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One of the cool shit @StorybookBrawl did that I find myself disliking in TFT (and previous autobattlers) is the fact that, well, spending gold is good actually. The interest/hoarding system is so fucking inelegant mechanically it's not even funny.

One of the cool shit @StorybookBrawl did that I find myself disliking in TFT (and previous autobattlers) is the fact that, well, spending gold is good actually. The interest/hoarding system is so fucking inelegant mechanically it's not even funny.

  • NoxiousLive

    Posted 3 years, 8 months ago (Source)
    One of the cool shit @StorybookBrawl did that I find myself disliking in TFT (and previous autobattlers) is the fact that, well, spending gold is good actually. The interest/hoarding system is so fucking inelegant mechanically it's not even funny.
    • Frodan

      Posted 3 years, 8 months ago (Source)
      @NoxiousLive @StorybookBrawl I’m not sure I follow. Gold is a resource no different than health. TFT eco management is quite simple and yet has amazing depth to the game. Within the gold system, there’s many situations that challenge the player into making tough choices. Hoarding is oftentimes incorrect.
      • ThatsAdmirable

        Posted 3 years, 8 months ago (Source)
        @Frodan @NoxiousLive @StorybookBrawl I am going to heavily lean to Dan’s side in this one, and I think it’s excellently said in this instance. When I stopped formulaically using my gold, I found a tremendous positive difference in my finishes.
        • Chadd Nervigg

          Posted 3 years, 8 months ago (Source)
          @ThatsAdmirable @Frodan @NoxiousLive @StorybookBrawl I think you're all right, to some degree. Interest is a gameplay mechanic that rewards you for doing something unintuitive. That can certainly feel inelegant to many people. Whereas rewarding you for doing something intuitive *well* tends to feel more expected.
          • Chadd Nervigg

            Posted 3 years, 8 months ago (Source)
            @ThatsAdmirable @Frodan @NoxiousLive @StorybookBrawl To a hardcore player, that sort of mechanic is extremely interesting. "How can I do the wrong thing, but not too wrong?" Last hitting is another perfect example of this sort of mechanic.
            • Chadd Nervigg

              Posted 3 years, 8 months ago (Source)
              @ThatsAdmirable @Frodan @NoxiousLive @StorybookBrawl To a new player, they tend to be a speedbump in learning the game, and has enough complexity to deal with. "Wait, playing well is actually wrong? Wtf?"
              • Chadd Nervigg

                Posted 3 years, 8 months ago (Source)
                @ThatsAdmirable @Frodan @NoxiousLive @StorybookBrawl The main argument against these sort of mechanics, from a design perspective isn't that they're necessarily bad; just that there probably is some other mechanic you could find that adds as much clever gameplay without the unintuitiveness.



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