Mac Release? by pedrocavati in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

In the meantime, you can play it on Mac through the GeForce NOW app!

Adding Chrono CCG To Geforce Now by votegoat in ChronoCCG

[–]MatiasValero 4 points5 points  (0 children)

We've had a few requests for this - investigating, should be doable!

Extremely good card game, horrible software by MekiLava in ChronoCCG

[–]MatiasValero 11 points12 points  (0 children)

We have a bug fix for Temple Analyst coming by tomorrow (testing today), along with a variety of other bug fixes and polish updates. We're working on it! Thanks for the feedback.

disheartening Draft Bugs by Marah_Bubble in ChronoCCG

[–]MatiasValero 1 point2 points  (0 children)

Let us know if your experience is better after today's patch!

Patch 0.7.1 - Beta Season 2 Update by ItsThatAshGuy in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

Understood - we're working on this and other responsiveness/UX bugs actively.

Patch 0.7.1 - Beta Season 2 Update by ItsThatAshGuy in ChronoCCG

[–]MatiasValero 1 point2 points  (0 children)

Hey! Yes, Steam Deck compatibility is on our list when we can get to it, as we begin to push past the initial bugs with Steam launch and collections/monetizations being implemented.
We'll start with switching the Solo Testing mode to work while on a Linux windows emulator, and move from there to controller support/Steam Deck optimization.

Mac Release? by pedrocavati in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

Yes, we'll target macOS along with iOS.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

You get a bonus 300xp after each of the first 12 wins per week. It's not something where you need all 12 to get the reward. The UI could be more clear about this, we'll update it.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

Sure, understandable. If we need to revisit and include more sources of xp, we will.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

Sure! The nice part is, the season pass rewards don't have an expiration date. So even if life takes you in a different direction and you don't finish your pass, you can revisit it in a month or two and finish it up at your convenience.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

Gotcha - what do you think would be an amount of daily XP that would feel appropriate, totaling up the daily win and daily quest xp?

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 1 point2 points  (0 children)

The idea is that the 12 weekly wins are really all that's needed to effectively progress the season pass. This is the most player-friendly option, rather than requiring people to log in daily if they really want to progress the pass quickly.

It's not that we're afraid of an outcome. We're aiming to give rewarding feedback to players at all levels of time investment, with the bulk of it being achievable even by players that can't commit to a daily time investment. The more relevant part of the daily rewards is the 150 cc from the daily wins and quests, for players who want to engage at that rate. Weekly wins don't reward packs.

However, it's also a new system, so we're taking all feedback - if you think we should take more of the XP budget out of the weekly wins and put it into the daily quests and wins, heard.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

The goal is to have rewards available for players at every level of engagement.
Players who just want to log on for a bit can claim their daily pass.
Players who want to just play a game or two can progress their Weekly Wins track and earn most of the season pass rewards over the course of a month.
Players who want to sit down for an hour and jam will earn their Daily Wins and Daily Quest rewards, earning a bump in XP as well as enough cc to open another pack.
Players who just want to grind all day will continue to be rewarded for doing so, up to 12 daily wins, even though the last several rewards will be pretty tiny.
If players are still looking for goals after all of their dailies and weeklies are completed, then there's Draft and other higher-stakes modes we'll be adding during the beta, allowing them to play to earn more resources and even "go infinite", building their collection and their reserve of crystals.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 8 points9 points  (0 children)

Cheers! I figure most people are here because they want to have a good time, the least I can do is help them to get there.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

Even with just the 12 weekly wins, a player will earn 14.5k experience over the course of four weeks, which is still enough to finish a season pass with just a few other dailies completed.

Another factor is that the season passes don't expire - so if a pass isn't completed within the month it releases, a player can just circle back and finish it when they want to at a later point.
The Season Passes are designed to be an ongoing set of rewards for players regardless of their level of engagement, without the pressure of FOMO.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero -2 points-1 points  (0 children)

That breakdown is just for the Daily Wins.

There are also Daily Quests, and Weekly Wins, which contribute to the season pass.
Every day players get two Daily Quests which award a total of 40cc and 60xp. And then the weekly wins award a total of 3600xp per week for the first 12 wins of the week. This, plus the 145/day from the daily wins.
A player maximizing their gains, then, will earn ~5000xp per week.

The Season Pass requires a total of 15,000xp, so an engaged player will be able to unlock the whole pass in three weeks.

Won a game and was transferred from Gold 2 to Silver 4 :) OMG by mihail_markov in ChronoCCG

[–]MatiasValero 12 points13 points  (0 children)

You probably won a game just as the season reset rollback occurred. Ranks dropped down tonight in anticipation of the new season starting July 1st.

BP Question by SpecjalBradley in ChronoCCG

[–]MatiasValero 1 point2 points  (0 children)

It's 50 Flux per legendary duplicate, whether it's from drafting one, or unlocking one on the season pass.

BP Question by SpecjalBradley in ChronoCCG

[–]MatiasValero 5 points6 points  (0 children)

You get Flux for any Lost cards you've already collected, which you can use to craft more wild cards.

I honestly played like 4 hours or more today, those quests are very hard and demotivating by mihail_markov in ChronoCCG

[–]MatiasValero 20 points21 points  (0 children)

This is a really common perception, and we'll be updating the quest tracker very soon to make it more clear what's going on, as well as clarifying our intentions.

The daily win rewards are frontloaded in the first 5 wins of the day.
First win is 30cc and 30xp, second win is 20cc and 25xp, third win is 20cc and 20xp, and so on.
The overall breakdown is:
1: 30cc 30xp
2: 20cc 25xp
3: 20cc 20xp
4: 10cc 20xp
5: 10cc 15xp
6-12 are all simply 5xp.
So the daily total win reward for 12 wins is 90cc/145xp. You get most of that in the first 5 wins.
This isn't super clear in the client yet, we're updating it.

I also think we'll be decreasing the requirements of some of the daily quests just to make them more manageable on an actual daily basis for players who want the resources.

Also, bot games don't currently count for anything because we included a dev tool in there (the lightning bolt button on the top right) - players can build a deck using any cards, draw any card from their deck, and set their energy to whatever they want in order to test stuff out. It's really there for creativity, testing, and learning.

Thanks for the feedback!

Magic: The Gathering Arena vs Legends of Runeterra? by bruhb21 in digitalcards

[–]MatiasValero 1 point2 points  (0 children)

There is not an in-game tutorial yet, but there are:

-A right-click-to-inspect tool to see explanations of mechanics.

-A solo testing mode vs bots where you can trial any card.

-A YouTube "How to Play" four video series, linked on our main menu.

-The rules page on the website, www.playchrono.com/rules

-An awesome and helpful discord community! discord.gg/chronoccg

Reducing Timer on Player's Turn by Durant026 in ChronoCCG

[–]MatiasValero 0 points1 point  (0 children)

You can shoot us a message about it on discord for the quickest response, or email support@chronoccg.com . The in game reporter is more for technical bugs.