Re: Issue 290: Quest Rewards Based on Deck Difficulty
Cheers Max, hell of a vision - that's a bigger challenge than I had in mind, but I'll try, slowly and carefully. And yes, clicking through 5 or 10 messages does get tiring.
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And that's why we don't include anything from Unhinged/Unglued.Doublestrike wrote:Edit What? Sorry is a card? What a ridiculous card!
Unglued did have one of the most effective counterspells though. But saying the whole I'm Rubber, You're Glue speel was a bit tediousslapshot5 wrote:And that's why we don't include anything from Unhinged/Unglued.Doublestrike wrote:Edit What? Sorry is a card? What a ridiculous card!
That is good to hear, I just like the options it gives you! For example, I prefer to have a stronger starting deck and go against the medium and tougher AIs right away. The easy one is just too easy.Doublestrike wrote:Thanks for the feedback on the prefs file, Forger - I personally won't be removing it anytime soon; I was surprised that was permitted is all.
The Card Shop was changed for a more interesting challenge. It used to work linearly (very few cards offered early on and more and more as you play on), and now it works in an inverse bell curve (a lot available early on, less as you reach the absolute minimum, then back up until you reach the maximum). This change was made due to the fact that early on there wasn't enough ways to fill out your deck with useful commons and cheap cards, when only getting 1 booster at a time. In the middle (where it stretches to the bottom of the bell curve) it was fairly easy to get too far ahead of the AI with deck strength, so card availability is a bit more limited. Then as the AI starts to use the stronger decks, your card selection goes back up.Forger wrote:You could also look into the card shop, it offers less and less cards the more you win, becoming pretty much useless after a bit. I changed it for myself, but is that how its supposed to work?