• 2

    posted a message on [Suggestion] Hearthstone trade market

    It depends on how you implement it, but in general unless the card values are fixed by the company it's possible to abuse it.

    For example, trade cards by rarity (common for common, legendary for legendary, etc) won't work, because you can create many new account and open many beginners packs (or finish the high value beginners quest and buy packs) until you open the cards you desire and simply trade them with your main account low value cards.

    Same thing will happen if you allow trades of cards for gold\dust, your main account will put overpriced crappy cards in the market, and your secondary account will buy them.

    As long as new accounts are free to create and they can generate high value in short time (like beginners quest or free packs\cards) you can't really have a completely fair market (IRL TCG are possible because packs always cost money, in digital games you must give the playerbase free stuffs or they won't stay).

    Another problem with digital trading market is outside sellers (like website that sells WoW gold for dollars), someone can open hundreds of dummy account and sell their "buying power" (they have enough gold to shift the price of a certain cards) for real money, that way the buyer get better value for his money than what the company offers him. 

    Maybe you can come up with some other market model that can't be abused for your game, but for hearthstone it's too late at this point.

     

    Posted in: General Discussion
  • 1

    posted a message on [Suggestion] Hearthstone trade market

    If the trade values are user-defined (i.e dynamic), it will introduce some kind of "free market" into the hearthstone ecosystem, and people will abuse it by trading with their other accounts (or if not possible, use other account to inflate or deflate the market values to their main account advantage) or perform multiply trades to take advantage of arbitrage.

    If blizzard decides the trade value then the whole trading market will be just a more complex dust system (it will be like setting different dust value to each card), which is not what blizzard (nor the users) want. 

    Posted in: General Discussion
  • 6

    posted a message on The HearthPwn Boomsday Project Community Compendium

    IMO. Weapons Project is way better than 58, and Floop even with all his potential is far too high with 92.

    I would keep an eye on hunter's, paladin's and warrior's legendary spell too, we can't see game breaking combo right now, but all 3 has HUGE potential to do insane stuffs.

    Posted in: News
  • 3

    posted a message on On average how much dust is a pack worth for you ?

    You don't need to open many packs to get close to the average, if we exclude golden legendaries from the average (reducing the average by 8 dust to ~94 dust) then we can draw a conclusion even on a batch of only 20 packs.

    I made rough calculations, but those numbers should be close to reality:

    With high probability you will deviate by at most 40% from the mean when opening 20 packs, giving you an average dust range of 56.4 ~ 131.6.

    With high probability you will deviate by at most 27% from the mean when opening 40 packs, giving you an average dust range of 68.6 ~ 119.4.

    With high probability you will deviate by at most 19% from the mean when opening 80 packs, giving you an average dust range of 76.1 ~ 111.8.

    With high probability you will deviate by at most 15% from the mean when opening 130 packs, giving you an average dust range of 80 ~ 108.

    With high probability you will deviate by at most 11% from the mean when opening 250 packs, giving you an average dust range of 83 ~ 104.

    With high probability you will deviate by at most 5% from the mean when opening 1000 packs, giving you an average dust range of 89.3 ~ 98.7.

    With high probability you will deviate by at most 5% from the mean when opening 1000 packs (without excluding golden legenderies), giving you an average dust range of 96.9 ~ 107.1.

    Having bigger packs batch makes you more likely to be close to the average, but it doesn't mean that smaller batches are guarantee that you're not close to it (it's just more 'noisy', and heavily depended on your legendary opening luck).

    ** 'With high probability' = ~99.7% of the times. ** 

    Posted in: General Discussion
  • 4

    posted a message on New Neutral Minion - Steel Rager

    Beside the obvious insane meme value, i can see this being played in Quest druid as another recruit target for Oaken Summons and Guild Recruiter, and even if you draw that it's still solid removal option (4 mana deal 5 damage to minion).

    Posted in: Card Discussion
  • 4

    posted a message on New Neutral Minion- Damaged Stegotron

    Oh look, another massive taunt that Taunt Druid can bring back 3 times (when revived it will be 5/12)

    Posted in: Card Discussion
  • 3

    posted a message on New Paladin Spell - Prismatic Lens
    Quote from Kovachut >>

    Huh, I have seen similar cards in the WCDCs.

     

     Yup, i remembered something similar too, so i checked the discussion threads of phase 2 and 3 and found this:

    DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]

    (Comment #77, 2nd row leftmost card)

     

    About the card itself:

    most of the times It's not 4 mana draw 2 cards, it's 4 mana draw 1 card with mana discount and have 1 dead card in your hand for the rest of the game.

    It's worth playing this only if you can get more than 4 mana discount on the higher cost card or if you can get discount on a key card in your deck and somehow execute a powerful combo. 

     

    Posted in: Card Discussion
  • 10

    posted a message on New Legendary Mage Spell - Luna's Pocket Galaxy

    It's almost like the quest reward of Jungle Giants without the body and without the questing part O.o

    Can't say if it's better or not (quest is guaranteed to be in your opening hand, and this card might come out of your deck too late), but it has huge combo potential.

    Edit:

    You can improve the consistency by adding 2 Raven Familiar and remove any other spell from your deck, this way you will play this card in turn 7 with very high probability (95%+).

     

    Posted in: Card Discussion
  • 0

    posted a message on New Legendary Mage Card Reveal - Luna's Pocket Galaxy

    Really? after a massive support for combo druid (all variants) now we get a support card for combo (exodia) mage?

    Why blizzard pushing so hard for combo deck with those crazy mana reductions?

    Posted in: News
  • 4

    posted a message on New Druid Card Reveal - Dreampetal Florist

    Wow, blizzard really try to push Combo druid (any of the 3 variants available)  into the meta, the support the archetype got in this expansion is off the charts... 

    Posted in: News
  • To post a comment, please login or register a new account.