Author Topic: Just a thought for Rob  (Read 33345 times)

Offline STAMP

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Re: Just a thought for Rob
« Reply #100 on: July 13, 2009, 01:43:16 PM »
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I don't think it would add much game time, just more deck building strategy.  Seriously, how many people play with Commissioned or Wedding Party?  And there are so many HTs in circulation it just begs for everyone having it in their deck.  Suddenly, you'd start seeing a lot of Malchus, Gib Treaty, etc.

I'm liking it more and more! 

Oh!  And you'd see a lot more side battles, which I think everyone can agree would make the game better!
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Offline Smokey

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Re: Just a thought for Rob
« Reply #101 on: July 13, 2009, 01:45:30 PM »
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I don't think it would add much game time, just more deck building strategy.  Seriously, how many people play with Commissioned or Wedding Party?  And there are so many HTs in circulation it just begs for everyone having it in their deck.  Suddenly, you'd start seeing a lot of Malchus, Gib Treaty, etc.

I'm liking it more and more! 

Oh!  And you'd see a lot more side battles, which I think everyone can agree would make the game better!

Pot of mana might actually see play if this is the case.

The Schaef

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Re: Just a thought for Rob
« Reply #102 on: July 13, 2009, 01:50:12 PM »
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Would that include teaching RTS to shuffle better?

... says the guy who once beat me in an RTS game where like six of his last seven cards were the bulk of his Lost Souls.  That was the most agonizing game I think I've ever played.

I actually was just thinking of another alternative, only to discover that you guys are talking about separate LS piles here already.  This idea is not exactly like that but there are similarities.  If any of you have played Vs system, you know that each turn you (may) put a card from your hand into your resource row, and the number of cards in that row is the maximum "cost" to which you can recruit characters or flip over certain resources.  My thought was to give Lost Souls a treatment slightly like that.

Players start out with the required number of Lost Souls for their deck, but stacked separately from the remainder of their cards.  At the beginning of the game, before opening hands are drawn, players may arrange the Lost Souls face down on the table in a left-to-right order of their choosing.  And then each turn, the players would flip over the next Lost Soul in their row to face-up and make it available for rescue.  So everybody has Lost Souls out relatively early and the number snowballs as the game goes on.

There are obviously some difficulties with this since the game was not designed around handling Lost Souls this way.  I'm still wondering whether the best course of action is to flip souls all at once each round, or have the player do it for their Upkeep phase.  If everyone flips at once, that would leave some players vulnerable while allowing others (particularly those with first turn) the chance to put them in a Site or something first.  On the other hand, doing it individually means that the first player is at a significant disadvantage (especially in the first turn) because he will always have souls available earlier than other players, and might not have any chance to rescue something himself.

Searching, drawing and shuffling/return to draw pile would be impacted also.  I guess searching for a Lost Soul would mean the opponent can look at the face-down souls, select one to flip, and randomize the rest.  Shuffling and returning to draw pile (e.g. Hormah) would return face-up souls to draw pile but I would say leave the rest on the table face-down.  So then they would be flipping Lost Souls and potentially (re)drawing more during his Draw phase.  "When drawn" would apply to when the player flips his own Lost Soul each round, as opposed to having it selected by an opponent.  That only leaves Confusion as an unsolved problem, on the rare chance someone might deliberately want to discard a Lost Soul.

A player could put all the "protected" Lost Souls in the front to make them more difficult to rescue and/or stop Dominants.  But the nice thing about arranging before the draw is that they can't stack the souls to compensate for their own draw.  In other words, they have to decide where to put the souls before they know whether they're getting SoG/NJ early or late.

So what I'm left now to wonder - the big question - is how that would impact deck-building and normal play.  Obviously I would want the impact of that to be minimal, other than reducing the randomness of LS draws.  A normal T1 deck would have all its souls out in the first 7-8 turns, with a deck intended to draw out in approximately 14 turns (barring speed draws and shuffling cards back in).  Now the power of cards and cost in Vs is such that there's usually little damage in the early rounds, but by turn 7 or 8, if the game is not already over, it's about to end real quick with a 20 attack character or whatever.  Redemption has no scaling cost and therefore no scaling power, so I wonder how things will work when all your Lost Souls are out and you're only halfway through the deck.  But if we made it every two turns or something like that, would we be timing out matches by making them all go 10 or more turns?  Is 7 a good or bad number for this?  Like I said, I have a basic idea for a basic idea, but it needs more brains burning on it.

Offline Korunks

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Re: Just a thought for Rob
« Reply #103 on: July 13, 2009, 02:08:11 PM »
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I cannot help but re-iterate what a bad Idea I think these are.  This is fundamentally changing the way the game is played. I normally try to stay out of these kind of discussions but I really feel that this is not what Redemption should be.  Why should lost souls be something that come out in regular intervals?  Taking away the luck of the draw is something that makes it possible for a beginner to defeat a much more experienced opponent.  I have been teaching a lot of redemption lately and have seen(and experienced) losing by lost soul drought, bad draw and it has never bothered me or anyone else in my play group.  I remember when playing more experienced players for the first time, the hope I had that even if I have none of the powerful or ultra rare cards, that luck of the draw still gave me a chance.  Now I know that luck of the draw may still exist under some of the suggestions given here, but it will be very weakened.  Sometimes a lost soul drought gives that weaker player a chance to survive a few more turns than he is otherwise able to maybe earning a rare win, and wins are rare when you are new and playing seasoned players.  Making the game more of a race to power cards only would help those who have the rare cards.  Most of my playgroup doesn't have those cards and it is hard to convince parents that they don't need to drop a couple hundred for their kid to have fun, but under some of these considerations that would be the case.  I still fail to see what is so broken that we need to drastically alter the game to "fix".  Someone please enlighten me!
« Last Edit: July 13, 2009, 03:17:27 PM by Korunks »
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Offline STAMP

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Re: Just a thought for Rob
« Reply #104 on: July 13, 2009, 03:38:09 PM »
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It is because some of us enjoy the strategy of the game.  I do not enjoy the luck factor.  I would rather it be more like chess and less like Las Vegas.
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Offline Korunks

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Re: Just a thought for Rob
« Reply #105 on: July 13, 2009, 03:50:06 PM »
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If the game was only about luck I could see your analogy being true, but there is still a large amount of strategy in Redemption with the luck of the draw.  Sorry but that comparison is not apples to apples.  Luck of the draw is one of the Huge differences between Redemption and games like chess, and luck of the draw is primarily why I play redemption and not chess.  I like the unpredictability of a game, there is a thrill to knowing that even though I have the better cards, more experience, and better strategy I can still be defeated by the underdog. 

It shouldn't have to take a genius to defeat seasoned players, which it just might without the wild card of randomization thrown in there.  Players would then have to know all the combo's and work really hard to try to counter them, sometimes with limited resources.  Like I should expect my 8-10 year old players to be able to conceive of a way to topple the top strategies, with out the chance that they can get lucky.  Maybe it was my mistake but I have emphasized to my players that luck of the draw can help them in a tough game, and sometimes it gives them hope that they can win, when otherwise they would just quit and go play some video games or watch a movie because Redemption is no fun anymore because they would know that they couldn't win, and do not have the means to compete at the higher level.  I still fail to see how making redemption harder for the young people who play it, who(let's face it) the game is primarily designed for.  How is this bad?
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Offline Colin Michael

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Re: Just a thought for Rob
« Reply #106 on: July 13, 2009, 03:53:15 PM »
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Make the game go faster and then add rounds.
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Lamborghini_diablo

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Re: Just a thought for Rob
« Reply #107 on: July 13, 2009, 03:56:07 PM »
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As is obvious by my previous posts, I fully agree with you Korunks. I honestly feel luck of the draw ADDS strategy to the game. Taking luck of the draw out would make games start to feel way too similar to eachother. You know for a fact that a soul would come out at X time, and so you know to do Y.  Currently, you have no clue when ANYTHING is comming unless you use John, and therefore need to plan much much farther ahead.

Are, Korunks, myself, Gabe, RR, and Janisarry the only ones to see the game as being far more strategic now than it would be with easier souls?
« Last Edit: July 13, 2009, 04:14:42 PM by Lamborghini_diablo »

Offline Gabe

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Re: Just a thought for Rob
« Reply #108 on: July 13, 2009, 04:01:16 PM »
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Are, Korunks, myself,  RR, and Janisarry the only ones to see the game as being far more strategic now than it would be with easier souls?

I guess you didn't read my post? :P
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Offline Captain Kirk

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Re: Just a thought for Rob
« Reply #109 on: July 13, 2009, 04:06:13 PM »
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Leave the randomization of the game.  My thoughts are summed up by several who have already posted.

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Offline STAMP

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Re: Just a thought for Rob
« Reply #110 on: July 13, 2009, 04:09:58 PM »
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Well, y'all know I'm getting out so my points are moot.  But Schaef is a playtester and he makes good points.
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Lamborghini_diablo

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Re: Just a thought for Rob
« Reply #111 on: July 13, 2009, 04:15:09 PM »
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I guess you didn't read my post? :P

Fixed.  :)

Offline Prof Underwood

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Re: Just a thought for Rob
« Reply #112 on: July 13, 2009, 04:24:22 PM »
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A normal T1 deck would have all its souls out in the first 7-8 turns, with a deck intended to draw out in approximately 14 turns (barring speed draws and shuffling cards back in).  Now the power of cards and cost in Vs is such that there's usually little damage in the early rounds, but by turn 7 or 8, if the game is not already over, it's about to end real quick with a 20 attack character or whatever.  Redemption has no scaling cost and therefore no scaling power, so I wonder how things will work when all your Lost Souls are out and you're only halfway through the deck.  But if we made it every two turns or something like that, would we be timing out matches by making them all go 10 or more turns?
I also like these ideas.  Due to Redemption not having a scaling cost, I think a LS entering play every 2 turns is better than every 1 turn.  That gives more of a chance for site-based decks and other defensive-based decks to get set up.  Of course I also like having it be based on cards drawn so that speed decks would have their LSs enter play faster than slow decks to compensate for them having more of their "power" cards faster.

Offline Korunks

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Re: Just a thought for Rob
« Reply #113 on: July 13, 2009, 04:55:05 PM »
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I also like these ideas.  Due to Redemption not having a scaling cost, I think a LS entering play every 2 turns is better than every 1 turn.  That gives more of a chance for site-based decks and other defensive-based decks to get set up.  Of course I also like having it be based on cards drawn so that speed decks would have their LSs enter play faster than slow decks to compensate for them having more of their "power" cards faster.
 

Wouldn't basing it on the draw complicate the game even more so?  Every one card drawn? every three?  It might cause players to have to remember how many they have drawn towards their lost souls.  Lets say every six they had to play a lost soul.  I draw three, play a card that lets me draw one, draw another one via Gifts of the Magi, than play a card to draw three. That puts me at eight, do the two draws that went over count towards the next one, if it does it adds a layer of complication to the game because now in addition to everything else going on, I have to keep track of where I would be on the "lost soul scale".  If it doesn't count then it doesn't fully "punish" speed players, so it doesn't maintain "fairness". 

I think it would add too much difficulty to an already complicated game.  Having recently taught an 8 year old, and 9 year old and a 10 year old how to play I have a unique perspective on how hard it is to learn for that age group, adding this in addition to all of the other effects Lambo, myself, and all the others have made I think might push them towards something easier, like pokemon, or yugioh.  I say keep it as is, it is simpler.
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Offline lightningninja

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Re: Just a thought for Rob
« Reply #114 on: July 13, 2009, 04:58:14 PM »
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The game is fine. Please, wait for the next set and then if you still don't like it keep complaining. But at least wait to see the new cards. It could change your mind.
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Offline YourMathTeacher

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Re: Just a thought for Rob
« Reply #115 on: July 13, 2009, 04:59:16 PM »
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I'm not sure that I understand why suggesting new ideas automatically amounts to complaining.
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Offline Korunks

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Re: Just a thought for Rob
« Reply #116 on: July 13, 2009, 05:03:54 PM »
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I'm not sure that I understand why suggesting new ideas automatically amounts to complaining.
The context and tone of some of the suggestions can be construed as complaining, and to be fair some the posts in this thread could be seen as complaining.
« Last Edit: July 13, 2009, 05:30:24 PM by Korunks »
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Offline YourMathTeacher

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Re: Just a thought for Rob
« Reply #117 on: July 13, 2009, 05:07:38 PM »
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There will always be some, but a general statement was not necessary. There have been more than enough thoughtful posts on this thread.

Not that I'm complaining or anything....  ;)
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SerpentSlayer

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Re: Just a thought for Rob
« Reply #118 on: July 13, 2009, 05:09:30 PM »
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Look if it takes complaining to figure out how to make the game better does it really matter that much to you girls? I know I might have hit a nerve or ten when I started this thread, but I honestly just wanted this issue to just be looked at by our officials and the Redemption Public. And maybe something good can come of this discussion.

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The game is fine. Please, wait for the next set and then if you still don't like it keep complaining. But at least wait to see the new cards. It could change your mind.
The game is not fine or we wouldn't be having this discussion would we? Also that's your opinion not mine.
« Last Edit: July 13, 2009, 05:11:32 PM by SoulSaver »

Lamborghini_diablo

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Re: Just a thought for Rob
« Reply #119 on: July 13, 2009, 05:12:33 PM »
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The game is not fine or we wouldn't be having this discussion would we?

Ok, do this. Next 20-40 games you play, write down how many of them you lost due to nothing but no lost souls. I would be fine with this whole argument of yours if every game played had soul issues, but please, prove to us with real evidence that the game is broken.

Go out, do some legwork, and show us how broken the game is.

Offline lightningninja

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Re: Just a thought for Rob
« Reply #120 on: July 13, 2009, 05:13:04 PM »
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There will always be some, but a general statement was not necessary. There have been more than enough thoughtful posts on this thread.

Not that I'm complaining or anything....  ;)
True, but a lot of it was just "I got screwed with a draw so let's make more ls."

Also, for my actual input with the current cards...
1. Have more ls generators. Malchus, dungeon of Malchiah, night raid, gibeonite treaty, hopper, HT, comissioned, wedding party, generous widow, seeker of the lost, and more can all generate ls for your offense. That's a lot of ls generators.
2. It's the same with evil characters, heroes, and any other card. Sometimes you draw them like crazy and sometimes they hide. It's the game.
3. This is not an exclusive problem. Assuming two decks have about the same ls generators, you will get the luck 50% of the time. You win games because of this too.
4. It's a lot about how you build your decks. Look at the top players. They are consistently in the top. They don't get lucky most of the time, they build their decks to generate what they need and win. They do a better job setting up before the game even starts. A lot of times I think I got the short end of the stick, and then I look back at the game and realize that my opponent had A-slave, malchus, Hur, HT, and all those other cards and I didn't put those cards in, cause I wanted for battle winners. It was a sacrifice and it backfired.

The game is not fine or we wouldn't be having this discussion would we? Also that's your opinion not mine.
So if I made a discussion about how we should ban dominants there is a problem with the game? Just cause there's a discussion doesn't mean that the game isn't fine. It's been this way for 15 years and it's still running strong. I think it is "fine."
« Last Edit: July 13, 2009, 05:16:08 PM by lightningninja »
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Offline Korunks

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Re: Just a thought for Rob
« Reply #121 on: July 13, 2009, 05:15:38 PM »
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The game is not fine or we wouldn't be having this discussion would we? Also that's your opinion not mine.

But all opinions are, and should be considered equally.


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Look if it takes complaining to figure out how to make the game better does it really matter that much to you girls? I know I might have hit a nerve or ten when I started this thread, but I honestly just want this issue to just be looked at by our officials and the Redemption Public.

This change making the game better is also only YOUR opinion, we are having this discussion because some people, you included have the opinion there is a problem with the current meta-game.  This conversation does not prove that something is broken, just that people believe there is some thing wrong.  Not trying to be nit-picky but things are what they are.

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does it really matter that much to you girls?

I know the name may be confusing but I am most certainly male  ;)
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SerpentSlayer

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Re: Just a thought for Rob
« Reply #122 on: July 13, 2009, 05:16:08 PM »
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Ok, do this. Next 20-40 games you play, write down how many of them you lost due to nothing but no lost souls. I would be fine with this whole argument of yours if every game played had soul issues, but please, prove to us with real evidence that the game is broken.

Go out, do some legwork, and show us how broken the game is.

It's already been a proven problem. A ton of tournament outcomes including recent Nationals have had this issue come up frequently often determining our National tournament winners.  

Offline Prof Underwood

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Re: Just a thought for Rob
« Reply #123 on: July 13, 2009, 05:16:36 PM »
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The game is fine. Please, wait for the next set and then if you still don't like it keep complaining. But at least wait to see the new cards. It could change your mind.
The problem with this reasoning is that after we see what the new set brings, then there will be the next set being talked about and we will just say the same thing again.  If something is a problem, sometimes it is best to simply make the change.

Offline Captain Kirk

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Re: Just a thought for Rob
« Reply #124 on: July 13, 2009, 05:17:46 PM »
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It's already been a proven problem. A ton of tournament outcomes including recent Nationals have had this issue come up frequently often determining our National tournament winners.  

Hence the beauty of a CCG.  :D

Kirk
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