Another new game mode idea

crusher
crusher Posts: 11 Just Dropped In
edited May 2018 in MtGPQ General Discussion
I know there has been a bunch of those already. But I remember only one similar, which probably became an inspiration.
QB and TG are quite different in their nature but they have something in common. That is expectations. For whatever purpose you'd enter one of those, you have some target. Either you get the rewards and leave or try out new deck ideas. While secondaries in events spice the situation up a bit, we can still work on dealing with them in advance.
I think that having predictions and expectations (as well as the fact that they don't always become reality) is something that makes people bored and upset sometimes.
Long story short the solution might be a game mode like QB-TG, but with random rules you don't know until the battle starts. Something like "when you cast a spell, you lose one card" and "every x turns you exchange creatures that are on the battlefield with your opponent" and so on.
I know, that it ruins one of the main ideas of the game (proper deck building), but brings some pure fun and relaxation from neverending pursue of wins and rewards. If you don't know what to expect, you can't feel frustrated.

Comments

  • Kinesia
    Kinesia Posts: 1,621 Chairperson of the Boards
    I love random stuff for fun, but it needs to be separate from rewards since people get narky when RNG loses them stuff.
    (Which is hugely funny in this game since all the other times they lose stuff it's largely from RNG too, it's just the random stuff which they've gotten used to and accept.)
  • crusher
    crusher Posts: 11 Just Dropped In
    Kinesia said:
    I love random stuff for fun, but it needs to be separate from rewards since people get narky when RNG loses them stuff.
    (Which is hugely funny in this game since all the other times they lose stuff it's largely from RNG too, it's just the random stuff which they've gotten used to and accept.)
    Actually I wouldn't call what we get in TG a "reward". Yes, crystals matter, but who would use such mode to grind crystals, if building 100%-win deck becomes useless and even impossible.
  • FindingHeart8
    FindingHeart8 Posts: 2,731 Chairperson of the Boards
    I'd be on board with that.  Mtgpq could use an event/mode that promotes randomness (though I was advocating for a planeswalker with 50/50 chance abilities, either helping or hurting).
  • asm0deus
    asm0deus Posts: 73 Match Maker
    What if they did this. But instead of random every game, set the objectives for 5 games, have the progression rewards, then after the 5th game, start a new objective rotation, reset the progression rewards, repeat. No timers. No limits. They can make it so 3rd win gets you 5 crystals, 4th win gets 20 orbs, 5th win 5 jewels. For secondary objectives, 100-200 runes? This way the amount of rewards you get just depends on how much you play. Just adding on to the idea.
  • crusher
    crusher Posts: 11 Just Dropped In
    Loss of randomness is kind of ruining the whole point here. This hypothetical mode mustn't allow you to adapt in advance. You start a battle and work with what you have in given circumstances.
  • asm0deus
    asm0deus Posts: 73 Match Maker
    Just another annoying game mode where you play x amount of games to get minimal rewards? Once you lose for the x amount of time you might not want to play again. Unless you are really really bored. Random might be fun for some. But working hard for minimal rewards might not be a good way to spend your time on.
  • Kinesia
    Kinesia Posts: 1,621 Chairperson of the Boards
    The company _wants_ people to play more for less rewards. So feeding the people who want random craziness and enjoy silly things like that more than winning is actually a lucrative market.

    You need to give very basic rewards but they don't need to be much, just to make it "more rewarding" than replaying boring story you've already done, so it gets past that particular blockage in thought.



  • Jonster78
    Jonster78 Posts: 56 Match Maker
    I'd wish they'd implement something like Planechase from the paper world.  They already have an arch enemy-esque take on things(everyone teams together to take down a baddie) But planchase  describes some of the randomness that you mention in the initial post, with different Planes doing different things, such as destroying all creatures when casting a spell and then getting three goats. 
  • crusher
    crusher Posts: 11 Just Dropped In
    Jonster78 said:
    I'd wish they'd implement something like Planechase from the paper world.  They already have an arch enemy-esque take on things(everyone teams together to take down a baddie) But planchase  describes some of the randomness that you mention in the initial post, with different Planes doing different things, such as destroying all creatures when casting a spell and then getting three goats. 
    Yeah. ZW2007 has proposed planechase implementation here on forums long ago. It inspired me the most