UweTellkampf said: madwren said: cascades That's very poor design. I'd say that's unfortunate and bad luck.
madwren said: cascades That's very poor design.
Objective losses from an uncontrollable game condition aren't bad luck. Luck is always a factor, but it shouldn’t be used to handwave away the underlying issue, which is that reducing player agency in completing objectives is a negative.
If you have two identical people of identical skill, identical decklists, and identical draw, playing an opponent that has the same skill, decklist, and draw, but one person fails the objective because in his game, the AI cascaded on turn 5, dropped three of his own creatures, and immediately cast Slaughter the Strong before the player had a chance to interject, that’s bad design. It’s a no-win scenario.
No-win scenarios are bad, and when people are playing for prizes, luck and RNG should be minimized. This is the same reason why “take 10 or less damage” is such a bad objective. I’ve seen people argue that these are RNG-enforced tiebreakers, which indeed they are, but that doesn’t make them good design decisions. It makes them arbitrarily meted out punishment.
All objectives should be achievable through player effort, not because the AI autofails them for you.
Mburn7 said: Fun Fact: Tragic Arrogance does not kill cards with Prevent Damage. If you have Dowsing Dagger, the plants survive as well. That way it only kills one of theirs, instead of 2 (and they don't attack).
madwren said: UweTellkampf said: madwren said: cascades That's very poor design. I'd say that's unfortunate and bad luck. Objective losses from an uncontrollable game condition aren't bad luck. Luck is always a factor, but it shouldn’t be used to handwave away the underlying issue, which is that reducing player agency in completing objectives is a negative. If you have two identical people of identical skill, identical decklists, and identical draw, playing an opponent that has the same skill, decklist, and draw, but one person fails the objective because in his game, the AI cascaded on turn 5, dropped three of his own creatures, and immediately cast Slaughter the Strong before the player had a chance to interject, that’s bad design. It’s a no-win scenario. No-win scenarios are bad, and when people are playing for prizes, luck and RNG should be minimized. This is the same reason why “take 10 or less damage” is such a bad objective. I’ve seen people argue that these are RNG-enforced tiebreakers, which indeed they are, but that doesn’t make them good design decisions. It makes them arbitrarily meted out punishment. All objectives should be achievable through player effort, not because the AI autofails them for you.