Ideas for weather
Hi everyone,
i'm just going through the forums now and then and i see a lot of feedback about balancing and less about how cards and mechanics feel and interact on other levels. So i just thougth i talk about some aspects of weather that crossed my mind using a concept i came up with as the basis.
Note that my reasoning puts gameplay and accessibility over balancing. Meaning those to areas have to be good and make sense and after that balancing is applied to them. If you value balancing as the most important aspect of the game and everything else is applied afterwards that is totally fine. It just means that the following is likely gonna be rather useless to you and probably seems just stupid. In that case: please don't kill me.
Ah also i just realized my browser want's to turn every word into something german. So please excuse some of the spelling mistakes (capital letters most of all). It's hard to find them after the fact.
Concept
So i'm gonna tell you my concept and than go through some aspects of weather that for me seem to be important:
Just a little bit of balancing
I assume that you are now probably going crazy about this completely breaking Balance (it is!). So i'm just gonna address a view balancing concerns here at the beginning to get that out of the way and talk about gameplay, Quality of life and accessebility later.
Aspects that buff weather are red, aspects that nerf weather are green.
Now i do realize that not just bacause of balancing but for a Million other reasons this concept is not realistic and that it creates Problems of its own. I just wanted to get some of my thoughts out there concerning what weather is for me and used this concept as an example. Every conclusion i make is based on my understanding that gwent wants wo address a wide audience (hint for example the pg poor infantry). If the game is supposed to only address Card game enthusiasts and the like nothing i brought up applies (perhaps not even the QoL stuff). They are also based on my understanding that weather is intended to be a core mechanic of gwent. If it is supposed to be just an exotic machanic than also nothing i said really applies. So perhaps some small pieces in here prove to be useful to someone or perhaps i wrote this just for myself. I', fine with it either way.
So anyway if anyone actually reads this: have a great day!
Hi everyone,
i'm just going through the forums now and then and i see a lot of feedback about balancing and less about how cards and mechanics feel and interact on other levels. So i just thougth i talk about some aspects of weather that crossed my mind using a concept i came up with as the basis.
Note that my reasoning puts gameplay and accessibility over balancing. Meaning those to areas have to be good and make sense and after that balancing is applied to them. If you value balancing as the most important aspect of the game and everything else is applied afterwards that is totally fine. It just means that the following is likely gonna be rather useless to you and probably seems just stupid. In that case: please don't kill me.
Ah also i just realized my browser want's to turn every word into something german. So please excuse some of the spelling mistakes (capital letters most of all). It's hard to find them after the fact.
Concept
So i'm gonna tell you my concept and than go through some aspects of weather that for me seem to be important:
- a non-weather-immune non-gold unit affected by weather has it's current strength displayed in blue
- blue strength does not contribute to the total strength of the row at all (it's value is 0 instead of 1 as it is the case now)
- a unit's strength stays blue until weather is removed, immunity is toggled, unit is promoted or some new kind of effect is applied (that does not exist at the moment)
- the strength of that unit is blue even if its current strength is above or below its current base strength
- when the weather is removed (or immunity toggled etc.) the blue strength of the Card Comes into effect again (and is colored depending on its value compared to its current base strength)
- if you zoom/Detail view a Card that Cards current base strength is displayed in White (i just think the Detail view should alway's give you current base strength, thats why i put that here)
Just a little bit of balancing
I assume that you are now probably going crazy about this completely breaking Balance (it is!). So i'm just gonna address a view balancing concerns here at the beginning to get that out of the way and talk about gameplay, Quality of life and accessebility later.
Aspects that buff weather are red, aspects that nerf weather are green.
- weather is now exactly 1 Point of strength per unit more effective than before
- weather now negates buffs that are applied after the weather was played (they add to the Cards blue strength as well)
- weather cannot be "cleared" by damage removing effects as d-bomb or the skellige armorsmith
- weather does not Setup boardclears (like frost into Harald or rain into geralt aard)
- weather is not considered wounding (Axeman or Harald don't profitas much)
- now obviously these changes require rebalancing of existing conten and/or even addition of new content (that makes them also an opportunity by the way)
- both CDPR and the gwent community are really good at balancing though
- to be honest: if the Goal for weather was to be as omnipresent as it was say a couple of months ago the whole concept would be impossible
- but with the direction the game is going anyways (changes to areomancy, double weather, remembering the buffs/damages before weather) it seems possible
- i consider weather to be one of gwents core mechanics that set it apart from other card games
- it has its own animation that permanently affects entire rows and there is a different weather with a different name for each row
- despite that weather is right now technically a subtype of wounding/damaging
it follows all the rules for damage and sets its own set of rules ontop of those- damage done by weather cannot stack (if you lacerate a row as Long as Units remain on it the next lacerate will still have an effect, not the case for weather)
- damage done by weather can be "healed" by removing the weather (ontop of buffing out of it as it works for both damage and weather)
- etc.
- if weather is considered a core mechanic of the game it should not blur that stongly with other core mechanics (that is not to say that they should not interact!)
- weather beeing its own thing not only strengthens the weather identity but the identity of damage as well
as a side note: weather was also considered as wounding in the witcher 3 form of gwent
but there it was the only form of wounding so that does not really get us anywhere
- if we Keep assuming that weather is a core mechanic of gwent it also means that this mechanic has to be tought to new Players and should be easy to understand
- now i realize that my concept above took quite some explaining (not exactly accessible) but that is because i was explaing it in relation to the complicated weather that exists now; it get's a lot easier if explained from scretch
- what you have to explain for current weather
- weather is a permament effect on a row that reduces all non-immune non-Gold Units strength to 1
- if a new unit appears on the row that buffs itself its strength is reduced to 1 including the buff
- if a new unit appears on the row that buffs another unit on the row its strength is reduced to 1 while the buff persits
- all damage done by weather can be removed and the lost strength restored (even if it came from buffs)
- you therefore have to keep track of everything that happens to every minion (more on that under Quality of life)
those rules make perfect sense once you think about it for a while
i just think that core mechanics should not require you to do that
- what you have to explain for blue weather
- weather is a permanent effect that takes the strength of all non-Gold non-immune units on a row out of play until removed
- packed in a tutorial of say the same length as the above that Information is far easier processed because you can focus on general implications instead of specific interactions
- as of now you have to memorize the strength of every single unit on both sides of the board at every given Moment of the game all the time
- that is because your opponent might at any point play a weather effect and there is no way for you to look up what the current actual strength of the units ist
- this becomes especially difficult once you apply buffs and weathers multiple times to a row/unit
- now by constantly displaying this virtual strength as blue strength the game obviously loses some of its complexity
- i think complexity does not belong to the Basic application of core game mechanics, they should be realy fast to absorb
- i think complexity belongs to advanced mechanics and interactions and individual effects etc.
- i think it feels better to have your 30 strength witcher be blue rather than him bein a red dwarf
the "set to 1" feels more like "oh, all for nothing" whereas the blue strength is more like "i got to do somthing about that" - showing the "virtual"/actual strength of a unit is also more in line with the vibe of the recent changes to weather (meaning that there is an actual strength)
Now i do realize that not just bacause of balancing but for a Million other reasons this concept is not realistic and that it creates Problems of its own. I just wanted to get some of my thoughts out there concerning what weather is for me and used this concept as an example. Every conclusion i make is based on my understanding that gwent wants wo address a wide audience (hint for example the pg poor infantry). If the game is supposed to only address Card game enthusiasts and the like nothing i brought up applies (perhaps not even the QoL stuff). They are also based on my understanding that weather is intended to be a core mechanic of gwent. If it is supposed to be just an exotic machanic than also nothing i said really applies. So perhaps some small pieces in here prove to be useful to someone or perhaps i wrote this just for myself. I', fine with it either way.
So anyway if anyone actually reads this: have a great day!