Quest worlds
Posted: 27 Jun 2017, 14:54
Quest worlds override the sets you have available by their own sets - at least this was the case when I first installed Forge and since then I'm playing with a world definition file that makes all worlds not have defined sets at all to avoid it - if it has already been taken care of, let me know.
This "feature" helps getting more cards of specific sets, and works well in an "all sets" game but otherwise, it's a problem.
If you don't have a set available (either not yet unlocked, or plain simple not part of your available card pool selected when starting a game) you still get those cards in rewards and the shop because the world takes priority.
Which is wrong - it defeats the purpose of having a set limitation - as soon as you travel to any world, that limitation breaks. You can go into the Beta world and get all the power nine cards, even if it would otherwise require another 500 wins to reach and unlock the nearest set containing them.
I see several different ways to address this issue :
1. Limit the "Travel" button to not allow destination worlds that include sets you haven't unlocked/can't unlock.
-This is simple, but reduces the player's options which is not a good thing.
2. Make it so that quest worlds don't override default rewards/shop content
-In this case the ability to get more of a set by playing in that set's world disappears, but the player won't get cards they aren't supposed to have access to - except as challenge rewards if they grant cards from that set.
3. The above but make it apply only if the reward is part of a set not normally available to the player.
4. The above plus make it optional.
5. Possibly include Challenge rewards in the fix - specific cards from not allowed sets replaced by a card of the same rarity from an unlocked set, and random cards of the unavailable set by random cards from an available one. Alternately, replace the reward with a draft ticket, duplicate card, or money.
So I wonder, which would be the preferred solution? Which of these should I try to implement?
This "feature" helps getting more cards of specific sets, and works well in an "all sets" game but otherwise, it's a problem.
If you don't have a set available (either not yet unlocked, or plain simple not part of your available card pool selected when starting a game) you still get those cards in rewards and the shop because the world takes priority.
Which is wrong - it defeats the purpose of having a set limitation - as soon as you travel to any world, that limitation breaks. You can go into the Beta world and get all the power nine cards, even if it would otherwise require another 500 wins to reach and unlock the nearest set containing them.
I see several different ways to address this issue :
1. Limit the "Travel" button to not allow destination worlds that include sets you haven't unlocked/can't unlock.
-This is simple, but reduces the player's options which is not a good thing.
2. Make it so that quest worlds don't override default rewards/shop content
-In this case the ability to get more of a set by playing in that set's world disappears, but the player won't get cards they aren't supposed to have access to - except as challenge rewards if they grant cards from that set.
3. The above but make it apply only if the reward is part of a set not normally available to the player.
4. The above plus make it optional.
5. Possibly include Challenge rewards in the fix - specific cards from not allowed sets replaced by a card of the same rarity from an unlocked set, and random cards of the unavailable set by random cards from an available one. Alternately, replace the reward with a draft ticket, duplicate card, or money.
So I wonder, which would be the preferred solution? Which of these should I try to implement?