spartaxoxo wrote: »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.
It was not unanimously disliked during the announcement, and the reception improved when it was finally released. We don't know population numbers, but I can say I never have a ton of trouble finding a match. And the developers have continued to make decks for it. That's a good sign it's at least doing decent.
We don't know which chapters sold the most but I'd very much doubt it was the least selling chapter .
Edit: I'm not saying the feedback to the card preview didn't have more negative than positive opinions. But, it was definitely not unanimous. It was more negative than positive but there was also plenty of people clearly looking forward to it.
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
Seraphayel wrote: »spartaxoxo wrote: »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.
It was not unanimously disliked during the announcement, and the reception improved when it was finally released. We don't know population numbers, but I can say I never have a ton of trouble finding a match. And the developers have continued to make decks for it. That's a good sign it's at least doing decent.
We don't know which chapters sold the most but I'd very much doubt it was the least selling chapter .
Edit: I'm not saying the feedback to the card preview didn't have more negative than positive opinions. But, it was definitely not unanimous. It was more negative than positive but there was also plenty of people clearly looking forward to it.
ToT was absolutely loathed by a huge part of the community. It was definitely the least desired of all Chapter features and got the most criticism of being unnecessary and not worth the price tag. And if not High Isle, which Chapter do you think sold less? All of the others either had very exciting features or at least a compelling setting (Greymoor), High Isle lacked both.
Yes, obviously some people were looking forward to it, but it was definitely the feature that generated the most negative opinions yet - which was my point. Unanimous is a strong word, but that’s how it looked back after they revealed High Isle. If you go back to that time you can find dozens, hundreds of threads and topics talking about ToT in a (very) negative way.
Don’t get me wrong, I love ToT now, but back then I was appalled by the sheer idea of getting this as the main feature for an expansion. I did a full 180 am now it‘s basically the only thing I do in game, playing 10-15 matches per day because I really love it.
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.
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.
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.
KaosWarMonk wrote: »It's ok. Didn't find it particularly difficult to pick up, probably helps if you've played other card/board games IRL.
I haven't played for a while. I found the rewards didn't justify the time invested.
ProfesseurFreder wrote: »Tales of Tribute is, not to put too fine a point on it, rubbish. I waited for years to get a playable card game-within-the-game -- and when we finally got it it was THIS crashing disappointment. Yeesh, Gin Rummy or Klondike would be better than this junk.
Seraphayel wrote: »No idea how battles last 20 or 30 minutes for some, the average time is 12-15 minutes, can be way faster, but longer than that only happens when none of the players has picked a Power generating deck - which is usually always a bad choice because it drags out matches. So to prevent long matches just always pick a Power deck (Pelin, Hunding, Mora) and do so in particular when your opponent picks Rahjin or Almalexia.
SaffronCitrusflower wrote: »ProfesseurFreder wrote: »Tales of Tribute is, not to put too fine a point on it, rubbish. I waited for years to get a playable card game-within-the-game -- and when we finally got it it was THIS crashing disappointment. Yeesh, Gin Rummy or Klondike would be better than this junk.
I felt insulted that ZOS spent dev time and money on the game. It feels more like a phone app than something that should be in an MMO to me.
Just out of curiosity, if I had responded to this topic just saying:
YES
Would the message be censored? And why?
The title says: Am I too stupid for the game?
If I called someone stupid on the forum, I would probably be banned.
But in this case, if I just say YES, is it also considered an insult?
Because of the title of the topic I was curious to know what moderation would do in a case like this.
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.
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!
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.
"It's not you, it's ZOS". The game is poorly explained even where it concerns the basic principles of a deck building game (I'd never played one before ToT).
Personally, I recall when I started playing I automatically assumed that 'combo' applied to cards played consecutively; that you would lose the streak by playing coin cards or cards from a different suite. Then I got these combo alerts (also from the NPC) and I was thinking '[snip] is going on?!?'. This is just one of those things that aren't self evident at all .
It's not just the explanation though. Quite a few decks that have been added to the game now with cards that have effects that persist after they've been played. For instance the druid's deck "when a card is placed in your cooldown pile" effects. Others actively interfere with the opponent's game. Even once you've figured out the often cryptic effects descriptions, what remains is that these decks add whole new layers of complexity to the game.
If you're just starting now I can very well imagine it all adds up to a general sense of bewilderment (no pun intended), with all sorts of things happening seemingly out of nowhere.
I created a poll about this earlier. IMHO ZOS have already gone too far with adding decks. There's a small group of dedicated ToT players that can't wait for the next deck, but the bigger picture is that these decks have become a barrier to entry for new players from a base that is already not naturally predisposed to like card games.
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
Seraphayel wrote: »It's an easy fix for this, just limit the decks available for lower ranks. First rank starts with the first four decks and then each rank adds another deck to the pool. If you play against NPCs this is barely of an issue because they only have the decks available you have available as far as I know and that's where you learn the game, not necessarily playing against other playerys.
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
Seraphayel wrote: »It's an easy fix for this, just limit the decks available for lower ranks. First rank starts with the first four decks and then each rank adds another deck to the pool. If you play against NPCs this is barely of an issue because they only have the decks available you have available as far as I know and that's where you learn the game, not necessarily playing against other playerys.
The NPC can pick decks you don't have. That's one of the problems for starting players. I've played the game from the start and learning every deck as they are released has been hard enough to keep up with. A starting player is exposed to all of them at once.
I suppose it would work to 'replay' the learning experience by limiting the decks by rank. Another would be to only allow decks that both players have unlocked.