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TL;DR: Humans suck at evaluating RNG
People used to post that kind of thing regarding Civilisation 2.
For a long time people complained about the AI regularly building a wonder one turn before the player completed the said Wonder (only one person may complete a specific wonder). So they moaned and complained... and "the usual suspects" would just bleat on-and-on about luck of the game and why didn't you build this or that building to improve your chance of building it first, and why didn't you mine instead of irrigating that one square, post your game, & etc... etc... etc....
It tuned out, once the code had been fully released, that the game was indeed 'cheating' and the AI would be 'given' wonders in order to help balance the 'experience'. In civilisation 3 they amended the game so that you would never lose a wonder to the AI when you only had 1 turn left to complete it.
Good good.
1. Firstly, it's worth noting that the game (as far as I know) doesn't fudge in either direction - it neither goes out of its way to hurt or harm you based on how you're currently doing. Devs could tell me if I'm wrong :P
2. If there is any fudging, it might just be around some minor things like not offering you The Specimen if you have no poison in your deck. Has anyone ever been offered it in this situation? There is also the rule (given explicitly as a tip) that enemies don't do the same thing three turns in a row.
3. The game is currently not too hard. It takes thought and practice. I don't consider myself one of the best players, I was only winning 10-20% of my games at first, but I have won around 50% of my last 40 games.
4. The game is fun even when you lose. You don't have to think of the practice as being something unfun that you do so you can enjoy it later. Sometimes you will run a bad deck on purpose just to test out new strategies.
5. If the game did fudge the numbers, the players would find out, and they would exploit it.
6. It would also make players unhappy because it's not really done for this genre of game. Players are used to true randomness from playing physical card games. It's not the same thing as xcom.
7. It's also a roguelike, another genre that doesn't fudge. People play this sort of game to expect to have to roll with the punches, do their best to anticipate the possible good and bad that could come their way.
8. Let's say that the devs did decide, despite the fact that the game is currently not too hard, to add an easy mode. Would fudging be the best way to make the game easier? Why not keep it pure random and just change the numbers, e.g. the amount of damage enemies do per attack?
9. The more times you roll a die, the more likely the total centres around the average (i.e. RNG tends to even itself out after a while). So if the enemies did less damage per attack, you would very rarely get the situation that kills you out of nowhere - it's unlikely that you draw no blocks for two turns in a row, for example.
10. That would mean that a person going from easy to normal knows what to expect - it'd be the exact same game, just with bigger numbers. Otherwise, you'd just get the same complaints by people who previously played on easy and are now trying normal for the first time.
TLDR don't add fudging to the game
I don't play Ascension. No one complaining about the RNG or Difficulty of the game is generally talking about Ascension. They're talking about normal runs. So what does Ascension have to do with anything?
If you don't like pure RNG, why are you playing a game that combines the two genres that are most about pure RNG? It's like that meme of the guy sticking the stick in the spokes of his own bicycle and then blaming the devs.
Also, if there was a fudging mechanic that saved you from getting hit hard, sometimes it would make it even less fun to lose. Like, there would be times when it was just genuine bad luck and being saved from it let you go on to win the run. But far more often, that mechanic would only kick in when you already had a bad deck. It'd just stop you from knowing that your deck was bad until you lost by attrition. It'd just drag out a loss that was already guaranteed.
Stop harassing me. :/
Veterans: "RNG is part of the game, part of the fun."
Newcomers: "You forgot "...and frustrating as (censored.)""
I'm not suggesting that the devs make the RNG a non-issue. I'm saying its frustrating enough to enough people that it deserves a second look. If there's a way we can keep it challenging for veterans without being frustrating for newcomers, it'd be better for everyone and help keep the community from becoming toxic.
I'm on your side for this, but I'm not sure about many others. Sorry. =/
Why don't you try avoiding all elites on your next run? Then the overwhelming attack scenario is less likely to happen.
I think a great example of what making a game easier does to a fan base is what happened to the souls crowd split. Dark souls 2 fed the public an easier entro title because people complained that demon/dark souls was too hard. When dark souls 3 gave some of that difficulty back to the core audience because they complained, the people who enjoyed 2 started complaining that it was too hard again (I am aware of the development differences of the titles).
Tldr; the loudest crowd is always the unhappy one. The happy players now have to be vocal about shooting down "easy" modes because they've learned what happens to the games they love if they don't.