To complain because you get beat and want it all for nothing is the "Monstrosity" I take a beating in this game every day. I am not going to come on here demanding that they "owe" me. I am going to try and figure out what I am doing wrong and get better. If you were in battle and losing a tough fight would you just toss your weapon to the enemy and walk to the Sgt and say I quit? As for your rng argument. There is not a card game alive where rng does not come into play. Ever play poker? If there was no chance of randomization there would NOT be betting. Get a better argument.
You don't always get what you want. You are not always going to like everything either. You are not "owed" the content. You can play it or not. That is your choice. To complain because you get beat and want it all for nothing is the "Monstrosity" I take a beating in this game every day. I am not going to come on here demanding that they "owe" me. I am going to try and figure out what I am doing wrong and get better. If you were in battle and losing a tough fight would you just toss your weapon to the enemy and walk to the Sgt and say I quit? As for your rng argument. There is not a card game alive where rng does not come into play. Ever play poker? If there was no chance of randomization there would NOT be betting. Get a better argument.
AwakeOhSleeper wrote: »The original scenario that made me post this was an opponent bought an armory card off their first play, going second. The third turn they got a rally off my purchased tavern card.
Having several more weeks data I can tell you, with this opening, regardless of skill, I have not seen the person lose. I’ve seen this happen about 30 times now. My original point was: if something is that rng based, let me have a quick version of it so I’m not forced to wait for Bobby Fischer over here to make the most complicated hour-long out series of plays when really they had it in the bag on that 2nd card flip. The winning was done on the first shuffle and deal, so an option to just say that should exist.
THE problem with this monstrosity is that it attempts to sell you the fact that it’s a game of chance that requires skill and strategy… those are opposing ideas, and that’s why this game doesn’t work.
MY problem with this monstrosity is that it takes too long to reach an outcome that, for all intents and purposes, has already been decided by rng gods. And also that every other aspect of the game you are limited in, you can get better and achieve your goal… ToT, you may be the best player in the world, and the laws of probability state that you may never win a game.
If you enjoy this ToT, good for you, seek help, but good for you… however, clearly, most people don’t and there should be another option since there are many rewards and achievements hidden behind a tales of tribute wall. ToT isn’t the reason anyone bought this chapter and as such we are paying for content we may never be able to get, and certainly won’t enjoy getting if we do. (Holy commas, Batman)
All I’m asking for is the ability to access all the content I paid for (that isn’t held back based on skill) and/or the ability to use my time as I see fit… again, in the game I’ve paid for.
Sweetpea704 wrote: »
Rally and armory aren't the best cards. Learn to play the blue deck. I'd tell you more, but I don't want to give away all my secrets.
While there is definitely some amount of random chance that comes with any card game, knowing card games generally and having a good amount of experience with them helps me appreciate how well designed ToT actually is. Yes, there are definitely some places to improve systems and balancing, but the game itself works pretty well and involves a not insignificant amount of skill - despite OP's claim of inarguable fact.
This is nothing more than some haters trying to get the game shut down. The game does take skill. The game is fun. If you set down and try to learn it you may think differently. It has RNG for sure but you still can win if you know what you are doing.
This is starting to get to be like the whole Oakensoul ring ranting. You have a bunch of PVP players crying that it is to op. Instead of looking at the build they use and seeing why it is not as good as it was before the ring came out. It is just easier to come on the forums and cry foul then to do some due diligence. There is nothing wrong with the game, the rng GIVES you a chance to win in the case you are playing someone who might be much better then you. Maybe look at it that way.
While there is definitely some amount of random chance that comes with any card game, knowing card games generally and having a good amount of experience with them helps me appreciate how well designed ToT actually is. Yes, there are definitely some places to improve systems and balancing, but the game itself works pretty well and involves a not insignificant amount of skill - despite OP's claim of inarguable fact.
So last night I played two matches of ToT with an experienced player. We both played pretty optimally. There were different options we could have taken at several points which could have changed the outcome, but as far as taking the choices with the best odds, both of us had pretty good decision-making.
First game, I got a few early baits in, where I deliberately took worse options in order to get the opponent to open up really good plays for me. If he would have taken it a bit slower, there's a chance that he wouldn't have opened up those options and the game would've gone a bit longer. As it was, I got a lead and held it until victory, though just barely, with a timely contract agent.
Second game, we were pretty even until he had a massive turn and my follow-up was about the worst draw I could've gotten, making it effectively a dead turn. From there, he held the lead and I got the single turn to catch up or win. I couldn't catch up in prestige, but I had an easy patron victory if I got a single card from the tavern. In three draws I did not get it and I lost.
Sometimes you play the odds and they just aren't in your favor. Sometimes they are in your favor and you just don't get good hits anyway. And sometimes the complete opposite it true. That's how chance works. But even though a deckbuilding game has a lot of chance in it - you're literally getting a mostly random draw every turn after all - you still have to manipulate the chance in order to play well. You build your deck to increase your odds of winning - not guarantee it. That's literally the whole game.
The catch with ToT (or any card game where you draw from a shuffled deck) is that you have to play around chance - but that in no way means that RNG is the sole factor in defeat or victory. Just imagine telling someone like Daniel Negreanu or Jon Finkel that all their success is just random chance.
EDIT: I realize an example might help.
Let's say you've been building Duke, and you have a few purple cards in your hand that will draw you through a bunch of your deck. All of your deck is in the cooldown pile. You have a purple card and a red agent card in the tavern. What do you do?
- A less experienced player might just play all their purple cards.
- A more experienced player might try to buy the purple card from the tavern before using their draw cards, in order to maximize the chances of drawing another purple card to continue the combo.
- An even more experienced player might try to take the red agent from the tavern before shuffling their cd pile, depending on its value, where the opponent's prestige is at, the chances of drawing it, how many other purple cards are in their deck which could continue the combo... or maybe they don't take any cards from the tavern before shuffling, because there's a yellow agent in their deck which could help them get more cards from the tavern total this turn. Hell, maybe they want to activate the red patron to put an agent on top of their deck while it's still in the cd pile, guaranteeing their draw at the cost of missing a new card from the tavern.
My point is, one has to weight the odds and can play better or worse depending both on which option they picked and how lucky they get. It's not just luck, because the luck is very much influenced by which option the player picks.
AwakeOhSleeper wrote: »The original scenario that made me post this was an opponent bought an armory card off their first play, going second. The third turn they got a rally off my purchased tavern card.
Having several more weeks data I can tell you, with this opening, regardless of skill, I have not seen the person lose. I’ve seen this happen about 30 times now. My original point was: if something is that rng based, let me have a quick version of it so I’m not forced to wait for Bobby Fischer over here to make the most complicated hour-long out series of plays when really they had it in the bag on that 2nd card flip. The winning was done on the first shuffle and deal, so an option to just say that should exist.
THE problem with this monstrosity is that it attempts to sell you the fact that it’s a game of chance that requires skill and strategy… those are opposing ideas, and that’s why this game doesn’t work.
MY problem with this monstrosity is that it takes too long to reach an outcome that, for all intents and purposes, has already been decided by rng gods. And also that every other aspect of the game you are limited in, you can get better and achieve your goal… ToT, you may be the best player in the world, and the laws of probability state that you may never win a game.
If you enjoy this ToT, good for you, seek help, but good for you… however, clearly, most people don’t and there should be another option since there are many rewards and achievements hidden behind a tales of tribute wall. ToT isn’t the reason anyone bought this chapter and as such we are paying for content we may never be able to get, and certainly won’t enjoy getting if we do. (Holy commas, Batman)
All I’m asking for is the ability to access all the content I paid for (that isn’t held back based on skill) and/or the ability to use my time as I see fit… again, in the game I’ve paid for.
You don't always get what you want. You are not always going to like everything either. You are not "owed" the content. You can play it or not. That is your choice. To complain because you get beat and want it all for nothing is the "Monstrosity" I take a beating in this game every day. I am not going to come on here demanding that they "owe" me. I am going to try and figure out what I am doing wrong and get better. If you were in battle and losing a tough fight would you just toss your weapon to the enemy and walk to the Sgt and say I quit? As for your rng argument. There is not a card game alive where rng does not come into play. Ever play poker? If there was no chance of randomization there would NOT be betting. Get a better argument.
IrishOphidia wrote: »While there is definitely some amount of random chance that comes with any card game, knowing card games generally and having a good amount of experience with them helps me appreciate how well designed ToT actually is. Yes, there are definitely some places to improve systems and balancing, but the game itself works pretty well and involves a not insignificant amount of skill - despite OP's claim of inarguable fact.
So last night I played two matches of ToT with an experienced player. We both played pretty optimally. There were different options we could have taken at several points which could have changed the outcome, but as far as taking the choices with the best odds, both of us had pretty good decision-making.
First game, I got a few early baits in, where I deliberately took worse options in order to get the opponent to open up really good plays for me. If he would have taken it a bit slower, there's a chance that he wouldn't have opened up those options and the game would've gone a bit longer. As it was, I got a lead and held it until victory, though just barely, with a timely contract agent.
Second game, we were pretty even until he had a massive turn and my follow-up was about the worst draw I could've gotten, making it effectively a dead turn. From there, he held the lead and I got the single turn to catch up or win. I couldn't catch up in prestige, but I had an easy patron victory if I got a single card from the tavern. In three draws I did not get it and I lost.
Sometimes you play the odds and they just aren't in your favor. Sometimes they are in your favor and you just don't get good hits anyway. And sometimes the complete opposite it true. That's how chance works. But even though a deckbuilding game has a lot of chance in it - you're literally getting a mostly random draw every turn after all - you still have to manipulate the chance in order to play well. You build your deck to increase your odds of winning - not guarantee it. That's literally the whole game.
The catch with ToT (or any card game where you draw from a shuffled deck) is that you have to play around chance - but that in no way means that RNG is the sole factor in defeat or victory. Just imagine telling someone like Daniel Negreanu or Jon Finkel that all their success is just random chance.
EDIT: I realize an example might help.
Let's say you've been building Duke, and you have a few purple cards in your hand that will draw you through a bunch of your deck. All of your deck is in the cooldown pile. You have a purple card and a red agent card in the tavern. What do you do?
- A less experienced player might just play all their purple cards.
- A more experienced player might try to buy the purple card from the tavern before using their draw cards, in order to maximize the chances of drawing another purple card to continue the combo.
- An even more experienced player might try to take the red agent from the tavern before shuffling their cd pile, depending on its value, where the opponent's prestige is at, the chances of drawing it, how many other purple cards are in their deck which could continue the combo... or maybe they don't take any cards from the tavern before shuffling, because there's a yellow agent in their deck which could help them get more cards from the tavern total this turn. Hell, maybe they want to activate the red patron to put an agent on top of their deck while it's still in the cd pile, guaranteeing their draw at the cost of missing a new card from the tavern.
My point is, one has to weight the odds and can play better or worse depending both on which option they picked and how lucky they get. It's not just luck, because the luck is very much influenced by which option the player picks.
This entire example is 100% based on whether you are able to acquire the proper cards to begin with. I've played games where its rather even, however, I've also played games where one player essentially gets fed all the good combo cards simply because of purchasing power. There is no way to manipulate your ability to acquire cards if they never appear or if they never appear during your turns. THIS is what people are referring to when they say RNG. Once a player has a set of core cards then it's simply a race and the opposing player has to acquire their own core cards within the next few turns or it's simply over and there's no catching up. The issue with ToT is that there is no effective counterplay available to the lagging player in mounting any kind of comeback.