Franka wrote: ↑Mon Nov 19, 2018 5:26 pm
I'm not much of a fan of removing luck/draw. That simply makes it a puzzle game.
Yes I think you are right. In that case perhaps the right balance could be obtained by doing only the initial draw rather than drawing some cards every turn. In that case there is still the luck/randomness factor but at the same time by having at his disposal all the drawn cards for the whole game the player can plan his strategy for the battle with more confidence.
Phase 1: Selection of the DECK (up to player) -------> Phase 2 Cards for the battle are drawn (up to luck) -------> Phase 3 Battle (up to opponents)
Of course for phase 3 there' still the matter of not knowing what cards did the opponent draw, therefore there is still a random factor even there, and no 100% winning strategy and perhaps there isn't any chance you can win if you made a real bad initial draw. Nevertheless, it's more comfortable to play knowing that the tide of the battle has more chances to be turned at every turn by a good/bad strategy rather than by a lucky/unlucky draw that you get halfway.
Franka wrote: ↑Mon Nov 19, 2018 5:26 pm
Card balance would also be next to impossible, all cards within a certain rank/cost/whatever would have to be equal, or you'd just have cards that would never get played. (Of course bad cards also exist in PSCD, but you'd often have to put some in the deck and make them work for you if you drew them.) The random factor means you don't have to design quite as tightly for balance, because replaying a game will change everything. I think that's really helpful, as you don't have to worry quite so much about getting everything exactly right.
Yes and no, because in PSDC you can still enter the battle with less cards than the deck's limit, therefore you can already exclude all the cards that could make things difficult for you, and consequently increase the chances that you'll always draw a useful card or a right combination of cards. In my playthrough I rarely started a battle with more than 15-20 cards in my deck, even for battles where up to 30 cards were allowed, with the exception of some Matricks' encounter in the end game, where rather than a strategy you just needed a lot of firepower.
Franka wrote: ↑Mon Nov 19, 2018 5:26 pmWhile the puzzles in the Gwent Thronebreaker game are neat, there's no replay value, and it requires much more focused design when it comes to difficulty.
I haven't played Thronebreaker yet, therefore I can't say anything about it, but regarding Gwent in The Witcher 3 what really broke the balance for me were spies, which are not only the most OP cards but have also the perk to be available for 2 decks only (Northern Realm and Nilfgaard). Once that I had those decks set with spies + decoy + high damage cards I became almost invincible. Never touched a single time the other 3 decks, and I used to destroy every opponent that was using them. I think that it would be enough that they limited the use of some special cards to keep the balance, but in the end it was just a minigame therefore I couldn't expect it to be perfect.