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ShadeDev said:Neron189 said:Throne room bug still remains.Thanks for the lost game guys
We are looking into a more elaborate fix for a future patch.
Btw I will get this opportunity to share a little thought.
Other players have said it already and I have to agree that Holding cards in sabotage sucks. Although it is the most widespread tactic (at least I believe it is at high ranks) and I can't say it is not valid I think it kills a bit of the purpose of sabotage. It kills the "chaos" of each wave, making all waves being only the default waves for each team until Sudden Death (SD) sucks.
From the stream when the devs compared the game with Mario Kart... At Mario kart you can't get a new item until you used the Item you have, you can't even see the next item before that. You have to use what you have in other to get a new box and randomly get a new item. For Mario karts that let you keep 1 item while holding a second one: in other to get a new box and item you have to use one item. In neither versions of MK you got to "choose" what you want like exchanging one item for another, it is 100% random.
In sabotage players can hold their 2 cards then in the next wave players get to see more 3 cards of each category and they can re-roll one of each and then finally you get to decide if they want to keep their hand or exchange their cards.
I think there should be a trade off for players whom hold cards. If a player hold his cards he should not be able to get the option to change his hand. The 3 cards roll and re-roll should be available only for players whom have empty hands. That way there is a trade off that currently doesn't exist. Every tactic should have some yay and nay and currently the holding cards tactic does not have any nay.
If not that then don't let players hold their hands. Player might choose not to spend their cards, but should not be able to keep it for next wave. That is because ( I think) that sabotage was supposed to be a bit chaotic, having different waves compositions on maps on each match, which is different from battlegrounds where we memorize all minions on each wave and create a strategy to get 5 stars. By allowing players to hold their hands the game is left with only default waves until SD.
By having only default waves the "chaotic" and always changing purpose of sabotage just died.
One more thing.
I think that part of the intended purpose of Sabotage is dead already.
Sabotage should be a mode that give replay ability of the game and also be a friendly competitive mode.
The replay ability is a yay because for all players that got all chests Sabotage gives them some different experience. And for all players it can be a different challenge. It is not that much rewarding, but it was increased a bit and the devs are working on making it more rewarding yet ( I think).
On the other hand The friendly competitive part just failed. I think implementing a rank system for a friendly competitive mode and make players want to achieve high ranks to show of and prove their skills just was something that made players take this mode to seriously.
As a consequence some flaws appears in the supposedly "friendly" mode. "Pre mades" and tactics that scare new players from the mode, remove the fun and ability to Solo or duo q, "remove" the ability of a player meeting more players and teach new players.
The rank system makes it so nobody wants to drop their current rank. In my opinion no rank system would be more friendly, it would make people play for fun, and don't really care that much if they loose... With the currently Rank system loosing makes people mad because of the rank, it creates toxicity and rudeness.
That is probably the main reason that killed the Friendly part of this mode.
Last thing, A rank system for some mode that has Luck and Randomness involved does not seems right. Although skill and coordination are things to take in consideration in high ranks match, To get to coordinate the minions and spells used requires luck first. A team can an entire Sabotage match without get any of the best cards in game while the opponent can get a lot of the best cards. No matter how skillful or coordinated a team can be, this kind of luck can be a game changer.
(Editions are mostly text changing, I've keep trying to make my text more clear and with a "better" English, Every time I re-read I always find something to change XD sorry)
Post edited by SenatorBird on6
Another thing.... That fact that we will spend lots of gibbs and still not being luck and get what we want/need and instead got less gibbs than what we spent... That is really bad. In some other games that I play and have this kind of system, I mean system that gives a new currency for surplus the exchange rates kind of is expensive but at least what you spent it on is not RGN so if you play enough and spent enough you are able to have everything... In Omdu it is more about luck and rgn and prob a player won't get every trap t7 and have every parts he wants in each trap, it is a bit bad imo. Although if we will be able to get more chests in the future, maybe unlimited it might still have some hope.
I have a feeling that we will be spending Gibs to get less gibs than what we spent instead of get what we needed. Maybe it is better just to spend with vanity stuff.
The dance loop is coming back!