RE: RAGNAROK AMA IS LIVE!
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I love the game design and cannot wait to play.
One thing that caught my attention is the Keep Damage - Heal in-between Games system. That could be a liability.
The obvious strategy in the game is to protect your King and attack opponent's King. Let's call that Classic strategy.
Let me present an Eco strategy (pun intended, Alex - an Archon spin-off game deserves a piece of you in the nomenclature, LOL). It is called Eco because you preserve 9/10 of your pieces unscrathed and only send your King towards your opposition to fight.
The payout matrix for the (Classic, Eco) set of strategies looks a lot like Prisoner's Dilemma. Even if you cannot expect your opponent to cooperate, Eco startegy feels useful (maybe just when facing a whale with an OP deck - maybe as a tool to go down rankings and pick up semi-easy wins vs weak decks).
Are there any planned mechanics to avoid Eco strategy being a rational choice?
If I am understanding your question correctly, you say if you send your King out, and the other person sends their King out, and they simply duel it out?
Interesting, and not sure we object to this. As the system is not finished, EXP coins will be based on wins, but also damage dealt and stats inside the game itself. So only fighting kinds, in the end, will not result in more EXP coins, and you may get a win, but it won't net you high ranking points, which ultimately determine the top 100 each year. Also, kings cost more to heal than others, so one would want to protect their King at all costs.
This is great thinking, and we hope to see you in the testing phase, we can use minds like yours!
Correct.
My assumption was the game always ends with a King running out of health. Maybe a disconnect could be treated specifically (to avoid wasting time and/or farming the damage dealt to autofolding opp). But basically, if I am going to lose, having to full-heal the King sounds inevitable.
That is definately the way to go in that architecture.
Still seems like we will see some Eco strats, keeping a stronger opponent from getting too much XP and dismantling your deck. Could be most viable way to move down.
Actually, the tough part is that when you try and give enough rewards for dealing damage (as opposed to simply winning games), people can start hunting pieces (keeping the King for later) which is not a great experience either (for the casual player who is ridiculed by being openly farmed).
Idea:
For the player with the lower rating it should be beneficial to defend as long as possible (in case he loses).
For the player with the higher rating it should be beneficial to win as fast as possible.
Excellent suggestion.
Given the randomness present in the game, I would rather keep an eye an current combat power of the two armies and switch the focus to:
For the player with the lower combat power it should be beneficial to defend as long as possible (in case he loses).
For the player with the higher combat power it should be beneficial to win as fast as possible.
I have no formal defition for the combat power but it would be some kind of health weighted by piece playing power.
Well, sure, let it be "combat power" (and find a good definition how to calculate its value). I just wanted to hint into a possible direction, if it is possible to predict the favourite (the probable winner) 'anyhow' ...
OK, I will just tag @ragnarok.game to make him aware at our discussion/ideas.