I don't agree with
every detail in OP, but I do agree with the general sentiment. That being said:
Higurashi:
yellowAves: normal
Adding to that, all you need to do, as a newbie, is research -one- single effective deck for AI4 or Bronze/Silver and you're just as set as a vet would be if they started over. I'm not advocating copypasting decks, and I didn't when I started out. I did, however, read the forum and Kong to get a better general idea of the card pool. From there I found the efficient cards for myself, mainly ones with good attack:cost ratio. So, I propose that it has nothing to do with the game being grindy by nature, which it is. That's not going to change, since it's a CCG. And when it comes to CCG's, EtG doesn't start any slower than other ones.I doubt that researching one effective deck would make you as effective as the average vet starting over. The vet has
already gone through the game. The vet already knows about all of the mechanics, the metagame, and which steps to take to get back to upgrading cards. Resource-wise, yes, the vet will do similarly to a newb who does his or her research, but the experience of knowing exactly what to do can't be replicated. Not to say that tutorials or deck threads aren't helpful or can't provide a major helping hand, I am just saying that they simply can't substitute for the pure experience gained by playing the game.
My main issue is
not that the game is grindy-- it's that the game is grindy and many people leave
solely for that reason. For every newb who was like you, some other acclaimed community member, or even me, I'd wager that there's several people who've found or been introduced to the game, achieved the 500 score quest, and went
at what came next.
What we're getting are more quests to help out people who are starting out, and that's the perfect solution. Why? Because if you don't like the grindy nature of the game, you're not going to play it much either way, early boosts or not. We have vets in the community who are like that, and they do stay mainly for the community and secondarily for the game, and that's fine.I do agree that 1.4 is a major step in the right direction. I do agree that more quests is good, or even great. I believe I say that more support for newbies in the game would be great, and the things you mention here are definitely a part of that. I do agree that you don't have to grind all day to gain enjoyment form the game. As a person who's generally doesn't seriously grind, I agree with all of your statements here. What I do not agree with is the notion that the above and a mechanic similar to OP's suggestion must be mutually exclusive, or that OP's idea has absolutely no merit.
Plus, quests add more content for all members, not just newbies. However, I have to reiterate that getting upgrades too easily as we can right now in Beta, the game will change completely. Newbies will be able to catch up to people who have been playing for 3 years and haven't gotten all cards yet. This is more of a problem because of the design shift than the injustice itself (I couldn't care less about that); I would probably stop playing besides the daily FG if there's no challenge anymore.I'm not quite sure where newbies getting their first few upgrades more easily translates into veterans not having any more challenges. Our pvp events will still be here, studies will still be conducted, arguments will be given, etc. Exactly what design shift are you taking issue with? An extended tutorial or introductory period doesn't seem like a major problem to me. I do suppose that if you find yourself creating new accounts and playing through them, it would be a hassle, but surely it would be a simple proposition to add a feature "turn off quests" or something of that mold, or even manually to avoid quests, just as people are voluntarily avoiding the bazaar in the NBC?