I want to create a discussion, talk, so please don't just say "no bad idea" and downvote. Let's talk, explain to me why my idea is shit and we have a discussion. It's a huge post, but I belive it opens a discussion we need right now. I want TESL to be the THE ONE.
TL;DR: I believe TESL needs to innovate (create a blue ocean for those familiar with the term) in order to differentiate itself from the rest of the card games and also to avoid extreme frustration when the meta isn't fun. I think a true Casual mode accomplishes both, while allowing unprecedent fun in a card game. It's all a matter of putting the right incentives in the right place, and it doesn't require changing anything about the game, except for the introduction of a new game mode.
This is the first content expansion ever since Sparkypants took over, but the contents of the expansion were pretty much work done by Direwolf (correct me if I'm wrong), and if you know them from Eternal and others, you know about their tendency to design… queStionable cards and mechanics. They tend to push cards to their limit, and while it works (kinda) in Eternal, TESL is no place for that. However, the details of why the game is unbalanced/unfun is irrelevant, what's relevant is the fact that when a meta becomes opressive or boring, you become essencially helpless. There is nothing to do other than reduce/stop playing.
Thus, I propose the Casual mode, as in TRUE Casual mode. In which wnning doesn't give you any better reward than losing, you are rewarded for playing.
Now I expect a barrage of comments poiting out how it won't work, but I firmly believe it can. First of all, it doesn't need to replace any other game mode. Secondly, the rewards can be lower to encourage the more competitive modes that reward winning. Thirdly, every card game out there has its economy tied to winning games. It forces you to netdeck, even in casual mode, because brewing your own fun werid deck will make you lose and not get any
The amount of reward given (20 gold for 4/5 matches played whatever that's up for Sparky to figure out) can be balanced in a way that still allows collection progression with your shit but fun deck, but if you find yourself winning a lot with your deck, the other game modes will reward you better. Thus creating the following situation: want to try new custom decks, play just for fun, or are you just a shit player? Casual mode! You will still progress, slower, but maybe that's ok cause if you want to progress faster… Competitive mode (ranked and non ranked)! Here you are rewarded for winning. Netdecking or custom brew, whatever, just win!
The idea is to use the concept of economic incentives to induce a certain behaviour (my degree in Economics sometimes prove itself useful). You can't force people to not netdeck (and you really shouldn't), to not play top winrate decks or to force those decks in ranked, but you can install an incentive system that will make people naturally behave that way. It doesn't really stop you from doing whatever you want, you are free, but the incentives guide you. And I also don't believe the game mode will cannibalize the other ones. I personaly stopped playing this out of frustration recently, it would be better if I at least was playing wacko decks. Another thing: daily quests could maybe be split into 2 daily quests, one that can be completed in any game mode and one only in competitive mode, in order to keep the incentives in place. The latter with higer incentives? That's on Sparky.
Now, this isn't a total cop-out for Sparky, they should still adress the insane removal-creep and and lack of creature trading and board control which made this game so much fun originally (if you disagree with this then replace it with whatever you don't like), but it allows the playerbase to stick around and play with their dear cards/decks while they wait for a meta they enjoy (its normal, every meta alienates part of the playerbase).
Of course, some measures have to be implemented in order to avoid exploitations, like maybe conceding is disabled in Casual mode, or you need a minimum of time in match or whatever. I'm sure Sparky is more than capable of figuring it out.
Maybe my solution isn't the best, but I 100% believe that if TESL doesn't innovate, it will eventually be drowned by the unfun metas/balance. I LOVE TESL, I have played every CCG out there and believe this is the best one, but it needs to create its blue ocean, as in, innovate and isolate itself as unique, not copy the same 3 wins give you gold, ranked is spamming/farming, netdecking is always the best option. It doesn't need to negate all that, it can coexist while innovating.
I want to make flavorful decks, jank decks, crazy decks and see other people doing so. Yes, I can do that now, but at the cost of simply getting stuck collection-wise and just seeing the same top deck play the same way every game. BTW, this is one of the reasons why people cry P2W in this game and other CCG games. Not that I agree, but a true Casual mode that give rewards can completely bury that argument.
Also, can we please get 1 free arena ticket every day, with reduced or no rewards? I think it would be fun.
Thanks for reading, if you got to this point (thanks and congratulations) please give your opinion!
Also Sparky if you loved my idea and think I'm a genius you guys can hire me! If you didn't like it and thinks it's shit then my account got hacked I didn't post this.
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© Post "[DISCUSSION] I think this is the perfect moment to talk about introducing a true Casual mode, in which the player is rewarded for playing and not winning, and how it would separate TESL from the competition, while working as cop-out for the moments when the balance/meta isn’t fun for you." for game The Elder Scrolls.
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