Author Topic: Ways to make Redemption more marketable + more mainstream  (Read 15983 times)

Offline Master KChief

  • Trade Count: (+9)
  • Hero Member
  • *****
  • Posts: 6963
  • Greatness, at any cost.
    • -
    • North Central Region
    • GameStop
Re: Ways to make Redemption more marketable + more mainstream
« Reply #100 on: March 24, 2013, 05:32:38 PM »
0
7 lost souls would be 7 cards smaller, not 10. As Brow pointed out, Yugioh uses up to 3 of a card and 40 card minimum decks (the competitive standard.)

The draw 3 in comparison to other games drawing 1 is a valid point, but I wouldn't mind faster games if it meant we fit in a Game 2 and/or 3 with sideboard. I also specifically mentioned balancing the decks to circumvent the issue you bring up with putting in all aggro and speed, if we want a slower meta.

I don't understand what you mean by other games only having 1 'force.' All of the big 3 have ways to establish board control where defensive options are available to them on turns that are not their own. 'Good' and 'Evil' is absolutely irrelevant towards an offense and defense discussion, which is what it boils down to.

I honestly probably wouldn't mind a complete reboot to fix all the problems this game has grown into, like the massive power creep and obscenely broken cards (Dominants.) Redemption 2.0 would have the tons of experience gained from the years of Redemption 1.0, and it would be nice to start things fresh and balanced again. I guess it would all depend on which would put more money in Robs pockets: catering to the competitive or the casual player.

"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Warrior_Monk

  • Guest
  • Trade Count: (0)
Re: Ways to make Redemption more marketable + more mainstream
« Reply #101 on: March 24, 2013, 06:10:20 PM »
0
I don't understand what you mean by other games only having 1 'force.' All of the big 3 have ways to establish board control where defensive options are available to them on turns that are not their own. 'Good' and 'Evil' is absolutely irrelevant towards an offense and defense discussion, which is what it boils down to.
That's certainly not true with Pokemon. You do nothing (but pray) when it's your opponent's turn. Pokemon can be used for offense or defense. MTG's characters (not sure what they're called) can be used for offense or defense, though there are other defensive cards. The point is that characters serve two purposes in those games.

Offline Master KChief

  • Trade Count: (+9)
  • Hero Member
  • *****
  • Posts: 6963
  • Greatness, at any cost.
    • -
    • North Central Region
    • GameStop
Re: Ways to make Redemption more marketable + more mainstream
« Reply #102 on: March 24, 2013, 06:56:00 PM »
0
You've lost me. You say you can do nothing but pray come your opponents turn, but then admit Pokemon can be used for defense. MtG also has ways to establish defensive board control through creatures, artifacts, and enchantments, as well as other numerous options from hand and such. My entire point was it has less to do with the alignment of characters (which is possibly a hindrance towards Redemption since it splits the roles distinctly into offense and defense), whereas in other CCGs offensive and defensive options are more flexible as the roles can be fulfilled by all characters/creatures/monsters/pokemon/etc.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Offline christiangamer25

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 966
  • In brightest day, in blackest night...
    • -
    • Northeast Region
Re: Ways to make Redemption more marketable + more mainstream
« Reply #103 on: March 24, 2013, 07:23:36 PM »
0
hmm side battle effects this
No evil shall escape my sight, Let those who worship evil beware my power, Green Lantern's light

Warrior_Monk

  • Guest
  • Trade Count: (0)
Re: Ways to make Redemption more marketable + more mainstream
« Reply #104 on: March 24, 2013, 08:18:03 PM »
+1
You've lost me. You say you can do nothing but pray come your opponents turn, but then admit Pokemon can be used for defense. MtG also has ways to establish defensive board control through creatures, artifacts, and enchantments, as well as other numerous options from hand and such. My entire point was it has less to do with the alignment of characters (which is possibly a hindrance towards Redemption since it splits the roles distinctly into offense and defense), whereas in other CCGs offensive and defensive options are more flexible as the roles can be fulfilled by all characters/creatures/monsters/pokemon/etc.
While you don't perform any actions on your opponent's turn, on your turn you choose who to attack with, which then is the pokemon who also takes the hit from your opponent's attack. So not exactly defense, but still serve two purposes.

The rest I agree with, and I think is exactly what Isildur was saying. Other CCGs are more flexible because they serve both purposes. Redemption would pretty much be centered around offense if we used 3 of a card per deck.

Offline Master KChief

  • Trade Count: (+9)
  • Hero Member
  • *****
  • Posts: 6963
  • Greatness, at any cost.
    • -
    • North Central Region
    • GameStop
Re: Ways to make Redemption more marketable + more mainstream
« Reply #105 on: March 24, 2013, 08:38:48 PM »
0
I'm curious to know what 'other' dual force CCGs he is talking about. I'm also not understanding his point how making T1 utilize multiple copies with balanced alignments wouldn't curb people from throwing every uber drawing card/battle winner in triplicates into a deck.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Offline Isildur

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4775
  • Mr. Deacon
    • -
    • Southwest Region
Re: Ways to make Redemption more marketable + more mainstream
« Reply #106 on: March 24, 2013, 09:26:02 PM »
0
I'm curious to know what 'other' dual force CCGs he is talking about. I'm also not understanding his point how making T1 utilize multiple copies with balanced alignments wouldn't curb people from throwing every uber drawing card/battle winner in triplicates into a deck.
Single force are when cards such as in Yugioh, Pokemon and Magic can literally be used for Defense or Offense. A dual  force is when a card can be used ONLY for offense or ONLY for defense as in the card is good or evil. Im not sure how many other CCG's/LCG's you have played but it REALLY makes a difference in deck building when you have cards that can always be used either/or.

(If your wondering why I said "force" its because I just watched Star Wars... lololol)

I'm curious to know what 'other' dual force CCGs he is talking about. I'm also not understanding his point how making T1 utilize multiple copies with balanced alignments wouldn't curb people from throwing every uber drawing card/battle winner in triplicates into a deck.
Oh it would probably work but the game would be super boring... a split 56 card deck gives you far less options when you it comes to deck building...
3 Prophets Packs ftw

Offline RTSmaniac

  • Tournament Host
  • Trade Count: (+5)
  • *****
  • Posts: 4289
    • LFG
    • Southeast Region
    • ROOT Online
Re: Ways to make Redemption more marketable + more mainstream
« Reply #107 on: March 24, 2013, 11:06:36 PM »
+3
Also, I'm pretty sure there'd be a way to break 3x of one card.

I would start with x3 WaterJar, x3 WordsofDiscouragement, x2 InvokingTerror.
This is the way Lackey gave it to me. All hail the power of Lackey!

Offline lp670sv

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 1652
    • -
    • Northeast Region
Re: Ways to make Redemption more marketable + more mainstream
« Reply #108 on: March 24, 2013, 11:36:20 PM »
0
Well before the errata the easiest way to break 3 of one card would have been 3 ANBs. 3 unblockable rescue attempts plus drawing your whole deck fro SOG/NJ

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal