Jump to content

[Suggestion] Reduce the affect of RNG on card drops


Recommended Posts

From reading the forum and my own player experiences it seems one of the more difficult parts of the game is that especially as the pool of possible cards grows it's harder to get cards dropped that match the specialization of your deck. This makes one of the better strategies skipping card drops consistently so that you only get the cards that match what youre trying to build. This usually works but it can still be difficult to flesh out a deck especially if you wanna try a niche category.  My suggestion is thus:

Regardless of rarity each card drop drops cards of 3 different categories, meaning you will always be offered 1 domination, 1 negotiation and 1 manipulation card per drop. This way there's no more getting 3 domination cards and skipping them all when you're trying to build a negotiation deck. I think the would be most useful in combat drops where you could guarantee each drop had at least one unique keyword so that even if there was some overlap like counter discard or conter defense cards the player would still be given a wider and more consistent range of drops to choose from.

I dunno if that would even be better. Once i find what i need from a few categories id only have a 1/3 shot now of finding stuff i want but on the other hand i might find those needed cards sooner. I dont mind how it is now tbh. I skip cards a lot as it is now and i wonder how often id skip with this change. I pretty much make mixed decks at this point since its the most consistent for prestige 7 and sometimes id love to see 3 domination cards up there for a chance of the few im looking for but id welcome anything to change it up since negotiations are the easier part of the game

 

I really hate how each of these threads is an OP that makes a really good point and valid critique followed by multiple contrarians counteracting the point.

 

The problem referenced by OP is the the MAIN and CRUCIAL detraction from playing this game.  As more and more cards are unlocked into the card pool, the ability to create a deck with any synergy at all becomes more inhibited.  The more you progress through prestiges, the *harder* the game becomes--even when you roll back to Prestige 1--simply because there's too many bloat cards that you can't use in your deck past Day 2-3 when you're already struggling to hold onto a basic deck theme.  It's exactly as OP put it.  Losing most of your health and resolve on a mission only to be offered three red cards, when you're reliant on diplomacy sucks--and only getting 10 shills isn't a fair trade off. 

An easy fix is simply to toggle which booster packs are allowed in play.  At the start of a new run, when selecting your outfit and prestige level, you can click a booster pack to take it out of play.  Click it again to put it into play again.  Heck, I was under the impression that in a game like this we'd only have 2-3 choices of packs to put into play--not ALL of them.  That functionally inhibits getting consistently useful cards as we build our decks.  

Here's the best thing about the toggle option--it's an OPTION.  So if there's folk who like the game just as it is, they have the option to keep it that way and not toggle anything out.  If there's folks that don't like it, they can toggle as they see fit. The main point, is that we have those options.  And it's always good to have options.

 

*Please let us toggle card packs before a start of a run.

*Please at least let us get 10 shills for skipping a card pick Day 1, 20 shills for Day 2, 30 shills for Day 3 and so on.  Resorting to 10 shills on a Day 4 draw because of bloated card choices is just appeasing an apparent weakness game design.   

3 hours ago, LETSCHAT said:

The problem referenced by OP is the the MAIN and CRUCIAL detraction from playing this game.  As more and more cards are unlocked into the card pool, the ability to create a deck with any synergy at all becomes more inhibited.  The more you progress through prestiges, the *harder* the game becomes--even when you roll back to Prestige 1--simply because there's too many bloat cards that you can't use in your deck past Day 2-3 when you're already struggling to hold onto a basic deck theme.

But it is not hard to craft a synergetic deck in the current state of the game, even with all cards unlocked.

1 hour ago, Hraklea said:

But it is not hard to craft a synergetic deck in the current state of the game, even with all cards unlocked.

This^

If i could get all the cards i ever wanted consistently my play throughs would never be different. When it comes to negotiations i dont think there is any issue and as for combat ive completed p7 many times with very little or no synergy between cards. I like the amount of shills you get currently. Been times where i make a choice and im able to buy boulder stance day 1 and a poor choice making me a couple short. 20 shills might be reasonable but 30/40 would make 0 decision at the shop. simply buy a card you need and then remove both a negotiation/combat card. there are times on day 3 when i have 800-1000 shills and it disappears fast.

Limiting what booster packs are available definitely helps I just feel that the current set up still makes it difficult to have control of your deckbuilding unless you're savescumming. Also more importantly I think it makes it hard to experiment with builds especially in higher prestige levels, you don't get to try really niche strategies using odd cards because it can be hard to get exactly what you need.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...