Skipping over the chess part I don't think that compares very well.
Restlessdingo32;n10922441 said:
Card tiers are a decent example to illustrate my point. It used to be setup where bronze/silver/gold cards had a relatively consistent value range. Obviously, there were exceptions where certain cards could exceed these values or do very poorly depending on the situation (think Lacerate, big removals like Scorch, etc.). The point still stands. Bronzes/silvers/golds had relatively consistent value for every card within the card tier. This meant these card tiers had meaning. Over time the game seemed to shift away from this. Some golds generate ridiculous value while others do not. Some bronzes consistently outperform silvers. Some cards generate limited value in every conceivable situation and end up thrust into "bad card" status...
While I think this kind of an exaggeration, I agree that cards in each tier should provide about the same value. But I much rather see that as a problem with balance than structure. Yes, there are cards out there that too consistently give you value over their tier, and others that perform below. Still other than these outliers Golds > Silvers > Bronzes holds true in general. The problem is that of course everybody plays the ones that are OP, that's why it's so prevalent.
On the other hand I think situational cards (cards generating above or below their "default" tier value based on situation) are okay, especially if both you and opponent have influence on the situation. Cases where lower tier cards outperforming higher tier cards can and should happen, otherwise it's just who draws better tier cards. That's why I think that card tier values should be hold close to each other, e.g. if bronzes generally give 10-15 points, Silvers giving 13-18 sounds about right to me. Problem comes when it's too easy to outperform higher tier cards. Also where the card lands on the range should come from how good you played it, and not better cards vs worse cards in the same tier.
Also when I talk about value I don't necessarily mean direct point value (while my example considered only that for the sake of simplicity) . I'm completely fine with bronzes outperforming even Golds on direct point value when it's their purpose. E.g. Dol Blathanna Sentries almost always outperform Isengrim:Outlaw in direct point value. Still latter card provides more value indirectly during the game as it keeps deck going and provides access to key cards, while former is just a finisher with insane amount of setup requirement. Now that is an extreme example, but it illustrates that it's not that easy to compare two cards based true value.
But sure I also agree that there are some obviously problematic cards in this regard.
Restlessdingo32;n10922441 said:
Yes, I can understand some of the reasoning behind such a change. What happens if player A draws four golds over the course of a game and player B gets rng slapped in the face and draws zero? The thing is, this still happens in a number of ways. Don't high roll the right card in situation A and you're screwed. Don't "create" the right option in a situation and GG, do not pass go and collect 200 dollars. Don't pull that perfect counter to an opponent setup and game over. Even disparities in who drew the most golds still happens.
This problem could have been corrected in other ways anyway. To toss out one example, designing your deck such that you could reliably pull most or all of it over the course of three rounds. Give each faction a healthy supply of cards they can fit into multiple archetypes for this purpose and problem solved. Or, baiting an opponent into burning some of his golds in a round to tip the scales when you intend on dropping out of that round anyway. In any case, bad card draw RNG hasn't magically disappeared.
Your first suggestion has been discussed a couple times, and it's countered with the argument (which I also support), that it would just remove all variance from the gameplay, so matches would be decided before even started. Not fun. Baiting out Golds or other important cards is possible even in current play, but has its limits.
But I also don't want to completely eliminate card drawing randomness. Even in my "ideal world" drawing more Golds would give advantage, in extreme cases can even decide the match. But generally I want to be able to overcome the card draw disadvantage, so setting card tier values too far apart is not beneficial in my opinion.
Restlessdingo32;n10922441 said:
I agree completely. Here is the problem. It's presumably very difficult to get anywhere close to right when a ton of new cards hit the books every patch. Likewise, it has to be unimaginably difficult to get it right when you make major changes and let them sit for 6+ months. What ends up happening, and what has happened, is broken mechanic/concept/card interaction/card A B and C rise to the top shortly after a patch hits, dominate and don't get corrected for an extended period of time. Put differently, when a new "meta" hits people take time to figure things out, they get figured out and the tier 1 decks make an appearance. Everyone copies those tier 1 decks, or uses some iteration of them, and game play becomes stale because it's the same four decks every single game for 4-5 months.
Yes, I agree on that, but I also accept the reasons of why CDPR want to take their time with this rework, and why they don't want to spend significant effort on balancing current game when it will be changed anyway. But I also hope after they have launched Homecoming, they will start and keep releasing balance patches every 1-2 months for at least half year (possibly longer), otherwise there's no hope for balance.
Restlessdingo32;n10922441 said:
I'll just say it like this.... Removing a row isn't a magical solution to the problems with Gwent. If anything it's a move in the wrong direction. It reeks of further simplification, which is the direction it's been continuously headed in for a while. Removing a row isn't returning the game to it's roots. It's pushing it closer to the edge of the cliff.
I think nobody really expects it to solve any current problem with the game, but it enables new opportunities like mobile app or better art (which we may or may not think are necessary).
Also while I can't evaluate closed beta state of rows, but in current game I don't consider 3 rows essential (while I would also prefer to keep them).