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God, it is 2020 and we had Corona, bushfires and Greta... And all I can think of is how much I miss Warmetal: Tyrant. I think on the leaderboard I was somewhere around 100 and boy I sunk so much time into that game, building awesome decks and amazing raids. Best thing we have on kong these days is Realm Grinder and a few other idle games.
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True. Tournaments, raid, balance,... was really something in WMT I miss too. Top 1% ;) was a real LIVE-challenge ! Even if some packs were very strange to make deck with.
TU was and is still great in a way. It is suffering from a lack of Dev and those numbers... Dunno how close it is from staying playable.
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So much this.
I loved WMT, and as others said, I played TU mostly just for the nostalgia feeling. It got later accompanied by its ever-convoluting story, but since the story PvE events were scrapped, there is nothing to hold me here anymore. I just visit TU from time to time to see if anything changed, but alas. Also the fact that I joined the last hour of the current brawl with an undoubtedly obsolete deck and got below 2k says a ton about how active this game is.
Fire fades, but we'll remember. Not TU tho.
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Yes, good memories, was an outstanding game, would like to see something like this again
Surge on
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keep calm and praise Orbo
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Decided to check the TU forums just in case they decided to ressurect WMT for some reason... Nope. Even though I have played many card games ever since, Id still probably pick WMT as the best CCG I've ever played. Would definitely play again...

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I'm playing WMT irl with a friend, just printed some cards lol
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> *Originally posted by **[aquaquake](/forums/2468/topics/718118?page=3#13403600)**:*
> Decided to check the TU forums just in case they decided to ressurect WMT for some reason... Nope. Even though I have played many card games ever since, Id still probably pick WMT as the best CCG I've ever played. Would definitely play again...
>
> 
That's when developers don't really care whate players want. They think newer is better. They spent a lot of time to develop the new system and don't want to lost. Unfortunately they don't notice that they're losing players instead. I wish I could play again, but I'm afraid they don't have the backup... and... honestly... I'm not sure that I would start again from the beginning...
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> *Originally posted by **[Pergab](/forums/2468/topics/718118?page=3#13521162)**:*
> > *Originally posted by **[aquaquake](/forums/2468/topics/718118?page=3#13403600)**:*
> > Decided to check the TU forums just in case they decided to ressurect WMT for some reason... Nope. Even though I have played many card games ever since, Id still probably pick WMT as the best CCG I've ever played. Would definitely play again...
> >
> > 
>
> That's when developers don't really care whate players want. They think newer is better. They spent a lot of time to develop the new system and don't want to lost. Unfortunately they don't notice that they're losing players instead. I wish I could play again, but I'm afraid they don't have the backup... and... honestly... I'm not sure that I would start again from the beginning...
>
yeah I used to play war metal and war metal tyrant on facebook(never got into kong much back then or even really knew it existed)
I miss wm and wmt... they were indeed far superior games.
tu has basically failed because at the end of the day its an inferior game that is less featured, its no wonder the dev's abandoned it... sure you can play on mobile, but w/e I would rather have the board back and the ability to take tiles..
they should have just re-wrote wmt into a mobile compatible format and maybe more heavily monetized its mobile aspect that way the pc version was more f2p... but playing it on the go would be a bit more costly; esp if you wana keep tabs on your faction but cant be around a computer 24/7.
how it was laid out was kinda like a board game but with a ccg aspect too it, cant say I have found anything else quite like it.... it was perfection.
tu is just s, but I keep playing cuz of wm and wmt and my fond memories.
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> *Originally posted by **[theblobinc](/forums/2468/topics/718118?page=3#13523882)**:*
> how it was laid out was kinda like a board game but with a ccg aspect too it, cant say I have found anything else quite like it.... it was perfection.
> tu is just s, but I keep playing cuz of wm and wmt and my fond memories.
Really? I've not had a chance to try WM myself (did know about it those times) but I still see a lot nostalgic comments about it. I looked into screenshots and letsplays, and I've not found any difference with TU. So what was the difference? There were no pvp batttles (true realtime pvp I mean), there were far fewer cards then in TU, so it seems to me WM would turn into where TU is now in some time. Probably, it is one-direction way. Why WM was so memorable? Is it just in terms of balance, low card stats values, or there were some unique functionality like events, narrative or what? Please share. What most of all you liked in WM?
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> *Originally posted by **[Demonurg](/forums/2468/topics/718118?page=3#13524057)**:*
>
> Really? I've not had a chance to try WM myself (did know about it those times) but I still see a lot nostalgic comments about it. I looked into screenshots and letsplays, and I've not found any difference with TU. So what was the difference? There were no pvp batttles (true realtime pvp I mean), there were far fewer cards then in TU, so it seems to me WM would turn into where TU is now in some time. Probably, it is one-direction way. Why WM was so memorable? Is it just in terms of balance, or there were some unique events, narrative or what? Please share. What most of all you liked in WM?
>
War Metal (WM) and War Metal: Tyrant (WMT) were different games. I can't say much about WM aside from the fact that it wasn't a card game, since I never played it. I was a big fan of WMT, so I can clarify a few points. WMT did have real-time pvp battles in some game modes. The big differences between TU and WMT were as follows:
* Different Skills - WMT had several skills that never made it to TU. Some, like Flying and Regenerate, had a 50% chance to activate, and some, like Fear, were just strong effects that weren't dependent on numbers. A lot of skills in TU started out as 50% skills in WMT (Evade, Jam, Flurry).
* No SP economy - Cards in WMT had a single level and you could not scrap them. Later on, it became possible to sell cards for gold and specific upgrades were added to certain cards, but these systems were far less intrusive than SP.
* Different Rarities - Rarity went Common -> Uncommon -> Rare -> Legendary. Players could not play more than one legendary in their deck. There were also certain Unique Rares (mostly rewards) that could only be played as a single copy. Rare was basically equivalent to Epic+ but there were some common and uncommon cards that were playable.
* Pack-Based model instead of Box-Based - Most cards in WMT were released more infrequently as new sets (every ~5 months), with each expansion set having 2-4 new skills and 50-90 new cards from common to legendary rarity. It was much cheaper to buy all of the cards in a new set as compared to the equivalent in TU. Packs started out as WB-exclusive but eventually became buyable with gold after newer packs released. There were also more frequently released Promo cards which were analogous to Chance cards in TU in some ways, but were purchasable directly for fixed WB.
* Non-event-based narrative - WMT's narrative was delivered though its main missions, and there were generally no time-limited events. New missions were added with every xpac. A new player could actually follow the story without the use of a wiki.
* Few events, more constant systems - WMT had raids, guild wars and later, conquest available at all times. It also had a permanently active live play tournament system, which included sealed deck tournaments. (Limited time rank-based events were added in very late, probably as a prototype for TU.)
* Lower numbers, constrained power creep - At the start of WMT, the largest attack/hp values were capped around 5/8. By the end, they were about 7/14.
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@MarshalKylen, thanks for comprehensive comparison)
> War Metal (WM) and War Metal: Tyrant (WMT) were different games.
Oh, yes, I hope nobody here mean WM, which was some kind of one-button strategy, where each battle was processed without user's control and the win depended on the sum of units attack/defense params + some special abilities. It seems like Synapse then just added user controled battles to this system and that is how WMT was created.
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> WMT did have real-time pvp battles
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That is really cool and interesting why it has been dropped. Maintainance costs or lack of online players? I know some modern games just place bots in case of absence of online players for current timezone/server location. It is not applicable for skillbased games like Starcraft or MortalKombat but definitely could be used for more social games like TU.
> Chance based skills.
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Meh. I think it was a good shift in favor of more predictable results rather then just relying on you luck. Moreover it is know that chance in games requires success counters anyway to prevent long period of failures so it could be abusable in some sort of.
> No SP economy.
+
To me SP economy in TU is overcomplicated and annoying. Even in the very beginning it vas obvious to everyone that maxed card is better than non-maxed. So gradual upgrade is just a way to make the progress more visible to new players. And designers did not consider that at some point players will be able to max up the full deck of quad fusions in a single run, but for 6 years they have not implemented the max-button to simplify this procees, so it now could take hours. On the opposite of this base fusion system looks great to me, it brings some sort of diversity to f2p life) Why not have the same for paid cards.
> Rarities and limitations
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Well, it definitely will be better to have some limitations. Eg, 1 for mifics, 2 for vindi, 3 for legendary, 4 for epic or something like this. It would help balancing but as far as I understand it was removed in favor of stimulation of boxes buying out.
> Pack-Based model
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It looks more close to the classic MTG-like scheme. Rare releases could help meta to stabilize, but again it seems to be made in favor of more stable income. For players I do not think it does matter.
> Non-event-based narrative
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Well, yes. I do not know why devs can not add those events as a missions now. It would make more content for new players and will make them able to get the prehistory and rewards.
Really why not to add them since we are not going to make new mission events?
> Few events, more constant systems
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Live play tournaments are definitely good idea. But I think there should be time limited events for hardcore players and guilds which require high intensive play and coordination.
> Lower numbers
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Well, TU was there at some point too) It is not avoidable effect, when you are not taking care of some limitations. Defenitely there should be some kind of legasy system like in MTG. For example, devs could allow for periodic brawls only cards from the few recent boxes/base sets. So it would be easier to balance, it would motivate players getting those cards even if they have older more or less playable once and prevent power creep at least partially.
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Real-time battles were originally planned for TU, but they were cut pretty early on. There are a few reasons for that. Being on mobile meant that there were a lot more networking problems to be solved as compared to web-only. Making sure the game could be played smoothly on the go was a big priority in the early days. The other thing is that TU was moving further away from being a game about decisions made in battles and more towards being a game about spending resources to make a strong deck. In that context, live play is more of a hindrance than a benefit. Finally, Synapse didn't see their previous realtime battle modes as successes - they never brought much benefit as compared to the high cost of creating them. You can compare Spellstone's Arena to see how live play worked out in a modern Synapse game.
Heterogeneous fusions like base fusions would have been total chaos if done with paid cards. There is no consistent way of accessing paid cards, and without any way to know what cards might get fusions in the future, players would essentially be incentivized to keep large numbers of unfused box cards just in case they are used in a powerful new fusion. It could never have worked in TU without massive changes to the game's structure.
I am open to adding new or old event missions in if ComDev makes it a priority, but it will require some reworking of those missions and may place some additional strain on the game's resources so its not totally free.
I agree with you on the guild pvp, it was way too exhausting for me to get into it in WMT.
TU started with numbers above WMT's highest, something like 8/20, and the rate of growth has been much faster, even taking the difference in card release rate into account. I agree that powercreep is inevitable if you want to keep players interested without a card rotation system, but I can't blame people who compare TU disfavorably to WMT on it.
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damn i miss my card in war metal tyrant were i spend effort to gather those card, even there is no to convert from war metal tyrant to my tyrant unleashed so sad
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