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Topic: Magic: The Combattening - Hearthstone (Read 301150 times)
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eldaec
Terracotta Army
Posts: 11844
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Is there a regional breakdown on the 10M?
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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Merusk
Terracotta Army
Posts: 27449
Badge Whore
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Who cares, it's accounts created. In any game we've ignored that number as it's meaningless vs. active players, which drive revenue. Seems like it's doing just fine there as its picking up the deep slack of WoW.
If it's a valid point of discussion, we've got a world of other games that've been dismissed here on that basis.
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The past cannot be changed. The future is yet within your power.
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Paelos
Contributor
Posts: 27075
Error 404: Title not found.
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I don't care how many accounts are created. I care about online account averages for a day.
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CPA, CFO, Sports Fan, Game when I have the time
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Lakov_Sanite
Terracotta Army
Posts: 7590
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~a horrific, dark simulacrum that glares balefully at us, with evil intent.
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schild
Administrator
Posts: 60350
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Hey Ben Brody, I feel like you can go fuck yourself, you hack.
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Simond
Terracotta Army
Posts: 6742
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Meanwhile, being more constructive*:   They're not great, but they're a decent start if you're new. *dohohohoho~
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"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
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Maledict
Terracotta Army
Posts: 1047
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This is actually quite scary. one of the biggest games designers in the world is fundamentally unable to understand one of the most basic and required parts of a CCG. Wizards have been posting about this for 10 years now, their website is practically a *bible* on how to make a CCG and yet here you have a complete moron posting that "how a card feels" is most important to them.
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Malakili
Terracotta Army
Posts: 10596
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These cards are simple, basic-set cards, and for some reason the word “random” just feels better on these cards. 'Feel' is really important to how we write cards. Consistency is important, but somewhat less so in a digital game where the computer handles the rules for you.

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Ragnoros
Terracotta Army
Posts: 1027
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Wizards have been posting about this for 10 years now, their website is practically a *bible* on how to make a CCG.
They really do write some amazing articles. Someone should go through, sort through all that content, and make it into an actual book sometime. Edit: Closed my quotes...
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« Last Edit: June 08, 2014, 12:57:17 PM by Ragnoros »
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Owls are an example of evolution showing off. -Shannow
BattleTag - Ray#1555
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Morat20
Terracotta Army
Posts: 18529
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In that designer's defense, the actual game handles the mechanics. Card wording is infinitely more important when human players are actively interpreting the rules -- since that interpretation is how the mechanics get implemented.
I'm all in favor of a somewhat less ad hoc system of card information there, but frankly as long as they're not making paper cards and it's just electronic play, then it really doesn't matter than much.
I really don't like the 'the player will figure it out the first time they play it if they misunderstood bit', although it is pretty accurate.
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HaemishM
Staff Emeritus
Posts: 42666
the Confederate flag underneath the stone in my class ring
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It may be more important when humans are meant to interpret and adjudicate the rules but when you are trying to formulate a strategy or just decide if now is the right time to play this card or that, wording is a fuckload more important than "feel." Wording is how you make plans - feel is what you use when you don't give a fuck about the results. Feel is the ultimate YOLO!!!! shout just before you jump out of an airplane with a knapsack on your back instead of a fucking parachute.
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Hoax
Terracotta Army
Posts: 8110
l33t kiddie
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In that designer's defense, the actual game handles the mechanics. Card wording is infinitely more important when human players are actively interpreting the rules -- since that interpretation is how the mechanics get implemented.
I'm all in favor of a somewhat less ad hoc system of card information there, but frankly as long as they're not making paper cards and it's just electronic play, then it really doesn't matter than much.
I really don't like the 'the player will figure it out the first time they play it if they misunderstood bit', although it is pretty accurate.
That is retarded. I've played Hearthstone. By far the worst thing was not knowing how cards would interact or work because the cards don't actually tell you shit is inconsistent as hell.
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A nation consists of its laws. A nation does not consist of its situation at a given time. If an individual's morals are situational, then that individual is without morals. If a nation's laws are situational, that nation has no laws, and soon isn't a nation. -William Gibson
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schild
Administrator
Posts: 60350
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A game only handles mechanics AFTER you do a thing.
So, yea, cards need to be seriously fucking clear.
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Morat20
Terracotta Army
Posts: 18529
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It may be more important when humans are meant to interpret and adjudicate the rules but when you are trying to formulate a strategy or just decide if now is the right time to play this card or that, wording is a fuckload more important than "feel." Wording is how you make plans - feel is what you use when you don't give a fuck about the results. Feel is the ultimate YOLO!!!! shout just before you jump out of an airplane with a knapsack on your back instead of a fucking parachute.
I only skimmed the random bit, didn't go any further. I've never actually gotten confused by a card that was random and didn't appear to be random on the text. (In short, so far the random/not random has been clear). I find weird mechanics like, well -- ever had a stealthed minion with taunt? That's fun to arrange. (it won't taunt until it's unstealthed, actually). Which does bring up one thing I'm curious about: Rogue combos -- does using the hero special ability (equipping the dagger) count as an action towards a combo?
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HaemishM
Staff Emeritus
Posts: 42666
the Confederate flag underneath the stone in my class ring
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Combo is a good thing to bring up about the shitty design. I think I'd gotten to level 10 with my rogue deck before I ever even heard of combos and it wasn't explained very well. You'd think somewhere in that basic rogue deck that you get before hitting level 10 you'd get one rogue card with combo. I don't think you do but I could be wrong. I just remember playing with the deck for a while without hearing the term and since that's a big part of the rogue deck's strength, it should be much earlier in the deck's lifespan.
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eldaec
Terracotta Army
Posts: 11844
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you learn that it is random after playing it Woah.
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« Last Edit: June 08, 2014, 03:08:25 AM by eldaec »
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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Tannhauser
Terracotta Army
Posts: 4436
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Combo is a good thing to bring up about the shitty design. I think I'd gotten to level 10 with my rogue deck before I ever even heard of combos and it wasn't explained very well. You'd think somewhere in that basic rogue deck that you get before hitting level 10 you'd get one rogue card with combo. I don't think you do but I could be wrong. I just remember playing with the deck for a while without hearing the term and since that's a big part of the rogue deck's strength, it should be much earlier in the deck's lifespan.
I don't have a lot of luck playing ranked with Rogue but it's a fun class. The combos are a cool idea and lets me play my preferred style, of chaining card plays for a strong effect. Trump talks about value and there's good value in some Rogue cards. Defias Ringleader is a 2 cost 2/2 but if played as a Combo, also spawns a 2/1 minion. SI: 7 Agent is a 3 cost 3/3 but the Combo allows him to do 2 damage anywhere. Surgical. The current flavor is Miracle Rogue, which I can't really pull off due to missing some key cards. But I've been beaten by it and it is some serious burst damage.
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schild
Administrator
Posts: 60350
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You can really tell that they didn't learn much from Wizards simply by the fact combos weren't called Synergize. It's not a fighting game. It's a CCG. 
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Job601
Terracotta Army
Posts: 192
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You can really tell that they didn't learn much from Wizards simply by the fact combos weren't called Synergize. It's not a fighting game. It's a CCG.  It might have to do with Rogues from WoW and their combo point system.
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schild
Administrator
Posts: 60350
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You can really tell that they didn't learn much from Wizards simply by the fact combos weren't called Synergize. It's not a fighting game. It's a CCG.  It might have to do with Rogues from WoW and their combo point system. I feel like they should disregard bullshit from WoW because this is a goddamn CCG.
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Simond
Terracotta Army
Posts: 6742
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You mean like the classes, the spells, the hero abilities, the weapons, and the creatures? 
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"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
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schild
Administrator
Posts: 60350
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You mean like the classes, the spells, the hero abilities, the weapons, and the creatures?  Actually, yes, that was their first design mistake.
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ezrast
Terracotta Army
Posts: 2125
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People talking about value is what bothers me most, for some reason. Good cards are efficient and that efficiency generates card/board advantage. I have no idea what "value" is.
edit: Also my favorite part of that article is "The word I use for the rules of how a card is written is 'templating'." as if the term is something that he personally came up with in the shower one day.
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« Last Edit: June 08, 2014, 07:14:41 PM by ezrast »
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schild
Administrator
Posts: 60350
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Value is an abstract concept that has no place in Hearthstone. For one, the card pool isn't deep enough that you're mechanically doing things "for value." Second, it's a sort of tertiary trading/secondary market term.
It's not a term I expected to hear outside of competitive Magic (both in the market/trading and in play). I did, however, use it in Hex verbally when i put 7 Scrap Welders into a deck. For value. Also, I lost. I should mention the term "for value" is often used when you do things you really shouldn't be doing.
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Johny Cee
Terracotta Army
Posts: 3454
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Wizards have been posting about this for 10 years now, their website is practically a *bible* on how to make a CCG.
They really do write some amazing articles. Someone should go through, sort through all that content, and make it into an actual book sometime. Edit: Closed my quotes... I've said it before, but... Of any type of game, CCGs are the most "solved" problem owing to the fact that WotC basically publishes everything related to how to successfully design a CCG. Which is a big reason why Schild and I are facepalming some of these design decisions. For instance, there are probably dozens if not hundreds of articles on templating of cards and standardization of card text so that card text tells the player just what the card will do, and the downfalls of early templating/text in confusing players. People talking about value is what bothers me most, for some reason. Good cards are efficient and that efficiency generates card/board advantage. I have no idea what "value" is.
When I think of "value"? Knowing my opponent has direct removal, instead of playing a bomb make a more mediocre creature and use excess mana to advance board state to draw out the removal and set the stage for the finisher. Or protecting a couple early creatures when playing against a deck with limited removal options and forcing them to expend a valuable removal spell for my mediocre guy, that will protect my heftier beatsticks or finishers. Yah, you might even generate card disadvantage (or develop your board more slowly) from keeping that mediocre critter online and swinging, but if it drains one of your opponents guaranteed answers so that they can't respond to your plays the next 1-3 turns you've generated value. In HS, it could be trading creatures a little disadvantageously to keep a flametongue out and buffing creatures that otherwise would be useless plays.
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Falconeer
Terracotta Army
Posts: 11127
a polyamorous pansexual genderqueer born and living in the wrong country
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You mean like the classes, the spells, the hero abilities, the weapons, and the creatures?  Actually, yes, that was their first design mistake. But we do agree that it wasn't such a bad idea when it was handled by Cryptozoic, don't we?
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Tannhauser
Terracotta Army
Posts: 4436
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Maybe I misunderstood, but I thought Trump was talking value in that, for instance, a Leper Gnome costs 1 mana and is a 2/1 and the longer he stays on the board and does damage the higher his value. If he attacks twice and is then killed he does 6 points of damage for 1 mana, that's good value.
I don't have all the card lingo down, I quit playing Magic twenty years ago.
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eldaec
Terracotta Army
Posts: 11844
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You mean like the classes, the spells, the hero abilities, the weapons, and the creatures?  Actually, yes, that was their first design mistake. But we do agree that it wasn't such a bad idea when it was handled by Cryptozoic, don't we? Hero abilities are the single most dumb design decision in hex. Weapons in hex only apply in pve - which I doubt will ever be implemented.
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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Falconeer
Terracotta Army
Posts: 11127
a polyamorous pansexual genderqueer born and living in the wrong country
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I mean, Cryptozoic used that for the WoW TCG back then and clearly they liked the mechanic (unlike the "quests" and the "emergency" mana) since they decided to recycle it in Hex. The WoW TCG wasn't M:tG, but it was good.
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eldaec
Terracotta Army
Posts: 11844
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I mean, Cryptozoic used that for the WoW TCG back then and clearly they liked the mechanic (unlike the "quests" and the "emergency" mana) since they decided to recycle it in Hex. The WoW TCG wasn't M:tG, but it was good.
Main reason they don't ruin hex is that they aren't very strong. I certainly think CZE like the concept. But hey, sometimes people are wrong what are you going to do.
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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Sophismata
Terracotta Army
Posts: 543
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I mean, Cryptozoic used that for the WoW TCG back then and clearly they liked the mechanic (unlike the "quests" and the "emergency" mana) since they decided to recycle it in Hex. The WoW TCG wasn't M:tG, but it was good.
I thought Upper Deck designed and (initially) published the WoW TCG. Cryptozoic bought the rights or something after several years. Upper Deck also did the VS TCG (which I thought had some solid mechanics and decent design).
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"You finally did it, you magnificent bastards. You went so nerd that even I don't know WTF you're talking about anymore. I salute you." - WindupAtheist
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Maven
Terracotta Army
Posts: 914
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Correct. UDE did the first... 9 sets? Crypto took over when the partnership fell apart -- IIRC it was their initial flagship product and part of the justification for forming. Employees of UDE transferred over to Crypto for continuity / talent acquisition and to keep the game going.
Ben Brode (Brody? Seriously schild, are you six? Ben may not be perfect but he's a good guy, show a little respect) formerly worked on the Blizzard end of the UDE partnership in the Creative Development department before transferring over as one of the initial designers on the Hearthstone project. Ben's had a long, successful career at Blizzard -- one of the few members of its pre-WoW QA staff to move up into development.
Relying too much on feel for a non-emotional component of a game does seem like a basic design error. Ben's a TCG fanatic, one of the core faithful, surprised that this is an issue. That post seems to be conciliatory while justifying and explaining why they did it in the first place (in order to show their position).
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schild
Administrator
Posts: 60350
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You mean like the classes, the spells, the hero abilities, the weapons, and the creatures?  Actually, yes, that was their first design mistake. But we do agree that it wasn't such a bad idea when it was handled by Cryptozoic, don't we? Wut? I'm confused. Blizzard has to design cards that are exclusive to certain heroes. In fact, from the looks of things, the vast majority of the set's cards are split between the heroes. Particularly the good commons/uncommons. None of the cards in Hex are tied to a hero. Sure, there's synergy. But I've made BR Decks with a blu...SAPPHIRE hero and splashed SAPPHIRE to enable him. One structure limits the design space, the other expands it. I'm not sure, based on my previous comments about Hearthstone, that I have to explain which was limited and which was expanded.
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schild
Administrator
Posts: 60350
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Ben Brode (Brody? Seriously schild, are you six? Ben may not be perfect but he's a good guy, show a little respect) I misspelled his name and had no clue I did as such. Fuck you for thinking otherwise. I don't go around typing Micro$oft, why would I start being juvenile about names here? Carrying on... Ben's had a long, successful career at Blizzard -- one of the few members of its pre-WoW QA staff to move up into development.
Relying too much on feel for a non-emotional component of a game does seem like a basic design error. Ben's a TCG fanatic, one of the core faithful, surprised that this is an issue. That post seems to be conciliatory while justifying and explaining why they did it in the first place (in order to show their position). When you have to explain away a core design decision, there's a problem. Being a TCG fanatic does not actually qualify you as a game designer, nor does being QA (exhibit A: 90% of gaming QA, who is trained incredibly poorly). There's some great excuses and mistakes that can be made in a lot of genres. Really, every single fucking one of them except TCGs. Mark Rosewater, Richard Garfield, Aaron Forsythe, and a host of other people over at Wizards have gone out of their way to make sure you can't make core design mistakes when developing a TCG by writing down nearly every mistake for every set including the ones that existed before blogs. Not only at the set level, but through every step of the process. There's also the obvious issue of institutionalization at Blizzard. Yes, Blizzard is basically Shawshank. With a cult. So, basically, a less profitable and arguably worse-dressed Apple. But that's another can of worms. One that is being matched by the sort of bland vanilla shitshow that is Heroes of the Storm. Edit: I accidentally a 'y.'
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« Last Edit: June 11, 2014, 10:25:37 PM by schild »
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