Pox Nora

Pox Nora

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The Ironguard 2015 年 11 月 30 日 上午 9:23
The future of Pox - We need reinforcements!
So, i've been playing Pox on and off since it launched the first time (mostly on untill SOE took over and decided to delete my account and all my stuff in the big moving mess) and i've borne witness to both the horrible up-♥♥♥♥♥♥♥ of sony, and the attempts to salvage the ruined pieces afterwards as the original devs reclaimed the property.

Unfortunately, any sort of constructive criticism as to gameplay mechanics, rune balance, etc. must take a backseat to a far more pressing concern.

In order for pox to survive in the future, there is one resource we desperately require: Manpower.

We need more people. At time of writing, i have not, for litterally months, seen the number of online players at any given time i've been logged in, rise above 150 people.

The matchmaking system is completely useless, because you got about a 95% chance of being matched up with someone who's level 99, making multiplayer extremely unapproachable for players who are either returning after long absences, or joining the game fresh. Very few people will want to keep banging their head against the proverbial wall of veteran players who have much more comprehensive rune collections, and far greater experience.

Any sort of changes to the game and its mechanics will likely fall flat, simply because there's very little incentive to keep playing the game, except for the hardcore crowd who's still hanging on. Single player will only amuse you so far, and eventually the frustration with getting stomped in multiplayer will make people give up and find more accessible games.

So in short. WE NEED MORE PEOPLE. The devs need to find a way to attract more people to this game, or there is no game at all.
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正在显示第 1 - 11 条,共 11 条留言
Senshu  [开发者] 2015 年 11 月 30 日 下午 6:05 
引用自 The Ironguard
So, i've been playing Pox on and off since it launched the first time (mostly on untill SOE took over and decided to delete my account and all my stuff in the big moving mess) and i've borne witness to both the horrible up-♥♥♥♥ery of sony, and the attempts to salvage the ruined pieces afterwards as the original devs reclaimed the property.

Unfortunately, any sort of constructive criticism as to gameplay mechanics, rune balance, etc. must take a backseat to a far more pressing concern.

In order for pox to survive in the future, there is one resource we desperately require: Manpower.

We need more people. At time of writing, i have not, for litterally months, seen the number of online players at any given time i've been logged in, rise above 150 people.

The matchmaking system is completely useless, because you got about a 95% chance of being matched up with someone who's level 99, making multiplayer extremely unapproachable for players who are either returning after long absences, or joining the game fresh. Very few people will want to keep banging their head against the proverbial wall of veteran players who have much more comprehensive rune collections, and far greater experience.

Any sort of changes to the game and its mechanics will likely fall flat, simply because there's very little incentive to keep playing the game, except for the hardcore crowd who's still hanging on. Single player will only amuse you so far, and eventually the frustration with getting stomped in multiplayer will make people give up and find more accessible games.

So in short. WE NEED MORE PEOPLE. The devs need to find a way to attract more people to this game, or there is no game at all.
We are looking into and trying out several methods for getting the word out about Pox Nora, but one of the greatest forms of marketing is word of mouth by players.

There are some players on Twitter, Facebook, and Google+ who actively talk about the game, but the more people who talk about what they like or why they like Pox Nora in public venues the more attention that will draw to the game.
Storm_Chasee 2015 年 12 月 13 日 下午 7:19 
I stopped playing because there was no nation building strategc layer. The game is a good way to resolve battles and I can envision a couple of different strategic approaches.

One thing that might be helpful for new or relatively inexperienced players is a concept used in Gems of War and that is have an option of the pvp play to face a deck used by other players but have it played by the AI instead. The AI is surprisingly a decent match for low to mid experienced players. That's how the pvp in Gems of War works and it works quite well. It also allows for quicker match-making. Each deck could have a power rating based on rarity and level of the cards. You get more rewards if you defeat a deck that has a higher power rating.

Players will drift in like I did about 6 months ago. You need something to keep them interested. Being waxed by veteran players who have far better decks and more experience is not fun for most people and there just isn't the player base for decent low to mid level matches.

The other thing I didn't like about the pvp play was the time limit of the turns was too fast. I felt it was more an exercise in manipulating the controls than skill and that's inappropriate for a game that claims to be strategic.
Xiere 2016 年 1 月 2 日 上午 3:14 
To be fair, I've been Lv.99 since forever, and if you saw my collection, yooooou'd laugh at me.
m007kuzya 2016 年 2 月 5 日 下午 3:00 
引用自 Storm_Chasee
...
The other thing I didn't like about the pvp play was the time limit of the turns was too fast. I felt it was more an exercise in manipulating the controls than skill and that's inappropriate for a game that claims to be strategic.

You are absolutely 100% right! It is a big problem for new player to just read all this thousands of rune and abilities descriptions during timer... I remember my first games very well - i spend absolutely all timer to just study what a rune just played by opponent, and i have no time to thinking about strategy and tactics... If i not read - i just play in blind :( This is no fun too. So i start play vs ai several month or more, before i try again PvP...
May be add some newbie league, where timer can be 5m or more? Yes, this is increase total length of match, but this can really involve more people...

Or u can make timer such as in several another game: totall timer 20-30m that flow during all battle, not diveded by turn.
Xiere 2016 年 2 月 6 日 上午 9:46 
The problem with manupilating the timer is that it would make a game too long. If you had five minutes, some people would always use the full five minutes, and that's not fun for anyone. If you had a finite timer, you would lose to turtling, guaranteed.
Think of it like Magic: The Gathering. When you start out, you learn the basics, and then get a feel for the abilities. There are keywords, which contain a specific set of rules, and then there are more... wordy applications, but they are meant to be unambiguous. Pox Nora is much the same: once you figure out what the more common abilities are, you'll be on your way to playing like it was speed chess.
Anything that claims to be strategic is meant to have, well, strategy. Depth in configuration. The campaigns are your introduction to the mechanics, and I would highly suggest taking a peek at the rune checklist on the site if you can't quite figure one out. Whenever an expansion is released, I always check for new abilities, or thematic syngergies. The patch notes also detail anything new added to the game, once you're up to speed.
Ultimately, like any card game, it comes down to memory. If you jump into PvP the moment you're able too, you're forcing yourself to learn far too much, far too quick. Unlike playing modern or extended in M:TG, Pox Nora players have all sets available to them at all times, and this is one of the greatest strengths of the game. In the beginner campaigns, they show you a lot of core set runes. You will still see a lot of them in PvP; the revamp made everything (at least somewhat) viable.
Sorry about the wicked long post. I could go on for hours, but I feel I have exceeded the scope of the argument here.
Storm_Chasee 2016 年 2 月 6 日 下午 12:15 
I didn't jump into pvp hard and I was selective on who I played. I chose someone who was about the same level presuming a similar level of proficiency. It didn't work. After the first few turns with a trivial number of units on the board I was constantly running out of time. I couldn't make all the moves I could make. Even aginst the computer in the beginner series I was making moves after 5-7 minutes when I had 6-8 troops on the board.

If you want to compare to chess, realize that a chess match could last 2-3 hours. In tournaments I played the typical time limit was 1.5 hours for 40 moves each player. You don't need 2 minute turns unless you want speed Poxnora play. I suggest more like a 30 minutes for the first 10 moves then maybe 5 minutes per turn after for true rated play. You could have the speed game as well. That gives people the option to play a slower, more thoughtful game or a reaction game.
Ragic 2016 年 2 月 6 日 下午 3:34 
so the biggest obsticle to getting new players are the old players. sounds about right.
m007kuzya 2016 年 2 月 7 日 上午 5:33 
引用自 Xiven
The problem with manupilating the timer is that it would make a game too long.

Now we have choose between short and very short timer. Why do you think, that if we can choose between very short, short, long and very long timer - game is ruined?
Who like short timer - continue play short timer, who like long timer - start to play long timer. Profit for everybody! :)
Storm_Chasee 2016 年 2 月 7 日 上午 9:43 
引用自 m007kuzya
引用自 Xiven
The problem with manupilating the timer is that it would make a game too long.

Now we have choose between short and very short timer. Why do you think, that if we can choose between very short, short, long and very long timer - game is ruined?
Who like short timer - continue play short timer, who like long timer - start to play long timer. Profit for everybody! :)

I like this idea as well. When I was active I viewed pvp games that had already gone over an hour. People are obviously willing to go longer games.

I prefer the chess tourny approach with a given amount time for a certain number of turns and then add a certain amount of time for a given number of more turns if the game goes beyond that.
最后由 Storm_Chasee 编辑于; 2016 年 2 月 7 日 上午 9:46
Xiere 2016 年 2 月 7 日 上午 11:46 
How much time would you add, and when? Because you would still have the same issue of running out.
Storm_Chasee 2016 年 2 月 7 日 下午 4:26 
引用自 Xiven
How much time would you add, and when? Because you would still have the same issue of running out.

I think something on the order of either 30 or 45 minutes for the first 10 moves and 30 minutes additional for each 5 moves thereafter. That would keep it moving without turning it into an arcade game.
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发帖日期: 2015 年 11 月 30 日 上午 9:23
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