Better 1- and 2-player Balance
Improve room options and card behavior for 1- and 2-player lobbies.
Room EX: Spending a gem to give other players a gem only makes sense if there are three players. For 2 players, give the other player two gems at the cost of one. For solo play, gain a gem.
Card EX: Warrior giving all players block isn't as valuable with one or no other players. Scale these types of effects to the number of characters alive. (scaling effects up with one or two dead players may make for a good anti-death-spiral mechanism)
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15 Mar, '24
NamePlease do not consider this. The suggestions throws 1 and 2 player runs into one topic, which makes no sense. Adding complexity to cards is absolutely not the right way to go.
Changing the room options for 2 player runs would be useful if this is easily to implement. Seems fragile because you would need a check for the number of player and that is not implemented at the moment as far as we can see. In this case, even this improvement is not worth it. -
17 Mar, '24
Nordosplease correct me if I am wrong, but I am preeeetty sure the room does give +2 gems in a 2-player lobby, while giving +1 gem in a 3-player one.
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17 Apr, '24
Moderator AdminThe game already differentiates location costs and effects between 1/2 and 3-player games.
As for the card changes, we won't be going down this path as it would be confusing and bring more harm than benefits.