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bit disappointed about gameflow


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#1 Basuh

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Posted 19 October 2012 - 12:12 AM

i really enjoy this game, its great! deckbuilding is good, credit/click mechanics etc.

what makes me disappointed:

during runs and on the opponents phase there isnt ANY form of interaction, the only factor you got is the derezed ice as a suprise. thats making the game a bit boring after a bunch of games. there is no forth and back your only doing your stuff, and end your turn without any forms of interaction. no events no action no nothing to do on opponents turn to distract etc. this is the BIG BIG bonus of AGOT, magic or legend of the five rings and i am really missing this aspects…..the game is so predictive….

 



#2 hobb3

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Posted 19 October 2012 - 01:23 AM

 I would say that it is exactly what makes this game unique.  All the other games are based pretty much on the same principle and play similar (with some twists).  The concept of acting mainly on your turn is at the roots of ANR and the whole game mechanics, especially bluffing, reading your opponent and predicting their moves would simply not work as well, if you were to allowed to play as many cards whenever you feel like it.

Considering the above, ANR is simply not for you as it does not fit your gamestyle.  It is too unique and outside the box in that regard. 



#3 radioactivemouse

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Posted 19 October 2012 - 03:30 AM

Basuh said:

i really enjoy this game, its great! deckbuilding is good, credit/click mechanics etc.

what makes me disappointed:

during runs and on the opponents phase there isnt ANY form of interaction, the only factor you got is the derezed ice as a suprise. thats making the game a bit boring after a bunch of games. there is no forth and back your only doing your stuff, and end your turn without any forms of interaction. no events no action no nothing to do on opponents turn to distract etc. this is the BIG BIG bonus of AGOT, magic or legend of the five rings and i am really missing this aspects…..the game is so predictive….

 

 

I think it's more of a head game if anything as well as the points made by hobb3. The fact that it IS NOT a symmetrical battle makes it different from the other typical card games, so right there you need to look at it with different eyes. 

 

Yes, you don't exactly have the options of freely choosing turtle vs. offense in a particular game (unless you choose before the game who you're going to play), but strategy is way more involved. You're constantly thinking 3,4, or 5 steps ahead. 

 

In addition, this game just came out. AGOT, Magic, L5R…those games have VERY deep card bases, which allow for infinite combinations of decks. Out of a basic box (considering a starter deck in CCG's), there is a very solid strategic options with Netrunner, other CCGs are more or less basic run and gun decks with a very low level of strategy. 


BUT I see your point. Once you've committed to a side, you're doing that for the rest of the game. In addition, interaction is limited, but there is something to be said about limited interaction; there are a lot of Euro games (little to no interaction) that are very well done. 

 

Again, not a typical card game and I'm surprised that with all the CCG symmetrical card games out there, it's the father of Magic that creates something completely different. 
 

So I guess it's more of a preference. If you're not too hot about ANR, then AGOT, Magic, and L5R are still alive and kicking. As for me, I can't wait to see what's next. 



#4 Basuh

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Posted 19 October 2012 - 03:44 AM

once you played a card, it only works the same way, you cannot work/combo etc. with this card. once its flipped open ALWAYS the same effects and no options. beneath the bluffing its like playing solitaire. BUT with more options to interact bluffing would benefit form that…..

you talking about a limited way of playing and ill like the timefactor aswell, BUT it limits the gameexperience also creating to sologames: your turn, opponents turn.

i want to interact in a game not only pumping out as much ice as possible. trace is more to come, a least a bit more interaction….. guess jsut wait and see for more to come…



#5 Ser Folly

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Posted 19 October 2012 - 04:11 AM

I think Corp as less to do actually. I feel like the Runner has more options. But still, while I can understand the OPs reasoning, I prefer playing Corp. Quick turn for me and then:

That exquisite tension: is he going for my bait, or for HQ with one out of three cards an agenda. After rezzing the ICE can I still trace him. Etc.

 

So I guess it's just, as often, a matter of taste and perhaps we will see some kind  of 'instant' effects in the time to come…


Descent - Star Wars LCG - Netrunner - X-Wing - Arkham Horror - Elder Sign - Battlestar Galactica - Warhammer: Diskwars - Kingsburg - Edge of the Empire - Civilization - Bloodbowl Teammanager - Rune Age - Letters from Whitechapel - Cadwallon - Lord of the Rings LCG ... looks like I love FFG stuff :huh:


#6 Toloran

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Posted 19 October 2012 - 04:18 AM

Basuh said:

once you played a card, it only works the same way, you cannot work/combo etc. with this card. once its flipped open ALWAYS the same effects and no options. beneath the bluffing its like playing solitaire. BUT with more options to interact bluffing would benefit form that…..

you talking about a limited way of playing and ill like the timefactor aswell, BUT it limits the gameexperience also creating to sologames: your turn, opponents turn.

i want to interact in a game not only pumping out as much ice as possible. trace is more to come, a least a bit more interaction….. guess jsut wait and see for more to come…

Basuh said:

once you played a card, it only works the same way, you cannot work/combo etc. with this card. once its flipped open ALWAYS the same effects and no options. beneath the bluffing its like playing solitaire. BUT with more options to interact bluffing would benefit form that…..

Actually, there ARE things you can trigger beyond just flipping ICE during a run. There just aren't very many yet. Example: There are pieces of hardware that boost the strength of the entire server by 1 and another that does a massive boost to a single piece of ice. Also, more ice will eventually have paid abilities that are relevant in the run (the only one I can think of at the moment is Data Raven and it's not very useful during a run).

Remember, this game JUST came out. MTG when it first came out was pretty limited too.

Besides, the game is meant to be played in pairs anyway: Once as a runner and once as a corp.



#7 charlieornaught

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Posted 19 October 2012 - 05:01 AM

 Well in the upcoming data packs, they're developing more support for traces, which is one of the most interactive mechanics in the game. This is definitely a step in the right direction to solve the problem that OP raises. 



#8 Malgamus

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Posted 19 October 2012 - 05:22 AM

I find myself watching my opponents moves very closely during their turn. My actions for the next turn can change depending on what they do. That keeps me busy until it's my turn.



#9 Adders Jnr

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Posted 20 October 2012 - 03:14 PM

 My 12 year old son and I have played this game every night since we got it 2 weeks ago and we just love it. It's fast paced and some games can last 30 minutes, some 10 minutes. But although it's turn based, it never feels isolating at all. We can't wait for the data packs.



#10 ODie

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Posted 20 October 2012 - 11:48 PM

While the Corp player may have less to do on the Runner's turn than you might like, note that he has a lot more information to play with and needs to be paying attention to the number of cards, amount of bits and breakers in play that the Runner has. Likewise, although there's no real "interrupt" in the Runner's turn, what with needing to carefully watch what the Corp draws, where he installs, and more importantly, where his tells are pointing out the Agenda, that's probably a good thing. If you're mechanistically looking at the cards in your hand, looking to play something next time its your turn, you're possibly missing half the game.

ODie…






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