Author Topic: How many people left in 2014?  (Read 15884 times)

Warrior_Monk

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Re: How many people left in 2014?
« Reply #75 on: October 20, 2014, 05:16:53 PM »
+1
Also, if redemption wasn't christian I wouldn't play it, simply because it is not as appealing as Pokemon or Magic.
From a gameplay standpoint, I firmly believe that Redemption can hang with the best of them.  But the crux of the issue is other TCGs offer so many more reasons to play than Redemption.

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Re: How many people left in 2014?
« Reply #76 on: October 20, 2014, 05:33:33 PM »
-1
We should promote this game as uncool, because then we would attract a ton of hipsters.
It's Marketed as "Christian" so it's uncool by default
when all is lost, put your head down and keep running

LukeChips

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Re: How many people left in 2014?
« Reply #77 on: October 20, 2014, 05:44:54 PM »
0

From a gameplay standpoint, I firmly believe that Redemption can hang with the best of them.  But the crux of the issue is other TCGs offer so many more reasons to play than Redemption.
[/quote]
Like what?

Offline JSB23

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Re: How many people left in 2014?
« Reply #78 on: October 20, 2014, 05:45:56 PM »
0
From a gameplay standpoint, I firmly believe that Redemption can hang with the best of them.

If someone came up with a good way to fix Soul Drought, then I'd agree with you.
 
The tempo of your turn being defined by your opponent's draw is ridiculous.
 
Like what?
Release schedule, tournament incentives, production quality, community size.
« Last Edit: October 20, 2014, 05:49:59 PM by JSB23 »
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LukeChips

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Re: How many people left in 2014?
« Reply #79 on: October 20, 2014, 05:47:10 PM »
0
Besides the obvious reasons (religion and such) why would someone want to play MTG or Pokémon more than redemption?

Warrior_Monk

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Re: How many people left in 2014?
« Reply #80 on: October 20, 2014, 06:47:50 PM »
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It's Marketed as "Christian" so it's uncool by default
This is your first post I've agreed with, and I'm really not sure why it was -1'd.  Except for the fact that it's not even marketed.

From a gameplay standpoint, I firmly believe that Redemption can hang with the best of them.

If someone came up with a good way to fix Soul Drought, then I'd agree with you.
 
The tempo of your turn being defined by your opponent's draw is ridiculous.
There are plenty of soul generation cards.  And you can land drought in magic. Whiff energy in Pokemon. Miss 1-2 drops in Hearthstone. If you build your deck right, you should be able to come back from this.

That said, I wouldn't be opposed to no rescuing on your first turn. And potentially starting with 1 generic lost soul. Or simply upping the lost soul requirement to 1 per 7 cards like it should be.

Besides the obvious reasons (religion and such) why would someone want to play MTG or Pokémon more than redemption?

Release schedule, tournament incentives, production quality, community size.
Mostly this.  I play for cash and glory, and Redemption doesn't really offer either.  Not saying I wouldn't be happy to win a National championship, but how hollow would it be to win a 8 person T2 Multiplayer Nats title?  Yay, I'm better than 7 other people.  Some title.  T1-2P is still semi-competitive, but these days only ~50% are even playing competitive decks.  In Pokemon, closer to 90% of people have competitive decks.  It is far more satisfying (and rewarding) to win a Pokemon State tournament than a Redemption State tournament.

And yes, I also play for fun, but seeing as I can have fun while potentially winning money, why not do that?
« Last Edit: October 20, 2014, 06:50:00 PM by Westy »

Chris

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Re: How many people left in 2014?
« Reply #81 on: October 20, 2014, 06:50:59 PM »
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Besides the obvious reasons (religion and such) why would someone want to play MTG or Pokémon more than redemption?

JSB just answered that question for you. Pokemon and Magic offer more tournaments, more people, more releases, better quality control, and a chance to win prizes that are worthwhile. Redemption offers one slow message board that grows less and less active as time goes on. This becomes something of a vicious cycle, as I'm currently pretty excited about Redemption, but it doesn't matter because nobody else is.

Offline Master KChief

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Re: How many people left in 2014?
« Reply #82 on: October 20, 2014, 07:49:44 PM »
0
Does Redemption even make a notable profit anymore in sales? I thought it has been said elsewhere Redemption barely breaks even. From a business standpoint, the game died years ago.
It's not profitable, but it's breaking even.  For Rob, that means it's worth it to continue. He's not losing money, and people are enjoying it. That's what's important to him.  However, when that number of people begins to drop off, and Rob starts losing money, I could see him, with a heavy heart, let Redemption die.

The number of people have dropped off. Sales have decreased significantly over the years. Breaking even over several years just means you're investing time and energy for nothing. From a business standpoint, that's dead. Continuing to push the game because people enjoy it despite the lackluster earnings is a whole different story.

From a gameplay standpoint, I firmly believe that Redemption can hang with the best of them.

Too many cards in Redemption with horrible balancing issues. No appropriate cost system in place. Too many cards that say you can or cant do X. Draw abilities are beyond repair. A win condition heavily dependent upon your opponents draw. A 2 card completely nonrestrictive combo that rewards nearly half of the games win condition. A single game takes far too long than it should (you would think the opposite of a game that draws 3 times faster than normal CCGs). No best 2 of 3. No sideboard or similar function. Top cut after Swiss still not official.

There is a long list of reasons Redemption is far from the top of all the CCGs I have played.
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Chris

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Re: How many people left in 2014?
« Reply #83 on: October 20, 2014, 09:24:07 PM »
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Too many cards in Redemption with horrible balancing issues. No appropriate cost system in place. Too many cards that say you can or cant do X. Draw abilities are beyond repair. A win condition heavily dependent upon your opponents draw. A 2 card completely nonrestrictive combo that rewards nearly half of the games win condition. A single game takes far too long than it should (you would think the opposite of a game that draws 3 times faster than normal CCGs). No best 2 of 3. No sideboard or similar function. Top cut after Swiss still not official.

There is a long list of reasons Redemption is far from the top of all the CCGs I have played.

Most of those have nothing to do with the core mechanics of the game (or otherwise aren't necessarily required), and all of them are fixable. The problems don't lie with the gameplay, they lie with poor decision making up to this point, which a reboot would fix. I like the core mechanics, and think they do stand with any of the three big CCGs, the problem is what has been built onto them.

LukeChips

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Re: How many people left in 2014?
« Reply #84 on: October 20, 2014, 09:39:57 PM »
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I changed from Pokémon to redemption because it was about the bible and that sounded like a good way to evangelize.

Warrior_Monk

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Re: How many people left in 2014?
« Reply #85 on: October 20, 2014, 09:54:31 PM »
+1
I changed from Pokémon to redemption because it was about the bible and that sounded like a good way to evangelize.
It's easier to go out into their playing field then trying to bring them to you.

Too many cards in Redemption with horrible balancing issues. No appropriate cost system in place. Too many cards that say you can or cant do X. Draw abilities are beyond repair. A win condition heavily dependent upon your opponents draw. A 2 card completely nonrestrictive combo that rewards nearly half of the games win condition. A single game takes far too long than it should (you would think the opposite of a game that draws 3 times faster than normal CCGs). No best 2 of 3. No sideboard or similar function. Top cut after Swiss still not official.

There is a long list of reasons Redemption is far from the top of all the CCGs I have played.

Most of those have nothing to do with the core mechanics of the game (or otherwise aren't necessarily required), and all of them are fixable. The problems don't lie with the gameplay, they lie with poor decision making up to this point, which a reboot would fix. I like the core mechanics, and think they do stand with any of the three big CCGs, the problem is what has been built onto them.
This. I don't believe we need a cost system necessarily, just balanced cards.

Offline ChristianSoldier

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Re: How many people left in 2014?
« Reply #86 on: October 20, 2014, 10:37:00 PM »
0
I have been discussing the issues with Redemption with a couple of friends of mine, we've decided the biggest ones are (aside from lack of playtesting and proofreading and rules issues that are mostly due to volunteers who have lives outside Redemption):

1) Dominants are too powerful and the whole 'play whenever nothing else is going on without any sort of priority system' isn't really a good way of handling them.
2) Silver, Teal, Clay and Orange as brigades. Especially Silver = Angel and Orange = Demon, but all of them have issues.
3) Lost Soul drought being far too common, of course that is mostly an effect of the way Lost Souls are cards in the deck.
4) Character abilities by default not being active outside of battle.
5) Recently we've also been discussing that Interrupt the Battle should be changed to not interrupt Ongoing Abilities, to give things like non CBI Immunity a chance to be playable again.

Now that doesn't mean that these are the only issues or that we necessarily have a solution besides a reboot (or a split with Traditional and Modern).
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Rawrlolsauce!

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Re: How many people left in 2014?
« Reply #87 on: October 20, 2014, 11:11:34 PM »
+2
When I played, I wasn't a big fan of how the rules of Redemption varied from day to day, and from elder to elder on the exact same day.

(And in some cases, varied within the same day with the same elder)

Offline Master KChief

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Re: How many people left in 2014?
« Reply #88 on: October 21, 2014, 01:03:26 AM »
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Too many cards in Redemption with horrible balancing issues. No appropriate cost system in place. Too many cards that say you can or cant do X. Draw abilities are beyond repair. A win condition heavily dependent upon your opponents draw. A 2 card completely nonrestrictive combo that rewards nearly half of the games win condition. A single game takes far too long than it should (you would think the opposite of a game that draws 3 times faster than normal CCGs). No best 2 of 3. No sideboard or similar function. Top cut after Swiss still not official.

There is a long list of reasons Redemption is far from the top of all the CCGs I have played.

Most of those have nothing to do with the core mechanics of the game (or otherwise aren't necessarily required), and all of them are fixable. The problems don't lie with the gameplay, they lie with poor decision making up to this point, which a reboot would fix. I like the core mechanics, and think they do stand with any of the three big CCGs, the problem is what has been built onto them.

I'm honestly curious what you're exactly proposing to fix if the problem is not a part of the 'core mechanics' or 'gameplay' of the game, or however other avenue you wish to frame the idea.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Warrior_Monk

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Re: How many people left in 2014?
« Reply #89 on: October 21, 2014, 01:50:37 AM »
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I'm honestly curious what you're exactly proposing to fix if the problem is not a part of the 'core mechanics' or 'gameplay' of the game, or however other avenue you wish to frame the idea.
Reboot without broken cards? 

Offline JSB23

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Re: How many people left in 2014?
« Reply #90 on: October 21, 2014, 02:10:54 AM »
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Redemption would be great, if we got rid of all the Redemption cards.

Joking aside, he's right.
 
The power curve and cardpool are borked beyond all belief, but, aside from a few exceptions (LS generation and Dominants come to mind), the basis is solid.
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Offline Master KChief

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Re: How many people left in 2014?
« Reply #91 on: October 21, 2014, 02:50:47 AM »
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I'm honestly curious what you're exactly proposing to fix if the problem is not a part of the 'core mechanics' or 'gameplay' of the game, or however other avenue you wish to frame the idea.
Reboot without broken cards?

I agree a restart (or set rotation) with the knowledge we know now would certainly help pave the way towards far more balanced cards and hopefully less power creep. But wouldn't simply banning imba cards be a more pragmatic approach and do exactly the same thing? Is there anything else a reboot would further accomplish?
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Offline JSB23

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Re: How many people left in 2014?
« Reply #92 on: October 21, 2014, 03:08:32 AM »
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I agree a restart (or set rotation) with the knowledge we know now would certainly help pave the way towards far more balanced cards and hopefully less power creep. But wouldn't simply banning imba cards be a more pragmatic approach and do exactly the same thing? Is there anything else a reboot would further accomplish?

Back in FooF? Sure.
Now? Not a chance, the ban list would need to be absolutely massive.
 
I like the idea of a total reboot, because it allows the designers a chance to fix problems with the structure of the game, while fixing the card pool. Kill two birds with one stone.
 
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Offline ChristianSoldier

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Re: How many people left in 2014?
« Reply #93 on: October 21, 2014, 03:11:23 AM »
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I agree a restart (or set rotation) with the knowledge we know now would certainly help pave the way towards far more balanced cards and hopefully less power creep. But wouldn't simply banning imba cards be a more pragmatic approach and do exactly the same thing? Is there anything else a reboot would further accomplish?

Banning would deal with some issues, but it wouldn't address the power creep, since Cactus's non banning practices led to solve overpowered cards by creating cards which were of similar power, but all over the place. A reboot would allow us to start fresh.

Also a reboot allows a perfect opportunity to rebuild the rules and possibly make improvements to the game as a whole, especially when we don't have one or two badly worded cards for almost every ability type and have to try and make them work.

Finally it would allow the reduction of the brigades down to the original six on each side and give an opportunity to make each brigade more unique and playing different strategies, rather than printing very similar cards in several brigades.

So to summarize a reboot could: Reset the power level to whatever works. Rebuild the rules to create a cleaner, more consistent game and rework the brigades to make the game more interesting. Banning wouldn't really accomplish these unless it was on the level of mass set rotation.
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Warrior_Monk

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Re: How many people left in 2014?
« Reply #94 on: October 21, 2014, 03:13:02 AM »
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The issue is, if we were to have a reboot, it'd have had to been planned after I/J starters, and it most definitely was not planned.  Anything else at this point would either have to be a huge investment by CGD, or moving to an online client, or selling the rights to a company that has the money to restart it.

This is all hypothetical, of course. I highly doubt a reboot would ever happen.  Olijar essentially tried back when I/J came out, but the Elders didn't seem to care for it, as I recall.

Also, yeah, no dominants in the reboot. Or if you do make dominants, they're consistency cards like "Search your deck for an evil character" and they can only be played during your prep/discard phase.

Offline ChristianSoldier

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Re: How many people left in 2014?
« Reply #95 on: October 21, 2014, 03:30:59 AM »
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Also, yeah, no dominants in the reboot. Or if you do make dominants, they're consistency cards like "Search your deck for an evil character" and they can only be played during your prep/discard phase.

That makes it only slightly better than a territory class card. The issue with Dominants is that playing them isn't regulated by rules and they can't be responded to. You could make dominants work if you created a priority system (which Redemption needs whether a reboot happens or not) and if you created something like Magic's Stack or Yu-Gi-Oh's chain rule to allow responses.

In fact the inability to respond to opponents abilities is one of Redemption's biggest issues. What is the least fun most people have in a card game? Probably watching your opponent do a bunch of stuff while you can't do anything about it, or as it's often called "Playing Solitaire". In fact I remember several years back how much work the Playtesters and/or rule makers had to do to stop many of those combos that were essentially twenty minutes (or more) of Redemption Solitaire, when the issue is actually one that is inherent in the current system: In Redemption you have to wait until abilities complete before you can respond.

Basically there is no opportunity to insert another ability between an ability activating and an ability resolving. We had to make Special Initiative to counter this basic concept, but if you pay attention you'll notice that the best strategies are based on denying your opponent the opportunity to use Special Initiative, or regular initiative, but that's a different story. The game is it's best when both players can play cards and the winner is decided by who played them best, rather than games being decided by who has the most opportunity to play their cards.
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Offline Master KChief

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Re: How many people left in 2014?
« Reply #96 on: October 21, 2014, 04:19:51 AM »
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To be fair, MtG had Split Second and it didn't bust the game. I think the main problem with Dominants is the fact you're getting a handful of the most uber powerful abilities in the game that can be played at absolutely anytime at the price tag of zero to the user. The fact every single deck uses the most powerful ones wasn't an indication they are broken decades ago? A stack/chain would benefit Redemption greatly because of the way the game is structured while also taking some much needed power away from Dominants.

An interesting note though is that some CCG's are able to successfully pull off giving a player little to no interaction during another players turn, such as Hearthstone. However, that is intentional as the game puts heavy emphasis on combat and sequencing, whereas Redemptions inability to respond is in most cases a product of poor design on card abilities and does not stem from actual core mechanics.
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Offline ChristianSoldier

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Re: How many people left in 2014?
« Reply #97 on: October 21, 2014, 04:30:17 AM »
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To be fair, MtG had Split Second and it didn't bust the game. I think the main problem with Dominants is the fact you're getting a handful of the most uber powerful abilities in the game that can be played at absolutely anytime at the price tag of zero to the user. The fact every single deck uses the most powerful ones wasn't an indication they are broken decades ago? A stack/chain would benefit Redemption greatly because of the way the game is structured while also taking some much needed power away from Dominants.

An interesting note though is that some CCG's are able to successfully pull off giving a player little to no interaction during another players turn, such as Hearthstone. However, that is intentional as the game puts heavy emphasis on combat and sequencing, whereas Redemptions inability to respond is in most cases a product of poor design on card abilities and does not stem from actual core mechanics.

I agree with this, although I will point out that a handful of mediocre cards with the ability that they can't be responded to isn't the same as an entire based around the concept. I also understand that games can be good without interaction, but like you said, that's if it is built to work that way.

I do think that Redemption's move from a game focused primarily on numbers with occasional special abilities, to focused mostly on special abilities where numbers still regulate the game flow (initiative in battle) but have little impact on the game other than that, has caused the game many problems, because rather than adding a stack, they just made exceptions to handle things (Interrupt and Negate can respond to Special Abilities in some cases).

If a reboot were to happen, I would really hope improving Special Ability interaction would be part of the reboot, possibly even retooling how initiative works.
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LukeChips

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Re: How many people left in 2014?
« Reply #98 on: October 21, 2014, 08:09:47 AM »
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One thing I didn't like about the game is it took so long to learn.

Chris

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Re: How many people left in 2014?
« Reply #99 on: October 21, 2014, 11:42:53 AM »
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Quote
I'm honestly curious what you're exactly proposing to fix if the problem is not a part of the 'core mechanics' or 'gameplay' of the game, or however other avenue you wish to frame the idea.
Too many cards in Redemption with horrible balancing issues. No appropriate cost system in place. Too many cards that say you can or cant do X. Draw abilities are beyond repair. A win condition heavily dependent upon your opponents draw. A 2 card completely nonrestrictive combo that rewards nearly half of the games win condition. A single game takes far too long than it should (you would think the opposite of a game that draws 3 times faster than normal CCGs). No best 2 of 3. No sideboard or similar function. Top cut after Swiss still not official.

Anything involving the current cards available can be fixed in a reboot. I don't believe that a cost system is really necessary, long as long playtesting is done more carefully, cards that are overpowered are banned (or changed, since in my dream world a reboot would be entirely online), and set rotation was implemented. The way Lost Souls currently function is obviously a huge problem, but that can be fixed by either having a much higher Lost Soul ratio in decks or Lost Souls simply start in the Land of Bondage (probably the latter).

I don't really have a problem with SoG/NJ in and of themselves. Yes, the two of them satisfy almost half the game's win condition in T1, but the game has been structured around that fact. As you point, many games last way too long even with them. On top of that, an obvious problem is that the existence of them essentially makes some level of speed a requirement in many decks. I think dominants are a game mechanic that needs to be eliminated anyway, so I think that problem will take care of itself. With a few rule tweaks (can't rescue on the first turn, play to 3, no SoG), the amount of time needed to play should go down immensely, which will then allow for best two out of three, sideboarding, etc. Top Cut is also more or less official at this point. Bany has become a huge believer in it, as have most of the Elders. At this point, I think it's safe to say that Top Cut is here to stay.

 


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