I suggest someone to clear the msgs from the user Galenjose or to give powers for someone to do so.
Yodomare, it is not that hard.
Yodomare, it is not that hard.
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I've had this on my mind for quite a long time and the constant incomprehensible incompetence shown by our current CM only confirms it more and more for me:
Yodo1 bought the game with the Intention of making it great and increasing playerbase. This was an easy observation based on their highly active responses and close contact to the community. Let's not joke. They did pump out a patch every week or atleast informed us very well of upcoming stuff. Hotfixes also were done almost immediately as far as I remember. So all in all, they actually made the impression of trying hard.
So what happened? My Interpretation is that they thought the playerbase didn't grow fast/large enough. There wasn't enough income to cover all the development, server & other costs. So they had to cut short on some stuff and generally felt like it wasn't worth investing all the workload into the game anymore, which is why everything slowed down. Meanwhile I've seen games like "Rodeo Run" getting released and having much more marketing than this game. Since Crestmoor is the CEO, who is actively developing this game aswell, I believe the team isn't big enough to say "yeah, well they have an entire different Department for mobile games". They never tried TCGs before, so they must've taken their resources from somewhere (mobile app developers). Most of those mobile app developers are probably back at it on mobile app development, leaving IW with a lot less resources than what they initially fired into it. Why RikkiTikki left could have multiple reasons: costed too much, didn't like their business plan or actually wanted to take a UI course (like announced).
DrewUniverse who had been one of the most respected and dedicated players at that time (with all his tournament planning) and even having some people mention him as deserved Player of the year 2016. It almost seemed like Yodo1/LM thought "Okay, we need a CM that represents a possitive Aura to the community. So we will make one of the most respected players a CM to possitively disguise the future of IW for a Little longer".
Now. Was it a coincidence that shortly after Drew's arrival we have found These Ultra-Valuable and discounted DLCs? I'll let you in on the math again that Ori and I have estimated: Martyr Golem DLC had a value of approx. $140. The sale had it at $30 (26€). This is an UNREALISTIC high value. Especially for a card game. Calamity pack was similar in that manner.
So I ask again. Was the super-valuable DLC release a coincidence? I don't believe that anymore. Let's see the Symptoms of the game at the time of the DLC release:
* Lack of communication
* Lack of marketing
* Lack of Patches
* Lack of consistency
Yet they decided to make a super good promotional DLC release? If any other game does this, they do it with the intention to either get out as much money as possible or to increase the playerbase. If they go with the latter strategy, then they are willing to also dedicate themselves to development. There has not been much more development after the DLCs. This was shortly after the game has relaunched by the way. Why was there no marketing for the DLCs? Marketing costs money, expectations for new players joining were low, thus not worth invested. So existing players were lured into awesome deals.
[...] but that still leaves one question open:
What is the actual Business plan?
Crestmoor used to post a lot on the Forums in the beginning. Often even engaged new discussions. Now I never really see him reply anymore and there are no other from the Team responding (Chappie for example, even if it was only copy pasta). Instead we now have a Balance/Mod Team that acts this way. Free non-paid volunteer employees basically. Why? Easy, they don't cost money and again are supposed to carry the casket of game for a bit longer (cause ya know, it's kinda dead, but not really yet), probably til the Rebellion Release.
Q: Why the Rebellion release?
A: Isn't it obvious? After the DLC Releases, this is like the next and probably last big money bag they can expect from IW. So they will try to milk the dead cow for as long as possible with as little money investment as possible.
In German we have a term for that: Minimalprinzip. Achieving a certain goal with the least amount of resources available.
The real question is: Why would they release a new card set when the game is in dire need of many other more vital functionalities? Such as a proper trading system or a rehauled ranked system. The answer is simple. Only a new card set will get them some extra cash.
Conclusion/tldr: Yodo1 partnered with high expactations of income, but those expectations weren't met. They cut resources and decreased costs to as little as possible, whilst trying to keep a face (by hiring respected players as cm/volunteers). They release occassional awesome deals (the DLCs) and a new card set to get the last bit of money out of the dead cow instead of fixing the game (which gets them no money).
My idea is that for cards which draw from the opponent's deck, such as Acquire and Dragon of Autumn Wind, they should reveal the cards drawn as a slight nerf. At least the opponent can take this information into account when deciding what to do.
IMO Acquire seems to be quite an unbalanced card at the moment. If you compared it with other main card draw mechanics, it's significantly cheaper and also mills your opponent's deck.
Acquire - cost 4, draw 3 cards from opponent's deck
Trading Post - cost 5, draw 1 card
Candit - cost 4, draw 2 cards (and get a deployed character)
Explore - cost 4, draw 2 cards (if you control a Location)
Aleta, Immortal Searcher - cost 5 (deploy) + 3 to draw 1 card
+1 for CommunistMountain's suggestion of revealing cards drawn by the opponent.
I guess the original reason why Acquire is cheaper than drawing 3 cards from your own deck would cost (which in my opinion should cost 5) is because your opponent's cards may be completely useless. However, since you can also mill, and deny the opponents from potentially drawing the necessary cards, it should also cost 5, on top of my earlier suggestion to reveal cards drawn from opponent's deck.
Definitely acquire. It just does way too much for too little cost. Its like a grave rob that also lets you draw three and a nerfed purify all in one. Even if all it did was remove the top 5 cards from the game I'd be a bit meh about the balance of it.
Yes, I feel that Acquire does too much for too little cost. It seems almost every deck that includes a CoV commander runs it now, because it's only 1 purity CoV.
Fair point about the possibility of drawing useless cards - though actually I feel that the chance that all three cards drawn from the opponent's deck are useless is quite small. IMO there's a huge difference between drawing cards from the opponent's deck and merely copying them without the mill effect. 3x Acquire is effectively a 9-card mill, which can hurt most if not all decks.
Acquire - Like everyone said already, 3 cards + mill for 4 are way too good. Should move up in purity and cost or the effect should be less significant.
Acquire should definitely be changed, I'm not sure exactly how but in its current state it's too effective (mills the opponent deck and it's a very cheap 'draw 3 cards' effect for just paying 4 resources).
I agree, Acquire have to be change to copy or something. It is annoying when you play for exapmle control, combo deck and you have to consider if you can still play by your strategy becasue there can lack the most important cards in your deck