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Irgy

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Everything posted by Irgy

  1. It would be nice to have an option where you couldn't move characters around between parties (since I never do anyway), and things worked the same as the card game. That said, I don't really see the big deal. The end result of this system is the same as the intended result of the card game system, the only difference is the side effects. Now as gamers, we're all about optimising our use of side effects, so I can see why we're aware of the difference, but at the end of the day they're both perfectly good systems to achieve the same goal.
  2. Here's another good one I've just realised: Player B picks up some rubbish card that's so bad they'd rather just voluntarily discard it to stop it clogging up their hand (and boy does this happen a lot), but instead they keep if for just one turn. Amiri moves at end of turn to Player B's location Player B gives the card to Amiri On Amiri's next turn, she buries it for +d10 I would argue that with any decent sized party you would be able to do this every turn, and suddenly Amiri basically just has +d10 all the time..
  3. I really feel like they missed the point with the card redistribution. The cards were never meant to be strictly ordered by a global quality metric. Sure, cards with a similar purpose should only get better, but we were always meant to have access to some of the powerful effects early on. It's also frustrating how undocumented it is. I spent a long time just raging over the fact that all I could ever find in quest mode was total rubbish cards before I realised they'd taken all the good ones out. As it is there's just nothing to look forward to. Meanwhile we're fighting deck-1 villains without access to deck-1 cards, or even deck-1 quality B cards. I don't mind the game being difficult, but doing it by as good as removing the deck-building card-gathering side of the game entirely takes away the richness of the game.
  4. The fact that it's not impossible to win against them doesn't change the fact that it's significantly more difficult in a way that was almost certainly never intended in the design. They really should just make a new card "Giant Eel" with the same stats and a closing clause for quest mode.
  5. Great news, great fixes, pleased to hear it's coming already! It's going to be kind of odd having role cards and no AD4 to use them on, but I'd rather get AD3 now than wait longer for 3+4, so that's fine
  6. +1 This suggestion makes sense, the current system doesn't. I'm not even sure the current system was implemented as intended or works reliably either, which doesn't help. Maybe it is and does, but if so it's more complicated than I can figure out.
  7. What I think is weird is that they went to the trouble of renaming "Levitate" to "Stride" because it worked ever so slightly differently, and made a big hoo-ha about it in the previews, but then they've changed a whole lot of other cards and haven't renamed a single one. Haste has even had the exact, word-for-word same change as Levitate/Stride, but no rename. I mean, don't get me wrong, I don't mind either way with renames, it just seems strangely inconsistent. Acid arrow in particular is a huge change for no rename. That said I'm glad they did it. The original was kind of stupid, the difference in traits comes up basically never and so it was a really disappointing upgrade. As it is it's about half way between lightning touch and scorching ray, as it should be - the average roll is 3/4 of the way between but the higher variance offsets that. Speaking of which... Brainwave - I don't know about you, but for me by the time I have Scorching Ray (at least AD2 obviously but usually not until about AD3 on average), 90% of checks I make will only fail on a terrible roll. So the chances of rolling badly aren't just corner cases, they're all that matters. The average/range are basically irrelevant. Edit - Urgh! I had a table here, I pasted it straight in from Open Office and it looked great in the edit window. Then when I click post it's not even a table, it's just a worthless mess of numbers. Well you'll just have to take my word for the analysis below (or go to zeroth_hour's link) So if you need a 4+, 5+ or 6+ (including the arcane die, as was originally clear in the table) Acid Arrow is actually worse than Force Missile, and at a fairly realistic target of 8+ it's still a bit worse than half way between the Force Missile and Scorching Ray. By AD3, if I need much more than 8+ on those dice I'll use a card to add more dice. Adding more dice to the picture also makes Acid Arrow slightly less favourable. Also note that changing the d12 (Ezren) to a d8 or d10 doesn't change the relative odds between the spells at all. Of course this is partly just because the game gets too easy in the later adventure decks, so all you're doing is covering yourself for really bad luck. The higher difficulty settings in the app will hopefully change that a little.
  8. Hi, I had the same bug. I discovered that if I chose a different category of card with the first player, the bug went away. If that option is available to you it might help you work around the problem.
  9. The system does seem a bit arbitrary. Not helped by it being far from clear what the system is. The way I read some of the descriptions, if you never play on legendary you can keep getting gold from normal mode forever. I'd also like to be able to start a party and play the higher difficulties straight away. It's not the same challenge if I've already farmed upgraded cards on the lower difficulty. Actually right now what I'd like is to be able to create a new party at all without the game crashing but that's another story...
  10. Ok well you've spent more than me I guess I shouldn't lecture you about economics. The gold thing though isn't what I thought you were talking about, and now I'm a little confused. I'm playing not-my-first party through story mode on normal, and still getting the 100 gold rewards when I win a scenario. You seem to be having a different experience? I agree with the other things you say there.
  11. Just a bit of "devil's advocate" on some of these suggestions... For 1, I think autocast would just make things worse. As annoying as it is, remembering to use your powers is important. Making a few remembered for free will just result in even sloppier play and just result in other things like Lem's power (which you *almost* always want to use but which can't be autocast) forgotten more often. In Lini's case it also helps make you more aware of when you don't have an animal in hand. To take it to an extreme, once dice just appear and disappear and you don't even know why, people end up not even knowing where they're coming from and eventually make poor decisions as a result. The UI does already light up and highlight abilities you can use now. Maybe ones you almost certainly want to use could be emphasised a little more and almost irrelevant ones (like pre-emptively casting "Strength" without any check for it to impact) a bit duller? For 2, I think the way it works is intentional, to simplify things for new players, while it's assumed experienced players will know where to click to change things. The problem only exists for a small transition period between the two. As for the gold farming, I do agree that the rate of gold acquisition as a pure f2p player isn't quite enough to keep you "entertained" doing new things all the time. Buying the "daily gold" is just enough to get you over the line in that regard. I think this is part of the economic design, to encourage people to actually "buy" the game. This game doesn't use a "whales + leeches" economy like certain other games out there - there's no whale gouging system (since you can unlock everything for a not small but certainly affordable price), and there isn't the need for a critical mass of fully f2p players for the game to function (compared to games based on random matchmaking for instance). So the economy instead needs to provide a motivation for the majority of players to spend a small amount. As entitled as we all feel by games where f2p players progress at a more entertaining rate, I think it's a reasonable economy and I'm glad they went with this style.
  12. I have had a similar bug except my weapon finished up discarded rather than banished.
  13. I'd love to have it available on the iPhone so I can collect my daily gold if nothing else. I don't really agree that the UI wouldn't work on the iPhone, there's much fiddlier games out there that people still play, including real-time (as opposed to turn based) ones.
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