When I was talking with the design team they simply said that they don't mind RNG if it's not to dominant in the game, we only have a couple cards which are RNG heavy which is fine. After Mindwinter RNG was crazier and we've toned down from that point on.I would like to ask game designer, if he can explain decisions behind RNG mechanics (on cards) in the game. We have seen major turn towards RNG at mid-winter update and homecoming didnt reverse this trend. So my questions are mainly:
I know you guys are busy, but I would really appreciate a bit more in-depth analysis from responsible person (if you can catch up with someone in the office, it would be great). I asked similar question before, but it was on stream where there is no time for deeper answers (I get answer that "RNG is not that bad"). So I would like to take this opportunity to know more about your reasoning (now and in the future).
- What is the reason behind introducing (unnecessary) RNG (cards) into the game (like reveal, Shupe, create - mainly if its from wide pool, Gascon…)?
- If the reasons are mainly viewer "fun" and casual audience or arena, isnt it too big of a sacrifice for the whole game?
- What is your guideline when considering if RNG effect is still "healthy" RNG or if its too much?
- What is your approach on this topic for the future? Is there a chance to revert to before mid-winter level of RNG?
I feel like you are trying to compete with other games with RNG to gather more people into the game instead of going your own route. But I think in the long term it would be better to play into your own strength as a skill game. Also other games have card texts that essentially "break" the rules to make those "fun" effects, something that is not so easily possible in Gwent.
Thank you very much