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报告翻译问题


The other refused to read anything, and kept deploying random champions, random relics, and random spells. He also kept passing the turn (against AI) without moving champions or attacking, like he was playing a mobile game with a ten-second timer. I kind of feel like that's what people expect from games these days: a short timer, and mindless action.
I took another look at the tutorial, but it bugged out on me and is currently unplayable. It seemed alright from what I saw, in its current incarnation, but doesn't show nearly enough of the complexity of the game. Not saying it should smother you, just that if the game is complex, the tutorial should warn you. Though I'm sure guided, video tutorials have been suggested time and time again...
Half the time I read threads, I see all sorts of weird, awesome combos I wouldn't even think of, and other people trying to figure out what does and does not constitute an "attack" for the purposes of Bloodthirsty Blade, and so forth. Game's not perfect [yet], but it's far from broken, IMO.
Honestly, i'm surprised the dev's are even still keeping the game going, but i suppose there might be a collectively large enough number of veteran enthusiasts left to milk for cash by releasing new expansion.
In the end though, i have to agree with the OP. The game has grown complex beyond the point of healthiness, especially as many rune abilities, ability interactions and buff priorities and stacking, is not easily evident. In a game with high complexity and low playerbase, trial and error is not a good way to force people to learn their runes. In a setting like this, accurate theorycrafting is necessary. That, currently, is not possible.
A shame, but i can't see this game having a future. If it continues much longer at all, it will likely be because of the aforementioned veteran playerbase.
But, getting back to the original point, the game balance is an ongoing endeavor. We also have future plans on increasing accessibility.
Have you played the board game 'Go'? Less complex but deeper than chess!
https://en.wikipedia.org/wiki/Go_(game)
I have studied 'information display', of which 'marketing is a subset study, which understanding it's integral relationship to psychology leads me to theorize;
that given the large number of concepts and their multifarious interactions with one another -the 'complexity' of PoxNora makes it wholly inaccessible to MOST people.
My assessment is that the presentation of information has been 'The #1 Greatest Inhibitor' to PoxNora's relative success since it's inception.. -other than the already niche game-genre.
Getting more philosophical here.. or simply observing nature, we can know that 'Form' FOLLOWS 'Function' and as the complexity and expansiveness of 'function' increases, due to their fundamental reciprocal relationship, so must the 'form' follow suit and increase it's capacity to express those functions. .
As a city grows in the number of people living there so must the number of roads.
This can LARGELY be mitigated by presenting(revealing ;D) the information in an aesthetically intuitive and modular scheme. With a redesign of the Client, UI and website interactions I can make the game much easier to; start for beginners, learn and expand for newer players, AND to play for veterans.
Here's hoping that PoxNora can somehow or other allocate sufficient funds to present itself in way that makes it a easy pleasure for players to play the great game that it is. Because in it's current iteration it most certainly is not an 'easy pleasure'. I play PoxNora in-spite of all it's inefficiencies and limitations.
Fellow strategists and Battlegroup masters, see you in-game?
~atless
Because the reality is that Poxnora will never move away from the tcg business model. That means its content driven. Consume the current content, then wait for the next expansion. Dont expect to 'live' in poxnora land like an mmo. And dont expect the game to ever be balanced and bug free. Once you've lowered your expectations down to the comic book level you MIGHT find it enjoyable. The only people who come away from the game bitter are us old addicts who had high hopes for the games potential as the best turn based strategy game around. It cant be that and be content driven at the same time.
imo
You know what would make this game more enjoyable? Removal of the timer. Just remove the timer like in Frozen Synapse or their newer game (Frozen Cortex), or Hero Academy. It will remove the difficulty completely out of the game, while retaining all the fun aspects, lateral thinking possibilities and making complex but good runes more viable. I might even run Black Ops to determine what kind of a hidden spell my opponent has played, it just takes too long to check.