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    posted a message on Patch 14.6 Now Live! Card Art Updates, Dalaran Heist & More

    If ya'll can't understand why a card whose graphic design is essentially BDSM joke might be of questionable appropriateness in a game marketed to young teenagers, you've got deeper issues than living in fear that "the feminists" are coming to take way your hypersexualized comic book fantasies.

    Posted in: News
  • 1

    posted a message on Hearthstone Balance Changes Incoming - Information Coming Next Week

    I played 6 straight burn mages yesterday.  Went 4-2 so not bad but man is that a boring matchup.  

    Posted in: News
  • 1

    posted a message on Players who keep playing on perfectly knowing that they will loose...

    I will play on even in the turn when I know I cannot win.  I make my opponent play out her win condition.  Every once in awhile you get a disconnect or a screw up or they’re faking and don’t have it.  But in any case, I like to play out my win conditions and I appreciate when others let me do so.  So I let/make them play out theirs. I’m not climbing to legend or anything, he extra 30 seconds of my time is not a premium.

    Posted in: Standard Format
  • 3

    posted a message on How High Can I Climb? May Ranked Season: Part 1

    I play pretty casually - I don't actively ladder climb or play any set number of games.  I play whatever decks I feel like playing, when I feel like playing them, and I maybe play 3-5 games per day.  I usually get to around rank 13-15.  If I hit a good win streak and stick with a deck, I easily climb to 10.  I've hit 9 a few times.  If I focused and really watched the meta and stuck with "good" decks, I'm sure I could climb to at least 5.  But that's not fun, so I don't do it.

    Posted in: News
  • 2

    posted a message on Six Card Nerfs Coming - Naga Sea Witch, Spiteful Summoner, and More!

    I'd personally prefer to see some of these cards just work differently (especially the Rogue quest, which behaves in a very non-intuitive fashion), but their philosophy is obviously to leave the mechanic intact whenever possible and weaken through stat changes.  Although the solution seem less creative, this makes some sense when you're managing a player base of tens of millions of people.  That said, Blizzard seems to think its average user is pretty thick-headed, given how much design space is sacrificed on the alter of "ease of use."  Maybe I'd share that opinion if I had to read their customer support logs, who knows.

    Posted in: News
  • 1

    posted a message on Now can we talk about armor removal tech?

    Armor removal?

    Instead I’d say a legendary neutral minion whose damage bypasses armor.  Or a spell that makes a minion’s attack bypass armor.  Or a legendary whose effect while on board is to double all damage done to armor by all damage sources (or just minions or whatever). 

    But single card removal is too much.   Maybe something like a 0 mana spell whose effect is: Spend all of your mana.  Remove twice that amount of armor from your opponent.

    Posted in: General Discussion
  • 114

    posted a message on Hearthstone's Tournament Mode Will Be A True Beta & What We Know So Far

    I operated free-to-play on-line games for twenty years, beginning with text MUDs in the early 90s up to graphic RPGs in the mid-2000s.  I quit when WoW came out and ate all of my time.

    It's hard to balance things.  It's hard to make decisions.  It's hard to test the interaction of complex systems and get it right.  It's not as simple as, "Just nerf this card," or "just add this feature." 

    Changing a card statistic doesn't take much time development-wise, but you aren't thinking about the Type II errors.  So we nerf Card X, which is currently an effective counter to Cards A, B, and C.  Well, do Cards A, B, and C become a problem?  And then the same people are back in 2 weeks bitching that those cards are too good and need a nerf?  Card X may be the only thing keeping 3 other otherwise overpowered cards in check.  You can't just go around every week and rearrange the game by nerfing whichever card people are bitching about that week, or that's all you'll ever do.

    And, if you're constantly tweaking cards based on a "Squeaky Wheel gets the Grease" philosophy of player management, you empower the loudest complainers, who are also usually the least rational and thoughtful.  Also, they're usually a small minority.  They just hate X and want it changed.  They see their little myopic corner of the game and are frustrated, so they complain on Reddit.  When you're a developer, you can't assume those people all know what they're talking about, especially when you have an equally large (or even much larger volume) of level-headed players whose qualifications you know, and whose opinions you trust, and whose conclusions match what you see in your own data.

    That's not to say EVERYBODY complaining is an immature whiner and is wrong.  Far from it.  It's just that, "Blizzard Y U TAKE SO LONG WHEN WE ALL YELL SO LOUD" is a stupid criticism.  I do think they're TOO deliberate with nerfs, but I'd rather have them be too deliberate than not deliberate enough.  And, they also have other timings to consider.  It's not just you at your desk they have to think about - there other plans, other events, other tournaments, other priorities all completing for the developers' and designers' time.  They have 100,000x more to deal with than what you see on your screen.

    And finally, adding a new feature is not trivial.  Software development is a classic case of the 80/20 problem.  The first 80% of it takes 20% of your time to make.  The last 20% takes the other 80%.  Ask anybody who's ever written a game.  I sat down last fall and wrote an MORPG server from scratch in C++ in my spare time.  It took me about a month of dinking here around here and there to build an account/login system, chat system, basic world navigation service, on-line creation system, skill tree system, combat and magic/effect system, quest system, trade skill system, guild/clan system, and advancement/badge system.

    That's 80% of what the game does.  It would require a team of 20 people working a full year to actually make a playable game out of that.

    I'm not saying those of you with complaints or concerns don't have valid complaints or concerns.  But I do think a substantial volume of complaining originates from a place of blissful ignorance about the realities of running even a small game development team.  I had lunch a while back with one of the chief engineers for League of Legends, he's an old school 90s era coder like me, and we were talking about how hard it is to change anything when you have a huge subscriber base.  He was telling me about how they wanted to add a few additional data points to track during matches for analytics purposes, and they spent weeks discussing it, because at the volume of records they store, even adding 100 bytes of data to match records will cost many millions of dollars in increased storage requirements.

    So ya'll want a dedicated software team with a burn of at least $15-$25M to churn out content constantly, put on tournaments, be on all social media, respond instantly to all problems, perfectly balance the game, manage a community of 50 million people, implement new features, fix old bugs sooner, and you don't want to pay for any of it.

    Sheesh.  I'm remembering why I quit running games like this.

    Posted in: News
  • 2

    posted a message on Everybunny Get in Here is This Week's Tavern Brawl!

    I don't complain about much but I HATE this brawl.  HATE HATE HATE HATE HATE HATE.  No matter what class I play, no matter what strategy I use, my opponent pops awesome minions and I get trash.  HORRID RNG FBM.

    Posted in: News
  • 2

    posted a message on Most Popular Witchwood Decks of the Week From HearthPwn for April 22

    Bear in mind that on standard, right now is the most constricted and uniform that the ladder will be all year because the card collection is the smallest.  We lost three expansions worth of cards (well, two + 1 adventure) and we only added 1.  This is the smallest the standard collection will be all year, which constricts deck design and counterdesign.  Some of the monotony you see is a natural byproduct of the release cycle.

    That said, my experience int the 10-15 rank has been that there's a decent variety.  I haven't seen a Cube lock in ages.  Seeing a lot of Hagatha, even and odd paladin, some weird hunters I can't figure out, odd rogue, even Shaman, dragon priest, rush warrior, taunt druid, there's quite a bit out there to play right now.  I just only remember losing to the decks I hate, like shudderwock.

    Posted in: News
  • 4

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    Matter of curiosity, is "autistic" the new insult for teenagers these days?  Not a fan.

    Posted in: General Discussion
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