DISLIKESThe wait time for Trials is very long.
This is of course is related to how many players are also playing Trials at the time... but with long wait times, it makes me not want to play Trials, which then I suspect other players don't want to play Trials for the same reason, and thus we have a compounding/self-fulling problem.There aren't enough quests.
- I would like to see more quests, they help me to feel like I'm achieving something even though I'm not really. I love the feeling I get when I finish a quest, even a common quest... And while I could spend hours just playing quick matches, playing hours of quick matches and then being awarded a prize for a quest on-top of that gives me little bursts of endorphins. I'm aware of the mechanic, how fake it is, that I'm not actually achieving anything (as with most games) but it doesn't change the fact that finishing quests makes me feel good. - I want more quests. I'm not rewarded for waiting in queue.
Related to the first mention: I waited for over 10 minutes in queue for Trials one time, and over 6 minutes in queue for trials many, many times before just giving up. I've also waited in queue for long lengths of time for friendly matches and for ranked matches. - I once played a game, I can't recall which, that rewarded players for waiting in queue. I would like to see that. Each second I wait in queue should be a gold. If I wait 6 minutes, that's like 400 gold. Not a big prize, though more then I could earn from winning a match in 6 minutes, but also not a tiny prize. - The effect would be that players waiting in queue a long time would feel fine with it, since they're getting rewarded for waiting, thus they don't mind waiting, but also that more people would be likely to queue up and wait longer, until eventually the wait times are so short that people might earn only 3 gold or none at all queuing up, but at least they got a match!I don' t like that they changed haunt to only trigger once.
Loops are bad, really bad, especially in a computer game (as opposed to a table top one where ... well, they're bad there too). Now maybe I'm missing something, but the loops I've seen for Haunt involve cards triggering off each other. They could have changed the cards that trigger off each other by giving them a key word, and then making it so they can't be attached to each other. So, you can't attach a Haunt to a Haunt, or another card that triggers like Haunt to Haunt, or Haunt to another card that triggers like Haunt. Basically, any card that can create a loop could get a key word to block it from having another card that creates the loop from being attached to it. - This way, I could still attach haunt to something that could be triggered 10 times in a turn, and completely screw my opponent for using that card if I wanted to, or be screwed if I'm the one who has that card.
I get why they made it only trigger once per turn, but I really wish they'd have looked deeper and gone about it another way.I Don't Like How Tiny The Cards Get When There's Lots Of Them*
Its not a big deal in player vs player matches, since the timer usually ends the game before you get really big lines of zombies or automatons on the field, but I still wish the board would break the front line (and be able to break the support line) in half after a certain point in order to keep the card images visible. Just have two, or three, of five front lines... Just denote that there's a front line and a support line by the line between them, maybe make that line extra visible when the front line gets broken in two to make it super clear that everything in front of that line is 'front line'. Maybe even stack cards that are identical, and put a multiplication number or something next to the stack to show how many.LIKES
I really like the gameplay. I've played many card games in my life, both offline and online. Magic:TG of course, Legend of the Five Rings, 7th Sea, The Star Trek one, Battletech, Heroes of the Multiverse, The World of Warcarft Card Game and many more that I just don't have room to list... I've played a lot of different card games, many collectible, and others that are deck building etc.
I got out of Magic because of its monetary cost, and also due to the way I had to keep up with card values and such for trade (or I could have stopped trading altogether). When our roof leaked and mold grew in our closet and ate my Magic cards, that really ended it for me.
Skipping over several other card games, I eventually started taking Legend of the Five Rings kinda seriously, and started playing that. Now its dead, and I've still got a bunch of cards sitting in my closet that I can't bring myself to throw out, but might get eaten by mold one day, or eventually I will throw them out... they're just taking up space.
I decided I no longer want to collect anything that's paper, card board, card stock, plastic, etc. I want to strip my place down and only have furniture and electronics. No more paper, paper free! No more clutter! - Well, I'm working on it, I can't bring myself to part with some of my possessions, like roleplaying books autographed by the authors or famous folks, and those L5R cards are still sitting in my closet (I might dump them right after posting this)... But, I've stopped buying anything that could clutter up my place. I'm going digital, and I love digital. Its easier to carry, easier to work with for me, and there's no arguing over the rules with people I'm playing with (like I've had with Magic, L5R, and Warhammer 40,000, and other games). The computer arbitrates, that's it. - If its bugged, its bugged, report it and get it fixed, but there's no arguing over the rules.No Arguing Over The Rules
I just mentioned it, I might as well list it. There's no arguing over the rules during a match. Things are what they are. It is what it is. It might be broken, might need fixed, but there's no human judgement call being made on the spot that could screw me out of a win because the judge doesn't like the way I look, or because they do like how my opponent looks or argues their case. (I once lost a $100 prize because the judge decided in favor of his buddy for something that EVERYONE else there felt was totally wrong and that the rule should have gone in my favor. But, the judge not caring about his popularity with the 8 other participants in the tournament, ruled in favor of his friend and I didn't get my $100 prize. - None of that will happen here, the game could bug out but human emotions don't factor into it.)Unlimited Tokens/Cards-On-The-Table*
I never really liked the Harthstone aesthetics, but stopped playing Hearthstone because they limited the number of cards/tokens you could have on the field at any one time.
I played other games, one that I can't recall the name to but cycled through cards automatically and played them from left to right or whatever, but didn't like the game mechanics of that game.
I really like that I can have an unlimited number of Zombies on the field up against a player with an unlimited number of Automatons, and one of us will either pull out a 'bomb' to gain the advantage, run out of deck, or run out of time... I like that as an option. I have a gazillion automatons on the field!? I'm going to destroy you! Oh wait, you have a gazillion zombies!? Well, you better have that card that destroys all creatures on the field then!
I like how the Aspect Level & Mana work, I prefer it over other games that have a single resource, or ones like MTG where you might have two red mana out, but two creatures that each require two red mana, so you can only play one of the two red creatures. - I feel it makes the game play smoother the way it is, faster and smoother. It allows for a player to play multiple aspects with some risk, and reward, and it doesn't bog things down too much when you only draw a single blue for 20 cards, but you're holding onto cards that require blue... etc. It is a good system, the levels and mana, I love it. (I'll admit, during the tutorial I thought it was dumb, but as soon as I understood you could play multi-colored/multi-aspect decks, and the repercussions of the level system, I loved it!)I Like How Each Aspect Has A Theme
I don't know how they do it, but I like how the aspects have themes that give them each a different flavor. I hope what doesn't happen, is what happens in other games, where the different factions start to merge and all become so similar that they all 'taste' the same.
One thing I hope they have is a list of "Specializes" and "Banned/Never-Has" for each aspect. Like, "Corruption never has life regain/healing" for example. There should never be a pure zombie deck that allows the player to win with 40 health. I like that Vampires are not in the corruption deck, well done!
L5R for a long time had their factions each have different flavors, but then they added in cards that allowed the faction that dishonors (honor being like your life, but only one of multiple ways to win) the ability to gain honor themselves. Next thing that happened, the dishonorable faction that has no honor, suddenly was winning by getting max honor (I think 40 honor). Essentially all these criminals were becoming shining examples of humanity some how. - The faction should have never been able to win with honor, and they definitely shouldn't have been able to do it better than the faction that originally had the flavor of winning that way! (Because there was a faction that was geared to winning with honor already.) - They turned the game upside down and upset a lot of players (including me).
If its not there already, I hope they set up a set of rules for what factions may NEVER have, and what they specialize in (meaning they're the only one that gets that sort of ability).
I like the distinct flavors, please keep them!
I feel like I have more, but I've put a lot here already. I'm going to give this part of my mind a break, and go and play some Spellweaver instead of talking about it.