Why are people humoring Hooghout on here? He's not here to present anything worth responding to. He's a troll that spouts utter nonsense while attempting to appeal to people who just want to be in an echo chamber and don't care about facts. The fact that he spends so much time writing out so much while not saying anything of value is the only thing to be impressed by.
This is nonsense, you can't imply hearthstone statistics to p-value testing. Or you can but the results don't give any insight.
That's not the case. Let's say pro X is playing deck like freeze mage. Freeze mage has a 52.96% win rate across a broad population in Legend according to vicioussyndicate.com. Your null hypothesis is that each game is nearly a coin flip. You can easily calculate a p-value that tells you the likelihood that that null hypothesis is correct given that you have X number of pros with a 70% win rate with that deck.
Ok, ok, we all know that SOME skill is helpful but you want to test whether being legend rank 1000 is the same skill-wise as being legend rank 1. So, you take the records of a cluster of players around 1000 (let's say they win 55% of their games with the deck) and figure out the likelihood that you have another cluster of players with the win rates you see among rank 100+ players (who win 70%.)
What you're hanging on to (the idea that above a certain level each game is a random process and skill doesn't matter) is the perfect null hypothesis against which you can use P-value testing to find the likelihood that skill didn't get those players to the top.
Pivotal to the video is 11.10 - 12.10 In that one minute he says it all, revealing the reason why he made this video. More importantly is the interpretation of his words and what he is trying to say:
There's is more respect for competitive players and for the game in MTG compared to Hearthstone.
People complaining about randomness: part of card games.
'..Randomness in Hearthstone, because of the low level of game variance in the game engine is pretty crucial for the game to remain fun and make different thing happen from game to game.' (11.48- 12.01).
What He is saying resonates/defends the opinion, outlook and card design philosophy of Brode and consort. For the game to be fun variance must be low. How low variance emanates into more fun is quite unclear. What he is simply saying is that the dominance (low variance) of aggressive aggro makes the game fun, which is the hallmark of advertisement: "a fast paced game."
How 'different things' could happen from game to game in this understanding of fun is also pretty unclear. But if there's more respect for streamers and broader community in MTG, less with Hearthstone Kibler just gave the explanation: the skill level of MTG is higher than Hearthstone and that creates more respect.
You can't expect people in HS having more respect for streamers/ being less negative; you only can battle negativity by raising the skill floor of card design. Negativity has everything to do with the continuance of repulsive, aggressive, aggro oriented card design mr. Kibler.
You better call on Brode and consort to slow down the game and generate more variance and diversity. Don't blame the community to be negative. Just give Brode a call. People want to be vindicated, respected by a skillful game approach which is intellectually more demanding (like MTG). That is not provided by current card design. If it is already clear by turn 4 who will win, you can't maintain there's is significant skill involved in HS, even in the competitive scene. It is pretty understandable that people shy away from saying they'd put al lot of effort in it as everybody acknowledge the meta is an ongoing low skill aggro frenzy.
So mr. Kibler, your video was meant for 12-years olds. But really your fanboyism defending current card design by asking for more respect/ less negativity, is in stark contrast with conditions to earn that respect: better card design and an intellectually satisfying game. Since that is not the case, your quest is in vain.
TL;DR. There is more respect/ less negativity in MTG than in Hearthstone because the skill level of MTG is higher than HS.
Just out of curiosity, could you make some cards for us that have better card design? I'm not challenging you or anything. I'm just curious as to what the ideal card for you might be.
Anything that would slowdown the game qualifies.
...that isn't specific at all. No offence, but "cards that slow down the game" isn't good enough in terms of card design nor detailed feedback. It's just not that simple. Could you please give me specific cards? (You can make them at Hearthcards.com) Your comment is starting to lose credibility here.
Give me what you want: some complicated, slowing cards that you so desire. Because frankly, I have no idea what you specifically want. Criticism requires details. You can't complain about how a pilot drives and expect them to better when your best advice is "fly better", no?
Oi chap, you want suggestions of cards that slow down the game? Here's a mechanic I've been pondering about (no pun intended) for months. Hard to balance of course, but here goes.
Mechanic: Bigman (unoriginal, I know). This card may only be included in your deck if your deck contains X cards costing Y+ mana. And this restriction would be slapped on broken anti-aggro cards. 3 mana 2/15 taunt? sign me up. 1 mana 15 HP heal? Why the fuck not? 3 mana AOE boardclear that draws you cards. Yes.
The question then becomes, what are the appropriate values of X and Y? For example, if I'm playing a good old heavy Ramp druid, I'm easily including 10+ cards that cost 5 mana+. Nourishes, AOWs, Rag/Ysera/Sylv, you get the drift. But the main issue is finding the exact number which will not allow bullshit aggro and midrange decks to take advantage of it. Midrange Hunter should NOT be able to activate Bigman by including 2x Savannah, 2x Tundra Rhino, 2x Call of the Wild and Dr. Boom.
The idea still needs alot of work, but I think you get the jist. Could also make it that the more OP the card is, the harsher the Bigman requirement. 10 cards in deck costing 6+ would be brutal, for example, but something that a control warr or ramp druid would be able to pull off. 6 cards costing 8 mana+? 4 cards costing 10mana? how about requiring 15 cards costing more than 4? It all depends, and needs to be worked out by a developer team, but that's the idea. Make OP anti-aggro stuff (just like OP anti-control stuff exists) then restrict it to Control decks ONLY so aggro/midrange can't abuse it.
That seems...a bit harsh. I like your idea, but that seems too potent. For one, that is extremely OP and uninteractive. Overpowered early game AND strong late game?! Jeez, even Reno isn't as strong as that, and lots of people were complaining about him (and Reno was an anti-aggro card). Your card is as strong as Jaraxxus and can easily swing the game just by drawing it. More RNG? I'm pretty sure the comments here tell you how much the Hearthstone community loves RNG. Plus, the deck is too "swingy". Either you get completely screwed with having the required expensive cards drawn first, or you completely dominate the game by drawing the Bigman cards early. The last thing we need is a cancerous control deck...except we do have one: Taunt Warrior. A deck that requires a certain requirement (lots of Taunt cards, which is again anti-aggro) and provides a strong benefit in return; sounds familiar? I'm pretty sure that adding multiple quest rewards to your deck is the last thing we want. Basically, you've recreated the idea of a Quest (build your deck in a way so that you get a powerful advantage in return), except you immediately get the reward, and there are multiple OP rewards. I'm pretty sure that people don't want another Quest Rogue.
However, I like that you're trying to come up with new ideas and such. Have you ever come to the Fan Creations thread and participated in the Card Creation Competition? I would love to see what you will come up with.
This is nonsense, you can't imply hearthstone statistics to p-value testing. Or you can but the results don't give any insight.
That's not the case. Let's say pro X is playing deck like freeze mage. Freeze mage has a 52.96% win rate across a broad population in Legend according to vicioussyndicate.com. Your null hypothesis is that each game is nearly a coin flip. You can easily calculate a p-value that tells you the likelihood that that null hypothesis is correct given that you have X number of pros with a 70% win rate with that deck.
Ok, ok, we all know that SOME skill is helpful but you want to test whether being legend rank 1000 is the same skill-wise as being legend rank 1. So, you take the records of a cluster of players around 1000 (let's say they win 55% of their games with the deck) and figure out the likelihood that you have another cluster of players with the win rates you see among rank 100+ players (who win 70%.)
What you're hanging on to (the idea that above a certain level each game is a random process and skill doesn't matter) is the perfect null hypothesis against which you can use P-value testing to find the likelihood that skill didn't get those players to the top.
You can't calculate probabilities without having a certain value to begin with. Statistics from any site that provides data from games played in HS is not certain in any way. It is always influenced by the rng factors in game. Someone who is sitting at ~legend 3k could have a sick winstreak and end up in legend #1. The guy who is #1 legend could have better luck and que only into favored match-ups.
You can play with the numbers all you like, they still wont give you any insight. Get ur maths str8 boy.
What are you comparing my belief into? Please teach me.
This is just plain wrong, but fortunaly you made it easy for me to do the maths to prove you wrong.
First of all there is an entire field of statistics that is about calculating probabilities given certain information called Bayesian statistics. So more than that I won't get more into that.
Secondly since you argue that all people at top 1000 has equal skill, and since picking decks is part of that skill we get that every player has an equal chance of winning a game apriori, that is 50%. Now lets asume that it would only take you 20 straight victories to go from 1000 to legend. The probability of that happening is (1/2)^20=9.5*10^(-7) which is almost litterally 1 in million. Now you say he queues only into favored matchups, however that doesn't even matter for the probabilities, since the chance of queueing into these better matchups given our assumptions exactly cancles out with increased winrate% since every person has chosen a deck that gives them the same average probability to win given all the matchups avilable.
Now I won't say that this kinda thing never happens. But really I think I made my point.
This is nonsense, you can't imply hearthstone statistics to p-value testing. Or you can but the results don't give any insight.
That's not the case. Let's say pro X is playing deck like freeze mage. Freeze mage has a 52.96% win rate across a broad population in Legend according to vicioussyndicate.com. Your null hypothesis is that each game is nearly a coin flip. You can easily calculate a p-value that tells you the likelihood that that null hypothesis is correct given that you have X number of pros with a 70% win rate with that deck.
Ok, ok, we all know that SOME skill is helpful but you want to test whether being legend rank 1000 is the same skill-wise as being legend rank 1. So, you take the records of a cluster of players around 1000 (let's say they win 55% of their games with the deck) and figure out the likelihood that you have another cluster of players with the win rates you see among rank 100+ players (who win 70%.)
What you're hanging on to (the idea that above a certain level each game is a random process and skill doesn't matter) is the perfect null hypothesis against which you can use P-value testing to find the likelihood that skill didn't get those players to the top.
You can't calculate probabilities without having a certain value to begin with. Statistics from any site that provides data from games played in HS is not certain in any way. It is always influenced by the rng factors in game. Someone who is sitting at ~legend 3k could have a sick winstreak and end up in legend #1. The guy who is #1 legend could have better luck and que only into favored match-ups.
You can play with the numbers all you like, they still wont give you any insight. Get ur maths str8 boy.
What are you comparing my belief into? Please teach me.
This is just plain wrong, but fortunaly you made it easy for me to do the maths to prove you wrong.
First of all there is an entire field of statistics that is about calculating probabilities given certain information called Bayesian statistics. So more than that I won't get more into that.
Secondly since you argue that all people at top 1000 has equal skill, and since picking decks is part of that skill we get that every player has an equal chance of winning a game apriori, that is 50%. Now lets asume that it would only take you 20 straight victories to go from 1000 to legend. The probability of that happening is (1/2)^20=9.5*10^(-7) which is almost litterally 1 in million. Now you say he queues only into favored matchups, however that doesn't even matter for the probabilities, since the chance of queueing into these better matchups given our assumptions exactly cancles out with increased winrate% since every person has chosen a deck that gives them the same average probability to win given all the matchups avilable.
Now I won't say that this kinda thing never happens. But really I think I made my point.
I have never said that every player has equal chance of winning?? I just said that after certain level of experience, people know the game so well, all that matters is RNG. This does not mean 50-50% games. Get a grip.
To reject this null hypothesis, you'd have to calculate millions and millions of them since the issue is so wide. The numbers behind the calculations are also rigged since the game is rng-based and you cant base your calculations on constantly changing random numbers, therefor this whole process is nonsense and provides us with no information. Obviously you can use this test to get some answer but it's not reliable in any means. Ask your maths professor for further guidance, you're way off my friend.
You're wrong. You said that all that matters is RNG, that is completly equvivalent to saying that everyone has on average an equal chance to win. Also you can base calculations on random results, that is what statistics is all about. My grasp on it is quite fine already thank you, it is my field of work. Just because the reality doesn't lineup with your assumptions doesn't make my calculations "less valid". The maths is fine, the assumptions are obviously wrong. You can easily do a p-value test on any null-hypothesis, including the results of games are completely random. In fact we even know the distribution of winrates given a certain number of games. Its the binomial distribution. We know the variance, and the mean. We know how to calculate the probability that a person gets a number of wins given an other number of games.
Recognising that the average winrate of any one person is not on average 50% is exactly the same as recognising skill is a factor.
In general, humans have a hard time understanding the effect randomness plays into their lives. When things go good we naturally attribute it to some kind of skill we must possess. When things go bad we look to blame the factors we can't control rather than ourselves. It's human nature. In an environment such as Hearthstone it leads to a culture of negativity when the easy way to make ourselves feel better is to assume we just always have bad beats instead of looking into why things didn't go our way. Sure, not every scenario is winnable, but many could be if we had done something differently.
Good point, and I think it illustrates part of what is happening. When you think... I made a good play and won, I lost and it was random, you have a confirmation bias, because of your thoughts your brain automatically looks for patterns based on those thoughts, so any loss that was randomly influenced becomes "hearthstone is random, that's why I lost". And any win based on your winning plays makes you think" it was actually a good play" (whether or not you actually played optimally) If you want to become a better player you have to look for how you could have played differently and won(including times when you have already won), eventually you will be able to make more optimal plays, but that never happens if going in what you are seeking is what are the random plays that I can excuse my loss for, and even what are the plays that won me the game? If you do that you are wasting your brain power.
Also please stop the 50/50 argument, all 2 player games over all players have an average 50/50 win rate, it has nothing to do with the skill of the game. The coinflip guy is correct in a certain respect, the top 1% probably are pretty close in skill. it's no surprise, but that has nothing to do with a "low skill cap" seeing as out of Xmillion players the top 1% or less is a significant number. Yes, it might be that the game as a competetive scene would be better if the skill cap was even higher, but that doesn't mean it's a "low" skill cap.
The best that can be said is that it may be too low a skill cap for a game with this many players.
If we put 100 pro players to play the same mulligan game (with no rgn cards) agains the same machine oppenent, we could see and evaluate all discrepancies and the most concurrent sequence choice.
Doing that, we can demonstrate if there no difference on top ceilling rank.
Then if we add random cards in deck, we could see the impact between skill and luck.
In general, humans have a hard time understanding the effect randomness plays into their lives. When things go good we naturally attribute it to some kind of skill we must possess. When things go bad we look to blame the factors we can't control rather than ourselves. It's human nature. In an environment such as Hearthstone it leads to a culture of negativity when the easy way to make ourselves feel better is to assume we just always have bad beats instead of looking into why things didn't go our way. Sure, not every scenario is winnable, but many could be if we had done something differently.
Good point, and I think it illustrates part of what is happening. When you think... I made a good play and won, I lost and it was random, you have a confirmation bias, because of your thoughts your brain automatically looks for patterns based on those thoughts, so any loss that was randomly influenced becomes "hearthstone is random, that's why I lost". And any win based on your winning plays makes you think" it was actually a good play" (whether or not you actually played optimally) If you want to become a better player you have to look for how you could have played differently and won(including times when you have already won), eventually you will be able to make more optimal plays, but that never happens if going in what you are seeking is what are the random plays that I can excuse my loss for, and even what are the plays that won me the game? If you do that you are wasting your brain power.
Well said on both counts, part of the issue stems from the public perception, and when we are surrounded (on streams,tourneys and forums) by negative connotations like RNG, Clown Fiesta, Coinflip etc. and then we take them by suggestion into the game and have a bad experience then yes they can become convenient excuses/reasons for our loss, but as stated by others here that may not always be the case. I think the attitude we take into the game will affect our play and can also skew the outcome . accept that HS is what it is and we chose to play, love it or hate it but if you go in with a negative mindset odds are your outcome will be negative as well.
TL,DR: Skill matters, but only with a significant number of games and therefore not in tournaments and for the normal hearthstone player.
I agree with most of what you say, but I think this statement misses an important point. It takes a lot of games to distinguish between two relatively close skill levels, but a lot fewer games to distinguish between very different skill levels. An experienced pro who plays against an average rank 20 Hearthstone player will not need an enormous number of games to demonstrate conclusively that they're better.
Why are people humoring Hooghout on here? He's not here to present anything worth responding to. He's a troll that spouts utter nonsense while attempting to appeal to people who just want to be in an echo chamber and don't care about facts. The fact that he spends so much time writing out so much while not saying anything of value is the only thing to be impressed by.
He's the poster child for the IYI's (intellectual yet idiots) of the world. https://medium.com/incerto/the-intellectual-yet-idiot-13211e2d0577#.itukmi4hm
Now you say he queues only into favored matchups, however that doesn't even matter for the probabilities, since the chance of queueing into these better matchups given our assumptions exactly cancles out with increased winrate% since every person has chosen a deck that gives them the same average probability to win given all the matchups avilable.
Now I won't say that this kinda thing never happens. But really I think I made my point.
Just because the reality doesn't lineup with your assumptions doesn't make my calculations "less valid". The maths is fine, the assumptions are obviously wrong. You can easily do a p-value test on any null-hypothesis, including the results of games are completely random. In fact we even know the distribution of winrates given a certain number of games. Its the binomial distribution. We know the variance, and the mean. We know how to calculate the probability that a person gets a number of wins given an other number of games.
Recognising that the average winrate of any one person is not on average 50% is exactly the same as recognising skill is a factor.
I DON'T BELIEVE IN MATH! CLIMATE CHANGE IS FAKE NEWS!
Also please stop the 50/50 argument, all 2 player games over all players have an average 50/50 win rate, it has nothing to do with the skill of the game. The coinflip guy is correct in a certain respect, the top 1% probably are pretty close in skill. it's no surprise, but that has nothing to do with a "low skill cap" seeing as out of Xmillion players the top 1% or less is a significant number. Yes, it might be that the game as a competetive scene would be better if the skill cap was even higher, but that doesn't mean it's a "low" skill cap.
The best that can be said is that it may be too low a skill cap for a game with this many players.
If we put 100 pro players to play the same mulligan game (with no rgn cards) agains the same machine oppenent, we could see and evaluate all discrepancies and the most concurrent sequence choice.
Doing that, we can demonstrate if there no difference on top ceilling rank.
Then if we add random cards in deck, we could see the impact between skill and luck.