Number of VtES players
03 Sep 2019 04:33 #96729
by elotar
Obviously you should rebalance many stuff to make game more sane. Dominate was just an example, because all it's problems are just a couple overpowered cards.
NC Russia
Replied by elotar on topic Number of VtES players
Yes that could be a solution. What I know for sure is that if we have to balance the effectiveness of dominate it's not by nerfing it and thus further slowering down the game. The game is slow enough as it is right now.
I agree that only fixing dominate wouldn't work. The game has warped around dominate and simimiar effects.
Obviously you should rebalance many stuff to make game more sane. Dominate was just an example, because all it's problems are just a couple overpowered cards.
NC Russia
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03 Sep 2019 07:17 - 03 Sep 2019 07:18 #96731
by Tadori
There is only one real solution to all the problem you are talking about. ROTATION. There is a reason why other CCGs have rotation and formats. Its because there is no way to balance a card game for long period of time, because of power creep of new releases that have to include power level of previous released cards and be slightly better. In time a lot of cards are absolute and underpowered.
Replied by Tadori on topic Number of VtES players
Yes that could be a solution. What I know for sure is that if we have to balance the effectiveness of dominate it's not by nerfing it and thus further slowering down the game. The game is slow enough as it is right now.
I agree that only fixing dominate wouldn't work. The game has warped around dominate and simimiar effects.
Obviously you should rebalance many stuff to make game more sane. Dominate was just an example, because all it's problems are just a couple overpowered cards.
There is only one real solution to all the problem you are talking about. ROTATION. There is a reason why other CCGs have rotation and formats. Its because there is no way to balance a card game for long period of time, because of power creep of new releases that have to include power level of previous released cards and be slightly better. In time a lot of cards are absolute and underpowered.
Last edit: 03 Sep 2019 07:18 by Tadori.
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03 Sep 2019 09:48 #96733
by Lönkka
Replied by Lönkka on topic Number of VtES players
Lack of rotation (and extremely low number of banned cards) has traditionally been a very good selling point when doing demos for interested people...
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03 Sep 2019 11:13 - 03 Sep 2019 11:18 #96736
by Tadori
To properly balance CCG you have to reduce amount of cards to create design space and have an opportunity to reduce power level. There is no other way to fix some of the root problems.
Don't get me wrong I'm fine with the game as it is.I'm just pointing out that there is no other proper way to fix root problems.
Replied by Tadori on topic Number of VtES players
Lack of rotation (and extremely low number of banned cards) has traditionally been a very good selling point when doing demos for interested people...
To properly balance CCG you have to reduce amount of cards to create design space and have an opportunity to reduce power level. There is no other way to fix some of the root problems.
Don't get me wrong I'm fine with the game as it is.I'm just pointing out that there is no other proper way to fix root problems.
Last edit: 03 Sep 2019 11:18 by Tadori.
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03 Sep 2019 12:17 #96740
by Ashur
"My strategy? Luck is my strategy, of course."
Replied by Ashur on topic Number of VtES players
I´d love to see some data on this. I have a feeling it largely depends on how greedy and eager to push new products (on usually young) audience the game manufacturer is. Examples are Decipher and (at least to some extent) FFG, because they seem to have rather horrible license deals for their IPs.To properly balance CCG you have to reduce amount of cards to create design space and have an opportunity to reduce power level. There is no other way to fix some of the root problems.
"My strategy? Luck is my strategy, of course."
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03 Sep 2019 12:30 - 03 Sep 2019 12:40 #96741
by Tadori
You don't need data, common sense is enough. If you make any new card you have to take in to considereation all of interaction between exisitng cards allready in play and thier power level. The more cards you have the harder it gets.
Edit:
So it's easier to make rotation than have an army of design teams that have to work with each other and are huge cost. And you have to take in to consideration that you have to earn money. People will not buy cards if there will not see increase of their deck power so you have to generate power creep. Rotation is a tool to reset it. Ulitmatly BC is a company and will have to earn.
Replied by Tadori on topic Number of VtES players
I´d love to see some data on this. I have a feeling it largely depends on how greedy and eager to push new products (on usually young) audience the game manufacturer is. Examples are Decipher and (at least to some extent) FFG, because they seem to have rather horrible license deals for their IPs.To properly balance CCG you have to reduce amount of cards to create design space and have an opportunity to reduce power level. There is no other way to fix some of the root problems.
You don't need data, common sense is enough. If you make any new card you have to take in to considereation all of interaction between exisitng cards allready in play and thier power level. The more cards you have the harder it gets.
Edit:
So it's easier to make rotation than have an army of design teams that have to work with each other and are huge cost. And you have to take in to consideration that you have to earn money. People will not buy cards if there will not see increase of their deck power so you have to generate power creep. Rotation is a tool to reset it. Ulitmatly BC is a company and will have to earn.
Last edit: 03 Sep 2019 12:40 by Tadori.
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