Sooooo........what do we think about the new scoring system?

By Titan, in The Lord of the Rings: The Card Game

wait, so does this 10 points only matter in upcoming tournament play? I am a bit confused. So, I should just add 10 threat to my dial after every game is over?

Svenn said:

ArcherAve said:

I'm not so sure if the new scoring balances the game or rather swings from favoring one strategy to another. Ideally the scoring should favor no strategy and let the player decide what they want to play.


The ten points make your score dependent on the order of the treachery deck. If you get more locations it will take you much longer to pass the quest phases that require questing. If you get more enemies in a quest phase with a battle condition it will add to your score. None of this has to do with how well you played, but the order of the treachery deck.


This may be what they want the game to be but it is not the game I wanted to play.

If you get more locations then it's possible to counter them with other cards (Ride to Ruin, Northern Tracker, Snowbourn Scout, etc). If you get more enemies then it's possible to counter them with more damage or other cards (forest snare).

All kinds of things can delay you. A well rounded deck that can handle any situation is going to give the best score. Isn't this how it should be? And of course your score is subject to some randomness. Random cards come from both your deck and the encounter deck every turn, that's just part of the game. You can never make up for this. If someone ends up with lots of treacheries with little effect and another player ends up with a ton of locations... well, that's just luck and is going to have an effect on any scoring system.

At this point all that we see is that the scoring system will dictate what deck you should play. Before it was threat reduction, now it is aggro/quest rush. This is different from PvP card games where the cards define the metagame. I don't think that they ruined the game, but I feel this will be an inherent flaw to the player versus game LCG.

the entire idea of a points system is a waste of time imo... there is no way you can "score" a game in the ways you guys are trying to in this thread, one that takes into account play style, sphere and all that.. it is a hopeless and imo unless endevour.

This is a deck building game, not matter what point system you choose, people will build decks to increase their points, as the point system is universal over the quests, this means that a point system dose nothing but further add to the homogeneity between decks. I think this is a bad thing. People have mentioned FFG events, well nothing ruins an event like everyone turning up with the same decks, aside from a side cards

I suppose you could have their different heroes all worth different points so there is some collaboration between your sphere choice and your score. I do think that adding a penalty based on time is a good idea. I can think of a billion sports were faster completion is better, so i see no problems in awarding quickly finished quests, also the stalling tactic using spirit and lore for negative scores was obviously broken.

If this was a computer game you could get the kind of scoring you guys are after, but adding point gains based on plays, combos, events etc etc is just not possible.. no one wants to slow the game down and write all that **** down.. hell I even think counting rounds is a pain ... not that I ever bothered to score anything anyway.

DurinIII said:

wait, so does this 10 points only matter in upcoming tournament play? I am a bit confused. So, I should just add 10 threat to my dial after every game is over?

The 10 points is an addition to the overall score. You add 10 points per round of play to your final score. It won't affect your threat at all. I believe this is supposed to be a global change. It will affect all game scores, should you choose to keep track of them.

It's better, I have no real doubt about that, purely because it's removed any incentive to stall.

Is it any closer to being a measure of skill, and does it bring it any closer to being relevant to competitive play? No, on both counts. To be honest, I'm not sure how those two objectives could ever be reached given the format and mechanics of the game.

I had no problem with the way it was.

You guys complain too much. The only problem I see with new scoring is to keep track of the round numbers. But the system itself is much better. Don't complain about the randomness - this is a card game, just like any other card games the randomness plays a huge part. You'll lose / win a lot of games of MtG or Invasion just because you got lucky or your opponent got lucky and no deck building could have change those games. What the deck building can achieve is to improve your chances to get a better score, which is exactly what deck building gives you in MtG or Invasion - it improves your chances to win, but the win itself depends on your draw and on the draw of your opponent.

I love 3 things about new scoring:

- no more stalling the game for better score (especially end game)

- people will have to play more risky, so they could advance faster in the quest. Right now Anduin was pretty easy if you could stall the game in first stage - this is no longer a good tactic and the quest itself got a new life. You'll really want to advance to 2B as soon as you can handle (or barely handle) a troll, so this means whole stage 2 and stage 3 will be more intense as you will have no massive advantage.

- most people were tired of those who complain how the game is easy because their slow / stalling decks can win most of the quests. No longer an issue, let those "veteran" players build a deck which beats all the quests fast and I think this is a major challenge where noone will succeed (and don't tell me about succesful agro/rush decks, I haven't see any so far here)

I kept score the first dozen or so games I played....decided it was not for me and stopped. I don't see myself starting to keep score again with the new system. I loosely track my W/L and try to have fun...

The biggest problem with the new scoring system is likely to come from the random nature of the encounter deck - there are times you're just waiting for cards to come out of it, and there's little you can do to speed that up. You're just surviving until the right card is drawn...

As such, if it's the basis of a new tournament system, some people will be lucky and others won't be. It's too big a swing for anything but turns to be the dominant factor in scoring. Certain quests are fine with it, as you can basically ignore the encounter deck except as a form of scoring. Other quests? Imagine Escape from Dol Guldur with the bottom three cards in the encounter deck being the Objective cards - that sort of shuffling would eliminate a player entirely from consideration.

As it stands, it eliminates the turtle problem by removing skill from the equation for certain quests.

MerricB said:

Imagine Escape from Dol Guldur with the bottom three cards in the encounter deck being the Objective cards - that sort of shuffling would eliminate a player entirely from consideration.

The only way for that to happen is for the player to obtain the cards, then lose them somehow. They start the game in play and don't get discarded unless the player takes them and then loses them.

Svenn said:

MerricB said:

Imagine Escape from Dol Guldur with the bottom three cards in the encounter deck being the Objective cards - that sort of shuffling would eliminate a player entirely from consideration.

The only way for that to happen is for the player to obtain the cards, then lose them somehow. They start the game in play and don't get discarded unless the player takes them and then loses them.

Argh. You're quite right - for some reason I was thinking they didn't begin in play.

However, the principle stands - and there are certain scenarios that are very dependent on the card draw. (Hills of Emyn Muil, for one)

Cheers,

Merric

Still enjoying it.

Just finished a Carrock game that would have been very different under the old system. We transitioned to 2B during round 6 and already felt like we'd wasted too much time. Usually on Carrock I'll wait for Grimbeorn, but this time due to the urgency of the scoring system we went in without him. We won in round 9, and Grimbeorn showed up in the staging area just in time to see the last troll get murdered by an angry Gimli.

Am enjoying the increased incentive to take risks so far.