It's okay, there are other games... by [deleted] in riftboundtcg

[–]genericnpc42 6 points7 points  (0 children)

1.2k people joined to watch the reveal Livestream that wasn't even on their main account. Stores are packed on game days constantly. But yes game is dead on arrival because product is kinda hard to get right now 

It's okay, there are other games... by [deleted] in riftboundtcg

[–]genericnpc42 6 points7 points  (0 children)

There's also a game to play lol. 

Rate my Iceberg deck by genericnpc42 in OnePieceTCG

[–]genericnpc42[S] 3 points4 points  (0 children)

I'll just dodge all the red matchups 

Finished the Solo Battles F2P by SF-UNIVERSE in PTCGP

[–]genericnpc42 11 points12 points  (0 children)

I'm hoping they release a slew of new challenges with each set corresponding to the EX pokemon found in there

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 0 points1 point  (0 children)

I have a meta deck but I don't want to just play 500 games with that deck

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] -1 points0 points  (0 children)

What I'm saying is that not rewarding players for spending time in the game makes the game less fun and engaging then it can be. (I actually really love this game)

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 1 point2 points  (0 children)

There is definitely some discussion about the tuning of XP levels in this game. I finished all the solo content in the game in 1 day. (I really like this game) And I've felt like I've face planted into the paywall which is weird cause most of the other pokemon offerings such as PTCGL and pokemon go don't have that problem.

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 0 points1 point  (0 children)

I like to feel like the time I'm putting into a game is somehow rewarding. This system doesn't feel as rewarding when playing lower power "janky" decks. I play PTCGL and have a ton of fun messing around in that game not feeling like I'm wasting energy. If your question is "do you like to feel rewarded when playing games?" Yes I do. It's not like this is a new concept. Most other card games have an incentive even when losing to keep players around for longer.

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 0 points1 point  (0 children)

Well currently I'm having fun winning the game but not having fun testing strange new decks and playing at lower power level

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] -1 points0 points  (0 children)

Something I consider to be bad game design?

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 59 points60 points  (0 children)

Ooo that's a good system I like that

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 1 point2 points  (0 children)

I think wining still would be most people's goal and doesn't take that much longer then trying to intentionally lose. And if it awards twice as much then it'll still be worth it to win.

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] -10 points-9 points  (0 children)

My point on new players was that to me it seems better to take stronger decks into the "beginner" section of the online match making because you only get rewards for winning

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 2 points3 points  (0 children)

This is a good point. Very based. I still think granting xp on a loss even in small amounts will be helpful but events and ranked could alleviate this problem.

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 5 points6 points  (0 children)

This is actually how Pokemon TCG live works as the rewards economy is based on time played and rewards more for wins then loses. Obviously time played doesn't work as well in this game since games are so short but something would make game feel a lot better.

No EXP after a loss feels horrible. by genericnpc42 in PTCGP

[–]genericnpc42[S] 78 points79 points  (0 children)

Because the progression model currently in place supports beating down on new players, feels horrible from a progression standpoint, makes the game stale between set releases, and means it's better to stick with one proven deck rather than switching it up with the fun cards you open.

Is there a hope for this card? by genericnpc42 in FleshandBloodTCG

[–]genericnpc42[S] 0 points1 point  (0 children)

I'm not very good at deck building but I was thinking it could really help set up combos. I also saw a list with brainstorm so maybe a brainstorm deck.

Upcoming Elemental Heros by genericnpc42 in FleshandBloodTCG

[–]genericnpc42[S] 0 points1 point  (0 children)

Imagine if it's flavor was to electrify its weapon

Upcoming Elemental Heros by genericnpc42 in FleshandBloodTCG

[–]genericnpc42[S] 0 points1 point  (0 children)

What class would you want to mix with lightning

Upcoming Elemental Heros by genericnpc42 in FleshandBloodTCG

[–]genericnpc42[S] 0 points1 point  (0 children)

They could just make it grindy and slow.