It's not like the rest can't net-deck them and still play them.
I'm simply asking for statistics that are relevant to the whole player base, not just the top 1%. Imagine a real life example - setting the minimum wages based on the top 1% richest people in that country. Bankruptcy says hello.
And again, i'm talking about the usefulness of the provided statistics, not the numbers. It makes it very easy to show only what you want to show, while not caring about what happens with 99% of the playerbase. I could even argue that card changes should be based on what happens in the (higher) brackets leading to Legend, with a lower focus on what happens in Legend. But never just the top 1%...
Quote From No Author Specified
So don't you worry, the whales are leaving. And so is everyone else. But don't go complaining after we've left if the game doesn't become more fun.
That's ok. I haven't played Standard nor wild in a few years. Got fed up with the way they design things. Classic was fun to me for a bit, but the whole direction the game is taking made me drop the game fully. BGs still suffer from too much highrolling or "fun" combos.
Here's hoping they won't botch mercenaries. Gonna try it and see what it's about. If it doesn't pan out either, probably gonna uninstall and be done with it.
So don't worry,i'm not complaining. Whales leaving is the best thing that can happen, to force Blizzard into rethinking design choices (and i bet stakeholders are not gonna allow them to come back to such decisions either).
Why should we care about the top 1% of players when the rest of 99% are what 99% of the players face?!
At least provide the statistics for all the "brackets"(where a meaningful number of players reside). Those numbers are completely useless to below diamond.
But of course Blizzard only says half the truth, the one that suits them best (i.e. "hey look, our nerfs had the intended effect! But guess what?! Only for 1% of the playerbase because the others are too bad at the game to care about them").
I still question my sanity for paying for some arenas, with $, a few years ago when I was playing the game. It's sad that the HS whales don't find better games out there to invest into :(
What you said directly points at the fact that the core design of the game is flawed (or at least had become like that). The pipe dream you are talking about should be what happens in most cases, except for the standard deviation/fringe cases.
Think of it as an inverted U curve where around 70% of its area represents what you call the "pipe dream". That is the sweet spot in my opinion.
My honest opinion is that HS had been in dire need for new designers for a while now. Starting with Ben Brode, there has always been power creeping and faster and faster games.
This is the pinnacle of it all. These guys don't really know how to tone back the game anymore. It needs a hard reset (i.e. rotate ALL cards after an expansion and start fresh) and a lot of courage to do it.
I'm also worried that this is what they intended for the game and not something they don't know how to solve. It's like they embraced their failure. Also, very likely, monetary reasons prevailed.
Think of it like this: didn't ANYONE in the team find out all these broken bullcrap before they shipped out the cards?! I'm really sick and tired of this incompetence (which was also clearly visible when they introduced quillboars in BGs).
Most likely the new Mercenaries will be the go-to mode for people wanting to play longer games (e.g. control decks). HS in itself has become just a shadow of the game I played in beta and shortly after. And while I can understand mistakes and some form of inexperience (e.g. naxx Undertaker), this keeps happening for a while now, in every mode. And let's not even talk about all the leaks and stuff.
We really need fresh (designer) blood for this game.
The problem is they don't care to do any kind of meaningful testing. It's all done by the players, for free. Or, I should say, the players actually pay to test the game :)))
And it's not a good enough excuse if everyone in the gaming industry does it too. It's just something that shows how the carelessness and idiocy of players has increased in ~10 years or so, provided that almost everyone is simply ignoring this fact instead of "taxing" the companies for their brutal cost reduction (at the expense of quality).
Wow, just wow. The BGs damage cap they are talking about is completely useless. In almost every BG game there is at least one player that quits quickly or simply AFKs or is a bot.
For it to be of any use, 10 players should be in the lobby for the first 8-9 turns at least, to have any impact on the "fun" factor. And even then, a cap of 15 is way too high and won't change much with the amount of highrolling.
The problem's always been catching up and playing against the top 2-3 people more often than your opponents. To me, this 15 damage cap is not gonna do anything. What big difference does it make if you die on turn 9 instead of 8?! If they kept an 8-12 damage cap every time, it would actually be something.
I'm sorry, but I'm not feeling this game anymore. Not that it matters to anyone anyway... Very disappointed in the way they are going about this :(
What do tribes have to do with anything when the problem is the damage taken (a lot of times 15-20 on turns 7-8)? It's just about the amount of fun some people get to have. It's like these designers don't realize you can have fun even when losing if the journey (to the end) was interesting enough.
I tried some time ago (i think WoW related) and they always dodged the questions. And no, it wasn't asked in a toxic way. Also, i don't have a twitter account nor do i want to make one just for this (especially when there are a lot of people complaining about the same thing that do).
Why doesn't anyone ask him about making BG changes to increase health points or reduce the damage in every turn? :( or maybe he just skips these questions...
In the law system of my country, companies are liable for whatever their employees do that is against the law - as long as the managers and such were aware of it or took actions that supported the wrongdoings (including failure to act). Basically, it's called complicity and the company will have to pay a fine directly proportional to the severity of the crime, while the people who knew or did the stuff face penal charges.
Probably in the US law system it's something similar (even though it's completely different from the one i know).
Just wanted to explain why companies are liable for what their employees do - it's the law :)
From a moral/philosophical point of view, any company, through its board of directors/etc, is the only one able to combat certain crimes within itself. Imagine not having an HR department to complain to for harassment, or them not doing anything. It's the higher-ups that can do something about it.
It's either that or the justice system will take action against the company (because as an employee you have no say in how the company is run or organised, nor should you!) => loss of money through a huge fine and a chance to even forcefully close it if its sole purpose became to commit crimes. The loss in PR is also huge, which means even more lost revenue. That's why companies SHOULD take action and solve these issues internally.
A new gnoll tribe?! God damn it, these devs don't play their own game (modes) or have a very different idea of what is "fun" in a totally random shitfest...
It's not like the rest can't net-deck them and still play them.
I'm simply asking for statistics that are relevant to the whole player base, not just the top 1%. Imagine a real life example - setting the minimum wages based on the top 1% richest people in that country. Bankruptcy says hello.
And again, i'm talking about the usefulness of the provided statistics, not the numbers. It makes it very easy to show only what you want to show, while not caring about what happens with 99% of the playerbase. I could even argue that card changes should be based on what happens in the (higher) brackets leading to Legend, with a lower focus on what happens in Legend. But never just the top 1%...
That's ok. I haven't played Standard nor wild in a few years. Got fed up with the way they design things. Classic was fun to me for a bit, but the whole direction the game is taking made me drop the game fully. BGs still suffer from too much highrolling or "fun" combos.
Here's hoping they won't botch mercenaries. Gonna try it and see what it's about. If it doesn't pan out either, probably gonna uninstall and be done with it.
So don't worry,i'm not complaining. Whales leaving is the best thing that can happen, to force Blizzard into rethinking design choices (and i bet stakeholders are not gonna allow them to come back to such decisions either).
Why should we care about the top 1% of players when the rest of 99% are what 99% of the players face?!
At least provide the statistics for all the "brackets"(where a meaningful number of players reside). Those numbers are completely useless to below diamond.
But of course Blizzard only says half the truth, the one that suits them best (i.e. "hey look, our nerfs had the intended effect! But guess what?! Only for 1% of the playerbase because the others are too bad at the game to care about them").
I still question my sanity for paying for some arenas, with $, a few years ago when I was playing the game. It's sad that the HS whales don't find better games out there to invest into :(
What you said directly points at the fact that the core design of the game is flawed (or at least had become like that). The pipe dream you are talking about should be what happens in most cases, except for the standard deviation/fringe cases.
Think of it as an inverted U curve where around 70% of its area represents what you call the "pipe dream". That is the sweet spot in my opinion.
Thank you for a very nice read!
My honest opinion is that HS had been in dire need for new designers for a while now. Starting with Ben Brode, there has always been power creeping and faster and faster games.
This is the pinnacle of it all. These guys don't really know how to tone back the game anymore. It needs a hard reset (i.e. rotate ALL cards after an expansion and start fresh) and a lot of courage to do it.
I'm also worried that this is what they intended for the game and not something they don't know how to solve. It's like they embraced their failure. Also, very likely, monetary reasons prevailed.
Think of it like this: didn't ANYONE in the team find out all these broken bullcrap before they shipped out the cards?! I'm really sick and tired of this incompetence (which was also clearly visible when they introduced quillboars in BGs).
Most likely the new Mercenaries will be the go-to mode for people wanting to play longer games (e.g. control decks). HS in itself has become just a shadow of the game I played in beta and shortly after. And while I can understand mistakes and some form of inexperience (e.g. naxx Undertaker), this keeps happening for a while now, in every mode. And let's not even talk about all the leaks and stuff.
We really need fresh (designer) blood for this game.
The problem is they don't care to do any kind of meaningful testing. It's all done by the players, for free. Or, I should say, the players actually pay to test the game :)))
And it's not a good enough excuse if everyone in the gaming industry does it too. It's just something that shows how the carelessness and idiocy of players has increased in ~10 years or so, provided that almost everyone is simply ignoring this fact instead of "taxing" the companies for their brutal cost reduction (at the expense of quality).
Anyway...
The card can always be changed to form a pack from 3 random beasts, on game start
+100
These "designers" have no clue how not to design powercreep in this game... (not only BGs)...
It's not the first time it's happening. Something is definitely strange (i bet it's all marketing crap).
Why don't they just release the data now since it has become known(if it was leaked indeed)?
I wouldn't really call it "leaked" since it's blizzard who made it public.
Also, it seems they have a tendency of "leaking" stuff to the public at certain points in time, which likely means they planned it.
Well... make that ballista actually fire that (huge) arrow instead of all the others flying around it.
Wow, just wow. The BGs damage cap they are talking about is completely useless. In almost every BG game there is at least one player that quits quickly or simply AFKs or is a bot.
For it to be of any use, 10 players should be in the lobby for the first 8-9 turns at least, to have any impact on the "fun" factor. And even then, a cap of 15 is way too high and won't change much with the amount of highrolling.
The problem's always been catching up and playing against the top 2-3 people more often than your opponents. To me, this 15 damage cap is not gonna do anything. What big difference does it make if you die on turn 9 instead of 8?! If they kept an 8-12 damage cap every time, it would actually be something.
I'm sorry, but I'm not feeling this game anymore. Not that it matters to anyone anyway... Very disappointed in the way they are going about this :(
What do tribes have to do with anything when the problem is the damage taken (a lot of times 15-20 on turns 7-8)? It's just about the amount of fun some people get to have. It's like these designers don't realize you can have fun even when losing if the journey (to the end) was interesting enough.
I tried some time ago (i think WoW related) and they always dodged the questions. And no, it wasn't asked in a toxic way. Also, i don't have a twitter account nor do i want to make one just for this (especially when there are a lot of people complaining about the same thing that do).
Thanks for the downvotes!
Why doesn't anyone ask him about making BG changes to increase health points or reduce the damage in every turn? :( or maybe he just skips these questions...
Unfortunately, those new opportunities might mean a new (inferior) position in Activision. The article said he is just leaving Blizzard.
Also, I really hate the stupidity of not finding out who is actually at fault. The idea of a "fall guy" is wrong and idiotic.
In the law system of my country, companies are liable for whatever their employees do that is against the law - as long as the managers and such were aware of it or took actions that supported the wrongdoings (including failure to act). Basically, it's called complicity and the company will have to pay a fine directly proportional to the severity of the crime, while the people who knew or did the stuff face penal charges.
Probably in the US law system it's something similar (even though it's completely different from the one i know).
Just wanted to explain why companies are liable for what their employees do - it's the law :)
From a moral/philosophical point of view, any company, through its board of directors/etc, is the only one able to combat certain crimes within itself. Imagine not having an HR department to complain to for harassment, or them not doing anything. It's the higher-ups that can do something about it.
It's either that or the justice system will take action against the company (because as an employee you have no say in how the company is run or organised, nor should you!) => loss of money through a huge fine and a chance to even forcefully close it if its sole purpose became to commit crimes. The loss in PR is also huge, which means even more lost revenue. That's why companies SHOULD take action and solve these issues internally.
He didn't need the rush section in the text. Why does everything need to be so aggressive in this game to be of any use?! Makes me sad.
Please fix typo in "with a change of Discovering another Palm Reading". Chance not change.
Thanks for the great analysis! I'm curious to see if nerfs actually became predictable in this game. It is lovely if they took this route.
Seriously, that was all the BG news?
A new gnoll tribe?! God damn it, these devs don't play their own game (modes) or have a very different idea of what is "fun" in a totally random shitfest...
Salt thread -> that way.