With high RNG my wins and losses feel big. Obviously I'd prefer the feeling of winning a lot more often than losing but that be the game. If you enjoy playing the game just try and find a way to be OK with the parts you don't like. I mean your only other options are to quit playing or get hung up on various aspects and not enjoy the experience of playing.
Card games can be whatever the designers want it to be. If they want a game based off of RNG values, so be it. If that doesn't appeal to you, go play Magic the Gathering, which still has a large portion of luck involved in it.
Honestly. Lately just for the sake of irony i'm making decks that specialize in stupid high amounts of RNG. Specifically i'm running a RNGeesus Priest. Seeing as so far it looks like they plan to make Priest OP in the expansion I wanted the experience beforehand.
I actually also like how rng is used in this game. If you want better chances for a hit you have to remove certain targets. If that isn't an option then due to the rng you have to plan on using certain cards in future terms based on the outcome. Many people say that the rng hurts more than helps, but I'm sure if you kept track of the stats it would be roughly even. Well unless you're playing randuin wrynn, then you're probably just gonna lose lol.
I'm on the OP's side of things, so I would like to give my opinion.
First I want to address some fallacies I read in this thread:
"You draw a random card each turn, so the game is random anyway. What's the big deal?"
Like someone else already mentioned, there is good and bad RNG. Good RNG means variance, games do not play out the same every time. That is achieved by shuffling your deck and it already has a huge impact on the game, but it is necessary to create a non-repetetive gameplay (there are numerous articles by Mark Rosewater and Richard Garfield [R&D director and creator of MTG] on this matter).
Except it doesn't make for non repetitive game play due to the growth of mana crystals and a mana curve. If you could play any card at any time it would change the game play, but with games like hearthstone, pulling your 1-2 drops means playing them at the beginning, pulling your 5-6 drops means not playing a card at the beginning. While this wouldn't be bad if decks were made to be multiple types at once, that's inefficient. Aggro especially is highly reliant on a small set of RNG, which you try to 'game' through an early game mana curve, basically reducing the chance that you will pull only late game drops, however it's still reliant on only a few RNG rolls. Increasing RNG in the right way will smooth out this reliance and ultimately allow for more player input and tactics.
As a former competitive magic player, I must say having the randomness of missing land drops removed gives flexibility for randomness in other areas. I'd much rather get rekt occasionally by a sick juggler or a perfect Ragnaros than lose a game because I couldn't even play.
Usually I love the idea of this. The random juggles and Rag sniping add a whole element of fun to this game other card games need.
Here's the issue... with Hearthstone moreso than hardly any other game, wins and losses matter and are weighted VERY highly in favor of wins. Every single loss on the ladder is crippling and devastating towards your progress to Legend, and that's much of what makes Legend so prestigious...
...but you can't have it both ways. If losses are that destructive towards your progress, then you can't have players losing games because of random crap.
But things like bots have shown that after a certain point legend (currently) is just a grind. +50% wins will eventually get you legend, just depends on how long you are willing to play.
RNG are ok, we need sideboard for more complex metagame in tournaments... Thats All.
Having different classes I think mitigates the need for a sideboard. Hearthstone is different than games like mtg in that classes counter other classes. Having a sideboard will make 2/3/4-0 sweeps much more common imo
I think that the people who complain about RNG are a vocal minority, while the vast majority of players will never visit a forum or look up a deck. Especially after the game is playable on more devices.
They want to have the game appeal to lots of people and make for great stories. RNG is a great way to do that. If there was no RNG, there would be definite 'best' decks because it would all come down to math. That would be incredibly boring.
RNG are ok, we need sideboard for more complex metagame in tournaments... Thats All.
Having different classes I think mitigates the need for a sideboard. Hearthstone is different than games like mtg in that classes counter other classes. Having a sideboard will make 2/3/4-0 sweeps much more common imo
what about a new format for the tournaments??, some bans or IDK.
RNG are ok, we need sideboard for more complex metagame in tournaments... Thats All.
Having different classes I think mitigates the need for a sideboard. Hearthstone is different than games like mtg in that classes counter other classes. Having a sideboard will make 2/3/4-0 sweeps much more common imo
what about a new format for the tournaments??, some bans or IDK.
I don't think bans would affect the impact sideboarding would bring to hearthstone because most classes can be built to directly counter any other deck by changing tech cards. But now that I think about it, since the player who wins the first match usually goes into the second match blind and forced to use the same class maybe sideboarding would allow the losing player a better chance to make a comeback? Idk I would be interested to see it being tested in a tournament
RNG are ok, we need sideboard for more complex metagame in tournaments... Thats All.
Having different classes I think mitigates the need for a sideboard. Hearthstone is different than games like mtg in that classes counter other classes. Having a sideboard will make 2/3/4-0 sweeps much more common imo
what about a new format for the tournaments??, some bans or IDK.
I don't think bans would affect the impact sideboarding would bring to hearthstone because most classes can be built to directly counter any other deck by changing tech cards. But now that I think about it, since the player who wins the first match usually goes into the second match blind and forced to use the same class maybe sideboarding would allow the losing player a better chance to make a comeback? Idk I would be interested to see it being tested in a tournament
in any case it is a new tournament format , I too would like to see new things in such tournaments, some formats just do not convince me
If I remember correctly, during the China 2014 qualifier for Blizzcon, their tournament format was quite different. It was Last Hero Standing Best of 5, but instead of each player submitting 4 decks and their opponent bans a class, each player gets to submit up to 9 decks comprising of at least 4 classes. The opponent still gets to ban a class and the player still can't use a class more than once, but the losing player now has a lot more options at their disposal in the follow-up match.
Effectively, this format was a lot like having a sideboard, and personally, I find this format very entertaining since it allowed players to create hard counter decks without the need to add versatility to every deck they submit. Having that ability created a whole different tournament meta, which inherently took much more skill to navigate, and I really wish this format would be adopted more.
If I remember correctly, during the China 2014 qualifier for Blizzcon, their tournament format was quite different. It was Last Hero Standing Best of 5, but instead of each player submitting 4 decks and their opponent bans a class, each player gets to submit up to 9 decks comprising of at least 4 classes. The opponent still gets to ban a class and the player still can't use a class more than once, but the losing player now has a lot more options at their disposal in the follow-up match.
Effectively, this format was a lot like having a sideboard, and personally, I find this format very entertaining since it allowed players to create hard counter decks without the need to add versatility to every deck they submit. Having that ability created a whole different tournament meta, which inherently took much more skill to navigate, and I really wish this format would be adopted more.
However the leads to another problem which many pro players have touched on before. If players are able to just hard counter everything, the person who wins the first match automatically has a much better chance at winning. See wec for proof of this
Usually I love the idea of this. The random juggles and Rag sniping add a whole element of fun to this game other card games need.
Here's the issue... with Hearthstone moreso than hardly any other game, wins and losses matter and are weighted VERY highly in favor of wins. Every single loss on the ladder is crippling and devastating towards your progress to Legend, and that's much of what makes Legend so prestigious...
...but you can't have it both ways. If losses are that destructive towards your progress, then you can't have players losing games because of random crap.
Um. how does that work at all? Are you losing more than one star?
I can't see why people get so upset about RNG, specially people supposedly concerned about competitive environment. In competitive people simply runs good, efficient cards. Bad cards and mechanics simply don't make the cut in competitive scenario, people keep running the good old cards.
We're not obliged to run every released card. Sure it's a pain to open a pack with some subpar cards, but as far as competitive is concerned pro players don't lose nothing from the release of a bunch of bad RNG-based cards. If anything competitive players will discover efficient ways to abuse some good RNG effects, while simply ignoring the bad ones.
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With high RNG my wins and losses feel big. Obviously I'd prefer the feeling of winning a lot more often than losing but that be the game. If you enjoy playing the game just try and find a way to be OK with the parts you don't like. I mean your only other options are to quit playing or get hung up on various aspects and not enjoy the experience of playing.
Thank you good sir, for voicing my opinion!
In other news, competitive hearthstone is doing just fine and by all accounts will continue to do so.
Nope, firebat is the remaining 1%.
:D
Honestly. Lately just for the sake of irony i'm making decks that specialize in stupid high amounts of RNG. Specifically i'm running a RNGeesus Priest. Seeing as so far it looks like they plan to make Priest OP in the expansion I wanted the experience beforehand.
I actually also like how rng is used in this game. If you want better chances for a hit you have to remove certain targets. If that isn't an option then due to the rng you have to plan on using certain cards in future terms based on the outcome. Many people say that the rng hurts more than helps, but I'm sure if you kept track of the stats it would be roughly even. Well unless you're playing randuin wrynn, then you're probably just gonna lose lol.
Except it doesn't make for non repetitive game play due to the growth of mana crystals and a mana curve. If you could play any card at any time it would change the game play, but with games like hearthstone, pulling your 1-2 drops means playing them at the beginning, pulling your 5-6 drops means not playing a card at the beginning. While this wouldn't be bad if decks were made to be multiple types at once, that's inefficient. Aggro especially is highly reliant on a small set of RNG, which you try to 'game' through an early game mana curve, basically reducing the chance that you will pull only late game drops, however it's still reliant on only a few RNG rolls. Increasing RNG in the right way will smooth out this reliance and ultimately allow for more player input and tactics.
As a former competitive magic player, I must say having the randomness of missing land drops removed gives flexibility for randomness in other areas. I'd much rather get rekt occasionally by a sick juggler or a perfect Ragnaros than lose a game because I couldn't even play.
Usually I love the idea of this. The random juggles and Rag sniping add a whole element of fun to this game other card games need.
Here's the issue... with Hearthstone moreso than hardly any other game, wins and losses matter and are weighted VERY highly in favor of wins. Every single loss on the ladder is crippling and devastating towards your progress to Legend, and that's much of what makes Legend so prestigious...
...but you can't have it both ways. If losses are that destructive towards your progress, then you can't have players losing games because of random crap.
But things like bots have shown that after a certain point legend (currently) is just a grind. +50% wins will eventually get you legend, just depends on how long you are willing to play.
RNG are ok, we need sideboard for more complex metagame in tournaments... Thats All.
Having different classes I think mitigates the need for a sideboard. Hearthstone is different than games like mtg in that classes counter other classes. Having a sideboard will make 2/3/4-0 sweeps much more common imo
I think that the people who complain about RNG are a vocal minority, while the vast majority of players will never visit a forum or look up a deck. Especially after the game is playable on more devices.
They want to have the game appeal to lots of people and make for great stories. RNG is a great way to do that. If there was no RNG, there would be definite 'best' decks because it would all come down to math. That would be incredibly boring.
TL;DR : Stoked for GvG
what about a new format for the tournaments??, some bans or IDK.
I don't think bans would affect the impact sideboarding would bring to hearthstone because most classes can be built to directly counter any other deck by changing tech cards. But now that I think about it, since the player who wins the first match usually goes into the second match blind and forced to use the same class maybe sideboarding would allow the losing player a better chance to make a comeback? Idk I would be interested to see it being tested in a tournament
in any case it is a new tournament format , I too would like to see new things in such tournaments, some formats just do not convince me
If I remember correctly, during the China 2014 qualifier for Blizzcon, their tournament format was quite different. It was Last Hero Standing Best of 5, but instead of each player submitting 4 decks and their opponent bans a class, each player gets to submit up to 9 decks comprising of at least 4 classes. The opponent still gets to ban a class and the player still can't use a class more than once, but the losing player now has a lot more options at their disposal in the follow-up match.
Effectively, this format was a lot like having a sideboard, and personally, I find this format very entertaining since it allowed players to create hard counter decks without the need to add versatility to every deck they submit. Having that ability created a whole different tournament meta, which inherently took much more skill to navigate, and I really wish this format would be adopted more.
Is this life?
However the leads to another problem which many pro players have touched on before. If players are able to just hard counter everything, the person who wins the first match automatically has a much better chance at winning. See wec for proof of this
Um. how does that work at all? Are you losing more than one star?
I can't see why people get so upset about RNG, specially people supposedly concerned about competitive environment. In competitive people simply runs good, efficient cards. Bad cards and mechanics simply don't make the cut in competitive scenario, people keep running the good old cards.
We're not obliged to run every released card. Sure it's a pain to open a pack with some subpar cards, but as far as competitive is concerned pro players don't lose nothing from the release of a bunch of bad RNG-based cards. If anything competitive players will discover efficient ways to abuse some good RNG effects, while simply ignoring the bad ones.