time_drainer;n10946456 said:Well, in a game where you're guaranteed to get to play to the last card this is exactly the direction you want to go in my opinion. More cards doesn't just give you more options like in games where you can get killed and stuck with cards in your hand. It also directly contributes to your end goal, i.e. points that wins you the game. Any effect that comes from a CA card is basically free, cause you get a new card, that you're get to play in addition. Which is on top of the other benefits like better access to your key cards, being able to delay playing your finishers, etc. I mean even if the "effect" of the CA card is giving your opponent 13 points it's still OP. I couldn't imagine how broken the game was if it wasn't even the best CA option. Would people even bother to play other cards than ones that gives you CA?
Ah, but that's enough, I don't want to get sucked into another conversation about the "good old days".
To summarize I think the only thing they did wrong is not seeing this to the end and remove the CA spies as well along with coming up with a fix for the coin flip CA issue.
(CA options along the line of Ciri and Ocvist (so hard work, high risk and counterable) might be okay, though I wouldn't shed too much tears if they got removed as well.)
Fair enough. I also have a feeling it wouldn't be much point in discussing it further.Laveley;n10946975 said:Thing is, i'm already tired of arguing this and is obvious that this game wont go on the opposite direction, so i'm not going to waste my time arguing it anymore.
MoeC;n8992110 said:I do agree about who ever starts first get's an advantage but I don't think your idea is a solution :/
CallMeHoot;n10947617 said:You've got it the wrong way around, mate. Whoever goes second has the advantage.
Are there really still people who don't understand why the coin flip favours the player who goes second?
Restlessdingo32;n10949621 said:I mean, the "problems" with coin flip typically have very little to do with the coin flip itself. They're a result of leveraging the small advantage of going second into a much larger advantage via some other mechanism. Spies + coin flip is the prime example. It's not a problem with spies. It's not a problem with coin flip either. It's a problem due to the ability to overcome the points of a spy + opponent card in a single card play and, to a lesser extent, cases where one player cannot find their spy. Going second by itself, in a vacuum, isn't that big of an advantage.
The above is probably why fixing it is so elusive. You don't fix it easily by addressing the coin flip itself. You fix it by addressing those other mechanics which afford the ability to... amplify that advantage.
CallMeHoot;n10949807 said:This says nothing of the ability of the player going second to be able to simply drypass in most cases, going into round 2 with a guaranteed 1 card advantage that he could then leverage into maintaining into Round 3.
CallMeHoot;n10949807 said:You're right about some things, but wrong about going second having no innate advantage. In a game which is pretty much built around having card advantage, going second is a massive innate advantage.
By going second you have complete control of the tempo of the round (and possibly the match). The onus is on the player who went first to either stay ahead on points or keep the gap recoverable by playing a single card, otherwise he loses card advantage and although wins the round, goes into Round 2 a card down. If he can't manage that gap he will either be forced to cede the round with no card advantage/disadvantage or go 2 cards down to secure the round.
This says nothing of the ability of the player going second to be able to simply drypass in most cases, going into round 2 with a guaranteed 1 card advantage that he could then leverage into maintaining into Round 3.
Make no mistake, going second is an innate advantage all by itself.
Good example, cause only needs to be tweaked a little bit to make the importance of second player advantage apparent.Restlessdingo32;n10950014 said:If both player decks consisted of 25 five point cards with no additional abilities who wins the game ?
time_drainer;n10950170 said:Good example, cause only needs to be tweaked a little bit to make the importance of second player advantage apparent.
Just add a couple 6pt card to the mix. Now if 1st player plays one of his "big units", 2nd player can just pass and lose -1 card (acceptable) and keep better resources for later rounds. If on the other 2nd plays a 6pt unit, 1st player now has to respond with with one of his own otherwise lose round on even, which probably also costs him the match. The only way out for 1st player is to pass on even, e.g. dry-pass (Arena anyone? ). Now it's gonna be a draw assuming a balanced drawing, because last say has no meaning in this scenario.
So also add a special card that deals 6pt damage. Assume each player starts the game with a 6pt unit and the damage card and all the rest is 5pt units.Now it's auto-win for 2nd player.Update: strike that, I just came up with a game plan for 1st to hold on to that draw if he can guess right what the other is holding. But the fact remains, the only two outcome is 2nd player winning or a draw.
Now Gwent is of course way more complicated than that, but these simple examples show just how powerful going 2nd is.