- I won't really consider 100 points a day a particularly tall grind order. And if you have an occupation/play other games, you likely won't get very far with a revamped monthly reward ladder structure either.
That's a fair argument. What I personally don't like about the current ladder is a certain lack of accomplishment after each milestone.
Let's take Hearthstone as an example: Only 0,01% players reach Legend (or was it 0,1%? IDK). Of course that usually requires more time to grind than your 2K points in Hearthstone. With that being said, every step on the way to Legends feels rewarding and thanks to fall back points on rank 20,15,10 and 5 you have goals that you can aim for no matter if you are playing casually or hardcore.
In Pokemon I currently lack this feeling, because the only thing that determines my progress is the amount of time I invest. Sure, if you keep your win streak going you'll reach the end in a shorter amount of time, but likewise simply grinding (and conceding once you fall slightly behind) will get you there as well.
- Why does it matter if the reward is lacklustre? The dev's intention is to just give diligent players something shiny to show off or sit in their collection gathering dust. Lots of games do stuff like that. Of course, having something like a RR Lele at the end would certainly make lots of players sit up and stare but pretty sure the devs aren't gonna do that. Also players that focus on 100 points per day wouldn't have the problem with 'long periods without rewards'. The most recent vs reward system is to discourage grinding past the point where the rewards get significantly reduced, but still gives okay-ish amounts for semi-diligent players. That's fine imo.
I'd argue against that. Once you reach around 1K points it becomes a bit tedious to move forward ( at least in my opinion). It's not about the lack of rewards, but rather about the lack of an actual progression that keeps me motivated. While I can in the end only speak for myself, I can't help but feel that other players have the same issue, at least based on the comments we see here on the forums (i.e. how often did we see players complain about the “bad” FA cards in the end).
Heck, I'd always say that you should be grateful for free stuff f that the game hands out and PTCGO is one of the most generous games on that regard, but rewards without a challenge become meaningless after a while.
- So you want a system that discourages risky grinds, and don't want 'long periods of time without getting rewards'? So basically, everyone have at least playable decks, then they play to the point where the higherups keep pushing them down so their ELO becomes stagnant and they can't get anymore rewards anyways. And with no more rewards they will find it hard to improve their decks and advance further to get more rewards. Doesn't really solve anything imo.
Out of curiosity: have you actively played any other TCG/CGG? I can't think of any major title that has had any issue with their ladder system. Again, it just feels weird to argue that a system that works in every other game would somehow not work in Pokemon TCGO.
Also, going back to point A: Based on your previous rank you'll get placed higher on the start of the new season, so it's to so time consuming to get back to where you were last season (plus you have more tiem to spare to try and reach a higher rank. That's motivating in book).
- And that's how they chose to play the game.and it's not that the game is bad. I'm currently playing Identity V with a similar 'vs ladder structure', and has a weekly cap for points used to advance in the 'ladder'. So what happens if I reach the cap? I just take it easy. I still play but not as extensively. Same with this game (though I don't play PTCGO anymore). The daily reward ladder is incentive enough for me to keep on playing and that's how I sometimes get 3000+ VS points in the past! I know not everyone is like me but everyone plays the game differently anyway.
To each his own I guess
. I personally like to have a good back and forth with a skilled player, rather than grind 10 games in a row that end after 3 turns.
In the end fun is subjective and even an entitled *** like myself is not so arrogant to believe for one second that my way is the only way to enjoy a game.
A skill-based reward system won't be a bad addition but I don't think it should come at the expense of the current system. Otherwise we'll just lose some groups of people (grinders and casuals specifically) while adding none back to replace them. Keep both in and we're cool.
I played F2P as well and then made a ton of packs when they rolled out the first tournaments.
You'll always have a progression curve for new players and I'm sure they could find a good way to integrate rewards that help new players while simultaneously implement a ladder system that is motivating throughout the entire season.
Also, I would like to highlight that one of the most successful grind decks atm (which darkintegralgaming did on his channel) is also a very expensive Morgan Rayquaza deck, which believe it or not ACTUALLY saw tournament play at some point. Take what you will.
To be honest I'm not sure what's your point there. Of course the top meta decks are also good at grinding the ladder (even though I don't think it's still tier 1 in Expanded, but I haven't played for some time now so not sure how TU has affected the expanded meta game).
If was pointing more towards a general attitude when it comes to the approach of the ladder that a lot of players have.
Last but not least: mad props for typing all of that on your phone
The shadows of the abyss are like the petals of a monstrous flower that shall blossom within the skull and expand the mind beyond what any man can bear, but whether it decays under the earth or above on green fields, or out to sea or in the very air, all shall come to revelation, and to revel, in the knowledge of the strangling fruit - and the hand of the sinner shall rejoice, for there is no sin in shadow or in light that the seeds of the dead cannot forgive...