Since Eredan is no longer a small game, and it's collection large enough to call for a reformatting of boosters, I was thinking about something that many non-french player's missed until act 4 or 5, which was an archive of the actual story of the game (Google translate doesn't cut it).
Why not implement a story mode that plays through the events of each act in adventure mode? Every match will be a challenge, you can't choose the deck or the characters you use as a player, but the cards within the match play out as they would story wise. This would be possible in example, having a game set up as: -the player is Noz, you have Aeroant The Crystalomancer lv3 and prophet lv3. -The opposing character is normal stat (2) -It is turn 3 and Telendar has the Initiative -Telendar Selects Prophet (There are certain cards in game, that are -STOP- cards for many combos, this is the best example) -Player has a choice of 2 in 5 cards((3) and will always be in the first hand, the rest of the hand will be random, but the deck will have no other card type than damage and defense spells) -Telendar activates ,(His hand will be , , , and). Since it is his initiative, it activates first, and none of the cards you could have played can damage him. -Telendar attacks and does 6-8(stats not taken into account) damage to prophet, and since he does more damage, Dark stone heart stays attached to him. -Turn 4 It's your initiative, it's only Aeroant and Telendar, so combat starts immediately. Player can play any cards and cannot further affect Telendar. If the player doesn't play any cards, Telendar will use + . If you do play cards, he will play the random card he drew at the beginning of the turn- -Turn 5 Telendar chooses Prophet again,and plays Finish Him! + Fatality -If you didn't play any cards with aeroant, you have already lost, if you did, Telendar will play TTD+ Master assassin The player has to play Lightning Bolts on prophet's first turn, and Storm on Aeroant's first turn to complete the mission.
Limitations(The challenge) Story missions will not reward player XP Chapters after 1 will have level prerequisites. Some(most) story missions will not start at turn 1. Some(many) missions may have different requirements (other than points) to pass and play onto the next level, so even if you put the player in situations where their players are actually supposed to lose, there is still an objective that the player has to meet(Making fill-in characters and having less than 3 on a team could also work). The last story mission will have rewards (Feerik's choice) of drops assosciated with the chapter. An extra mission will be unlocked at the end of every chapter that will function as a normal mission that costs 1-5 feez to play, one of the rewards for that mission(1 in 3 odds) would be an act trophy from that act. The restrictions on the Match would be basic, Standard, and global depending on the act.(Always win 2 cards, 1 xp destiny (10), 1 common/uncommon(from a set list) or 1 Trophy card not currently in your collection from that act list) The extra mission doesn't have to be completed to unlock the next chapter ----Sidenote---- Given that the only trophies purchasable in the market are recent trophies, it's a way to give new players access to cards that are good, but far from meta. Since I've come back to eredan, I've found myself scratching my head at some of the more recent trophies that I've missed, and have no access to them. ----end-note----
Free/new players could start by playing adventure mode, but since rewards are scarce in adventure mode, and the only significant reward is through feez, they'll still have to play in the level rooms to level up, collect lv up feez, and ultimately learn to play the game.
This wouldn't upset the game fiscally because: -The reward is non salable in game -The reward has a limited number of tries to free players -The rewards take nothing away from boosters or other products sold in the store. -The only way to obtain ALL of the cards from the rewards is through purchasing feez
I think it would work because it -Welcomes new players -Immerses players -Benefits new players without making it unfair for old players
It will also make hardcore players want to grind for the trophy "The Prestige" (Still have to buy feez unless they win every time, get a drop, and grinded to level 50 for all the free feez)
New players can get (a few)old trophies for free Old players can get all of the trophies they missed(as reward for leveling/playing, and purchasing feez) Free players are encouraged to buy feez indirectly through the already working limitations on adventure mode.
Let me know what you guys think! ^^
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