Another new game mode idea
crusher
Posts: 11 Just Dropped In
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.
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.
4
Comments
-
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.)0 -
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.)0 -
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).
0 -
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.0
-
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.0
-
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.0
-
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.
1 -
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.0
-
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.1
Categories
- All Categories
- 44.8K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.3K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.6K Magic: The Gathering - Puzzle Quest
- 503 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 421 MtGPQ Deck Strategy & Planeswalker Discussion
- 298 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.6K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements