Hey Guys,
Thanks for all the good discussion on this issue. Its really valuable to be able to bounce ideas off you guys. I don’t always get the idea right the first time, and in past you guys have come up with some great ideas that have made the game better.
I believe there are 3 design issues that can be solved by my proposals. To be clear though, nothing is “broken”, I just have a gut feeling that the game would be more enjoyable if these things were improved.
- The game is about your power curve growing alongside the zombie power curve. Your job is to grow your power as fast as possible, and to try and slow the growth of the zombies, so that eventually when you feel you are strong enough, you take em out. If you deploy a big hand at the start, your power start at 10 instead of at 1. This issue is not such a big deal, I just think it’s a bit of a shame you miss out on the gameplay as you grow from 1 to that first 10.
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The proposed solution doesn’t prevent you from getting to 10, it just asks you to expand your empire for a little while first. (We are only talking about 1 or 2 days max)
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Also, I said in my original post that I think the game is too easy if you start with a really good hand. What I meant was that, if you are starting at strength 10, then for the zombies to be a fun challenge they need to start at strength 10. (Which can be scary for new players).
- When an advanced player is playing alongside newer players at the start of a game, new player will feel inadequate when they see the advanced player drop a very good hand onto the battlefield and smash the zombies before they themselves really do anything effective.
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I believe the proposed solution would “hide” these differences a little by asking the advanced player to do a little more work expanding their empire a little first.
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using the power curve example above, it would feel better if both new and advanced players started at power 1, even if the advanced player grew to power 10 much faster than the new player.
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reducing starting cash also solves this problem - but new cash only comes around every 24 hours making it even more restrictive that the proposed solution.
- The biggest issue is that it feels wrong to me, late game, when I have heaps of gold and valour, to just drop large numbers of heroes into the path of the largest zombie horde and stop it dead in its tracks. I think the game would “feel” more right if I needed to think ahead a little more, or spread out my deployment of heroes and armies across my empire and move them into position to meet the zombies.
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the proposed solution prevents you from deploying more than one card in a town for a time. There has been a lot of talk about about how it affects the start of the game, I think this is the bigger issue.
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reducing the starting cash doesn’t solve this problem. We could make heroes much more expensive, but that has all kinds of other problems.
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I think it was Dex above who said he like this, and that saving gold and cards in your hand for these kinds of emergencies is the fun game play, and I agree it is fun. I just worry that it undermines the strategy in our strategy game a little.
Was this in regard to limiting starting gold?
To be clear in my proposal you can deploy a hero in a town every 6 hours. So when you start you have 1 starting army, and 1 card, and you can start training an army. Move the army and hero to the nearest towns.
6-8 hours later you should have 3 towns where you can deploy 3 more cards. These 3 plus your your new trained army, and your two starting units gives you 6 different directions you can be running.
Say 12-18 hours after than you could have 9 settlements total (if you had the valour) and could in theory deploy 9 cards from your hand if you wanted.
They just can’t all be deployed in the same place at the same time.
I did think about it, but gold is much tougher to come by because its only paid every 24 hours.
One thing I did realise, while thinking about starting gold is that, because some races are poorer than others, some races can do a lot more with the fixed amount of starting gold.
Troll heroes are generally a bit cheaper that other heroes because trolls have no money. We might need to consider adjusting the starting cash per race.
Also, I think there are some weidley prices cards right now. Penny is doing a pass this week I think looking at the price and strengths of the wizards in particular. (where the value of their power is not well take into consideration)
Yes, this is an option I thought about a lot. Magic the gathering has a 4 card limit. Hearthstone has a 2 card limit. (Infact, if you have been playing long enough Blight had a 4 card limit for a while too! - the code is still in there.)
These card limits are useful smoothing out the power balance between new and advanced players, and preventing game breaking combos, so they might need to be something we bring back later, or just for tournament games, but for right now I think its fun to deploy your 10 elder mages and max out your mana for your ents!
I would love to read your thoughts on this. We have been trying to innovate and bind the wargame and ccg. I would love to hear where you think we could improve.
Don’t worry about starting gold, just try only deploying one hero in any town before jumping ahead.
I realise now that I went about this all the wrong way in my starting post. Here is what I should have said
I have a fun new challenge mode for you to try!
You can only deploy one card per town every 6 hours. This will force you to think ahead more! If we like it we could consider making it standard!