MArcomage
Free multiplayer on-line fantasy card game
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The Great Eisenheim
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Spoon
on
05:29, 25. Sep, 2010
#1
I disagree with hiding cards. This will force players to keep notes of where cards are. The reason the cards are not hidden after one turn is because you still know they are there (without referring to notes).
DPsycho
on
07:51, 25. Sep, 2010
#2
Agreed. Introducing anything to the game that encourages keeping detailed notes or screenshots worsens the experience as a whole.
dimitris
on
10:52, 25. Sep, 2010
#3
Why not take notes? Why play in hidden mode if you don't want to take notes? :P
Btw, I always say yes to cards that counter far sight.
Lord Ornlu
on
13:57, 25. Sep, 2010
#4
The good thing about Hidden Mode is that it's far more strategic than non-hidden mode, exactly because knowing (or guessing before Far Sight) what cards your opponent has is far more exciting than just being able to glance on the opponent's hand and play accordingly to what you see. With Far Sight it got even more exciting as again it requires good tactics. If we introduce cards (or a keyword) that counters Far Sight in Hidden Mode, then consequently the game will become even more exciting than before, as the opponent will have a way to avoid massive detection of his cards. At least, that's my oppinion. Let's not forget though that Arcomage is a card game based on strategy and luck. Since we can not influence luck a lot, it's in the best interest of the game to continue working on the strategy side of Arcomage in order to improve as much as possible gaming experience. Far Sight was implemented as an alternative to removing Hidden Mode, because too many people were playing Hidden Mode (which I don't understand why it was a bad thing). But if too many people played Hidden Mode then obviously, they prefer Hidden Mode, so why not implement anti-Far Sight cards (or keyword)? If you will make this comparison: In RTS games, finding ways to know what goes on in the enemy's base is vital to winning, but the enemy himself has ways in stopping you from removing the fog of war around him and at the same time he's trying to infiltrate your own base. So there's a great clash on who has the best strategy and it makes the game even better. Why not then give people a defensive measure against Far Sight? Taking screenshots is a little far-fetched, but taking notes is not bad at all. In fact, personally, I still take notes when I play Hidden Mode.
DPsycho
on
14:43, 25. Sep, 2010
#5
Even if cards were re-hidden, the opponent still knows what cards you have. He just has to refer to notes or screenshots rather than seeing it in the game. What this does is to add a level of annoyance. For a game, this is something that needs to be avoided at all costs from a design view.
I won't claim that there is no tactical benefit to this effect as proposed. You are preventing the secondary effect of Far sight, gaining some amount of defense or stock or tokens, but I feel that this is going about it the wrong way.
If you really want to hide your hand, you need to shuffle their positions as well. This would give them all New flags in the current system as it would be handled by discard/draw mechanics. Of course, it would also let your opponent see all seven cards (the played card not included) as they are now in the turn's Discard pile, so he'd know what they are but not where they are.
Lord Ornlu
on
14:47, 25. Sep, 2010
#6
That's a fair point. So maybe we could apply a stock reduction to the opponent for each card hidden on our hand perhaps.
DPsycho
on
15:00, 25. Sep, 2010
#7
If it does that by counting #Revealed, I'd be afraid that such a card would have full effect in a non-Hidden game regardless of what kind of deck either player is using. That's how
Oracle
works, anyway.
Lord Ornlu
on
15:52, 25. Sep, 2010
#8
No, basically it can replace revealed cards with the same cards. All cards with New Card flag could give a -1 stock to each opponent (i.e. if I hid 6 cards in my hand then the opponent gets -6 stock). If it's non-hidden mode then the alternative effect could apply (next card will be a non-common Mage)
DPsycho
on
15:55, 25. Sep, 2010
#9
That's if it can be coded that way. I'm not sure that it can. Trying to remember what Mojko's said before about whether cards can tell if a game is Hidden or not.
Mojko
on
16:18, 25. Sep, 2010
#10
If this is implementable is not the main question. This is a design decision and I completely agree with DPsycho. I don't think this is the way the game development should go.
Fithz Hood
on
14:28, 30. Sep, 2010
#11
I don't think that it's implementable, because cards can not distinguish between hidden and non-hidden games.
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The Great Eisenheim
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