Balance

Discussion in 'Feedback and Suggestions' started by m s, Aug 4, 2015.

  1. m s

    m s Kobold

    I like the game and the concept. But the game seems a little unbalanced, inaccurate, misleading and frankly speaking not as fun as it should or could be.

    It's remarkable how often the enemy armor is effective while the player characters are ineffective. It's quite uncanny and suggests that the percentages are actually inaccurate, or the game leans in the enemy character's favor or it's not actually random at all and forces the player to spend money to have fun. Needless to say it makes it not as fun as it should be.

    It's also remarkable, despite a few player characters possessing over 80% attack oriented cards where the draws end up with entirely movement, defense or armor cards while the enemy characters appear to get plenty of attack cards. Again, it makes it a lot less fun than it should be.

    I understand that(maybe?) the draws are separated into piles(armor pile, defense pile, attack pile)? If so, how is it my magic user regularly draws zero attack cards? I find myself scratching my head as to how enemy character draws are lucky while player character draws are not.

    The game should be a lot more fun than this yet I find myself x'ing the game because of several uncanny events in a row. It's not a difficult game, just irritating and hard to believe that if the cards are really drawn randomly that, for example. I've almost had enough getting draws with 0 attack cards.

    I have a hard time believing it's truly random.

    I'm not spending money on the game until it actually demonstrates percentages that actually make sense and are genuine. Or perhaps it's a tactic to frustrate players into spending money.
     
  2. Equip armor, boots,, items, w skills with drawbacks so you can get more attacks.
     
  3. Pawndawan

    Pawndawan Champion of Cardhuntria

    Are you speaking about single player campaign? Nevertheless, card draws are truly random.

    Secondly, some PvE mobs draw more cards per turn than your characters, so it that's one of the reason it seems enemies are drawing more attacks. Also campaign monster decks don't follow the same restrictions as player characters' decks. They don't have slots, they just have bunch of cards thrown together.

    Thirdly, your default move card that you get every turn is separate from your actual deck, so that might be one of the reasons it may seem you always draw at least 33 % movement cards at the start of each turn. The truth is, in fact, that you get your racial move card separately from your two cards that you draw from your deck.

    Also, as suggested above. Try equipping more trait cards, so you cycle your deck and attacks faster.

    You can post your party and deck here on the forums, if you want more specific points how to make your decks more efficient.
    1. Go to your keep.
    2. Press F1 twice (or F2 once) to open the Console
    3. Type: partyanddecksbbcode
    4. Hit ENTER
    5. You have now copied everything to the clipboard
    6. Pressing F1 once time will close the console.
    7. Come to the forums, start whatever post you want and paste (ctrl+v) the code into the post. It is already formatted for the forums.
     
  4. Monsters generally have less-diverse, more focused decks. They're frequently effective at something particular but not versatile at all. For instance,

    http://wiki.cardhuntria.com/wiki/Trog_Scuttler

    the Trog Scuttler has a deck of 20 cards -- of which 2 are armor, 13 are attacks (uniformly range-2 piercing, damage 3 to 5), and 5 are movement. They can consistently move, stab, and resist light damage... and nothing else; they'll never heal or boost each other, they have no way to push you, they have no parries or blocks of any kind so all your attacks will hit and all you have to worry about is getting through their hide.


    Similarly...
    http://wiki.cardhuntria.com/wiki/Burning_Skeleton
    Burnng Skeletons have one type of armor (granting immunity to slashing and piercing, but not protecting them against crushing, or any magic); fully 14 out of their 22 cards are melee attacks; 1 is a fireball; 1 is vulnerable; and their remaining cards are 'run'. No parries, no blocks, no way to regain health, no way to counter non-slash/pierce other than by killing you. The most they can surprise you is drawing the odd fireball, and by oddly being not immune to fire.

    When all your equipment slots are available, you'll have a larger deck of 36 cards, which will be necessarily less pure (e.g. even for a warrior, 18 of your cards will come from something other than weapons, and most non-weapon equipment is not heavy on the attacks.)

    Aside from traits (including handicaps that seem tolerable; for instance, "Superstitious" strikes me as extremely bad for most campaign levels since you're usually quite outnumbered and dumping your hand when anything dies is almost always negative (but there are levels with extremely few but powerful opponents), "Combustible" is fine on the vast majority of levels where no enemy uses fire so the risk is mostly pushing off a beneficial attachment earlier than it would have automatically expired, "Squeamish" isn't terrible on a control or burn wizard, "Traveling Curse" will hit you for 5 but won't damage you again until it hits an enemy, and so forth), there are also quite a few cards that can result in drawing more. Parries tend to replace themselves with more cards, priests have a wide variety of draw mechanisms (inspiration, altruism, unholy energy, etc), the infamous Elven Maneuvers synergizes very well with a deck heavy on step attacks, the human skill 'leadership' allows teammates to discard and replace cards allowing you to cycle through your decks faster, "Spin Around" replaces itself...

    To mention a dated post which took things to a bit of an extreme in terms of studying "infinite draw" decks...
    http://forums.cardhunter.com/threads/analysis-of-infinite-draw-decks.3093/


    There *is* a certainly a degree of randomness (e.g. I've had a MP match where not only did my two warriors have seven attack cards between them for a whopping total of 66 damage in hand by the start of round 2 but a radioactive spray managed to immobilize two of my opponent's three characters with "Trip"!), but I haven't seen anything to convince me that the RNG is systematically biased.
     
    Melancthon likes this.
  5. Vholes

    Vholes Thaumaturge

    Game developers know how to program random numbers, and humans are excellent at seeing patterns or bias where there is none. Copy-paste this message as replies to ten other game forums with the same accusation, or the dice haxx0rs will come in the night and roll you down to hell.
     
    Last edited: Aug 6, 2015
    Maniafig, Fry, Juxtapostion and 3 others like this.
  6. Bandreus

    Bandreus Thaumaturge

    The human brain isn't very good at getting randomness and probabilities, at all.
     
    Maniafig, Jarmo, Flaxative and 2 others like this.
  7. Haxzploid

    Haxzploid Ogre

    M s.

    Back in the days campaign/Single player was alot harder. More enemy characters in many of the adventures.

    The thing with this game is that you need to adjust your build/deck/cards for every encounter. If you just bring the same every time, you will have to replay some adventures 100 times...

    You should not try to bend the difficulty of the game via a crusade on the forum..
     
    Flaxative and Bandreus like this.
  8. progammer

    progammer Ogre

    Reading topic like this again (i know i know) just reminded me of Ironclad Tactics from Zachtronics.

    It is similar to CH, with cards, deckbuilding, RNG, almost turn based battle with a main campaign. The missions are extremely stacked against your favor. Relying on RNG of the cards to brute force through rarely works. Instead, you must solve the deckbuilding puzzle and make a counter deck specifically for each mission. The catch is, you have to lose a mission several time before you can start building to counter it.

    People went in expecting a tactical card game, instead they are faced with a puzzle game. This shouldn't surprise anyone who know about Zach's portfolio of puzzle game. But for the general public who saw a cool game to try out, they hated it.

    What follows is a commercial failure which kinda bankrupted Zach and forced him to downsize. Now he's back making game puzzle game tailored to his core audiences.

    (Totally not a weird way to tell OP that this might not be his kind of game after all)
     
    Last edited: Aug 11, 2015
  9. Happenstance

    Happenstance Thaumaturge

    I'll go further than this. The game is hard when you start and have to rely on commons and uncommons, simple strikes and unreliable blocks. But it literally takes 10 seconds to log on and enter an MP league. Don't even play, just do enough SP to generate the entry fee. Do this three times a day for a week and you have a guaranteed 21 rare items and 84 more common items. You'll probably draw some epics and at least one legendary.

    Now you have some items specifically tailored to each module (e.g. cleanse in the Core levels), things get a lot easier. And once you build your tactics (you can study the wiki to see the mobs for each module), it gets even easier still.

    I run vamps for every module under level 18 and a volcano/nimbus cheese sandwich for 18+ and honestly most of the levels are so easy that I'm glad that I can run co-op with new players who make mistakes, bring the wrong gear and make the game interesting again.
     

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