Its only you the one who draws
- Knorke
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Member for 10 years and 12 days
Last active Thu, Oct, 7 2021 13:31:24 -
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Tommykoppo posted a message on New Neutral Legendary Card Revealed - Cornelius RoamePosted in: News -
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YetiUprising posted a message on In-Game Indication of Nozdormu Day Coming?Posted in: NewsI think they should just make the card not shit so people will want to use it
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fjl93 posted a message on In-Game Indication of Nozdormu Day Coming?Posted in: NewsI think they should change the matchmaking so that they'll match you (if possible) with other persons playing Nozdormu. It's just a big downside otherwise.
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Poghy posted a message on [Math] Old VS New Reward System [UPDATED]Posted in: General DiscussionThe biggest question about the new reward system: is it better or worse than old one? There are many misconceptions about it, some people love it because its front-loaded (meaning: its very easy to get a lot of rewards in the beginning but later it will be harder) and some people just hate it because they cant get that sweet 10g per 3 wins anymore.
Now we have the numbers and I dont wanna wait for the Hearthstone Mathematics channel, because I love to do the number-crunching myself. So the answer to the question mainly depends on what kind of player you are. Lets see the first one:
UPDATE: Before that, lets talk about the "apology blue post". We will have 6 less packs and 1350 more gold on the reward track from level 1 to 50. I didnt update the original number crunching, only the conclusions at each category, because it was easier to do. I have also renamed the 4th category to "competitive player". BTW I should mention here that I have used these numbers for the required xp for levels: https://outof.cards/hearthstone/2200-the-rewards-track-how-long-to-get-to-level-50-644000-experience-required-to-get-to-level-150 and by their calculations you can achieve level 50 in 12 and a half weeks with 1 hour play per day. You can still achieve it within the expansion cycle with less gameplay, since most of the xp comes from quests.
The Questing adventurer:
In this category I will assume that you are just logging in to do your daily quests (and weekly quests) and play less than an hour per day. In the old system you could get an average 55 gold per quest and I will assume 3 wins for the 10 gold. So 65 gold * 120 day = 7800 gold per expansion cycle. Now lets see the new reward track. Up to level 50 you will get 4200 gold, 16 packs, 2 arena/duel tickets, 2 legendaries and 1 epic card. 1 pack is worth 100 gold, the ticket is the same because the questing adventurer doesnt have time for this, but instant conceding is still worth a pack. Cards are a bit more tricky, but we can measure them in dust, and a packs average worth is around 100 dust. Lets say we are pessimistic and you just want to disenchant your rewards. (BTW I dont know if the reward cards could be golden but lets assume they are always non-golden) So a random legendary is equal to 400 gold and a random epic is 100 gold for this calculation. If we add this up we get a value thats worth 6900 gold. From there, you gain 150 gold for every level up.
So lets see the new quest system. Every week we get 3 weekly quests, 1 has 2500 exp reward and the other 2 has 1750, so its 6k exp per week. We also have 66 new daily quests, 50 of those worth 1000 exp the rest are 800 or 1500, so I think its reasonable to count 1k as an average. Easy math, 7k + 6k means 13k exp per week just from quests. You can also gain xp just from playing the game. Winning means more xp but the main factor is the time and its capped at 400 xp / hour in ranked. Lets assume that the questing adventurer doesnt have time to play a whole hour per day, so I will count with 200 xp per day which should be attainable in less than 30 minutes. Thats another 1400 xp per week.
So we are at 14400 xp per week, and an expansion cycle is 120 days or 17 weeks, so the Q.A. will get 244800 xp which is equal to level 61 on the reward track. So its 1650 gold bonus above level 50, which means 8550 gold in total. So for the Q.A. its 7800 gold vs. 8550 gold or 5850 gold + packs and cards.
There is also another source of xp, namely achievments. There are some that gives you xp, overall they can give 3-4 more levels so 450-600 bonus gold but we know that the questing adventurer dont have time for this. I would say for this category the new system is better, but some people dont think that a pack is actually worth 100 gold, so its maybe less good for them.
UPDATE: Old system: 7800 gold vs New system 9300 gold value OR 7200 gold + packs and cards.
The farmer:
The farmer plays a very fast aggro deck, he always does the quests and always farms the daily 100 gold for 30 wins then immediately shuts down HS. 155 * 120 = 18600 gold per expansion cycle (thats the cap). Assuming a 50% winrate and 5 minute matches, the farmer plays 5 hours every day. In the new system that means 5*400=2000 xp per day, so 14k xp per week + 13k from the quests so 27k per week, so 459000 xp in the expansion cycle. We will be generous this time and give him 500 achievment xp to earn level 109. This means 8550 gold above level 50, for a total of 15750 gold. The farmer doesnt like the new system.
UPDATE: Old system: 18600 gold VS New system 16500 gold value OR 14400 gold + packs and cards.
The hardcore player/streamer:
The farmer capped out the old system with 5 hours per day. But I was curious if someone can max out the current reward system. The math shows that you will need an average 9 hours per day to do that (which is really high, I know), but the new cap is actually higher than the old one. On max level you have 21900 gold, or 19200 + the goodies. So the hardcore player likes the new system.
UPDATE: Old system 18600 gold VS New system 22650 gold value OR 20550 gold + packs and cards.
The competitive player:
This is my category, a player who doesnt have much time on the weekdays but plays a bit more on the weekends. My assumption is that the average player plays 1 hour per day from monday to friday and somewhere between 2-5 hours per day on the weekend. For this calculation I will use 10 hours per week. In 10 hours a farmer would get 200 gold, but the competitive player also plays other decks than hyper-aggro, so lets calculate with 80% effectiveness, that would mean 160 gold per week from the 3 wins deal plus 7*55=385 from quests for a total of 545 gold per week on average. This is 9265 gold per expansion cycle. In the new system we have the 13k/week from quests and the 4k/week from gameplay, which means 289000 xp per expansion cycle. It means level 71 on the reward track, but the competitive player is interested in doing some achievments for xp, so we will give him +2 levels. The summary is 10350 gold or 7650 gold + goodies.
UPDATE: Old system 9265 gold VS New system 11100 gold value OR 9000 gold + packs and cards.
The conclusion:
If you agree with my conversion rate of the goodies, you can see that the new system is better for most players. The pure gold will be lower, but it is compensated by cards/packs. Since the new system is front-loaded, you will get more stuff in the beginning of a new cycle, which is good IMO. Later you get mostly gold, which you want anyways for the next expansion. Needless to say that the xp bonus from the premium track helps a lot, but as far as I know it doesnt change the hourly cap from gameplay. Personally I like the new system better, but I can see why someone would like the old one better. One thing is for sure: its NOT more grindy than the old one, you get rewards based on how much you play the game.
I did these calculations mainly for myself, but I hope it will help you too to understand what you should expect from the new system on the long run.
Conclusion UPDATE:
At first I didnt consider that the loss of pure gold would upset most of the playerbase, but that was my mistake, since Blizzard specifically stated that we will make more gold in the new system, and its obviously not the case, by my math not even after the update (-6 packs and + 1350 gold). I am a mostly wild player and I also like to collect cards, so for me any pack that can give me a card I dont have has a 100 gold value. If you are not like me, you can use the updated numbers with pure gold + packs and cards. So I still like the new system better BUT we will have a mini-expansion with 35 new cards and the slightly better rewards wont help us to get them. All we can do is hope that the promised events will get us enough xp to help with that.
Thanks for the feedback, if Blizzard will update the rewards track again, I plan to do the same with my post.
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B0n3d4ddy posted a message on Return of Mechazod! - Tavern Brawl #250Posted in: Tavern BrawlHow to create the most exciting experience:
- force both players to pray to RNGesus ("Will the boss have 6-8 attack early on?"..."Will we get screwed by terrible draw order?")
- require them to know exactly what they're doing, which cards to hold/combo with while...
- they're unable to communicate with each other and the most important part...
- let people play with completely outdated decks consisting of nerfed cards!
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aposteljoe posted a message on Descent of Dragons - Card Reveal Schedule ReleasedPosted in: NewsI wonder which card Alliestraza is going to reveal....
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Almaniarra posted a message on iOS Emulator for the new cardbackPosted in: General DiscussionEasy way to get card back without an emulator.
Just edit the "client.config" file in the game folder and add[Emulation]
emulateOnDevice = 1
DeviceName = "Android Phone"for android card back &
[Emulation]
emulateOnDevice = 1
DeviceName = "iPhone"for Ios card back.
Tested on mac.
It was in Hearthstone folder.If you don't have it, try to create it.
The original file contained:[Config] Version = 3
[Aurora] Version.Source = "product"
[Localization] Locale = enUS
[Application] Mode = Public
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Horkinger posted a message on Big hit for invested money (600 Euro plus)Posted in: General DiscussionAlthough I can understand people who get angry because they crafted golden cards which now can only be played in wild mode, I also understand that Blizzard cannot let everyone disentchant all Naxx and GvG Cards for free. They simply wouldn't sell new packs asince everyone just disentchants his shitty GvG and Naxx Cards and craft the viable ones from the next Expansion. Additionally, we simply get a new mode for which the older expansions are banned. That this affects the old mode as well may be bad luck, but in the end everyone can get everything in wild except for these blizzard-points. And (nearly) everyone who is seriously interested in the points is anyway appreciating Standard mode. I also have invested some triple digit sum of money into hearthstone. But simoultaneously, I will pre-order the new expansion and do the rest with buying card packs with gold and crafting necessities as I did until now.
Under the assumption that Hearthstone needs change to stop the game from getting boring, Blizzard has only three ways to go:
1. Keep everything as it is now and avoid power creep.
Maybe nerf some single cards like MC, Shredder and Dr. Boom, but that would not shake up the meta. The new expansion comes, a few new cards will be included in older decks (e.g. Justicar from TGT in CW) and maybe a new deck is generated (secret Paladin, although MC was power creep for Paladin). However, eventually the meta will be stale and a new expansion will only generate slight meta changes if at all. Most people will not have to buy expansions since they will be able to craft the necessary cards easily. -> Less money for Blizzard and probably the game will die sooner or later.
2. Start power creeping the expansions.
This will shake up the meta with every new expansion. Furthermore they do not have to care about nerfing stronger minions, because even Shredder and Dr. Boom will eventually meet their demise in shape of a new 4 and 7 mana powerhouse, respectively. People will have to buy packs, the viable decks will Change a lot and will also get stronger and stronger. Eventually, the early game of the new Zoo will be able to compete with the late game of Handlock and beat it with value ;)
3. Start cycle out whole expansions (no need for power creep).
The meta will regularly change pretty unforseeable. Old decks will be changed from slightly to a lot or will die completely, new decks with completely new ideas will arise (noone knows if after the next expansion an inspire deck will become viable). People will have to buy packs if they want to play Standard, but if they play wild, they probably only need to craft some core cards of the new expansion (although adventures still have to be bought)
In conlusion, I prefer the third option. I also think that wild will end up as something between 1. and 2., i.e. big parts of the expansions will not affect wild mode since the presently available cards will probably be around the same power Level (or even better in case of Shredder and Dr. Boom). Howver, it will happen that a combination of new and old cards will combine to a new top Tier deck as the secrets did with MC. However, I also guess that People will eventually cope with such new decks, as they did with secret Pally (despite secret Pally is still there, the present meta is pretty diverse). Occasionally it will happen that a Combo will break wild mode, but I expect Blizzard to fix such a card quick enough. I don't think they can afford a completely broken wild mode if enough people are still playing it (because also wild mode players will be customers).
But of course, that's only what I expect and what sounds Logical to me. I do not know for sure.
Edit: TL;DR: In my opinion Blizzard took the best Option to keep the game fresh. And there are no signs to be concerned about teh short-term playability of wild mode.
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DudeVonDudestein posted a message on Hamilton Chu, Hearthstone's Executive Producer, Also Leaves Blizzard EntertainmentPosted in: NewsThe proof resides deep within the confines of his rectum, from where he pulls crap like this.
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ArtZoyd posted a message on Behind the Scenes with Kobolds & CatacombsPosted in: NewsOne of the most informative and interesting videos the team has put out so far.
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I think the best way to determine how exactly those new quests work is to post the circumstances under which Quest-Completion was awarded, like those Examples:
Turn 10, 3 Health, does count
Turn 1, 30 Health, does not count
(Thinking about this, what about Armor? Does High Priest Thekal work?)
We can then derive the Rule from this data.
I dont have Quests currently but will make a post when i get them.
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I played a couple more games and had some of them count towards the quest when i had 15 hp or less in some later turns and conceded.
i think the rules are:
Have 15 HP or less AND be on turn 5 or later.