While chance and luck play a role in all TCGs, there is often a
debate as to whether some games have begun to favor luck rather than skill. If
a game requires no luck it becomes deterministic and predictable, punishing new
players and being unenjoyable for the audience. Likewise if luck is too
prevalent the randomness of results would discourage more experienced players
from participating, devaluing any concept of a competitive nature in the game.
In the game of Solforge
many players fall victim to the fallacy that luck plays a more important role
in their matches, and is the primary reason behind their losses. However the
weekly standings and win rates beg to differ. Top performing players manage to
keep fairly consistent win rates, suggesting the level of skill within the game
outweighs the effects of chance. The intent of this piece is to look at the
four main places in which probability and luck actually factor into Solforge:
Order of play
Draws
Chance-based card effects
Batch order sequencing
Comparing the aspects
behind luck in Solforge and other TCGs, such as Magic and Hearthstone, one
might be able to strike an ideal balance between luck and skill that players
can attempt to control, and game designers should strive to work around.
Remember, when you win it’s due to your skill, but when your opponents win they
just got lucky.
In Magic you can either
play first or draw an additional card. In best-of-3 matches the loser of each
match gets to decide who will play first in the next round. Card advantage
plays a big role in the game, as more cards means more possible paths of play, but
also because magic's resource system required to play creatures is in cards
itself. Despite the fact that a slight card advantage is given to the player
going second, a study of 200 MTG matches found that simply
drawing extra cards may not be enough, and that players going first have a 53%
chance to win, to the second players' 47%. While these findings are
within the standard deviation of a 200 match study, it still manages to show the
clear advantage to the player going first and the importance of trying to
design around that.
Another popular TCG,
Hearthstone, goes above the card advantage by providing additional resources
through "The Coin" to the second player. Because Hearthstone's
resource system is definite and will always increase by one per turn, as
opposed to Magic's land system where a player can miss a land play, it is
necessary for a balance to even the resource tempo between the two players. The
first player will get their additional mana crystals before the second player
each turn for the first 10 turns, the coin helps counteract this by generating
tempo and putting the second player ahead of their opponent for a turn. Like in
Magic the additional card draw at the beginning of the game provides the minor
advantage of being more likely to see the early-game cards or answers that are
needed.
Because
Solforge is not reliant upon a resource system to play the cards, getting a
guaranteed two plays per turn, it is harder to balance the disparity between
the first and second players. The discard system at the end of turn destroys
any chance for card advantage being a fix. Interestingly the way in which SBE
chose to handle it seems more like a disadvantage is placed upon the first
player, where they level one less card in the first rank than their opponent.
But the first player sees their 2.1 turn before opponent. This lets them be the
first person to get leveled cards on the board, cards that need to be answered,
which controls their opponent's subsequent plays and generates tempo. Cards
like Dysian Broodqueen are far better when
they come down before the opponent's on-level cards. The question is how much
does a single extra leveled card affect this disadvantage?
The second player has a 5% greater chance of
seeing a leveled card at the beginning of rank two. However, 3% of that
advantage includes drawing more than two leveled cards in a hand, a situation
in which at least one of the leveled cards will go unplayed and may as well not
have been drawn. This shows that a player going second only has an
insignificant 1.8% chance of drawing their leveled cards in the beginning of rank
2. Often overlooked is the fact that it's not just a card being leveled, but an
additional level one card being placed on the field. While unleveled cards
don't hold much weight against level two and three powerhouses, it gives an
early tempo advantage to the second player should they get threats onto the
board. Decks like Zoo that play large creatures to the board
that need to be answered quickly are able to make more of this additional rank
one play than more controlling strategies. Truthfully, the additional play
given to the second player only hardly effects early game board advantage, and
doesn't significantly affect the chances of seeing your leveled cards at a later
point - putting the player going second at a disadvantage.
Draws:
Draw Sequencing plays a
huge role in affecting the outcome of a game. Most card evaluations are
determined due to when a card is drawn. Factors looked at when judging new
cards are often based upon if it is good when:
Drawn
early game
Drawn
late game
Drawn
when behind on board
Drawn
when ahead on board
And less importantly factored is how the card
stands up to popular removal in the format. A person wouldn't want to play
a Killion or Tomb Pillager in the first turn of a new
rank, so it limits the plays available to them. Likewise, you wouldn't want to
play an Ebonskull Knight on 1.4, or a Weirwood Patriarch to an empty board. If
a player runs three copies of a card in a 30 card deck, there is only a 2.96%
chance to miss drawing at least a single copy in the first player level - implying
any of the underdrop cycle cards should only be run as
two-ofs. Because the sequencing of draws can be majorly important to a deck, it
is up to the player to attempt to manipulate them in their favor.
As mentioned previously, card draw and card
advantage can often decide the winner in other TCGs. Almost all non-aggro decks
in Hearthstone and Magic run some form of card draw to put their resources
ahead of their opponents. That being said, not all card draw is equal. Some
classes will have more draw-effects than others. In Hearthstone rogue and druid
decks seem to have more cantrips, cards that draw another card once played,
available to them. Magic has another deck-manipulation effect that is popular
in the form of scry, where they can dispose of any unwanted cards from their
future draws, available in all colors. While Magic’s main card drawing color is
blue, other colors occasionally see draw spells despite coming at additional
cost. The point I’m trying to get at is that each class in Hearthstone, and
multiple colors in Magic have the ability to draw cards or manipulate the top
of their deck, which is not the case in Solforge.
Of the hundreds of cards in Solforge, only
nine of them cause players to draw cards. Eight of these nine are Alloyin. Five
come from the metamind creature class, which allows cards like Drix to be fueled by the additional
draws. The other three are more interesting, Lucid Echoes and Energy Surge both
allow the player to draw by sacrificing a play. If a player isn't discard
leveling them via another source, such as Oratek Battlebrand, it causes a tempo loss if
you want to play them early - with the upside that Echoes will affect your next
two turns and Surge will be free for the rest of the game. Ironmind acolyte
fits in with these other effects, only drawing cards contingent upon if you had
drawn already the turn he is played - but also generating free board position
which could have been lost while drawing cards. Card draw can be a very
powerful effect, but the only viable options currently are within the Alloyin faction
whose entire identity lends itself to being a support faction rather than a
main one.
Magic's secondary color that has the capability to draw cards is
black. In addition to the mana resources, black card draw often costs a player
a portion of their life. It is this mechanic that can lend draw effects to
other colors within the realm of Solforge. Drawing might not traditionally fit
within the flavor of the other three factions but it can be generated through
Nekrium sacrifice, as shown by the only non-Alloyin draw effects being in that
faction. The only problem with this is that Sorrow Harvester is often
unplayable. It is forced to sacrifice proactive and defensive plays because the
card draws occur after combat, and is less controllable. Draw effects need to
be present in factions other than Alloyin, but flavor-wise there needs to be
additional costs for those extra cards.
Unfortunately in the
current state of Solforge the lack of card draw effects and the discard
mechanic create an environment that is unforgiving for removal spells. As
former competitive magic player David Price said, "While there are wrong
answers, there are no wrong threats".
This beatdown mentality is doubly true in Solforge, where even if you draw your
answers before your opponent plays their threat, you will be forced to discard
it. This end-of-turn discard, and lack of cards that allow you to hold onto
them make it difficult to design removal. Most decks will run a majority of
creatures, with only a handful of removal spells, that are soft-gated so they
don't need to be seen early, like Dendrify. Unfortunately this means there are
very few decks reliant upon control, meaning the meta game is stuck in constant
beat-down mode and rarely sees play going anywhere near rank four.
One of Solforge's more unique mechanics is
Consistent - the ability to guarantee that a card will be drawn in a given
player level, normally granted the ability after it has been leveled once. This
ability is clearly strong when applied to creatures with decent stats or
abilities, resulting in Bramblewood Tracker and Ashurian Flamesculptor both being hit with the nerf bat after their time
dominating tournaments. There is simply the matter of how much the consistency
is actually worth in card stats. Can a card have average stats or a strong
ability and still be consistent? The ability to constantly see the card is
important to valuing it, but it is also dependent on whether or not can be a
bad draw at a given time. In the current meta, most players are more likely to
be using solbind cards that decrease the consistency of their deck or overload cards
which level less cards over time than actually include cards with the
consistent mechanic. While solbind cards interfere with your draws, sometimes
the affect attached is good enough to make up for it, similar to Overload's deckthinning capability making up for not having leveled a card.
After looking at draw sequencing, there are a
number of ways in which players can work around the chance involved, but there
are also a few ways in which the design team can influence the future of chance
in Solforge. One of the ways to help smooth the consistency of draws is by
having tutoring or recursion effects. Solforge is about to add it's first tutor
effect into the game in set 5.2 with Dragonwake, grabbing a
dragon from your deck to use as a removal spell. Tutor effects are strong, and
would help removal based decks get footing in the game, because it would make
it possible to search up the right answer. Because of Solforge's end-of-turn
discard mechanic it is possible that recursion effects, the ability to retrieve
cards or simply use cards within your graveyard, is potentially stronger here
than it would be in other TCGs. While I'm not suggesting broken recursion
effects like dredge should be implemented, more cards interacting with the
discard pile would be a breath of fresh air within the game. At the very least
in the future I would expect the necromancers of Nekrium to interact with the
discard pool and use it as a resource, or possibly the creation of an opposite
of the Soothsayer Hermit in Tempys that can recur a spell. If only we still had
the old, pre-nerf hermit that was kinda busted...
Another way for design to approach utility in draws is to make
more cards that can be used effectively at different points. Modal cards, which
give the player a choice as to which effect they want, are able to generate
more usefulness under various circumstances than having a card with a single
effect. Modal cards are typically more versatile, being able to be both
proactive and reactive depending on the position of the game - and have found a
great deal of popularity in Magic. Because they can be used for multiple
purposes, this style of card has can have inherent value regardless of when
they're drawn. Reign of Varna introduced a set of these across the factions at
the rare quality which have proven to be useful in draft, but there should
definitely be more cards like this created in the future to preserve the health
of the game.
Random Card Effects:
One of the more interesting forms of chance is in random effects generated by the cards. Clearly this is influenced by at least one of the players, as they chose to put the card in their deck, but what would influence a person to choose randomness over consistency? Random cards see play if you can mitigate the potential downsides and try to turn the effects in your favor. While Magic has done away with almost all chance-based card effects, with the most recent one being the result of a guest designer, Hearthstone has embraced the concept of luck in their card pool. The different places at which random effects enter card design in Solforge determine the amount at which the chance factor can be controlled.
A degree of randomness that's unique to
Solforge is the concept of lane placement, and the ability to place creatures
at random. Because of the 5 lane system we can expect any minions summoned to a
random lane to have a 20% chance of ending up in any individual lane if the
board is empty. By simply dropping more creatures on the board the chance of
getting the card where we want rises considerably.If you're able to control the
board well enough a Nethershriek is hardly a random effect. And many
constructed players know that Spiritstone Sentries end up hitting the sidelanes
more often than not.
One of the most played cards with a random
effect in Hearthstone is the Piloted Shredder. While the card you get will be
completely random, occasionally getting you a Doomsayer (1/67 chance), the average stats of
the two creatures combined will usually be well above the 4/5 average that four mana typically grabs. This
looks at the possibility of randomness pushing a below-average card above the
norm, but not having it guaranteed to the player. Solforge doesn't have strict
random summon effects of this nature, but has cards like Immortal Echoes and
Varna's pact which pull from the pool of dead creatures. Because these cards
look at existing dead pools, they can be controlled by the cards you play and
let die on your field. Because Pact had a nasty tendency to pull back various
1/1 broodfangs and the like that your opponent sacrificed, it became too
unstable to realistically play at a competitive level - being outclassed by
Echoes because you have greater control over your own graveyard than the
combined one that your opponent uses. Of course, this can be combated by cards such as Dendrify and Phytobomb,but neither of those are
cards that you would want to play early. It would be interesting to see an
effect that can summon a random on-level minion of a given faction added to the
game.
The idea of number-ranges on cards creating
variance follows the idea of the Piloted Shredder, where it can either be
ridiculously strong or underwhelming depending on how RNG factors into it. Of
course randomness takes away from the competitive edge of a match, but being
able to use luck to dig yourself out of a bad situation feels amazing. The
problem with this aspect in Solforge is that it currently is only used in
direct-damage spells that target the other player. Not being able to affect the
boardstate puts a player noticeably behind, and isn't worth the damage to the face
unless it's the killing blow. Because of this Draconic Echoes and Disintegrate don't see any
play, despite the possibility of being a cool finisher. The number variance has
to play effect with the board in order to be worthwhile, cards like Implosion
shown above can result in huge swings in board advantage, or fall about
average. Randomness can't just be directed at a player, but needs to have an
affect on the game itself.
The final form of randomness in card effects had an interesting
shift in Solforge with the addition of Primordial Invoker. Random targeting of
opponent's creatures had only previously been seen in Death Current, which was difficult to justify
because it was hard level-gated. While the player may not completely control
where the damage is going with the Invoker, they can minimize the targeting
options by controlling the board. If it only targeted creatures and the damage
couldn't go to the face the card would be strong, able to pick off creatures
that barely survived combat or sending 4-8 damage to whichever creature was
still remaining. As looked at with the random numbers behind Draconic Echoes,
sending damage to the face is not ideal, and having that occur before
controlling the board is what sets this card behind.
Batch Order:
Random batch order triggers are the most complained about among
the chance effects within the game, due to being the most arbitrary of the
groups. People expect there to be RNG in draws and expect there to be RNG
whenever the word "random" shows up, but there should not be random
effects within game rules. Batching is what kills people because there is
absolutely no player influence, and it creates a sense of helplessness instead
of balance when it comes to the rule. For those unfamiliar with the rules,
when multiple triggers are created by the same action, they are resolved in a
random order. Each time you play a Weirwood Patriarch overwriting a Nova sapling,
there's a 50/50 chance of her being either a 4/8 or a 6/10 from the
interaction. There needs to be a more specific rule set put into place that
governs this. Having the stack system like Magic would be difficult to program,
and place a burden on the players navigating the system. However a quick fix
could be implemented by simply switching the code so that the batch orders
happen in a given order - having cards enter the field trigger before those
already on the field, or vice versa. By creating new rules to remove randomness
in game rules, players will gain more control over their matches. Rules systems
need to be strict, not containing any chance in them.
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