I finally have time to participate again, so I'll go with these two this week. Honestly I was just going with the Bounty Hunter, but since I'm still inspired to make warlock cards, I made another one, thoughts?
Thanks, that makes sense. I still have a lot of questions when I wonder about it.
Since the game is being presented as a beta version, people who try it should have some patience with unpolished pieces. I know that some people will still be driven away and not come back to it. So does that mean that when they rolled it out early in the Philippines, they expected that it would permanently cost them some players there who would be underwhelmed and not come back? Or are users in the Philippines more forgiving of little problems in the game? If it's either of those answers, I don't see why it would be a good idea to roll it out in Australia next month: That's presumably a significant market with consumers who are as picky as Americans and Europeans, so I wouldn't want to put it out there if it's not ready for the rest of the world.
I assume that part of the reason for a phased roll-out like this is that they expect to have problems to fix. Once the first several thousand players try it out, you may realize that the progression doesn't always go like you want, that the new player training isn't teaching people as well as you expected, or something else. The development pipeline for a problem like that is probably several months - Coming up with a solution, getting it approved, developing it, and testing it takes time. For example, Hearthstone gives us a consistent drip of new content, but that's because they always have several things in different stages of development. Work on new expansions begins over a year in advance. And when an unexpected bug pops up, it often takes weeks to fix. When a totally unexpected problem like the excess coins in Mercenaries appears, it takes the better part of a year to see a correction. It does make sense that when a new game is rolled out for the first time, they need to prepare for the unexpected.
However, Marvel Snap doesn't seem to have had too many major issues. They are tweaking the credits and boosters, but have dismissed the larger concerns that some people have with progression. They are working on changes to matchmaking. Unless there are bigger fixes that they aren't talking about publicly, it doesn't seem like there is anything that would make the company decide to hold the game back from paying users.
(And the other reason I can see for a careful rollout is that they may not be sure how the back-end systems will scale as they get thousands or millions of users. That's definitely a concern, but these days adding more server resources is as simple as clicking some buttons on your AWS configuration. They might have some inefficiencies that get worse as they scale up, though, and admittedly that's something that they wouldn't have any reason to talk about publicly.)
So in short, I see some reasons for a careful phased rollout, but I don't fully understand why the rollout would go at this pace: Per my comments on this post, they've basically said that it will be a few months minimum before the game is available worldwide, but they are ready to open it up to another large audience right now.
If you want to play the game right now look up on YouTube khasino. He has a detailed explanation. The latest update apk can also be found online. Just f2p though.
Past season cards are added to the random card rewards of the collection levels. Though I too hope that the devs are going to rethink the idea of locking a card behind a paywall for a month.
Other than that I don't get why new player would have to keep up. Theoratically new players aren't going to play against old players because of matchmaking, ranks etc. So the new player experience wouldn't be any different than the experience most "old" players had when they were new, and they obviously sticked with the game. Or are the players whos enjoymend purely comes from being the best, even if there isn't even a leaderboard?
Why don’t they want to push the button that lets the rest of the world pay them money?
Keep in mind that the game is still unfinished. Crashes, placeholder graphics, missing features, features that need heavy tuning etc. The core-gameplay is great, but most of the stuff around it isn't (yet). That's not the kind of first impression you want to make. The point of a soft launch is to get feedback of early versions of a game, while not generating a bad first impression on your main markets.
I would love to know more about the logistics of rollout processes that leave the game unable to be played by most of the world. (Is anyone looking for a new article to publish? Hint, hint.) I assume that this is providing business value, or companies wouldn’t keep doing it, but it looks to me like they’re losing money when a game that’s mostly ready to go just isn’t available to most players. I mean, the game is finalized enough that they’re comfortable letting people in the Philippines pay real money, and now Australia and New Zealand are following suit. Why don’t they want to push the button that lets the rest of the world pay them money?
I'm increasingly concerned about how new players are supposed to catch up with those already in the beta. These premium season passes are currently the only way to add specific cards to one's collection. It's one thing if these are memeish cards but Wave, the card from the previous season, has already proved to be a key card in certain decks.
Really good card, especially if skeletons are meta fortunately for this card even if they suck this card is a decent spell. Secret mage in wild ran fireball as a finisher until the deck went under so I’d imagine if nothing else mech mage wouldn’t mind this either as a finisher either especially thanks to its added flexibility. Worst case scenario this is a decent discover pick
Still pretty early in the reveal process to have any sort of clue on what Deathrattle Druid could look like, but given the grim theme of this set, fair to assume Druid will be getting some deathrattools ..! ...
Lots of stuff has already been mentioned, but there's one more thing I'd like to add: 8 finalists is quite a lot. It's not strange for it to be half of the participants. My proposal is to reduce the amount of finalists to 4-5. Here's why:
1) When I do end up in the finals, I often feel like I'm missing out on a lot of the valuable votes of participants who know what they're doing. Because they are all in the finals as well and thus aren't allowed to vote.
2) On the other side of this, when I'm in the finals, but I know there's at least three or four submissions that are better than mine, I'm sad that my vote is no longer relevant to the outcome of the competition.
People seemed positive about this idea and proposed having the amount of finalists being a set percentage of the participants. I'd say with a minimum of 3 finalists.
If people aren't happy with the current star rating for the finalists, I think reducing the amount of finalists would also work really well with the "order from best to worst" system that I proposed previously.
Also, the submission descriptions could probably be put in spoiler boxes in your voting page. This keeps them accessable, but prevent excessive scrolling.
Regarding prices, maybe we can talk Flux into dishing out a bronze Premium membership for a year for the person who accumulates the most wins during one season.
Not that I'm against this, but I think it kind of misses the original point. If extra rewards are added, it would be nice if they supported people who came in second (and maybe even third) to make "winning" more achievable for the underdogs.
Having it work easily on the frontend though is a different story since we need to make sure it works really good on mobile too. Curse mobile devices!
As a mobile user, I must say you guys have been doing a great job of this!
Shaman is the Battlecry King, so I might as well go that route: precedent exists for Battlecry shenanigans in Kobolds & Catacombs, with Murmuring Elemental and Grumble, Worldshaker. That and it's not like the current Lesser Sapphire Spellstone connected to the other cards that well, anyway.
I originally wanted to do a Spellstone for the DH, but it's a hard ask. I could slide this over to the Mage, maybe, since they're more Dragon-friendly. I also have art for a Citrine or Opal Spellstone, as well, if the Dragon Shaman connection is too out there.
I did this one with Nature (Cookie, Morgl, Brukan, Guff, and Brightwing) plus Xyrella, who picked up a Blinding Subjugation treasure and then it was all over for the guzzler gang.
I like the idea of making Coren a protector for max damage.
I have another question, If I'm playing against a Shaman who has Baroness Vashj on the board and I attempt to polymorph her into a sheep, will she be immune and just summon a 1/1 sheep instead?
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
I'm not sure exactly what you mean by "iOS inclusion", but this is what we know so far. Does it answer your questions?
Hero Power Mage 2.0 With 40 Cards Is Really Good! Throne of the Tides Mini-Set | Hearthstone
Ummmm...no cards?
New Upgrade Available - Card Design Competition Discussion Thread
I finally have time to participate again, so I'll go with these two this week. Honestly I was just going with the Bounty Hunter, but since I'm still inspired to make warlock cards, I made another one, thoughts?
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
Thanks, that makes sense. I still have a lot of questions when I wonder about it.
Since the game is being presented as a beta version, people who try it should have some patience with unpolished pieces. I know that some people will still be driven away and not come back to it. So does that mean that when they rolled it out early in the Philippines, they expected that it would permanently cost them some players there who would be underwhelmed and not come back? Or are users in the Philippines more forgiving of little problems in the game? If it's either of those answers, I don't see why it would be a good idea to roll it out in Australia next month: That's presumably a significant market with consumers who are as picky as Americans and Europeans, so I wouldn't want to put it out there if it's not ready for the rest of the world.
I assume that part of the reason for a phased roll-out like this is that they expect to have problems to fix. Once the first several thousand players try it out, you may realize that the progression doesn't always go like you want, that the new player training isn't teaching people as well as you expected, or something else. The development pipeline for a problem like that is probably several months - Coming up with a solution, getting it approved, developing it, and testing it takes time. For example, Hearthstone gives us a consistent drip of new content, but that's because they always have several things in different stages of development. Work on new expansions begins over a year in advance. And when an unexpected bug pops up, it often takes weeks to fix. When a totally unexpected problem like the excess coins in Mercenaries appears, it takes the better part of a year to see a correction. It does make sense that when a new game is rolled out for the first time, they need to prepare for the unexpected.
However, Marvel Snap doesn't seem to have had too many major issues. They are tweaking the credits and boosters, but have dismissed the larger concerns that some people have with progression. They are working on changes to matchmaking. Unless there are bigger fixes that they aren't talking about publicly, it doesn't seem like there is anything that would make the company decide to hold the game back from paying users.
(And the other reason I can see for a careful rollout is that they may not be sure how the back-end systems will scale as they get thousands or millions of users. That's definitely a concern, but these days adding more server resources is as simple as clicking some buttons on your AWS configuration. They might have some inefficiencies that get worse as they scale up, though, and admittedly that's something that they wouldn't have any reason to talk about publicly.)
So in short, I see some reasons for a careful phased rollout, but I don't fully understand why the rollout would go at this pace: Per my comments on this post, they've basically said that it will be a few months minimum before the game is available worldwide, but they are ready to open it up to another large audience right now.
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
wheres PC version? its so weird not to have a pc version on the ready.
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
If you want to play the game right now look up on YouTube khasino. He has a detailed explanation. The latest update apk can also be found online. Just f2p though.
Driftwood Is Our Hearthstone Card Back for July 2022’s Ongoing Ranked Season 100 - A Dash of History and Important Events for This Month
March 2016 Hogger Card Back
-
before it you should be silver ranked at the end of the month Or you do not get the
Card Back Changed to You only need 5 wins
How to Complete Yogg-Saron Mercenaries Event Task 5 "Shallow Waters" - Tips & Parties Inside
Oh yes I do own Voone and he's max level, thanks for the suggestion!
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
And still no word on iOS inclusion..
That's So Random - Card Design Competition Discussion Thread
Congrats Demon! Very cool flavor and I love the art.
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
Past season cards are added to the random card rewards of the collection levels. Though I too hope that the devs are going to rethink the idea of locking a card behind a paywall for a month.
Other than that I don't get why new player would have to keep up. Theoratically new players aren't going to play against old players because of matchmaking, ranks etc. So the new player experience wouldn't be any different than the experience most "old" players had when they were new, and they obviously sticked with the game. Or are the players whos enjoymend purely comes from being the best, even if there isn't even a leaderboard?
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
Keep in mind that the game is still unfinished. Crashes, placeholder graphics, missing features, features that need heavy tuning etc. The core-gameplay is great, but most of the stuff around it isn't (yet). That's not the kind of first impression you want to make. The point of a soft launch is to get feedback of early versions of a game, while not generating a bad first impression on your main markets.
How to Complete Yogg-Saron Mercenaries Event Task 5 "Shallow Waters" - Tips & Parties Inside
To be honest Yu'lon is not particularly important, as long as your Nefarian and Sinestra are fairly leveled. Do you happen to own Warmaster Voone?
How to Complete Yogg-Saron Mercenaries Event Task 6 "Absolutely Smashed" - Tips & Parties Inside
Smart!
How to Complete Yogg-Saron Mercenaries Event Task 7 "Perfectly Calculated" - Tips & Parties Inside
Truly in Yogg's spirit!
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
I would love to know more about the logistics of rollout processes that leave the game unable to be played by most of the world. (Is anyone looking for a new article to publish? Hint, hint.) I assume that this is providing business value, or companies wouldn’t keep doing it, but it looks to me like they’re losing money when a game that’s mostly ready to go just isn’t available to most players. I mean, the game is finalized enough that they’re comfortable letting people in the Philippines pay real money, and now Australia and New Zealand are following suit. Why don’t they want to push the button that lets the rest of the world pay them money?
Marvel Snap's July Season is Thor: Love and Thunder, Beta Coming to Australia & New Zealand
I'm increasingly concerned about how new players are supposed to catch up with those already in the beta. These premium season passes are currently the only way to add specific cards to one's collection. It's one thing if these are memeish cards but Wave, the card from the previous season, has already proved to be a key card in certain decks.
New Mage Spell - Frozen Touch
Really good card, especially if skeletons are meta fortunately for this card even if they suck this card is a decent spell. Secret mage in wild ran fireball as a finisher until the deck went under so I’d imagine if nothing else mech mage wouldn’t mind this either as a finisher either especially thanks to its added flexibility. Worst case scenario this is a decent discover pick
New Druid Location - Hedge Maze
Still pretty early in the reveal process to have any sort of clue on what Deathrattle Druid could look like, but given the grim theme of this set, fair to assume Druid will be getting some deathrattools ..! ...
How to Complete Yogg-Saron Mercenaries Event Task 7 "Perfectly Calculated" - Tips & Parties Inside
I meant to have fish. And I meant to test whether I could cast the ability without winning and see if it met the task requirements.
But Yogg had other ideas. The fish kept gaining a bit of attack and then smashing their cute little faces into Yshaarj's taunted terror.
So when Oh My Yogg came online I just went for it...and all the enemies died, so now I have a lovely portrait but no less uncertainty.
I suspect it's just what the old gods would want.
WCDC Season 5 Feedback Thread
Lots of stuff has already been mentioned, but there's one more thing I'd like to add: 8 finalists is quite a lot. It's not strange for it to be half of the participants. My proposal is to reduce the amount of finalists to 4-5. Here's why:
1) When I do end up in the finals, I often feel like I'm missing out on a lot of the valuable votes of participants who know what they're doing. Because they are all in the finals as well and thus aren't allowed to vote.
2) On the other side of this, when I'm in the finals, but I know there's at least three or four submissions that are better than mine, I'm sad that my vote is no longer relevant to the outcome of the competition.
People seemed positive about this idea and proposed having the amount of finalists being a set percentage of the participants. I'd say with a minimum of 3 finalists.
If people aren't happy with the current star rating for the finalists, I think reducing the amount of finalists would also work really well with the "order from best to worst" system that I proposed previously.
Also, the submission descriptions could probably be put in spoiler boxes in your voting page. This keeps them accessable, but prevent excessive scrolling.
Not that I'm against this, but I think it kind of misses the original point. If extra rewards are added, it would be nice if they supported people who came in second (and maybe even third) to make "winning" more achievable for the underdogs.
As a mobile user, I must say you guys have been doing a great job of this!
New Upgrade Available - Card Design Competition Discussion Thread
Shaman is the Battlecry King, so I might as well go that route: precedent exists for Battlecry shenanigans in Kobolds & Catacombs, with Murmuring Elemental and Grumble, Worldshaker. That and it's not like the current Lesser Sapphire Spellstone connected to the other cards that well, anyway.
I originally wanted to do a Spellstone for the DH, but it's a hard ask. I could slide this over to the Mage, maybe, since they're more Dragon-friendly. I also have art for a Citrine or Opal Spellstone, as well, if the Dragon Shaman connection is too out there.
How to Complete Yogg-Saron Mercenaries Event Task 6 "Absolutely Smashed" - Tips & Parties Inside
I did this one with Nature (Cookie, Morgl, Brukan, Guff, and Brightwing) plus Xyrella, who picked up a Blinding Subjugation treasure and then it was all over for the guzzler gang.
I like the idea of making Coren a protector for max damage.
Murder at Castle Nathria
Thanks everyone!
Murder at Castle Nathria
I have another question, If I'm playing against a Shaman who has Baroness Vashj on the board and I attempt to polymorph her into a sheep, will she be immune and just summon a 1/1 sheep instead?