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I truly love battlegrounds and it is my all time favourite game. That being said it has issues which has led to the game being borderline unplayable after playing it so much. I have put a lot of effort into this so would appreciate the read even if it's long. @IksarHS and team https://t.co/sRDxBjZROx

I truly love battlegrounds and it is my all time favourite game. That being said it has issues which has led to the game being borderline unplayable after playing it so much. I have put a lot of effort into this so would appreciate the read even if it's long. @IksarHS and team https://t.co/sRDxBjZROx

  • Hs_SirSalty

    Posted 4 years, 4 months ago (Source)
    I truly love battlegrounds and it is my all time favourite game. That being said it has issues which has led to the game being borderline unplayable after playing it so much. I have put a lot of effort into this so would appreciate the read even if it's long. @IksarHS and team https://t.co/sRDxBjZROx
    • jordymansky

      Posted 4 years, 4 months ago (Source)
      @Hs_SirSalty @IksarHS Although it does feel bad to take a huge sum of damage and get knocked out, I enjoy how that can just end it quickly. Coming from TFT to HS I think it feels worse to get unlucky in a TFT game and scrape by an hour+ that you feel invested in just to lose a game.
      • Hs_SirSalty

        Posted 4 years, 4 months ago (Source)
        @jordymansky @IksarHS This is a good point, however I think a solution doesnt have to remove large chunks of damage, just normalise the range and distribution slightly. Also tft games last around 35 minutes normally never more than 40 :p
        • Iksar

          Posted 4 years, 4 months ago (Source)
          @Hs_SirSalty @jordymansky I understand the idea of normalizing damage, though do you have an example of how that might work in practice? Is the idea to simply take damage done in a given round and distribute the damage among all players more evenly? Or is that just the goal and not the solution?
          • Hs_SirSalty

            Posted 4 years, 4 months ago (Source)
            @IksarHS @jordymansky When I say normalising damage I basically mean this: The range of damage taken late game ranges from 6 to 40. Currently too often players will take sub 10 or 25+ damage when optimally 80% of damage dealt should fall in the 15-25 range.
            • Hs_SirSalty

              Posted 4 years, 4 months ago (Source)
              @IksarHS @jordymansky I guess the main 2 things I would prioritise would be achieving this and also finding a system where damage dealt more accurately represents the strength between boards. The easiest solution (but bad) to normalise damage would just be increase base dmg and reduce minion dmg
              • Hs_SirSalty

                Posted 4 years, 4 months ago (Source)
                @IksarHS @jordymansky I tagged you in a very detailed post, maybe you missed it among all the other tags. The suggested solution there is far from perfect and only tackles some issues but lacks in other areas, but I think is a step in the correct direction.
                • Hs_SirSalty

                  Posted 4 years, 4 months ago (Source)
                  @IksarHS @jordymansky Really appreciate you taking the time to listen by the way. Others have been bashing the patch a bit but it honestly it's been one of the highlights of my year and I really enjoy the new cards for the most part.
                  • Hyyyyl

                    Posted 4 years, 4 months ago (Source)
                    @Hs_SirSalty @IksarHS @jordymansky I feel like you describes the issue really well but not sure you have a solution, and not sure anything you wrote really covers Iksars answers kinda. I mean this in good faith, because I agree, but I think it's value in trying to answer that question as well.
                    • Hs_SirSalty

                      Posted 4 years, 4 months ago (Source)
                      @Hyyyyl @IksarHS @jordymansky I mean I have written up a very long and detailed potential solution in the other thread. The other issue is that there are infinite potential solutions which is very hard to articulate over text compared to outlining issues. I plan to spend more time on it though for sure!
                      • Iksar

                        Posted 4 years, 4 months ago (Source)
                        @Hs_SirSalty @Hyyyyl @jordymansky I saw and I read it all! Hero design spikes are solvable but at a base level heroes are either strong early, strong late, or have evenly distributed power across the whole game.
                        • Iksar

                          Posted 4 years, 4 months ago (Source)
                          @Hs_SirSalty @Hyyyyl @jordymansky The heroes that concern you most it sounds like are strong early heroes, so it's possible we should just be more careful with how that translates to hero damage, or just be more careful when designing minions like boat or ghastcoiler that can get out of hand.
                          • Iksar

                            Posted 4 years, 4 months ago (Source)
                            @Hs_SirSalty @Hyyyyl @jordymansky As far as damage goes, I think everyone is aligned on some of the potential issues now it's just a matter of finding a solution.
                            • Iksar

                              Posted 4 years, 4 months ago (Source)
                              @Hs_SirSalty @Hyyyyl @jordymansky Two things we've been trying to be careful of are not increasing game length and not transferring too much weight to the early game. You mentioned yourself that players have very little control over wins and losses against heroes like millhouse early.
                              • Iksar

                                Posted 4 years, 4 months ago (Source)
                                @Hs_SirSalty @Hyyyyl @jordymansky So any solution we come up with should be very careful about making those early game losses more punishing in order to make up for making mid and late game losses more punishing.
                                • Iksar

                                  Posted 4 years, 4 months ago (Source)
                                  @Hs_SirSalty @Hyyyyl @jordymansky Something you mentioned that does make me think is the situations where it's very late game and someone takes 6 damage for losing. Starting from the place of what circumstances would we be okay with players taking MORE damage is an interesting place to begin.
                                  • Iksar

                                    Posted 4 years, 4 months ago (Source)
                                    @Hs_SirSalty @Hyyyyl @jordymansky Because A, there aren't many of those circumstances. And B, we'll have to find some of those circumstances if we want to keep game pacing/length similar to what it is now.
                                    • Hyyyyl

                                      Posted 4 years, 4 months ago (Source)
                                      @IksarHS @Hs_SirSalty @jordymansky Thanks for the insight, but something off topic. I'm probably asleep for the q&a but I have a question I'm curios about regarding HS game audio.
                                      • Hyyyyl

                                        Posted 4 years, 4 months ago (Source)
                                        @IksarHS @Hs_SirSalty @jordymansky 1. How does the pipeline work with new expansions and new SFX for VFXs etc. Do you have a library of assets or does sound designers make new assets for each expansion, or a mix of both?
                                        • Hyyyyl

                                          Posted 4 years, 4 months ago (Source)
                                          @IksarHS @Hs_SirSalty @jordymansky 2. Does specific sound programmers do the audio implementation or is it the same engineers/programmers doing audio as well?
                                          • Iksar

                                            Posted 4 years, 4 months ago (Source)
                                            @Hyyyyl @Hs_SirSalty @jordymansky Our audio team is quite technical and does much of the implementation on their own. This isn't really my area of expertise, though.
                                          • Hyyyyl

                                            Posted 4 years, 4 months ago (Source)
                                            @IksarHS @Hs_SirSalty @jordymansky 3. Do you implement directly to Unity or use Wwise or fmod as audio midflewareM
                                            • Hyyyyl

                                              Posted 4 years, 4 months ago (Source)
                                              @IksarHS @Hs_SirSalty @jordymansky And sry for being rude. Just thought I should use the occasion 👼
                                              • Iksar

                                                Posted 4 years, 4 months ago (Source)
                                                @Hyyyyl @Hs_SirSalty @jordymansky np, in 7 years on the team one of the only things I have barely touched is audio implementation so I'm afraid I can't be of much help with these questions :o
                                        • Iksar

                                          Posted 4 years, 4 months ago (Source)
                                          @Hyyyyl @Hs_SirSalty @jordymansky New audio and VFX every expansion. There is some reuse but we are making music and VFX from scratch every set.
                                • Iksar

                                  Posted 4 years, 4 months ago (Source)
                                  @Hs_SirSalty @Hyyyyl @jordymansky *making mid and late game losses LESS punishing whoops



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