First of all I want to start off by saying I do like that we got a lot of new regions to make each game feel a bit more unique. But I feel some of the regions are way too RNG heavy and do more harm than good. A big part of what makes an autochess game good is agency, which means a player’s ability to make meaningful choices that influence outcomes. It is about feeling like your decisions matter and that you are responsible for success or failure, not randomness or being forced down a fixed path. With the new regions introduced in this patch, we are headed in the opposite direction, and I will explain why.
A lot of the new ones introduced rely heavily on RNG and there is not much you can do to affect that RNG, while others lock you into a specific composition really early in the game. We already have weapons that decrease flexibility a lot, and now we also have these new regions.
We can take the region where you start with a random emblem as an example. You are basically locked into what you can play by round round 3, and it is very RNG heavy. If you are in a good lobby and get a bad emblem, you are probably playing for places 4 to 8, while if you get a good emblem, you are likely aiming for places 1 to 4. Knowing your result this early can be very demotivating, especially if it is on the lower side.
Now that I have explained the issue, let us dive into what effect this can have on a player.
Humans are naturally wired to seek control over their environment. When we play games, we are not just looking for fun. We want experiences where our choices truly matter. We want to influence outcomes through our actions and feel rewarded for the time, skill, and effort we invest. When our efforts lead to good results, we feel satisfaction and a sense of accomplishment. It is also important to feel that with practice we are getting better, which is a rewarding and motivating feeling. These feelings are crucial in deciding whether someone keeps playing or eventually gets bored and moves on.
What happens if there is too much RNG?
There is something called learned helplessness, which means if players keep losing for reasons outside their control, they can develop a psychological state where they stop trying, believing that effort does not matter. Once players feel that the game is not responsive to their decisions, they disengage emotionally. They either quit or play passively, just rolling the dice. This was a bit how people felt with the revenant meta.
People naturally try to explain outcomes. Why did I win? Why did I lose?
If players attribute a win to luck, it does not feel as good and can even feel hollow.
If they lose due to bad luck, they feel frustrated, especially if they believe they played well.
So what can we do to make the game feel like it has the right amount of RNG, because good RNG is still very important.
At the moment, we are getting way too many emblems. Emblems should be something you get once in a while, making it really fun and exciting to play around with them, not something you get every single game, sometimes even up to three emblems. Two should probably be the maximum you can get, and it should not happen often at all.
One emblem could appear about every 3rd - 5th game, while two emblems might show up around every 20th- 25th game or so. That way, players would feel more excited when they get emblems, and the game would not be so focused on building broken four trait compositions. In turn, it would make the game more flexible. Yes, it is fun to build special four trait builds, but if it happens every game, it is not special anymore and the fun factor will decline faster with time.
The regions that have a lot of emblems need to be reworked. We need to remove emblems from the carousel because those are purely RNG dependent and can totally change the outcome of the game. As a player, you do not have any influence at all.
Here are the regions I think need to be fixed 👇