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ToT Feature Suggestions >.>

Defatank
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My ToT Guild and I were discussing things that would encourage players to play ToT more / continue to play even if you're high ranked on the leaderboards as well as new features and I came up with what I thought would be a couple of neat ideas... so here goes :D

1. Add special reward boxes for winning games when you're in the top 10%, 5% and 1% and also add special reward boxes for defeating players who are in the top 10%, 5% and 1%. This should encourage players to play even when they're high up on the boards instead of just getting up on the boards and then stop playing in order to hold onto their top spot until reset and defeating top players encourages players to play in hopes of getting matched up against them to get those boxes and move up the ladder.

2. Add new special effects to the GUI of ToT when combos start going off. Examples: If you're playing a mora deck and you start comboing mora maybe the mora patron starts emitting some black smoke, eyes popping out around the table / tenticles coming out around the table etc. Or if youre comboing with the raven deck crows start flying around the table and the more combos going off the more special effects that happen.

3. Adding to point #2, when combos are going off / cards being drawn etc the timer countdown should not be deducted for the combos going off and give the player time to actually use his combos.

4. Leaderboards really need to be redone in the manner of looking at multiple factors of how quickly was the player able to play each hand. How many turns it took for victory. Combos that the player pulled off and not just looking at did they win or lose and how high / low the opponent was to them.

What do you guys think of these suggestions? You got some additional stuff to add to this?
  • ESO_player123
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    #2. The special effects will become very annoying very fast. So, unless it's an option, a hard no from me for that one.
  • HatchetHaro
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    1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).

    2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.

    3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
    Here is a sample reward table:
    nlcrwpo3zf3a.png


    Edited by HatchetHaro on February 14, 2025 4:09PM
    Best Argonian NA and I will fight anyone for it

    20 Argonians

    6x IR, 7x GH, 7x TTT, 5x GS, 6x DB, 1x PB, 4x SBS, 1x MM, 1x US, 2x CB, 1x Unchained
  • El_Borracho
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    @HatchetHaro I was about to post something almost identical. The ability to veto or negate a deck from being chosen would be huge in getting people to play again.

    I like the idea of scaling rewards, except I would run it the opposite direction, so that faster victories result in greater rewards. There is still the obnoxious strategy of running the clock in order to get your opponent to quit out of boredom.
  • ESO_player123
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    1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).

    2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.

    3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
    Here is a sample reward table:
    nlcrwpo3zf3a.png


    I'm afraid that giving better rewards (especially a legendary one) for a loss in longer games will lead to some players deliberately dragging out the games. And we definitely do not want more of that.
  • Defatank
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    Agreed with being able to disable SFX for players who would not enjoy those added effects :) but the effects also do not need to be so overbearing that it overlaps card visibility and interferes with gameplay. Just some neat little effects to bring that "oh.... ah.... thats pretty awesome" factor to big combo effects is moreso what I was aiming for :)
  • HatchetHaro
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    I like the idea of scaling rewards, except I would run it the opposite direction, so that faster victories result in greater rewards. There is still the obnoxious strategy of running the clock in order to get your opponent to quit out of boredom.

    Unfortunately, that is entirely antithesis to why I wanted scaling rewards in the first place. If faster victories resulted in greater rewards, everyone would start spamming power rush decks.

    Besides, running the clock to get the opponent to quit is usually something that a winning player does; with my scaling rewards, at some point, running the clock would start to only benefit the loser by increasing the loser's rewards with time.
    Best Argonian NA and I will fight anyone for it

    20 Argonians

    6x IR, 7x GH, 7x TTT, 5x GS, 6x DB, 1x PB, 4x SBS, 1x MM, 1x US, 2x CB, 1x Unchained
  • Defatank
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    Deck banning I think could definitely be a good thing, but the questions going to be how to bring that choice into play. Because if the coin flip goes against you and the other player gets to choose a deck and ban a deck then the next player picks their 2 decks and a ban. Then the 2nd player first of all gets possibly screwed over on being able to pick what they want but also the person who won the toss has all decks to choose from at their disposal so the ban doesnt affect who gets the toss.

    So this would need to be really vetted out on exactly when and how a veto occurs.

    In regards to the rewards I would have agree, the rewards needs to go the other way. Faster victories should result in bigger rewards while long drawn out games or players who just ride the timer to be annoying is being rewarded for play that way and I'm pretty certain nobody wants that. So we need to flip it to encourage players to get in, get your game over with, get your rewards and take your W/L on the chin and move on to the next and stop being a petty loser riding the clock :)
  • Grega
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    It’d take it a whole other direction. Delete TOT out of the game. Or - make it so 0 rewards come out of it, even less than now.

    Actually - even better - you don’t play TOT, and for that you get a reward. The longer you don’t play, the better rewards. Ty.

  • ESO_player123
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    Grega wrote: »
    It’d take it a whole other direction. Delete TOT out of the game. Or - make it so 0 rewards come out of it, even less than now.

    Actually - even better - you don’t play TOT, and for that you get a reward. The longer you don’t play, the better rewards. Ty.

    I'm just curious, why are you advocating for removing it? If you do not like it, you can simply ignore it. If it's about the rewards that it offers that a player misses because of not playing, then that can be said about any part of the game ("I do not do PvP/trials/antiquities so I cannot get rewards, so delete PvP/trials/antiquities).
  • Dragonnord
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    1. Introduce the ability to ban decks during the deck picking phase.

    Instead of banning decks (since a huge amount of players would be banning always the same decks) I'd say that the decks available in the decks selection screen be random.

    We currently have 12 decks, so let's say, 8 random decks are available to select before the match starts.
     

    Edited by Dragonnord on February 14, 2025 6:43PM
  • Defatank
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    I think Grega was just making a sarcastic funny comment playing devils advocate. But if not, maybe we need to dial back the difficulty of the easy CPU opponents :D
  • HatchetHaro
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    1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).

    2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.

    3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
    Here is a sample reward table:
    nlcrwpo3zf3a.png


    I'm afraid that giving better rewards (especially a legendary one) for a loss in longer games will lead to some players deliberately dragging out the games. And we definitely do not want more of that.

    I actually am aware of that. I've been thinking of a different method involving variable turn timers based either on time spent on previous turns, or time spent inactive.

    4a. Variable turn timers based on previous turns. If a player spends long enough on their turn, the amount of time they spend over a threshold will be subtracted from their subsequent turn. For example, in a 90s turn timer with a 60s threshold, if a player spends 70s on their turn, their subsequent turn would be a 80s timer with a 50s threshold; if they then spend only 50s, their subsequent turn would stay at 80s, and if they spend 40s, their next turn timer would be back at 90s.

    My only concern is how this basically nerfs slower decks, especially with the slow animation speeds ToT has.

    4b. Variable turn timers based on inactivity. If a player spends long enough not playing or buying cards, the amount of inactive time they spend gets subtracted from their subsequent turn. Of course, there has to be a threshold, because player thinking time has to be factored in.
    Best Argonian NA and I will fight anyone for it

    20 Argonians

    6x IR, 7x GH, 7x TTT, 5x GS, 6x DB, 1x PB, 4x SBS, 1x MM, 1x US, 2x CB, 1x Unchained
  • twisttop138
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    People are really into it huh. I'm a returning player. I took my break around greymoor, and have been back a month though my wife never left. I have been thinking about giving it a try. I've been watching videos and stuff to try to get a handle on it. I really like some of the furnishings listed as ToT rewards. I'm sorry I'm not adding to the conversation but seeing people talk about brought it to the fore of my mind.
  • OsUfi
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    Make matches against novice NPCs shorter again.

    I get curb stomped nearly every time against players. When I don't get curb stomped the matches last so darned long, they eat up all of my nightly game time. Even against novice NPCs matches often run 10-15 minutes.

    I have tried and I've done the grind to rank 6 against novice NPCs witht he daily hoping to hit rank 7 so I could finish the quest line. God above, I cannot face the grind from ranks 6-7. 60 more days of it just to go from rank 6-7 with one match a day. I just can't. It takes me forever. Fighting against proficient NPCs takes even longer and with no guarantee of winning. It's not even worth doing for the daily reward.

    Wild dogs could not drag me back into ToT with the match times lasting so long.

    On the upside, if nothing changes it remains the thing that's cured me of my achievement hunting. Makes it much easier to play ESO casually without the desire for finishing things anymore.
  • valenwood_vegan
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    I would only be interested in something like a "lite" version of ToT that was shorter or less complex.

    A lot of folks I know feel the same way. Rewarding longer matches does not imo seem likely to get *more* players interested... the overall issue being that many eso players log in to play eso, and not to spend a significant amount of their playtime playing a different game that has nothing to do with eso. Personally, if I wanted to play a different game, I wouldn't log into eso and I would seek out whatever other type of game was of interest.

    But, I'm glad some enjoy it. In terms of suggestions, all I can really add is that I think what might help ToT more, would be for them to develop some kind of app to at least partially uncouple playing ToT from playing eso. I could see some of us playing it on an app at times when we're not at our PC or console and not able to play eso, for example.

    This might also bring in some players who are not current eso players, but have an interest in games like ToT... thus expanding the pool of players... and might even be a way of getting a few of them try out eso as well.
    Edited by valenwood_vegan on February 14, 2025 6:54PM
  • Northwold
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    1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).

    2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.

    3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
    Here is a sample reward table:
    nlcrwpo3zf3a.png


    Agree with you on all your points except the rewards by time point. A game is a game. I've long wanted a deck veto as there are certain decks I simply don't want to deal with, especially Mora and Sorc King, because they force the game to be played only one -- totally uninteresting -- way.

    On Mora and Sorc King, the power in the former is utterly ridiculous and needs to be nerfed. It really isn't fun absolutely having to get those cards because nothing else in the game comes remotely close. On Sorc King, the patron needs to be rethought. Perhaps, like crow, it should be blocked once favourable. Otherwise, you end up with à deck building game where, at a certain point, players can't afford to build a deck because they'll lose as the other side clicks Sorc King over, and over, and over again. Those two decks drove me away from player matches together with player delaying tactics.
    Edited by Northwold on February 15, 2025 12:21AM
  • Grega
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    Grega wrote: »
    It’d take it a whole other direction. Delete TOT out of the game. Or - make it so 0 rewards come out of it, even less than now.

    Actually - even better - you don’t play TOT, and for that you get a reward. The longer you don’t play, the better rewards. Ty.

    I'm just curious, why are you advocating for removing it? If you do not like it, you can simply ignore it. If it's about the rewards that it offers that a player misses because of not playing, then that can be said about any part of the game ("I do not do PvP/trials/antiquities so I cannot get rewards, so delete PvP/trials/antiquities).

    I was being sarcastic 🤣. After learning how to play it, it’s actually pretty fun. Albeit time consuming.
  • Grega
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    Defatank wrote: »
    I think Grega was just making a sarcastic funny comment playing devils advocate. But if not, maybe we need to dial back the difficulty of the easy CPU opponents :D

    Yea. lol I figured saying “reward me for not participating” was sarcastic enough so I didn’t need to put /s in there 🤣
  • wolfie1.0.
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    Time limit in combos... I fell asleep waiting for opponent to finish turn.

    Make the game a mobile app so I can play online while offline

    add deck sheograths Deck: takes a randomized set of cards from All other decks and puts them in this deck completely random, deck varies per match. Patron power chooses a random patrons power and give it to you. Cost is randomized, if you can't pay the cost then your turn ends and the patron favors the other player.
  • Kittytravel
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    I definitely like some of the suggestions in here. As someone who dreads ToT because of how RNG based it is (not a lot of deck-control VS someone like me who came from games like Yugioh, Hearthstone, Flesh and Blood, Magic the Gathering and Slay the Spire just to name a few). I'd definitely like more of a reason to play it.

    Based on my experience I'd tweak the suggestions this way:

    Set rewards to be of random rarity (player VS player only). You aren't really sure what you'll get when the match ends so you should be there simply to play the game knowing you'll get some kind of reward for doing so. Obviously the higher your ToT rank the higher the chances should be for higher end rewards, including losses. Something along a scaling percentage of chance to get a better reward based on your competitive placement. Can even mix in some kind of RNG bonus for longer matches, but moving it away from a 'guarantee' would disincentivize players from dragging on the games on purpose.

    Randomize patrons, not decks. I think randomizing the patrons you have at the beginning of the game and then having everyone select decks based on the patrons that are in play adds a new level of strategy to the game. Some patrons are obviously going to favor faster or slower play and to have several of them in play at once that do this will change how the games strategy should work.
    My current experience with the game feels like 2014 Yugioh where everyone just used the same 6 decks all the time. ToT feels like that; I don't see much use of the full deck range at all.

    I don't like banning decks. This discourages new players from entering the game space without acquiring a large amount of them and feels gate kept in the same way that modern MTG and Hearthstone do. Without X amount of correct cards you simply can't play the game. That's why I think disconnecting patrons from the deck slots and simply randomizing their selection adds a more even playing field because it relies on patron-deck synergies and game knowledge. It also lets people decide to ignore the patron system altogether if they think they can win via a 2-deck combo alone.

    Other than that; deserter penalty absolutely should not be a thing. I think randomizing the rewards and not placing any weight of them based on win/loss would make people feel more casual about the game. A good of example of this in practice is Hearthstone's missions that rewarded you for doing goofy things rather than winning a match like "Destroy 20 minions." or "Cast 5 spells". You were playing the match not to win but just to get your mission done and it meant you could play a dumb deck and not take it so seriously.

    I could be wrong about all of this I'll admit that fully; being tainted by other TCG's can make my opinion narrow. As the game stands now pretty much all I see is rush decks that generate tons of power and ignore pretty much every other mechanic.
  • Northwold
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    I don't like banning decks. This discourages new players from entering the game space without acquiring a large amount of them and feels gate kept in the same way that modern MTG and Hearthstone do. Without X amount of correct cards you simply can't play the game. That's why I think disconnecting patrons from the deck slots and simply randomizing their selection adds a more even playing field because it relies on patron-deck synergies and game knowledge. It also lets people decide to ignore the patron system altogether if they think they can win via a 2-deck combo alone.



    I'm very pro banning decks or rsndomising available decks because I do think some of the decks just cause a really unenjoyable experience and I don't want to play them (removing the deserter penalty would also solve this problem because you could simply quit on sight a PvP game with decks you don't like without being penalised, which is what I do in NPC Tribute, but a deck veto seems more sporting).

    However, if that's done the mechanism would need to become available only when both players already have X number of decks. Otherwise, as you say, newer players would be pretty screwed.
    Edited by Northwold on February 16, 2025 1:14AM
  • El_Borracho
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    I like the idea of scaling rewards, except I would run it the opposite direction, so that faster victories result in greater rewards. There is still the obnoxious strategy of running the clock in order to get your opponent to quit out of boredom.

    Unfortunately, that is entirely antithesis to why I wanted scaling rewards in the first place. If faster victories resulted in greater rewards, everyone would start spamming power rush decks.

    Besides, running the clock to get the opponent to quit is usually something that a winning player does; with my scaling rewards, at some point, running the clock would start to only benefit the loser by increasing the loser's rewards with time.

    But unnecessarily running clock is one of this biggest complaints players have in the game. Encouraging that would make it worse.

    I understand your concern about faster games pushing power decks. But I'll take a quick beatdown over someone running clock for a reward. I have better things to do than sit around 30 minutes for a ToT game.
  • NoSoup
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    1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).

    2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.

    3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
    Here is a sample reward table:
    nlcrwpo3zf3a.png


    Yeah this would be a terrible idea. Players would just grief others and not end their turns until right before the timer runs out to increase the length of the game.
    Formally SirDopey, lost forum account during the great reset.....
  • Jordan_Black
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    Making the prize for being in the top 10% actually worth trying for would be nice. 10k gold and 100 transmutes? C'mon. You can do *way* more than 10 RNDs in the amount of time it takes you to get to and stay in the top 10% of the leaderboard and you have a 100% chance of getting way more gold (sell a couple motif drops) and transmutes than the prize for success in playing all that ToT.

    I mean, I really like ToT. I play it most days. But the leaderboard prize is laughable. I usually play competitive until I get to rubedite and then just play casual the rest of the month.
  • Defatank
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    Making the prize for being in the top 10% actually worth trying for would be nice. 10k gold and 100 transmutes? C'mon. You can do *way* more than 10 RNDs in the amount of time it takes you to get to and stay in the top 10% of the leaderboard and you have a 100% chance of getting way more gold (sell a couple motif drops) and transmutes than the prize for success in playing all that ToT.

    I mean, I really like ToT. I play it most days. But the leaderboard prize is laughable. I usually play competitive until I get to rubedite and then just play casual the rest of the month.

    100% agree. I top 1% the leaderboard when ToT first released, seen the rewards and the effort required to place up there dealing with RNG and its entirely not worth it whatsoever. Its moreso about the bragging rights and having your name up there I suppose which honestly idgaf about the "fame" factor. I want to feel like the time I am putting into the game is yielding awesome rewards for the efforts put in.

    I have long been saying that ZOS "leaderboards" across the board needs a massive rework not just in ToT but all leaderboards. Most of them are based on who can no life the game the most is considered the "best" and that is 100% not true either. Multiple factors needs to be looked at for all content when it comes to "leaderboards" ToT specifically since this post is about ToT I would say things like W/L rate, streaks, number of combos based on decks that have high combos, gold generated for gold gen decks etc, time spent per turn / per card played", how quickly you achieved a patron victory, how much power you won by. Things like that should all be looked at to determine a "score" that is then factored into your "rank" which correlates to your "leaderboards" ranking. Instead of just saying oh you played 2427815 games in 30 days, you're the best ToT player!
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