I'm not sure why there are so many random elements to the game that only decreases the element of skill.
Point of Order, some skill can come from managing randomness, but the turn system is kinda crazy, and I don't like the entire everything multiplied by 10.
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The guy who found the new art for shock and other 10th edition cards on the wizards site.
Butcher of Words.
Is there any way to get crap aside from buying with cash/doing the first chapter missions thing? It's a nice little diversion but I dont wana spend money on a poor imitation. Hell I barely want to spend my money on a T2 deck for paper magic lol.
If anyone is interested WOOBERG.com has a Magic variant called battlefield magic basically Tactics except in real life. It's really fun and I think it will be far more enjoyable and cheaper then Tactics.
If you google "mtg Battlefield variant" it's the top site.
Edit/ even Battlefield Magic has it's flaws; when my playgroup plays the player's avatars don't have power so they don't cause damage to attacking creatures and can move 2 spaces a turn also we play with all spell/abilities have a max range of 3 spaces.
Okay. I changed screen resolution and managed to work through the win32 error. I gave the game a few hours of real playthrough. Here's my analysis, so far anyway.
[spoiler=1). The game looks very nice] It has pretty 3D rendering and the creatures are detailed and well thought out appearance-wise. They each have their own animations for attacking, killing an enemy, etcetera. I feel like I'm actually summoning allies, not just playing faceless dudes.[/spoiler][spoiler=2). The gameplay seems very messy] I play Magic, of course, but I've also played plenty of tactical battle board games--Disgaea, Final Fantasy Tactics, Battle for Wesnoth, etc. This game is inferior to both Magic the card game and all the tactical games I've played. I'll break this one down, since it's kind of complicated.
[spoiler=a). The initiative system is total crap.[/spoiler] Most turn-based games let each side take a turn with all their units at once, or with one unit at a time. Some games do have cooldowns (Tactics Arena Online), and those are a little more confusing, but once you've played a few times, you can learn to deal with them. MTGT uses a type of cooldown system, but its workings are much more complicated and nonintuitive than 'can move every third turn'. It's all internally calculated and just put up on a scrollbar on the left side of the screen, with no explanation as to how or why figures move when they do. Not only that, but instead of being able to choose which figures move when (ie: it's a bad idea for goblin to move now, I'll use my valuable turn to move someone else) you're actually forced to move in the bizarre initiative order. As soon as someone summons a new creature, it throws off the whole order and destroys strategy.[/spoiler]
[spoiler=b). The random factor is extreme.] In Battle for Wesnoth, each attack is rolled as hits or misses; the enemy's chance of dodging is based on the terrain they're in (for example, an elf has 70% dodge on forests, and an enemy might have a 6-4 attack; it would attack 4 times, with a 30% chance to do six damage each time). If the probability is too messy for you, the game will show your odds of each outcome on the attack screen (ie: tiny chance to do 24 damage, larger odds of doing 6 or 12 damage). However, that is the only random factor in the game. Once you learn to deal with attack/defense math, the randomness is done.
MTGT has the randomness of the drawing. It has the randomness of critical hits...and super-critical hits. It adds mana to your mana pool in semi-random distributions (it'll add your colors, but whether you'll get BBR or RRB in a turn is random). Many of its unique spells are random-based. Every talent tree has the majority of the available talents based on luck. There are just too many random factors involved in this game. A set amount of randomness, the kind players can learn to codify and work around, is important. MTGT turns strategy into dice rolling. Internal dice rolling. It it so random it destroys strategy.[/spoiler]
[spoiler=c). The available cards and strategies look like MTGT ones--but are actually totally different]. How does it change the game when instead of toughness, you have hitpoints? How about when, instead of the creatures both hitting at the same time, the attacker always does its damage first? The impact of these changes on gameplay is huge--but did the MTGT team bother changing up the cards and mana costs and abilities to account for it? Not particularly. Cards have their own tactical spin, but at the end of the day, Berserkers of Blood Ridge is a 4/4 for 5 that can't block. How do I use him? It works sort of like in regular Magic where you charge through smaller guys and try to force either damage or bad blocks. But each creature is much more important in MTGT, yet it's much easier to use creatures offensively because they can force blocks, if you will...it's very, very different. I think if the randomness and initiative were stripped away, this would be a very interesting, unique game--but it is NOT just "Magic the board game the computer game," which is what the MTGT team claims.[/spoiler][/spoiler][spoiler=3). For something calling itself 'free to play', the game is a worse money suck than MTG]The version you get for 'free' gives you a truly horrible bunch of starting cards. There are no theme decks to buy--just packs and singles at the auction house. You can only play 1 of 5 of the campaigns--and it has only five ten-minute stages in it. You can earn 20 cents a day of game money doing a simple quest. Of course the game charges the same for packs as paper MTG does--and you only get ten cards per pack. For digital cards. If this isn't bad enough, the pack outlay from tournaments is awful; even when you win first prize, you need all those prize packs and some more in-game money to play another draft. Oh, and each additional five-level campaign (the other way to get experience, talent points, ad eventually cards) costs another five dollars to get. Basically, the 'free' part of MTGT is a demo version, and the prices beyond it are quite simply extortionate. I may be one of the only people who got his money's worth today, having spent $20 and opened a Black Lotus. I'm still complaining about this.[/spoiler][spoiler=4). Program design at least seems really, really awful]This, to me, is the final deal-breaker. I would expect most of the work of this game to be client-side, so my computer had to do most of the work and then send some basic information across. However, I'm running quite a good computer, and the obscene lag I was fighting all day (except in the single player campaign) tells me that the servers are doing a lot of the work. Probably rolling invisible dice. A single duel can take an hour, usually more. I expect a draft would take literally an entire day, perhaps longer. This might be a fixable issue, but right now the game is so frustratingly torpid that I'm bored even when I'm winning. It really is just awful.[/spoiler]In summary, I was really looking forward to this game. I was patient all week, even though the release was delayed, and I got about as lucky as a guy can get, opening a Black Lotus in literally my first pack.
I still think the game, overall, sucks.
I hope this game is massively unprofitable, so whoever is responsible for it is fired. If a new team took over this game and did some overhauling--bleeding out the randomness, lowering prices to PAPER CARD LEVELS--then I'd be enthusiastic again. But right now, seriously, play the demo if you can, but don't plan for any investment. It just is not worth it.
I'm going on record right now and stating that before the end of 2012 we will see foil dual lands in booster packs (The real, Alpha dual lands). You can quote me on that.
Because it's not about risk, it's about randomness. I would rather play a match of Chess than of Risk.
The amount of randomness in MtG:T heavily dilutes the amount of thinking needed for every order/action.
In a good strategy game the risk comes from the choice alone (attacking 1v2, attacking into a good board presence, going all in).
MtG:Tactics feels like a Mgaic game with Hivemind and the like.
Perhaps it's fun. AT least for 1-2 matches. After that it's only random crap.
This all may very well be true. Still, dices and strategy games are by no means mutually exclusive, and that's what I was getting at.
Either way, most tactics games I've played so far (namely, the Heroes of Might and Magic and Final Fantasy Tactics frachises) use randomness and virtual dice-rolling as important gameplay elements. You can argue about the amount of randomness, obviously, but arguing against it altogether isn't gonna accomplish anything.
To use your own example, I'd MUCH rather play Magic than Chess. And Magic has substantial amounts of randomness.
The criticals in MtG:Tactics really don't acomplish anything. I really hate them.
I've been using the BU starter deck, and I enjoy throwing Weakness on stuff. Considering damage sticks around without Infect or Wither, it's more important than such a card used to be. In regular Magic, turning a 2/2 into a 0/1 usually just makes it a chump blocker. However, in Tactics, even that 0/1 has a use with criticals, allowing them to flank you with it and deal additional damage.
The crits are annoying when they happen outside of flanking, and they should have just implemented it as additional flanking damage. But that's why they are there, to punish you if you don't hold a line of some sort.
You just have to use a different type of strategy, the game is really a lot like magic meets chess, just different.
I played an hour long match against someone because I ran for cover, immobilized his units, made him flank me, and then cast big creatures and killed him.
The part I don't like is the fact that you can't play tournaments for free, and you can't get anything for free.
I could continuously play scrubs for free, but you can't win anything. I'd be happy with commons. Giant spider is a lot better than being forced to draw game in game out enchantments that can only be cast on 3 creatures in my deck.
Personally I dont think that the randomness is bad. To me its less random than paper Magic. Land drops are a huge deal in paper Magic. If you mana screw, you probably lose. If you mana flood, you probably lose. Yeah, proper deck construction, knowing how to mulligan etc, but even with all that there is a lot of randomness.
The main issue (other than TONS of bugs - the game is honestly in an early beta state right now) is the price. Its expensive as hell, and the game isnt that great. Its about as good as say Tactics Arena Online, which is much cheaper (pretty fun even for free) and its a flash based browser game.
Also, I think that the strategy parts will improve. Yeah, right now the strategy is basically to stuff your deck with fatties and removal. But I think that fast decks will work eventually. If you went red with lots of small creatures and then stuck in some fireballs as finishers you should be pretty strong I think (fireballs are super powerful since you hit your land drops every turn and there are no counter spells).
After finally playing the game (I had the problem where right-clicking to find out unit info didn't work and was holding out for an update, then gave up on an update any time soon and moved into the campaign), I was mildly pleased to learn I didn't hate the gameplay. The attack+move controls need a lot of work or need to function the way they did in the tutorials because I cannot manage to pick a different space than the closest open-adjacent, which causes problems once in a while.
There are a number of times that strategy does matter. When you have significantly weak creatures and your opponent's creatures can take yours out in ways that deny you counter-attacks, you can way the cost and benefits of attacking into the opponent's better creature and actually getting damage in, or defending and creating a roadblock for your planeswalker.
It is unfortunate that once you start winning, the best strategy for the enemy is to run, but I haven't played on a map so small that this was more than a minor annoyance. I've always caught the enemy in a few turns.
Of course, unless they change the cost of the cards, there's no way I'm playing this for more than a week, so I guess we'll just wait and see if enough people are smart/mad enough to leave the expensive product be and how SOE responds if they do.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
After finally playing the game (I had the problem where right-clicking to find out unit info didn't work and was holding out for an update, then gave up on an update any time soon and moved into the campaign), I was mildly pleased to learn I didn't hate the gameplay. The attack+move controls need a lot of work or need to function the way they did in the tutorials because I cannot manage to pick a different space than the closest open-adjacent, which causes problems once in a while.
There are a number of times that strategy does matter. When you have significantly weak creatures and your opponent's creatures can take yours out in ways that deny you counter-attacks, you can way the cost and benefits of attacking into the opponent's better creature and actually getting damage in, or defending and creating a roadblock for your planeswalker.
It is unfortunate that once you start winning, the best strategy for the enemy is to run, but I haven't played on a map so small that this was more than a minor annoyance. I've always caught the enemy in a few turns.
Of course, unless they change the cost of the cards, there's no way I'm playing this for more than a week, so I guess we'll just wait and see if enough people are smart/mad enough to leave the expensive product be and how SOE responds if they do.
You can change your attack and move style in the game options. There's 3 different styles to pick from, one being like in the tutorial. With the default move an attack style you can pick the square you attack from by holding shift.
1) Somewhere in the options you can set the controls to either "Simple" or "Advanced". They default to simple. If you set them to advanced, then it works like it did in the tutorial.
2) Hold down the shift key even in simple mode. You can then select the square from which you attack the enemy.
And yes, its stupid for them to show you how to do this in the tutorial, and then change the settings without telling you so that you can't do it like in the tutorial without changing the settings back.
At its core, I actually really like the concept. The execution is downright awful.
A lot of people are upset about the cost structure. I am not. I would gladly participate using the cost structure they have set up if the game were fun. Unfortunately, the game is not fun.
IMO, the interface and graphics are just awful. If they were perfect, this game would be tolerable. I think they could have made the game a lot better by going with a simpler graphics setup, i.e. no 3D, and just focusing in on a really crisp gaming experience with interesting interactions between the "cards."
I would first like to say, I forgive you and will not hold this game against you. Your Card game is the best and I have probably spent a few thousand on your game over the past...10+ years.
That being said all of your attempts to create rpg computer game have been disappointments. I have not tried them all but of those Tactics is my least favorite. I have been to the help website at least 2 dozen times because of different errors in the game. I suppose this is not your fault. But DONT hire them again.
I look forward to a Deadspace-esque single player with a huge Free world (or rather multiverse) type of campaign where you can battle enemies in real time (and slow things down to cast spells summon etc...).
Maybe Ill log back on after bugs are fixed in a few weeks. Until then, GO FOR THE THROAT!!
I think they fixed some or most of the issues that were causing graphics bugs.
By the way, my point about randomness wasn't that it should be excluded entirely. I just think it should be limited to one or two areas (card drawing and mana, or critical hits and card drawing, or mana and talent tree abilities) or SOMEthing, rather than permeating every element of the game with dice rolling.
After playing the game, I don't think the random critical hits are such a big deal. Once I realized that flanking a character got an auto crit, it felt like I could take advantage of this mechanic, rather than sending my creatures into random scenarios. Battles feel less random than Risk to me (though they may not be, I have no idea what the actual mechanics are), which is a good thing.
And thanks for the info Wru and Kraz, its refreshing to have a problem resolved quickly and easily :p.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I would first like to say, I forgive you and will not hold this game against you. Your Card game is the best and I have probably spent a few thousand on your game over the past...10+ years.
That being said all of your attempts to create rpg computer game have been disappointments. I have not tried them all but of those Tactics is my least favorite. I have been to the help website at least 2 dozen times because of different errors in the game. I suppose this is not your fault. But DONT hire them again.
I look forward to a Deadspace-esque single player with a huge Free world (or rather multiverse) type of campaign where you can battle enemies in real time (and slow things down to cast spells summon etc...).
Maybe Ill log back on after bugs are fixed in a few weeks. Until then, GO FOR THE THROAT!!
Asura of cards
Dear Asura of cards,
We in the department you wish to make your complaint do not read other forums.:p
:swear:I'm so disapointed, after all the time I have to whait to play the game, I defeat the lord of the pit and what do I recibe after just 30 min playing? "do you want to buy this chapter?":argh::argh:... i can't play something new anymore because I dont have any way to paid,:( when they said "free to play" I think I can just play some random games with the basic deck you get when you star, and the game is really confusing (I have no idea how trample works). and some times is really unfair (those damed daggerclaw imp where really dangerous :mad:), I hate the fact that you have to wait a lot of time to get a new spell while you have to run for your life with a lot of mana and a lot of spells that don't do anything:banghead:
Played this for about an hour last night and I don't get why this game was made. It's not as horridly awful like some people claim, but it's not paticularly good either. There doesn't really seem to be enough there to want to make me buy anything either.
It just seems like PC game companies fail to understand what makes Magic a game people enjoy to play, or fail hard when it comes to translating that to a different form.
MTGO comes close but it's problems come mostly from the stability standpoint. (different subject anyhow).
Anyhow, I don't see this game going anywhere even if they do iron out it's bugs. there's just not enough there to really make me want to play it. If anything it just makes me want to play the card game.
What if it were a Warcraft/Starcraft RTS? you gather mana by building something, and then you use it to 'summon' buildings to summon units.
And if you aren't fast enough you get a Gobling Rush.
What if this were a Street Fighter II clone and Urza and Yawgmoth beat the @#$% out of each other in 16-bit pixely goodness? I don't understand the relevance of your post, MTGT's not going to change its genre, and will forever remain a terrible, terrible mess of a game.
In other news, now that this game isn't a rumor perhaps this thread should be moved to Magic Software?
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I'm pretty much screwed because I refused to buy things online and I'm stuck on the level where you have to beat the sorcerer in less than four turns with a UB deck.
Point of Order, some skill can come from managing randomness, but the turn system is kinda crazy, and I don't like the entire everything multiplied by 10.
Butcher of Words.
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If you google "mtg Battlefield variant" it's the top site.
Edit/ even Battlefield Magic has it's flaws; when my playgroup plays the player's avatars don't have power so they don't cause damage to attacking creatures and can move 2 spaces a turn also we play with all spell/abilities have a max range of 3 spaces.
Please read it, it's a fun variant.
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[spoiler=1). The game looks very nice] It has pretty 3D rendering and the creatures are detailed and well thought out appearance-wise. They each have their own animations for attacking, killing an enemy, etcetera. I feel like I'm actually summoning allies, not just playing faceless dudes.[/spoiler][spoiler=2). The gameplay seems very messy] I play Magic, of course, but I've also played plenty of tactical battle board games--Disgaea, Final Fantasy Tactics, Battle for Wesnoth, etc. This game is inferior to both Magic the card game and all the tactical games I've played. I'll break this one down, since it's kind of complicated.
[spoiler=a). The initiative system is total crap.[/spoiler] Most turn-based games let each side take a turn with all their units at once, or with one unit at a time. Some games do have cooldowns (Tactics Arena Online), and those are a little more confusing, but once you've played a few times, you can learn to deal with them. MTGT uses a type of cooldown system, but its workings are much more complicated and nonintuitive than 'can move every third turn'. It's all internally calculated and just put up on a scrollbar on the left side of the screen, with no explanation as to how or why figures move when they do. Not only that, but instead of being able to choose which figures move when (ie: it's a bad idea for goblin to move now, I'll use my valuable turn to move someone else) you're actually forced to move in the bizarre initiative order. As soon as someone summons a new creature, it throws off the whole order and destroys strategy.[/spoiler]
[spoiler=b). The random factor is extreme.] In Battle for Wesnoth, each attack is rolled as hits or misses; the enemy's chance of dodging is based on the terrain they're in (for example, an elf has 70% dodge on forests, and an enemy might have a 6-4 attack; it would attack 4 times, with a 30% chance to do six damage each time). If the probability is too messy for you, the game will show your odds of each outcome on the attack screen (ie: tiny chance to do 24 damage, larger odds of doing 6 or 12 damage). However, that is the only random factor in the game. Once you learn to deal with attack/defense math, the randomness is done.
MTGT has the randomness of the drawing. It has the randomness of critical hits...and super-critical hits. It adds mana to your mana pool in semi-random distributions (it'll add your colors, but whether you'll get BBR or RRB in a turn is random). Many of its unique spells are random-based. Every talent tree has the majority of the available talents based on luck. There are just too many random factors involved in this game. A set amount of randomness, the kind players can learn to codify and work around, is important. MTGT turns strategy into dice rolling. Internal dice rolling. It it so random it destroys strategy.[/spoiler]
[spoiler=c). The available cards and strategies look like MTGT ones--but are actually totally different]. How does it change the game when instead of toughness, you have hitpoints? How about when, instead of the creatures both hitting at the same time, the attacker always does its damage first? The impact of these changes on gameplay is huge--but did the MTGT team bother changing up the cards and mana costs and abilities to account for it? Not particularly. Cards have their own tactical spin, but at the end of the day, Berserkers of Blood Ridge is a 4/4 for 5 that can't block. How do I use him? It works sort of like in regular Magic where you charge through smaller guys and try to force either damage or bad blocks. But each creature is much more important in MTGT, yet it's much easier to use creatures offensively because they can force blocks, if you will...it's very, very different. I think if the randomness and initiative were stripped away, this would be a very interesting, unique game--but it is NOT just "Magic the board game the computer game," which is what the MTGT team claims.[/spoiler][/spoiler][spoiler=3). For something calling itself 'free to play', the game is a worse money suck than MTG]The version you get for 'free' gives you a truly horrible bunch of starting cards. There are no theme decks to buy--just packs and singles at the auction house. You can only play 1 of 5 of the campaigns--and it has only five ten-minute stages in it. You can earn 20 cents a day of game money doing a simple quest. Of course the game charges the same for packs as paper MTG does--and you only get ten cards per pack. For digital cards. If this isn't bad enough, the pack outlay from tournaments is awful; even when you win first prize, you need all those prize packs and some more in-game money to play another draft. Oh, and each additional five-level campaign (the other way to get experience, talent points, ad eventually cards) costs another five dollars to get. Basically, the 'free' part of MTGT is a demo version, and the prices beyond it are quite simply extortionate. I may be one of the only people who got his money's worth today, having spent $20 and opened a Black Lotus. I'm still complaining about this.[/spoiler][spoiler=4). Program design at least seems really, really awful]This, to me, is the final deal-breaker. I would expect most of the work of this game to be client-side, so my computer had to do most of the work and then send some basic information across. However, I'm running quite a good computer, and the obscene lag I was fighting all day (except in the single player campaign) tells me that the servers are doing a lot of the work. Probably rolling invisible dice. A single duel can take an hour, usually more. I expect a draft would take literally an entire day, perhaps longer. This might be a fixable issue, but right now the game is so frustratingly torpid that I'm bored even when I'm winning. It really is just awful.[/spoiler]In summary, I was really looking forward to this game. I was patient all week, even though the release was delayed, and I got about as lucky as a guy can get, opening a Black Lotus in literally my first pack.
I still think the game, overall, sucks.
I hope this game is massively unprofitable, so whoever is responsible for it is fired. If a new team took over this game and did some overhauling--bleeding out the randomness, lowering prices to PAPER CARD LEVELS--then I'd be enthusiastic again. But right now, seriously, play the demo if you can, but don't plan for any investment. It just is not worth it.
uninstalling now.
Why is there dice rolling implemented in a strategy game in the first case?So is Risk not a strategy game?
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Either way, most tactics games I've played so far (namely, the Heroes of Might and Magic and Final Fantasy Tactics frachises) use randomness and virtual dice-rolling as important gameplay elements. You can argue about the amount of randomness, obviously, but arguing against it altogether isn't gonna accomplish anything.
To use your own example, I'd MUCH rather play Magic than Chess. And Magic has substantial amounts of randomness.
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I've been using the BU starter deck, and I enjoy throwing Weakness on stuff. Considering damage sticks around without Infect or Wither, it's more important than such a card used to be. In regular Magic, turning a 2/2 into a 0/1 usually just makes it a chump blocker. However, in Tactics, even that 0/1 has a use with criticals, allowing them to flank you with it and deal additional damage.
The crits are annoying when they happen outside of flanking, and they should have just implemented it as additional flanking damage. But that's why they are there, to punish you if you don't hold a line of some sort.
I played an hour long match against someone because I ran for cover, immobilized his units, made him flank me, and then cast big creatures and killed him.
The part I don't like is the fact that you can't play tournaments for free, and you can't get anything for free.
I could continuously play scrubs for free, but you can't win anything. I'd be happy with commons. Giant spider is a lot better than being forced to draw game in game out enchantments that can only be cast on 3 creatures in my deck.
The main issue (other than TONS of bugs - the game is honestly in an early beta state right now) is the price. Its expensive as hell, and the game isnt that great. Its about as good as say Tactics Arena Online, which is much cheaper (pretty fun even for free) and its a flash based browser game.
Also, I think that the strategy parts will improve. Yeah, right now the strategy is basically to stuff your deck with fatties and removal. But I think that fast decks will work eventually. If you went red with lots of small creatures and then stuck in some fireballs as finishers you should be pretty strong I think (fireballs are super powerful since you hit your land drops every turn and there are no counter spells).
There are a number of times that strategy does matter. When you have significantly weak creatures and your opponent's creatures can take yours out in ways that deny you counter-attacks, you can way the cost and benefits of attacking into the opponent's better creature and actually getting damage in, or defending and creating a roadblock for your planeswalker.
It is unfortunate that once you start winning, the best strategy for the enemy is to run, but I haven't played on a map so small that this was more than a minor annoyance. I've always caught the enemy in a few turns.
Of course, unless they change the cost of the cards, there's no way I'm playing this for more than a week, so I guess we'll just wait and see if enough people are smart/mad enough to leave the expensive product be and how SOE responds if they do.
You can change your attack and move style in the game options. There's 3 different styles to pick from, one being like in the tutorial. With the default move an attack style you can pick the square you attack from by holding shift.
1) Somewhere in the options you can set the controls to either "Simple" or "Advanced". They default to simple. If you set them to advanced, then it works like it did in the tutorial.
2) Hold down the shift key even in simple mode. You can then select the square from which you attack the enemy.
And yes, its stupid for them to show you how to do this in the tutorial, and then change the settings without telling you so that you can't do it like in the tutorial without changing the settings back.
A lot of people are upset about the cost structure. I am not. I would gladly participate using the cost structure they have set up if the game were fun. Unfortunately, the game is not fun.
IMO, the interface and graphics are just awful. If they were perfect, this game would be tolerable. I think they could have made the game a lot better by going with a simpler graphics setup, i.e. no 3D, and just focusing in on a really crisp gaming experience with interesting interactions between the "cards."
I would first like to say, I forgive you and will not hold this game against you. Your Card game is the best and I have probably spent a few thousand on your game over the past...10+ years.
That being said all of your attempts to create rpg computer game have been disappointments. I have not tried them all but of those Tactics is my least favorite. I have been to the help website at least 2 dozen times because of different errors in the game. I suppose this is not your fault. But DONT hire them again.
I look forward to a Deadspace-esque single player with a huge Free world (or rather multiverse) type of campaign where you can battle enemies in real time (and slow things down to cast spells summon etc...).
Maybe Ill log back on after bugs are fixed in a few weeks. Until then, GO FOR THE THROAT!!
Asura of cards
By the way, my point about randomness wasn't that it should be excluded entirely. I just think it should be limited to one or two areas (card drawing and mana, or critical hits and card drawing, or mana and talent tree abilities) or SOMEthing, rather than permeating every element of the game with dice rolling.
And thanks for the info Wru and Kraz, its refreshing to have a problem resolved quickly and easily :p.
Dear Asura of cards,
We in the department you wish to make your complaint do not read other forums.:p
It just seems like PC game companies fail to understand what makes Magic a game people enjoy to play, or fail hard when it comes to translating that to a different form.
MTGO comes close but it's problems come mostly from the stability standpoint. (different subject anyhow).
Anyhow, I don't see this game going anywhere even if they do iron out it's bugs. there's just not enough there to really make me want to play it. If anything it just makes me want to play the card game.
And if you aren't fast enough you get a Gobling Rush.
What if this were a Street Fighter II clone and Urza and Yawgmoth beat the @#$% out of each other in 16-bit pixely goodness? I don't understand the relevance of your post, MTGT's not going to change its genre, and will forever remain a terrible, terrible mess of a game.
In other news, now that this game isn't a rumor perhaps this thread should be moved to Magic Software?
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies