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After personally testing the card game out for months, making an in-depth website for it, being on the card committee, and then watching the system totally collapse, I can say with certainty that the card game had solid aspects, but the long-term planning wasn't there.
Personally, I liked the gameplay itself. It was simple enough so that almost anyone could pick it up quickly, but had enough complexity (many of you will have to take my word for this, as most players never got many lvl 2-4 cards,) to not be stale.
I think the decision to give everyone an all-lvl0 starter deck was made in good faith, but in practice it killed the fun and strategy of the game. The card game was only good when Mystic/DC/Night/myself tested it with access to a bunch of cards from all lvls. Thus deck-building was possible, MP strategy (should i burn my 2 mp with this thor card, or save my mp for two turns for this night card, etc.,) and card placement got more complex, and it wasn't a game of bushes and pm bubbles in the corner and a beer card or two for damage.
With all this being said, here is my advice:
-Don't work on this instead of larger, more important aspects (quests.)
-If the script can be shortened/cleaned up, do so. (it was hundreds of lines long, if i recall.)
-Make the starter deck much better, with lvl 1s and 2s, and possibly a 3 or two. Variety and complexity from the start would be very beneficial imo.
-Taking the above statement into account, if we do have everyone running around with high lvl cards (and presumably access to get more via boosters,) we need to add a 'deck rating system.' Perhaps if you add up all the lvls in a deck (ie: 20 lvl0s and 10 lvl 1s = deck lvl of 10,) and limit players to play anyone within +/- 5 of their deck lvl, we won't see the massive amount of picking we did with the previous release. With a rating system like this, players will have to build a solid deck with a variety of lvls, rather than throwing all the lvl 3s and 4s possible in order to just do a ton of damage vs noobs and get free wins.
-Weekly tournaments with a booster prize for the winner and runner up. That way we encourage people to keep playing, getting more cards, and improving.
-A Gladius card. Have zero's on each side, since Glad is a noob among noobs. But have a special ability where they give you +1 MP (in addition to the one you got at the start of your turn, but obviously the cap of 4 still applies.)
-A Door card. Have zero's on each side, since Door is a pacifist. But have a special ability where you gain 2 HP whenever you play the card (obviously the cap of 20 still applies.)
-Have special cards like the two suggested above, in order to add another element to the game.
Those are some of my ideas to improve the game. Some are necessary IMO, while others are merely suggestions to spice things up. I love card games, so obviously I'd want this project redone more than some people might, but I saw a lot of anticipation and activity in the card house before things started to go horribly wrong after a week or so. |