FlopsyPrince 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 would agree.
I found it complicated and far too random when it first was touted as a "wonderful" part of a release. Nothing has pulled me back to waste my time on it. I would not play ESO if I wanted to play an online CCG.
Yes, some are sure to still defend/embrace it, but it was a shameful thing to highlight for the release instead of even bug and quality of life fixes, if not more features more tied to an MMO.
Frogmother wrote: »I decided to not give up and now I think I understand the basics. That was an achievement worthy challenge.
The more I understand how the game works, the more I see how bad the tutorial is, I had to watch YouTube videos to learn the game.
But now I start to have another issue, which is not really related to tot directly. I had to play many games to learn it and therefore I had to stay in the tavern for a while. Now I get mad at the "I know only the songs" bards. It should be possible to mute them... I guess there always must be something to do complain about
agelonestar wrote: »I agree with the OP. It's a horrible game. It takes far too long, it's totally over-complicated with precious little instruction, and the rewards aren't worth the time input.
And I'm livid that there's now a lead locked behind it.
I'd love for it to be taken out of ESO and moved to its own game.
Seraphayel wrote: »yes, as the main feature of High Isle ToT was a failure, but after three years it’s a fantastic addition to the game and maybe the most fun side activity when you get the hang of it.
Frogmother wrote: »I decided to not give up and now I think I understand the basics. That was an achievement worthy challenge.
The more I understand how the game works, the more I see how bad the tutorial is, I had to watch YouTube videos to learn the game.
But now I start to have another issue, which is not really related to tot directly. I had to play many games to learn it and therefore I had to stay in the tavern for a while. Now I get mad at the "I know only the songs" bards. It should be possible to mute them... I guess there always must be something to do complain about
Haha! There are locations you can play it without bards. Eg Amenos.
- Personofsecrets, August of 2023The new player experience... First and foremost, the game literally trains people, from the very first scripted TOT game, to use the Crow Patron. I shouldn't have to say why that is an abhorrent way of instructing brand new players. Many ill-advised players go on to smash the Crow button on their first turn. How this hasn't been seen, studied, and changed by the designers is a bad sign. Likewise, the Patrons themselves are not a great selection for new players. New players also unwittingly sacrifice the cards to Delmene. New players will rarely find the value of the Celarus or Pellin Patron buttons. New players will struggle to find the value of Celarus cards at all. New players will be inhibited by Fortify limiting their economy. New player games easily devolve into gaining power with Pellin cards which isn't such an elevated way of playing the game.
Really though, the new player experience could be much much better and actually help them learn how to play. Instead it stacks the deck agaisnt them.
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.
Personofsecrets wrote: »The way that the game explains how to play is not only extremely limited, but also sets up new players with bad habits right from the get go.
The starting deck selection is also really bad when considering the new player experience. The power generating starting card, fortify, trips up many players and they don't know what to do with it or how it impacts their long game. The starting 4 patrons are either difficult to use or can set players back by their use.
I have spoken about these issues ad nauseam over on the TOT forum and am deeply disappointed by the lack of communication from the designers, lack of balance changes that I believe to be sorely needed, and lack of updates to the game that would help players understand the ins and outs of how to have a successful match.
https://forums.elderscrollsonline.com/en/discussion/640875/evaluating-the-2023-state-of-the-game-and-suggestions#latest- Personofsecrets, August of 2023The new player experience... First and foremost, the game literally trains people, from the very first scripted TOT game, to use the Crow Patron. I shouldn't have to say why that is an abhorrent way of instructing brand new players. Many ill-advised players go on to smash the Crow button on their first turn. How this hasn't been seen, studied, and changed by the designers is a bad sign. Likewise, the Patrons themselves are not a great selection for new players. New players also unwittingly sacrifice the cards to Delmene. New players will rarely find the value of the Celarus or Pellin Patron buttons. New players will struggle to find the value of Celarus cards at all. New players will be inhibited by Fortify limiting their economy. New player games easily devolve into gaining power with Pellin cards which isn't such an elevated way of playing the game.
Really though, the new player experience could be much much better and actually help them learn how to play. Instead it stacks the deck agaisnt them.
Seraphayel wrote: »Personofsecrets wrote: »The way that the game explains how to play is not only extremely limited, but also sets up new players with bad habits right from the get go.
The starting deck selection is also really bad when considering the new player experience. The power generating starting card, fortify, trips up many players and they don't know what to do with it or how it impacts their long game. The starting 4 patrons are either difficult to use or can set players back by their use.
I have spoken about these issues ad nauseam over on the TOT forum and am deeply disappointed by the lack of communication from the designers, lack of balance changes that I believe to be sorely needed, and lack of updates to the game that would help players understand the ins and outs of how to have a successful match.
https://forums.elderscrollsonline.com/en/discussion/640875/evaluating-the-2023-state-of-the-game-and-suggestions#latest- Personofsecrets, August of 2023The new player experience... First and foremost, the game literally trains people, from the very first scripted TOT game, to use the Crow Patron. I shouldn't have to say why that is an abhorrent way of instructing brand new players. Many ill-advised players go on to smash the Crow button on their first turn. How this hasn't been seen, studied, and changed by the designers is a bad sign. Likewise, the Patrons themselves are not a great selection for new players. New players also unwittingly sacrifice the cards to Delmene. New players will rarely find the value of the Celarus or Pellin Patron buttons. New players will struggle to find the value of Celarus cards at all. New players will be inhibited by Fortify limiting their economy. New player games easily devolve into gaining power with Pellin cards which isn't such an elevated way of playing the game.
Really though, the new player experience could be much much better and actually help them learn how to play. Instead it stacks the deck agaisnt them.
Sorry, but the handholding can only go so far. While some moves are certainly not the best, the game explains the basic rules. Everything else needs to be figured out by the player by practice. It‘s really that simple. Learning new patrons takes time, but is not difficult or hard to understand.
It was just an example. I am trying simply to point out that ToT is overengineered & needlessly complex. Collectible card games for the most part are easy to get in & to start playing, but hard to master. ToT on the other hand has extremely high entry level due to the fact that there are multiple rules that can also be very unintuitive (especially for beginners). Actually, if looking at the game as a whole the multiple win/loss conditions is one of the easiest part of the game rules lol. On top of that, ToT (at least for me) is not addicting at all. I don't have this "I want to play one more game" thing, while every other card game I have played had something like this.Seraphayel 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.
How is it too complicated to comprehend that you either need to get to 40 Prestige or sway all four patrons to your favor? It‘s really not that complicated, it‘s very simple overall. How someone can rate this as too complex or confusing is beyond me.
Personofsecrets wrote: »The opening game misleads players by not showing them proper sequencing for one of the most important game actions and also by training them to make a move that is actively bad and can cost someone a game against a medium to high level player all on it's own.
spartaxoxo wrote: »Seraphayel wrote: »yes, as the main feature of High Isle ToT was a failure, but after three years it’s a fantastic addition to the game and maybe the most fun side activity when you get the hang of it.
I actually disagree entirely it was a failure at launch. They needed something that would not impact combat. They were working on the whole server re-architecture project at the time. We also now know that they were also working on the Arcanist. The Arcanist in particular they had to develop new tech and it went through like 150 abilities at the prototype level.
Given all that, it makes sense that they needed a smaller feature for High Isle. And I think they laid a solid foundation for one of the best side activities in the game with the OG decks.
Edit
Source for 150 abilities
https://www.gameshub.com/news/features/the-elder-scrolls-online-necrom-arcanist-class-developer-interview-2618460/
spartaxoxo wrote: »Personofsecrets wrote: »The opening game misleads players by not showing them proper sequencing for one of the most important game actions and also by training them to make a move that is actively bad and can cost someone a game against a medium to high level player all on it's own.
Tutorials aren't supposed to concern themselves with game balance nor take into account high level play. They should simply be discussing the basic rules of the game. Starting the tutorial with noob tubes so that players can focus on understanding the basic rules of the game makes a lot of sense.
Seraphayel wrote: »spartaxoxo wrote: »Personofsecrets wrote: »The opening game misleads players by not showing them proper sequencing for one of the most important game actions and also by training them to make a move that is actively bad and can cost someone a game against a medium to high level player all on it's own.
Tutorials aren't supposed to concern themselves with game balance nor take into account high level play. They should simply be discussing the basic rules of the game. Starting the tutorial with noob tubes so that players can focus on understanding the basic rules of the game makes a lot of sense.
This. A tutorial should give you an idea of the core rules and basic gameplay and not offer strategies or what not to do. That’s a learning process for the player.
Seraphayel wrote: »spartaxoxo I think it‘s undeniable that ToT failed as a main chapter feature, even if you personally liked it. It was unanimously disliked during the announcement and the reception was very lukewarm when it finally released. As a side feature it would have totally worked and swayed a lot of opinions, but as something for a $40 Chapter it simply didn’t live up to that. And all of the other work you mentioned really is no excuse for this. They know how bad the reception was and that’s why we’re getting these great features nowadays. I‘m pretty sure overall High Isle was the least selling Chapter of them all, simply because of that.
Frogmother wrote: »Another question:
Where do I see which ToT card pieces I already own? for new decks? I finished the High Isle questline but cant see the diplomat's piece.
Seraphayel wrote: »spartaxoxo wrote: »Personofsecrets wrote: »The opening game misleads players by not showing them proper sequencing for one of the most important game actions and also by training them to make a move that is actively bad and can cost someone a game against a medium to high level player all on it's own.
Tutorials aren't supposed to concern themselves with game balance nor take into account high level play. They should simply be discussing the basic rules of the game. Starting the tutorial with noob tubes so that players can focus on understanding the basic rules of the game makes a lot of sense.
This. A tutorial should give you an idea of the core rules and basic gameplay and not offer strategies or what not to do. That’s a learning process for the player.
spartaxoxo wrote: »Frogmother wrote: »Another question:
Where do I see which ToT card pieces I already own? for new decks? I finished the High Isle questline but cant see the diplomat's piece.
Collections > Tales of Tribute Patrons
Seraphayel 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.
How is it too complicated to comprehend that you either need to get to 40 Prestige or sway all four patrons to your favor? It‘s really not that complicated, it‘s very simple overall. How someone can rate this as too complex or confusing is beyond me.
Frogmother wrote: »spartaxoxo wrote: »Frogmother wrote: »Another question:
Where do I see which ToT card pieces I already own? for new decks? I finished the High Isle questline but cant see the diplomat's piece.
Collections > Tales of Tribute Patrons
I see there the info which ones I am missing and hints where to find the fragments, but no info which fragments I already found. eg. for hunding deck
DragonRacer wrote: »Frogmother wrote: »spartaxoxo wrote: »Frogmother wrote: »Another question:
Where do I see which ToT card pieces I already own? for new decks? I finished the High Isle questline but cant see the diplomat's piece.
Collections > Tales of Tribute Patrons
I see there the info which ones I am missing and hints where to find the fragments, but no info which fragments I already found. eg. for hunding deck
Journal - Achievements - then the associated chapters the decks are from such as High Isle and Necrom. They will have a ToT section and in there you can see which card upgrades you do and don’t have.