Patch Suggestion: Improving Quest Shop Usefulness
 Posted: 19 May 2011, 05:20
Posted: 19 May 2011, 05:20Hello,
I've been questing quite a lot lately and there's really only one gripe that personally I have with the quest mode (I'm not sure if anyone else feels the same or not) - the quest shop is not very useful, especially at the earlier stages of the quest, because it only has a few cards beside the basic lands, and it only has one copy of each card for sale. I was thinking if maybe it would be worth improving that, and I have a suggestion (and a working prototype of a possible patch for getShopCards in ReadBoosterPack.java), but before I actually submit it here, I'd like to discuss it:
I was thinking that maybe it's worth to do at least one of two things (and both were already implemented in my patch and can be tweaked as necessary):
1) Perhaps, the quest shop should offer more than one copy of a card for more common cards? Say, it can offer only one copy of Rare cards, but 1 or 2 (at random) copies of Uncommon cards and 1, 2, or 3 copies (at random) of Common cards? That's what the current version of my experimental patch does, but I can tweak it as you believe would be better (if you even support the idea). At least, giving 2 or 3 copies for sale for more common cards could sometimes allow to be more strategic about deck building and not rely on mostly random options (even after 40 matches I only rarely end up with more than 2 copies of even the most common cards that I encountered when questing). Perhaps, only one copy of Rares and Uncommons should be offered, but more than one for the Commons - I'm not sure, to be honest, that's why I'm putting this up for discussion.
2) Perhaps, the initial amount of cards available in the quest shop should be upped a bit? Maybe not very significantly, but initially (during the first five or so matchups) the shop is just literally empty - and of course it gets better as the game progresses, but maybe the starting amount should be increased by a certain, perhaps not very significant, degree? Once more, my experimental patch has support for this as well, but since I have no idea what you believe would be good, I'm putting it up for discussion and I'm ready to tweak it in my patch as you see fit. I can also leave the initial value as it currently is if you believe it's a better option.
 I can also leave the initial value as it currently is if you believe it's a better option.
Thank you in advance for your opinions. If you find this proposal useful, I'm ready to listen to your suggestions, tweak my experimental code accordingly, and submit a patch here.
- Agetian
			I've been questing quite a lot lately and there's really only one gripe that personally I have with the quest mode (I'm not sure if anyone else feels the same or not) - the quest shop is not very useful, especially at the earlier stages of the quest, because it only has a few cards beside the basic lands, and it only has one copy of each card for sale. I was thinking if maybe it would be worth improving that, and I have a suggestion (and a working prototype of a possible patch for getShopCards in ReadBoosterPack.java), but before I actually submit it here, I'd like to discuss it:
I was thinking that maybe it's worth to do at least one of two things (and both were already implemented in my patch and can be tweaked as necessary):
1) Perhaps, the quest shop should offer more than one copy of a card for more common cards? Say, it can offer only one copy of Rare cards, but 1 or 2 (at random) copies of Uncommon cards and 1, 2, or 3 copies (at random) of Common cards? That's what the current version of my experimental patch does, but I can tweak it as you believe would be better (if you even support the idea). At least, giving 2 or 3 copies for sale for more common cards could sometimes allow to be more strategic about deck building and not rely on mostly random options (even after 40 matches I only rarely end up with more than 2 copies of even the most common cards that I encountered when questing). Perhaps, only one copy of Rares and Uncommons should be offered, but more than one for the Commons - I'm not sure, to be honest, that's why I'm putting this up for discussion.
2) Perhaps, the initial amount of cards available in the quest shop should be upped a bit? Maybe not very significantly, but initially (during the first five or so matchups) the shop is just literally empty - and of course it gets better as the game progresses, but maybe the starting amount should be increased by a certain, perhaps not very significant, degree? Once more, my experimental patch has support for this as well, but since I have no idea what you believe would be good, I'm putting it up for discussion and I'm ready to tweak it in my patch as you see fit.
 I can also leave the initial value as it currently is if you believe it's a better option.
 I can also leave the initial value as it currently is if you believe it's a better option.Thank you in advance for your opinions. If you find this proposal useful, I'm ready to listen to your suggestions, tweak my experimental code accordingly, and submit a patch here.

- Agetian