Actually I think the cards stand for a reason. If your plan is to mess with the strategy of the opponent it is actually a very clever idea, although this the game must be made up surrounding skill, creativity, and intelligence to make the game more interesting. I think the amount of RNG in gwent must stay lows it is now and if it is possible decrease it.
Now the case changes if we talk about SK casino where it depends on your creativity and intelligence where you use a lot of provision points to use a card that produces gold cards and although that, it is very easy to eliminate those cards.
I think the amount of RNG in the game must be reduced for NG and increased in SK so the game becomes funnier and interesting for new players which does not have a lot of cards.
@TheaBeasty RNG, in my opinion, is a double edged sword. On one side, RNG creates this dynamic where if it was on your side, you chances of winning increases significantly. Straight from the draw phase. Inversely, you could be at a massive disadvantage is luck wasn't with you.
However this negative can also present an interesting opportunity.
One can show their knowledge of an activity (in the case gwent) and turn the seemingly bad situation inside out, giving themselves a fighting chance if the play their cards right. That was both a pun and should be taken literally.
But to the main question of "How much RNG is too much" In my opinion, for card games specifically, there is no such thing as too much. Saying there is too much RNG in something, implies it could be balanced to reduce the "effectiveness" of RNG. But RNG plays a big role in card games. It forms part of it core identity and for me, emphasizes overcoming adversity with what fate has handed you.
Don't get me wrong, it feels awful to lose in a situation that wasn't fully under your control. And there will be times where a player will get the short straw. But being able to adapt to a situation regardless of what cards you are given is a vital skill that I feel every gwent player should have. And not be reliant any a specific set of cards.
RNG keeps card games interesting but it can also become an out right annoyance. However, I wouldn't say that there is too much of it. It's a characteristic of the game, one that players have a love-hate relationship with. But one that integral to card games. Strategies that rely on RNG can be extremely frustrating to lose too, but on the other spectrum, the people that run them run a great risk as well. Which emphasizes why I say there is no such term as too much. Because ultimately I feel it effects everyone equally. So there is no influx of this factor.
IMO too much RNG is when it let's you (un)reliably win games by itself.
RNG should influence your decision making process and strategy for the game.
We can look at this on the example of draws.
"Good" RNG would be when your draws determine your round strategy. Do I win R1? Do I push R2? How far do I go each round?
"Bad" RNG would be when without drawing card X your entire deck is screwed.
The same applies to individual cards, you should always be able to play RNG card for options instead of playing it for that 1/20 chance to win. I'm a big believer is cards that create 3 options for you but also have a limited pull ie "dwarwes" or "special cards in your/your opponents deck".
Meme cards like Gascoigne also have a place in the game, but IMO they should never be good enough to be picked outside of fun modes like the arena.
I feel like RNG would be best balanced when out of all the choices the RNG can provide that the card that the RNG produces should be +/- 2 provision points in card value to make the RNG even.
So a provision 6 RNG card can get at maximum prov. 8 card and at minimum prov. 4 card.
Oh boy, I was expecting for this to happen some day. Gwent is still one of the most strategic, skill based, complicated at a point, but still easy to learn game.That must stay intact.
I think RNG will change the game to a point, something that doesn't sound appealing to some of the players. But it can prevent META decks going viral, decks that make the game monotonous and predictable.
What is important is to make sure those RNG cards not turn the game into a "casino", literally winning and losing games just by playing one or two cards.
@TheaBeasty I believe RNG is here to stay and should be welcomed with open arms. Having said that, what can be considered as too much RNG depends on the collective mindset of the playerbase. Imagine the public psyche as a vast, moist membrane. RNG has the potential to strike this membrane with a devastating blow, creating a recoil which can lead to misleading statistics. You may see people enjoying it or absolutely detesting it. But the real impact will never be revealed in its entirety. That's where the genius of the devs comes in.
The devs have access to data that would make intelligence agencies blush. They can see the play rates of cards, the distribution of MMR, even the colour of your underwear! They analyse that data, compile it and make sweeping changes with their God like powers, at times completely changing the meta with their additions. How do they do this? Injecting RNG is one method. It's amazing, truly.
In my opinion, there is a golden rule which determines the adequate amount of RNG: taking the ego of the player into account. If a player wins a match, they should feel as if they won because of their unmatched intellect and unrivalled gaming prowess; however, if they lose, they should be able to keep their ego intact by blaming it all on RNG, a factor that is completely out of their hands (unless you consider sacrifices to Lady Fortuna, the goddess of luck, as a viable option).
As long as the devs adhere to this commandment, I see no problems in the future. RNG can bless me or screw me over whenever, it shan't faze me.
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