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    posted a message on Playful USB keys (lightly salted game)

    I like the switch on those cards, but that was the weirdest, most confusing intro/analogy possible.

    Posted in: General Discussion
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    posted a message on Hearthstone is now on a massive decline ?

    I think a lot of this is over-the-top, but I have always felt like they spend an inordinate amount of time on new cards.  I get that, new cards make money, and when the game first started, all they needed to do was make cards.  Now that we're years removed, Blizzard needs to invest more money for some kind of Longevity Team.  Maybe they have or they will, but we're not seeing good evidence of it yet, that's for sure.

    Posted in: General Discussion
  • 2

    posted a message on Why do you try to grind to legend?

     

    Quote from Kaladin >>

    One and only time I hit legend was to prove to myself that I could do it.  

    It's not a fun grind.  

    I promise I'm not judging, I get this instinct.  I had that instinct but fought it back.  I had to realize, there's a lot of things in life you can prove to yourself you can accomplish.  Turning a game into work and proving you can "beat it" just doesn't make the cut on how to spend time.
    That said, I would have done it in my 20s, before family came along.
    Posted in: General Discussion
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    posted a message on The Everywhere Land! A Hearthstone Custom Expansion (135/135 Cards) (COMPLETE)

    I never wander into Fan Creations but I'm blown away, such cool stuff!

    Posted in: Fan Creations
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    posted a message on Dark pact is simply ridiculous.

    Fair points but I didn't latch on to that idea so strongly by taking into account the larger problem of Cubelock.  There are pros and cons to lots of nerf ideas, but this one stood out to me because it seems to be a distinct flaw, or "miss" on the mechanics.  They failed to bind the charge ability with the penalty and bundle them both in the Battlecry.  Yeah, they probably wanted it that way in the beginning and knew there would be ways to cheat it out that would make it very powerful.  But years -- and charge-focused nerfs -- later, it's a problem.

    I don't know, I guess I've just never seen a nerf this elegant -- something so logical and faithful to core mechanics it almost feels like a bug-fix instead of a nerf.

    Posted in: Warlock
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    posted a message on Hearthstone (standard) Is the most stale game online right now

    Don't waste your time if you're counting on more cards in April to solve the problem.  New cards will never solve the problem.

    It's even more wrong-headed to blame players.

    Humans have acted according to their incentives since the beginning of time.  Right now the only way to play constructed and feel like you're making progress is ladder.  Ladder incentivizes winning -- and not only winning, but the lack of losing (stars) -- and that requires the very best decks your collection and research skills can create being played at all times.

    Current incentives create stale constructed play by definition.  Creativity in the design of game modes and their incentives is the only way to solve it.

    Posted in: Standard Format
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    posted a message on Dark pact is simply ridiculous.

     

    Quote from rexXHS >>

     

    Quote from Velerios >>

    But the problem is NOT Dark Pact. It's simply Doomguard. This card should have been nerfed LONG time ago. It would not take much: simply change it to Battlecry: Discard two random cards, gain Charge.

    It should only have charge when you discarded 2 cards.

     thats by far the best nerf for the card I've ever read 
     
    This make SO much sense that I can't help but treat it as a litmus test for Blizzard's performance.  If this exact nerf doesn't happen I'll honestly lose a lot of faith.
    Posted in: Warlock
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    posted a message on Tournament Mode .. again.

    What's hard about tournament mode for them is that it breaks the very simple concept of queuing into a game.  Now you have a specific opponent at a specific time, or window of time.  What if the two opponents can't play at the same time?  You can just forfeit the one that didn't show up in time.  But now you're asking players to hang around for hours on end to do a tournament and not miss games.  That could work, but now think about the percent of players that will do it.  I wouldn't be able to more than once a month or so.  Is the effort to code it worth that volume?

    Posted in: General Discussion
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    posted a message on Buy pack or play Arena
    Quote from tcipps >>

    just last night went 6-3 took about 2 hours 15min, got 1 pack + 75g + 45g. so I bascically bought a pack for  30gold and played for 2 hours. I'd say that average expectation for most players. rewards strongly need to be adjusted IMO

    Wait a minute.  You're saying rewards need to go up because it took you over two hours to earn a cheap pack?  Million dollar question: did you, you know, have fun during that time??  Because lest we forget, this is a game that is supposed to be fun.  If you're forgetting to have fun and you're looking for the most efficient way to gain cards and gold, then what are you even in this for?
    And there's your answer OP, give Arena an honest shot for a bunch of runs to see if you like it.  Answer's pretty easy after that.
    Posted in: General Discussion
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    posted a message on Hearthstone in 2018
    Quote from Dunscot >>
    Quote from w88w8w8 >>

    Hi, I'm speaking as a newcomer to the game 1~2 months in.

    You're spot on about 5. and 6. I can speak less for standard/wild and power creep, but with everything you said about the ladder and the newcomer experience, I completely agree with you. Going from the tutorial to "ranked" mode was a pretty rough transition, and it sort of felt like I either had to immediately sink $60 on packs to play a viable deck, or use my crocolisks and yetis against all these opponents with golden portraits. I bought the starter pack and dusted all of my cards so I could get myself a playable deck (a budget one at that), and now I can sort of hop on the gold grind. I've spent some money on packs since then, but it's not nearly enough to get enough cards from classic + the 4(!) expansion packs. It really does feel like a $100 entry fee to have fun. 

    I'm interested in how the ladder experience could be improved. Or casual mode?

    First of all, congratulations for surviving the first two months! It can only get better from here. ;)
    As for your experience so far, I really feel with you. I know all too well how frustrating it can be to struggle with low quality cards and decks, and my impression is it only got worse over the years.
    Just recently, a change to the ladder system was announced, largely as I expected (less of a reset/less grind), but with the perhaps important change that the lower ranks will also consist of 5 stars each. Ideally, this would mean that players will more commonly meet opponents on the same level of play. With "bigger" low ranks, there is more space to spread out, with a bigger difference between rank 21, 20 and 19. Whether it will work out or not, remains to be seen. I am actually not all that optimistic because I oftentimes get the impression there are just not all that many "new players" around to make the lower ranks adequately new-player friendly, but maybe it will make things a little better.
    Unfortunately, there is nothing good to be said about costs and so far, nothing has been announced in that direction either. If we wanted to come up with a number, I'm not even sure if 100$ is covering it. Of course, there are different opinions about what would be a good starting point, but considering that you want to have at least "some" cards from all non-rotating expansions in Standard plus a few more from Classic, you'd have to spend 3-4x30$+. So, 100$ is actually somewhat optimistic. I personally also consider it an issue if you can only play one or two classes somewhat decently. I can see why some people like to specialize, but to me it feels like not having access to a large portion of the game, and it certainly makes completing daily quests harder.
    An issue I haven't even addressed is the "catching up". Not only is the reward system insufficient to keep up, it's entirely impossible to catch up when you just jump into the game or took a break or just were unlucky in previous expansions. The gold you can realistically make between expansions is barely enough to get started on the new set, and all the gold you make after release goes into the next set. You can't really spend gold between expansions on older sets without falling behind when the new one comes out. Naturally, this hurts new players even more.
    Quote from Neon2015 >>

    3. In addition to the last point, I think we will also see yet another change in the release schedule. I think the developers are generally pretty happy with how the Year of the Mammoth has been going. And I have to agree, three full expansions per year really help to spice things up. But on the other hand, and I think many will agree with me, it's still not quite enough. The metagame is usually set about a month after the release of a new expansion, and in the 3rd and 4th month of a meta, it really starts getting painful to see the same decks over and over and over again. I think the game would be better off with content being added a bit more frequently, maybe every 2 or 3 months, and I think the developers would like to see these big changes happening more frequently as well. Question is, if they even have the resources to pull that off.

    The current release shedule is already a lot to keep up for not paying players, so please no

    I suggest this purely from the game-perspective. It would be better for the game if more cards were released per year. But of course, it should also be good for the players. If Blizzard wants to release more content per year, an update of the reward system would be even more necessary, which I strongly advocate. As I said, the gold you can make per day nowadays is barely enough to keep you in the game. This actually should have already been addressed well over a year ago.
    I think the problem is squarely with game modes, not cards, even if you take free-to-play out of the equation.  The current domination of Ranked ensures that only 10% of cards are even used.  Creativity with limited game modes can solve that problem beautifully even if fewer cards are released.  Releasing more and more cards won't increase the number of cards used, only the number of cards not used, and make it harder for everyone to collect.
    Posted in: General Discussion
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