SilverBride wrote: »I started playing when ToT was first introduced and there were only 4 decks. It took me quite awhile of playing before something finally clicked and I got it. Now there are 11 decks and I have no idea how anyone new to the game will ever figure all these out and understand how to play.
Too many decks now and the ranking system are why I no longer play.
tinythinker wrote: »Things that seem obvious to some , or that some pick up readily by doing through repetition, will nonetheless remain confusing and frustrating for others. That isn't just for ToT or other ESO activities, but life in general. Yet if you have something that significant numbers of players feel is 1) confusing, 2) boring, 3) too long, or 4) insufficiently rewarding (or some combination of those), it is in fact a developer/design issue.
However, none of us know what percentage of people play at all, or regularly, or at what level. We can infer though from years of comments and feedback that it, broadly speaking, didn't make the best of impressions for a chapter feature.
There is nothing wrong with finding ToT obvious, or easily picked up, etc. Or something that required lots of practice to finally understand. There is nothing wrong with finding it overly complicated and confusing. In fact, such terms can mean many things, such as "I've played lots of trading/strategy card games and have experience that helps me get this faster" or "The type of logic or strategy involved is something that doesn't come naturally to me, and trying to learn by trial and error is frustrating and confusing."
Personally I very, very rarely play it and when I do it's the most obvious moves vs the most inept NPCs I can find. I see no high level strategy that I can appreciate or work towards, just, "Here are some cards, OK, this is the best I know what to do with them this turn. Maybe some better cards will show up soon." I would prefer something that wasn't about needing a strategy but rather short terms moves with a focus on more immediate decisions with high stakes, but that is not what ToT is nor what it will ever be. I have been in the "I don't really 'get this' camp" since its release, but if there are those who enjoy it, good for them. I hope it provides them a fun or rewarding experience.
edited for typo
Plenty of people find Chess: Confusing, boring, too long, and insufficiently rewarding.
That doesn't mean that there is a problem with Chess or the design of Chess. Those are terrible metrics to judge a game by, especially the developer of the game, since they are all subjective metrics. The same could be said for any board game. How many people avoid Risk and Monopoly due to length of play or any of the countless games with a larger barrier to entry for being too confusing.
Narvuntien wrote: »I have years of experience in card games including star realms and Dominion and its really quite good. I don't play more because I don't want the rewards Inventory and mail limitations make that j ust annoying and if I want to play a card game I play a card game not a card game inside an MMO.
SilverBride wrote: »I dunno, Arcomage. RIP 3DO, I so do miss those games.
I just had to respond to this. I don't know how many times I've played through the Might and Magic games. It proves that a game doesn't have to have great graphics to have atmosphere.
Frogmother wrote: »The game feel way to complicated with too many factors/resources and effects which are not explained to the player. I gave it several tries but I have no idea what I am doing.
I read a guidance on how to play it, but there are still mechanics and effects which I dont understand.
barney2525 wrote: »Frogmother wrote: »The game feel way to complicated with too many factors/resources and effects which are not explained to the player. I gave it several tries but I have no idea what I am doing.
I read a guidance on how to play it, but there are still mechanics and effects which I dont understand.
I've played complex card games. I have won Magic tournaments. I've won Highlander tournaments.
I looked at the rules for this game.
And then I went out to farm some Antiquities.
Seraphayel wrote: »Enemy-of-Coldharbour wrote: »You are not alone. I still can't beat the intro game, and you can't do dailies unless you beat the intro game. The whole thing seems based off of pure luck and nothing else. WORST GAME EVER!
i dont think it is luck based, otherwise how does one person stay number one on the leaderboard everysingle month without fail in eu
ToT is incredibly rng and luck based, but good players know how to handle a disadvantageous situation better. If the tavern plays against you, there's nothing you can do. The biggest factor that decides if you win or lose is the tavern rng.
Quite interesting really. Generalising very broadly from the many comments, it would appear that at one end we have a group of people who can't figure out enough of the game to play it at all, at the other end we have a group of people familiar with other card games who find this one too convoluted to enjoy strategising for, and inbetween we have a group of people who understand it just enough to play reactively and can enjoy playing casually at that level.
tinythinker wrote: »Things that seem obvious to some , or that some pick up readily by doing through repetition, will nonetheless remain confusing and frustrating for others. That isn't just for ToT or other ESO activities, but life in general. Yet if you have something that significant numbers of players feel is 1) confusing, 2) boring, 3) too long, or 4) insufficiently rewarding (or some combination of those), it is in fact a developer/design issue.
However, none of us know what percentage of people play at all, or regularly, or at what level. We can infer though from years of comments and feedback that it, broadly speaking, didn't make the best of impressions for a chapter feature.
There is nothing wrong with finding ToT obvious, or easily picked up, etc. Or something that required lots of practice to finally understand. There is nothing wrong with finding it overly complicated and confusing. In fact, such terms can mean many things, such as "I've played lots of trading/strategy card games and have experience that helps me get this faster" or "The type of logic or strategy involved is something that doesn't come naturally to me, and trying to learn by trial and error is frustrating and confusing."
Personally I very, very rarely play it and when I do it's the most obvious moves vs the most inept NPCs I can find. I see no high level strategy that I can appreciate or work towards, just, "Here are some cards, OK, this is the best I know what to do with them this turn. Maybe some better cards will show up soon." I would prefer something that wasn't about needing a strategy but rather short terms moves with a focus on more immediate decisions with high stakes, but that is not what ToT is nor what it will ever be. I have been in the "I don't really 'get this' camp" since its release, but if there are those who enjoy it, good for them. I hope it provides them a fun or rewarding experience.
edited for typo
Plenty of people find Chess: Confusing, boring, too long, and insufficiently rewarding.
That doesn't mean that there is a problem with Chess or the design of Chess. Those are terrible metrics to judge a game by, especially the developer of the game, since they are all subjective metrics. The same could be said for any board game. How many people avoid Risk and Monopoly due to length of play or any of the countless games with a larger barrier to entry for being too confusing.
Tommy_The_Gun wrote: »Remember those 2 Argonians in Murkmire trying to explain to a foreigner the rules of Teeba-Hastei ? They might as well trying to explain the rules of Tales of Tribute. The rules are simply far too complicated. Like why for example there are multiple winning/losing conditions ? Usually there is only one - you win when your opponent HP goes to 0 & lose if your HP goes to 0. They really overcomplicated it. If it was plain & simple, like the old Arcomage for example then it would be imho a success. Arcomage despite being old & stupidly simple has this "I will play one more game" syndrome. This is what they should have aimed for. They missed the mark by a mile.
I'm currently trying to wrap my head around Mora's deck. I don't get why anyone would willingly play any of the cards, considering they benefit your opponent, often much more than they benefit you. I mean, there's an agent card that gives like 1 power to the player and 3 gold to the opponent. The NPC I was playing actually bought and used it, and I was very careful not to knock it out...
VoidCommander wrote: »Tommy_The_Gun wrote: »Remember those 2 Argonians in Murkmire trying to explain to a foreigner the rules of Teeba-Hastei ? They might as well trying to explain the rules of Tales of Tribute. The rules are simply far too complicated. Like why for example there are multiple winning/losing conditions ? Usually there is only one - you win when your opponent HP goes to 0 & lose if your HP goes to 0. They really overcomplicated it. If it was plain & simple, like the old Arcomage for example then it would be imho a success. Arcomage despite being old & stupidly simple has this "I will play one more game" syndrome. This is what they should have aimed for. They missed the mark by a mile.
Instead of one win condition, they have TWO? Truly is remarkable how ZoS expected anyone to keep up....
Seraphayel wrote: »VoidCommander wrote: »Tommy_The_Gun wrote: »Remember those 2 Argonians in Murkmire trying to explain to a foreigner the rules of Teeba-Hastei ? They might as well trying to explain the rules of Tales of Tribute. The rules are simply far too complicated. Like why for example there are multiple winning/losing conditions ? Usually there is only one - you win when your opponent HP goes to 0 & lose if your HP goes to 0. They really overcomplicated it. If it was plain & simple, like the old Arcomage for example then it would be imho a success. Arcomage despite being old & stupidly simple has this "I will play one more game" syndrome. This is what they should have aimed for. They missed the mark by a mile.
Instead of one win condition, they have TWO? Truly is remarkable how ZoS expected anyone to keep up....
This is basically described in the tutorial, no idea why this would be problematic at all.
VoidCommander wrote: »Seraphayel wrote: »VoidCommander wrote: »Tommy_The_Gun wrote: »Remember those 2 Argonians in Murkmire trying to explain to a foreigner the rules of Teeba-Hastei ? They might as well trying to explain the rules of Tales of Tribute. The rules are simply far too complicated. Like why for example there are multiple winning/losing conditions ? Usually there is only one - you win when your opponent HP goes to 0 & lose if your HP goes to 0. They really overcomplicated it. If it was plain & simple, like the old Arcomage for example then it would be imho a success. Arcomage despite being old & stupidly simple has this "I will play one more game" syndrome. This is what they should have aimed for. They missed the mark by a mile.
Instead of one win condition, they have TWO? Truly is remarkable how ZoS expected anyone to keep up....
This is basically described in the tutorial, no idea why this would be problematic at all.
I agree. I was being sarcastic. I was among the top 10 in the first month of ToT release. This game is not hard to grasp after a few games in my opinion. Even when new decks come out, its not too hard to see how they are meant to be played. Worst case is you see someone steamroll you with a deck strategy so you learn and copy that strategy (when relevant) for next time.
FlopsyPrince wrote: »So which antiquity leads will I miss by not playing ToT?
FlopsyPrince wrote: »So which antiquity leads will I miss by not playing ToT?
The Necrom music-box. Except you can get the lead meanwhile also somewhere else, but I have not yet heard about that.