this game isn't hard, it's just that the A.I. blatantly cheats against you while also screwing over your own hands and not to mention the asinine grind to get your fricking cards.
this game isn't hard, it's just that the A.I. blatantly cheats against you while also screwing over your own hands and not to mention the asinine grind to get your fricking cards.
..making it hard
somewhere along the lines the definition of difficulty has gotten blurred. if something is not straightforward, it is difficult. ergo a game that requires me to grind is difficult.
The issue at hand is that when a turn based game offers you relatively few choices or gameplay decisions the only thing that can determine who wins is RNG. Winning by RNG is not "difficult" or "hard", it's just bad gameplay design.
The majority of people who play games of any kind still don't seem to realise this.
It is both bad gameplay design AND hard/difficult. The two things are not exclusive.
Define difficulty, and explain how your definition applies to YGO:FM.
>Define difficulty
The less straightforward a task is the more difficult it is. '
Difficulty can include time spent on a task. Driving 10 miles on a straight road is more difficult than driving 5 miles on a straight road even if neither task is particularly difficult, one is still more difficult than the other. This particular aspect of difficulty applies to Yu-gi-oh: Forbidden Memories.
In regards to turn-based games in general, if hypothetically one can use the resources at their disposal without seeking outside help (internet, conversations with friends who have beaten the game) to accomplish a task while another person would have to grind or seek outside help to accomplish the same task, the difficulty is made more apparent. At some point someone experimented enough to find that Twin-headed Thunder Dragon was an optimum strategy for beating the game. That person grinded, but experimentation is part of the process of overcoming difficulty, and I'd argue that anyone who beat YGO:FM the same way with experimentation to find a strategy that worked (whether it was THTD or not), is better at the game than someone who looked it up first. If someone can be better than someone else at something doesn't that also imply difficulty at said task exists?
I think one trouble here is you're talking about the entire YGO:FM experience while I'm talking about a single match of YGO.
You're just shifting the goalposts as to what a card game is. Cards are just one mechanic developers can use in their game. StS uses lots of different ideas (cards, multiple enemies, persistent health, relics, reshuffling on decking, upgrades, deck density, class specific mechanics, risk/reward), whereas YGO literally just uses one mechanic, cards. Oh and a health pool.
Why is RNG bad design? I think it's bad in a real time game like Morrowind but it's essential in a card game
>Why is RNG bad design?
Forcing a player to lose through no discernible fault of their own is outright bad game design. I consider it self evident.
>it's essential in a card game
You only think this because you haven't played many card games. There are lots and lots of ways you can design them that allow for greater player agency. I recommend giving Slay the Spire a play sometime. Note the number of choices that Slay the Spire asks a player to make in a given run versus the number of choices YGO:FM asks a player to make. It's night and day.
And it's not just video game, physical card games are in the exact same spot. The bigger ones (MtG, YGO, Pokemon) are all just RNG shitfests where the players overdose on copium and believe that hindsight is a skill. I do not understand how grown ups can play these games and not realise that they're just bad games. I think a lot of people use card games as a substitute for a personality.
>I recommend giving Slay the Spire a play sometime. Note the number of choices that Slay the Spire asks a player to make in a given run versus the number of choices YGO:FM asks a player to make. It's night and day.
Alright I'll give it a shot, I'm in the mood for a card game
Sts is hard to compare to a real card game because your opponents are just mobs from a typical jrpg, it’s more like if an RPG used cards as commands instead of a menu
rng isn't enough to win in this game, the AI can quite literally cheat into its own hands the best cards at any given time, so grinding for the best cards becomes mandatory, AND the AI can still win whenever it feels like it because frick us
As much as I love Forbidden Memories, due to not only growing up with it, but also because I miss this sort of card game RPG with an immersive atmosphere, not to mention the exceptional OST, I still have to admit you're right. A.I. here genuinely cheats to get the cards it wants whenever it wants, and grinding can be quite a chore. I recommend for anyone getting into Forbidden Memories to use a resource like TEA or PocketDuelist (https://pd.ygo.fm/), alongside a guide, it makes the whole experience much more bearable since you know what to do, who to grind, etc. Also, you need to learn fusions as much as possible, which isn't too difficult, just need to understand it's all about types instead of specific cards.
that's almost every yugioh game. i started duelists of the roses and i cannot defeat fricking weevil, the first opponent in the game. it's fricking bullshit, not only are his cards better but they also get field advantage so they can move 2 zones instead of 1. it's completely unfair
I really like the system, whrere you can combine everything without the need of a fusion card. somebody should make a similar game or show me somehting similar on steam.
Link summoning in the current Yugioh meta works like this. As does XYZ summoning and to some extent Synchro summoning. Fusion is the fossil and as the new extra deck summons started coming out, it got easier and easier to bring out ED monsters using any old shit that's on the field. Try Master Duel, it's free on steam
Nugioh does that and it straight up ruined the game.
Forbidden memories is a shitty game only beloved by nostalgiagays
>game lets you use input the card number of your real cards into the game
>all of the good cards are max star chips 999999
>you get at most 5 star chips from a battle
Did the devs just hate children?
There was probably some way of gambling star chips or trading cards in multiplayer or something that was half-baked or never implemented. Or they just wanted to have a database of all the cards and didn't know how to balance them so they never changed the majority from the default which was a million. They probably playtested the whole thing with a cheat deck of OP cards.
>Most stars you could get against npc battling was five
>The best cards cost 99999
Even as a kid who was bad at math I understood this was utter gigahomosexualry.
*999999
You have to remember that these sorts of games were made in complete naivety. The developers didn't have the first clue what they were doing, which is why it's ridiculous for anyone to say that the games were well designed.
Three was some device (only released in Japan) that allowed you to get starchips more rapidly
>Get rid of the POW and TEC system
>Make the probability of getting an enemy's rare cards 1 out of 10 as opposed to 1 out of 2000
Boom. The game is leagues more rewarding and bearable.
The games not hard it’s just such a slow grind to get cards. Without twin headed thunder dragon you’re fricked. I think meadow mage is your go to for getting cards.