I think you're doing something wrong if you really think that, like needlessly over-complicating the game. Like I said, at first it's complicated... but there's set patterns. The NPC, for example, is predictable in most cases. They can throw curveballs, sure, but they're still following a relatively set pattern of play. In fact, in most cases, it will be literally impossible to win most games against difficult NPCs. Some of them, such as King and the Imperial, you can cheese them due to the rules they have. Again, not that complicated overall due to that, and the fact that many matches are designed for you to lose (at least until you reach 2 then 3 star decks). You'll still run into situations where you have no chance of winning, but that's how it is. That much is a fact lol
There are a certain combination of rules can make things difficult, definitely, but it's not that hard of a prediction game. Single digit numbers are a lot more user friendly than chess pieces in noticing probability and potential, partly due to the fact it's literally what it is... not a whole lot more than that (like meaning behind the number and various ways use it doesn't really exist, since 1 is always 1, even when descension rule is in play, 1 is still 1, exception being that it represents a dominant number now). If anything, the primary strategy surrounds rules like Plus, to lure out certain cards. The number you use isn't too relevant, in that most cases it won't matter if you use a "1" or "2" as a low card number to lure the NPC into a trap.
Against players though, yeah, more time might be needed. I still say anything more than 1min is too long though for a competitive game designed to be fast. Even in FF8, there was never a match that required me to think for 5min on every turn.
Last edited by Welsper59; 03-01-2015 at 10:33 AM.
You're confusing strategizing a game with memorizing it. That you can break the system isn't a valid reason for prohibiting people who want to from playing it for real. If played correctly, there should be no difference in your chances the first time you encounter an unfamiliar NPC from the 100th time you repeat the same match with him (other than by upgrading your own deck or your skill in the meantime). Currently, the prevailing approach (because it's the only one the time limits allow), is essentially to cheat, manipulating the game based off memorizing the software's pattern logic. We should be allowed to instead choose moves based on the strategy of the Triple Triad game itself and its assorted rules.
You sort of started arguing against your own point there, but anyway... Chess pieces are far simpler and more straightforward. In chess, a knight is always a knight and always moves the way a knight does. A rook is always a rook and always moves the way a rook does. Furthermore, you always know that each player will have exactly two of each of them. The rules are fixed and unchanging, and so are the pieces. In TT, the way a given card "moves" (which in this case means what effect it has) varies according to which rules are applied to the game.Single digit numbers are a lot more user friendly than chess pieces in noticing probability and potential, partly due to the fact it's literally what it is... not a whole lot more than that (like meaning behind the number and various ways use it doesn't really exist, since 1 is always 1, even when descension rule is in play, 1 is still 1, exception being that it represents a dominant number now). If anything, the primary strategy surrounds rules like Plus, to lure out certain cards. The number you use isn't too relevant, in that most cases it won't matter if you use a "1" or "2" as a low card number to lure the NPC into a trap.
The only thing making Triple Triad easier to master than chess is the fact that TT games are so short. With only nine moves in the entire game, you never have to plan more than seven or eight moves ahead, and by midgame, that's down to four. But that's still a lot of possibilities to consider, especially if some of those possibilities trigger combos that change the makeup of the whole board. With 30 seconds, you don't get to consider any of them.



Chess is never about probability. It is about the logical next move. The amount of moves are fairly limited, as far as these things go. Because the amount of actions each piece can take are also fairly limited.
In addition, the NPCs have displayed behaviour different from using mere ''patterns''. Their actions cannot be 100% predicted.
That is my experience from fighting the same NPCs for hours straight, using the exact same deck and positioning.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



