One of the genius design moves of Marvel Snap is rewarding concession, with huge font and a voiceover that says "Escaped!" instead of "You Lose!" You also save some ladder points, so there's always an interesting calculus to conceding.
unfortunately for j.net, the reward for concession is pretty small, basically amounting to claiming your time back. The downsides are bad too, you are doing a conceivably rude move to the opponent and you are leaving on the table the 2.8% outer.
Best part of testing groups is you can queue for reps. With j.net casual, there's always a chance you queue into a "waste of time" slow play, or a matchup you are not interested in playing.
In paper, you really want to stick it out, since you can't queue into a new game, you are going to have to wait for the next round any way. Might as well let your opponent go through the motions (unless you need to save your own brainspace and go use that reclaimed time to meditate)
The reason why netrunner's endgame is so exciting is because of the asymmetrical 'cat and mouse' nature of the game, where the Corp is the 'dungeon master' and the Runner is the 'intrepid hero.' A natural storyline emerges, moreso than a creaturebasher can do.
I like the life philosophy in this week's installment. There are sports psychology books for magic and for chess. Would love to see one for netrunner.
Yes, Marvel Snap does have that feature. The etiquette of concession is a thing that is quite different across card game communities. In MtG it's basically always acceptable unless you're playing Commander or some other multiplayer variant. In Catan, people generally do not like it when people concede. I think when a game is 1v1, it should be acceptable to concede on lockouts or near-lockouts unless the players have agreed beforehand to play it to the bitter end.
I agree that it's (usually) less painful to play out games in real life. Interacting with another human always makes things a tad more interesting.
One of the genius design moves of Marvel Snap is rewarding concession, with huge font and a voiceover that says "Escaped!" instead of "You Lose!" You also save some ladder points, so there's always an interesting calculus to conceding.
unfortunately for j.net, the reward for concession is pretty small, basically amounting to claiming your time back. The downsides are bad too, you are doing a conceivably rude move to the opponent and you are leaving on the table the 2.8% outer.
Best part of testing groups is you can queue for reps. With j.net casual, there's always a chance you queue into a "waste of time" slow play, or a matchup you are not interested in playing.
In paper, you really want to stick it out, since you can't queue into a new game, you are going to have to wait for the next round any way. Might as well let your opponent go through the motions (unless you need to save your own brainspace and go use that reclaimed time to meditate)
The reason why netrunner's endgame is so exciting is because of the asymmetrical 'cat and mouse' nature of the game, where the Corp is the 'dungeon master' and the Runner is the 'intrepid hero.' A natural storyline emerges, moreso than a creaturebasher can do.
I like the life philosophy in this week's installment. There are sports psychology books for magic and for chess. Would love to see one for netrunner.
Yes, Marvel Snap does have that feature. The etiquette of concession is a thing that is quite different across card game communities. In MtG it's basically always acceptable unless you're playing Commander or some other multiplayer variant. In Catan, people generally do not like it when people concede. I think when a game is 1v1, it should be acceptable to concede on lockouts or near-lockouts unless the players have agreed beforehand to play it to the bitter end.
I agree that it's (usually) less painful to play out games in real life. Interacting with another human always makes things a tad more interesting.
Thanks for the positive feedback!