The caveat to this is that the MP player pool needs to be larger, so this is one for the future (hopefully). I often find myself wanting into jump into a quick battle. After all, the frenetic ones can often be some of the most entertaining and often people wish to avoid the tedium of certain encounters. Tedium is rarely a game mechanic that is successful (as far as I am aware), only the nature of tedium itself being subjective is I suppose how so many MMOs got away with it for so long. Looking back over my 6 month or so CH experience I thought about what and why would cause me to leave a match early even when the outcome was undecided. The answer was either time-wasting or time-consuming builds or that the map happened to be Koi. Obviously the wonderful Koi won't be going anywhere, but there is something we can do to tackle the former. Initially it was drawspam decks that would be main time-wasters: Oh look, it's round 2, you've moved one square, have 36 cards and it's been 5 minutes. Lately it's control decks that are time-wasters, though they don't intentionally (I assume) try to waste time, those decks just take a very long time to play out matches: Oh look, it's round 20, you've moved one square, have [control card(s)] in your 3 hands and thus I haven't moved either. Rinse/repeat ad infinitum. There is of course room for all that within the scope of the game and nothing should change the classic CH experience, but if there were a sufficiently large MP player pool then there should also be scope for different rule-sets. It's important to stress that you don't have to take huge amounts of time per turn to be very good at CH. I myself am not very good at CH, but I'm quite lucky and thus have a rating around 1700 and get to play vs other players who genuinely are very good at CH and the best of them rarely take any time at all. This makes me wonder exactly what's going on when someone is averaging 30 seconds a turn. I like to imagine these are the same kind of people who would wear sunglasses when playing online poker. In any case, I would like to see a different timing rule-set that puts the emphasis on making quick decisions. Very quick decisions! A 20 second move timer and <10 minute game timer, for example. But there is room to make this bigger than just less available time, a different rule-set could enforce anything that gave a more arcade feel for those looking for such a thing.
You forgot WW/WWE: Oh look, it's round N and the board was just reset randomly like it was at round N-1, and like it will be again at round N+1.
Haha, I agree, but WWE doesn't tend to slow things down so I don't inherently have any issue with it. Card Hunter: Blitz! I like it.
LOL, how is that possible. Is your "quite lucky" just, you have had fortunate loot drops? Or are you lying about your skill? Or are you just wrong? Maybe you're amazing at the game and you don't know it. I guess it's also possible that this is my first time interacting with someone who believes that some people have more "luck" than others.
It's very possible if you consider exactly how the meta works right now. In theory MP could lean more towards skill were it what it could/should be: A game of incomplete information. However, this is not the case. At the higher rankings you only see 3 decks being run (yes, I realise there are 1 or 2 exceptions). This means you always have complete information and should know, more or less, the perfect strategy to play vs that nemesis. This means the results are down to luck or your opponent making a mistake. Of course certain decks play better vs certain other decks in the 3 deck game of RPS that's going on right now, but overall you find that whoever plays closest to a GTO strategy aggregates the best results and the only deviating factor is the luck element.