Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In the video game it seems that it resets your progress to what it was before starting the scenario which can set you a ways back as some paths have 3 scenarios to complete before rewards are earned.
ya I was confused because I have played the board game and expected it to be those rules for failing.
Losing the gold and xp gained so far in a level on a loss kinda sucks.
Losing the gold, xp and progress for the last two levels feels like playing is a waste of time.
Losing the gold, xp and progress for the last two levels and some items and some xp on top of that feels like the game's deliberately wasting my time.
I also don't like the idea of being able to just go in a scenario, play a bunch of cards with a good amount of xp and abandoning it afterwards to farm levels.
Another issue would be that you could just give up on the scenario thinking you won't make it anyway and start farming xp/gold. The player should be pushing forward trying to reach the goal no matter what and not be enouraged to just bail out and do whatever.
One example for this from the boardgame (in which you keep xp/gold/items gained during the scenario): We were in a dire situation, we had to destroy one object in the dungeon but it was in the next room ahead and we were already getting overwhelmed by enemies with no hope in sight. We decided to give up and just gain as much as we could so I split from the party to open a chest at the end of the room, close to the door to the next room. I used my best movement cards to get while making use of my jump shoes to get over the enemy and my invisibility cloak to make sure they don't chase me. After reaching the chest I had nothing to do so I just decided to check out the room with the objective. For the fun of it I even started attacking it.
I played my 2 strongest attacks on the next 2 turns (after which I got exhausted) and drew the x2 modifier both times. The objective got destroyed and we won.
We would have lost the scenario if I had stuck with the plan and looted another coin.
But I have to say that I expected a much harsher punishment for losing than this, considering they are calling the adventure-mode roguelike (which is false advertisement imo, it's not a roguelike just because it is randomized). So I went into the game thinking you'd get reset to the beginning if you lose. I wasn't 100% sure it would be that way as it seemed way too punishing for a game that can take quite a few hours but that's what I expected.
So I'm looking at it from a different angle.
The last thing I have to say is that you shouldn't be too focused on levelups right now. With perks and card enhancing missing the game just continues to become harder as you levelup because your character won't be able to keep up with the changes as he's missing those options.
If the author was ok with allowing this in the board game, I don't understand why Asmodee thinks they're somehow wiser and keep trying to "improve" on such an established and popular design. "Let's punish players for not succeeding, even if they spent hours making an effort and maybe just got unlucky or didn't expect a certain boss mechanic", "Let's make items cheap, plentiful, potentially overpowered, but wear out quickly, rather than relative expensive, buyable at any time, but doled out at a controlled power rate". "Let's reward players with an XP bonus only after completing a chain of 2-3 scenarios rather than after each scenario." "Let's give players access to X cards only at level-up" (I've become aware they don't have some X cards coded, but they could just give out what they have ready). Most of these changes are completely unnecessary. There's is no good reason the adventure mode has to be so substantially different from the campaign rules! They could have just ported the random dungeons as designed to allow for basic testing & moved on to other issues. They keep trying to make the game their own, and therefore they're gonna spend precious time tweaking all their changes, when they have plenty on their plate already to simply simulate the game as closely as possible and trust its balance and design. Meanwhile the changes offend the purists which expect to be playing the game they know, not somebody's modded homebrew version, which is what this plays like currently. I bought a "Super Healing potion" (2 tiers above Minor) at level 3 last night, I'm relatively sure you wouldn't normally have access to that in the board game anywhere so early. They're (IMHO) unnecessarily screwing with the balance design all over the place, and it mostly makes the game worse.
Naw man I didn't screw up this aint chess or diplomacy or a pure determanistic game you draw misses and minuses and then end up worse off then where you started, after choseing easy mode and the easy adventures. The board game never made me feel like I ended up in worse shape then how I started even if I GOT UNLUCKY. cause that's actually talking about NOT about making mistakes about DRAWING MINUS AND MISSES EVERY TURN, which is totally unavoidable. I get it it's cool to have something at stake but for someone who's already annoyed I can't play with more then two characters untill I beat a boss it's crap to get progress heavily taxed for ♥♥♥♥♥ and giggles
Alright, at this point I have to ask what level is your party currently?
EDIT: What about losing the xp/gold/items from the scenario that you lost while allowing you to keep what you gained on the other scenarios? So if you do a 3-scenarios-route and lose on the 3rd you get to keep what you gained on the 1st and 2nd.
Exactly this!
Well, if it were some second rate board game we're talking about, but ... you know: This is about Gloomhaven. The game that has managed to maintain the #1 spot on BGG for ... how long by now?
I'm all for innovation, but if you try to implement THE best board game of the f***ing world ... the one that maintains #1 on a list containing more than one-hundred-and-eight-thousand board games? Maybe just make a "digital packaging" first and then... maybe after digitally implementing all that's already there ... all that's put this masterpiece in that spot ... try to add in other stuff in the shape of optional experiences.
Well, saying that: In understand why they started the beta phase with a scenario mode rather than the full campaign. Telling people to beta-test a full campaign and possibly ruin the story with bugs wouldn't have been a smart move at all. So the basic approach to this beta is fine, but they really should (even in the case of a scenario/adventure mode) start out strictly with the board game ruleset and add other stuff as optional modes from there on.
(Also: The game is still a lot of fun, but the necessity to play overly careful all the time really is quite detrimental to the overall fun in comparison to the cardboard version of this game.)