VitamineC wrote:But 18 shrines would not be optimal with a guaranteed DO, so it's a pretty arbitrary number. The ideal number of shrines under that system would be the maximum number of shrines you ever want to play in one game which would be different for different deck types and most certainly lower than 18 in most decks.
Yes, from that perspective, that is fair criticism. But again,
I only wanted to mimic the current system as closely as possible without the DO miss. That's why I thought 18 would be "optimal" and don't think of it as arbitrary at all.
Granted though, with 18 shrines and guaranteed DO, deep level decks with lots of skill shrines (midrange and certainly control) would probably run only 18 shrines and use the extra card slot(s) in their deck for early defence.
VitamineC wrote:While those changes would address concerns 1 and 2, it's an awful lot of intransparent under the hood rng stuff.
The point of it all is that it remains hidden for the user! He or she should see as little difference as possible between the current implementation and the suggested one. Ideally, he or she would only notice that DO never fails. And rng? The actual difference is
how you shuffle the deck. In the current game engine implementation your deck gets shuffled once (and through some card effects), at the beginning of the game (the rng happens there in one go), while in my suggestion, you get a different, combined shuffling mechanic with the two decks and the unfair coin flips, but it's a shuffle anyways. I don't really see a fundamental difference here. Net effect is similar: a deck shuffle.
VitamineC wrote: Wouldn't just shuffling the deck after every DO accomplish essentially the same thing without making the actual mechanics really convoluted?
Yes, it would and I thought about that but in that case you'd lose the skill of counting what was sent to the bottom of the deck and keeping track of it (what Dermen pointed out above).
VitamineC wrote:Another thing is that actually drawing a shrine would almost always be bad because DOing for it instead would give you strictly more control over the cards in your hand.
This feel like a fair and strong criticism. Yet, people still DO almost every turn in the game, partly for the reason you just stated, so I wonder how big a difference it would really make.
On a somewhat related note, though, the fear of missing DO is often like a Sword of Damocles above your head. The problem with the guaranteed DO, is that you could mulligan into a shrineless opening hand without much fear. In fact, it could be the optimum outcome there, while now it's done at some considerable risk.
VitamineC wrote: And forcing you to put a minimum number of cards you never want to draw into your deck just causes you to get arbitrarily screwed again just that this time you get randomly flooded instead of starved.
Yes, flood is still not solved but with 18 shrines -- and that is why I think 18 could be "optimal" and certainly not arbitrary -- chances for this to happen should be very small. The last remark, I know, is bound to come back and haunt me in a real game soon when I run 18 shrines...
. At the risk of sounding like a broken record by now, I did not want to overhaul the resource system. I searched for a system that mimics the current one as closely as possible without missing DO. It cannot not solve other imperfections, obviously.