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Type 1 over the years has gotten a lot more complex. A lot more drawing, a lot more searching, a lot more cards I don't know what they do that I have to read a bunch. I know there is only so much time in the day to play but we need to really think about tournament time being increased from 45 min to AT LEAST an hour.
Quote from: SiLeNcEd_MaTrIx on July 05, 2019, 01:52:05 PMType 1 over the years has gotten a lot more complex. A lot more drawing, a lot more searching, a lot more cards I don't know what they do that I have to read a bunch. I know there is only so much time in the day to play but we need to really think about tournament time being increased from 45 min to AT LEAST an hour. Quite a balancing act we are trying to achieve. Sufficient complexity of gameplay to be completed in a timely matter. I do agree with extending the time limit from 45mins. to 1hr. That being said, impact is probably negligible in most Local, District and some State Tournaments, but could severely impact other State, Regional and the National Tournament. 15mins added to each of 3 rounds is an additional 45mins. to a single category. It is easy to picture how the time adds up and we run out of time. I don't see any easy solution to this continued debate. An idea, although probably not ideal, would be Local, District and perhaps State Tournaments, use a 1 hour time limit. Regional and the National use the 45 min. time limit. My thought behind this is your Local, District and State are prime training time to learn about your deck in competition. With Regional and National tournaments you should be familiar with what you are running knowing you are going into a higher level of competitive play. As I said, an idea and probably not ideal, but at least thinking about possible solutions. Godspeed,Mike
Type 1 over the years has gotten a lot more complex. A lot more drawing, a lot more searching, a lot more cards I don't know what they do that I have to read a bunch.
I'll reserve the right to make my comments until after NC Regs lest I eat my words, but I'm fairly certain the current time limit is fine
Quote from: SiLeNcEd_MaTrIx on July 05, 2019, 01:52:05 PMType 1 over the years has gotten a lot more complex. A lot more drawing, a lot more searching, a lot more cards I don't know what they do that I have to read a bunch. Don't forget: - The advent of the Reserve means players are playing 53 card decks instead of 43 card decks (LS don't count) - more than a 20% increase - The advent of Star abilities means players are activating abilities during the beginning of games and in Draw phases - LS abilities - more complex, more powerful - The ever-increasing number of ongoing abilities that players need to remain vigilant/cognizant of, lest they burn themselves (think Mayhem/RBD)The OH States tournament taught me that 45 minutes isn't close to enough time to play a T1 game. Soooo many games were at 1-1, 3-1, 2-0, etc. when time was called. I really think the massive increase in Searches and Negates is what really costs Redemption games the most time. Searches take so much time when they go to deck. And undoing stuff that was already done, or trying to figure out what a Negate is actually undoing (because cascading), takes a lot of time too.
If you look at the competitive scene in any other collectable game (CCG or otherwise) you'll find that the successful people spend a good deal of time learning all the components and knowing their build inside and out. Redemption really isn't any different.
Quote from: Gabe on July 06, 2019, 01:52:51 AMIf you look at the competitive scene in any other collectable game (CCG or otherwise) you'll find that the successful people spend a good deal of time learning all the components and knowing their build inside and out. Redemption really isn't any different.Other competitive card games give huge incentives for winning, ban cards, and playtest more.
While a timed out game due to LS drought isn't ideal, I don't really see the problem with timed out games in general. If a game times out and there was no LS drought involved, that likely means the decks, draws and players were evenly matched. If a game times out because one or both players are playing exceedingly slow, I'm not sure the game is to blame for that.
Quote from: TheHobbit on July 09, 2019, 11:32:21 PMQuote from: Gabe on July 06, 2019, 01:52:51 AMIf you look at the competitive scene in any other collectable game (CCG or otherwise) you'll find that the successful people spend a good deal of time learning all the components and knowing their build inside and out. Redemption really isn't any different.Other competitive card games give huge incentives for winning, ban cards, and playtest more.Our play testers are volunteers and I think our incentives for winning are fine considering the size of the game. Being more open to banning cards would be good though.
Quote from: The Guardian on July 10, 2019, 12:26:31 AMWhile a timed out game due to LS drought isn't ideal, I don't really see the problem with timed out games in general. If a game times out and there was no LS drought involved, that likely means the decks, draws and players were evenly matched. If a game times out because one or both players are playing exceedingly slow, I'm not sure the game is to blame for that. The problem is that swiss style punishes timeout anything. Did Josh not know his deck, prepare poorly, and/or play too slow when you time out-beat Josh? No, you soul-droughted him and bounced him to me. Someone who met all of those things Dominants in booster draft is another thing that should be looked over. You can draft them but not play them, which is like the site rule. Seems more fair.
I am not a big fan of extending Type-1 (or any category) time limits as tournaments are long as it is. This is not a length of round issue or even a familiarity with cards issue for me. IMO the complexity of the game is such that we could continue to expand time restraints and the game would fill what we give it. In Type-1 we could address this in a variety of ways including but not limited to:-Smaller deck size (40 instead of 50)-Lower win condition (4 instead of 5)-Separate Lost Soul deck with 1 Soul drawn per turn-"Soul Seek" when a player has no souls available their opponent can search their deck for a soul and put it in play in lieu of their battle phaseThere are probably other ways but these seem to be the most obvious to me up front. Faster games, not longer rounds is the solution I can support as a tournament host and as an old guy who is experiencing sciatica more and more.
I am going to play-test a category where all lost souls have no special abilities and start in territory.
Quote from: TheHobbit on July 10, 2019, 02:02:28 PMI am going to play-test a category where all lost souls have no special abilities and start in territory.I'd be interested in testing this. Would it still be the same deckbuilding rules, with essentially 43 card decks?
Quote from: Bobbert on July 10, 2019, 03:18:14 PMQuote from: TheHobbit on July 10, 2019, 02:02:28 PMI am going to play-test a category where all lost souls have no special abilities and start in territory.I'd be interested in testing this. Would it still be the same deckbuilding rules, with essentially 43 card decks?Personally I'd prefer a format without souls in main deck to keep the 50 card limit. The game could use a little reduction in consistency.