...which is not a view shared by many people who embrace the competitive scene. You know how in-control they like to think they are.Encaen said:The Hearthstone team doesn't think that random is bad....
Diablo1099 said:"Deathrattle: Summon a Random Legendary Minion"
Man, if that also triggers Battle-crys of the Legendary, then that card is going to be fucking nuts.
It wont.Diablo1099 said:"Deathrattle: Summon a Random Legendary Minion"
Man, if that also triggers Battle-crys of the Legendary, then that card is going to be fucking nuts.
Yeah because why let little things like carefully-built advantages during the game decide the outcome?Woo admits that those players who want to avoid random elements - these players already play highly consistent decks - will have no choice but to adapt to other players who do adopt cards from the highly-random expansion
Not really. We already have a 6 mana 6/6 creature that adds three health to any minion. So you have 5 mana to add 5/9 to the board, or 6 mana to add 6/9. Slightly better value in raw numbers, but with an extra restriction on how it can be applied.Encaen said:Five mana for a 5/5 creature with a Battlecry to add four health to another Mech minion you control is a little bit nuts.
It's a good thing in a universe where most people are not competitive power gamers or people who watch them. Coincidentally, that's a good description of this universe. The vast majority of Hearthstone players don't give a flying fuck about the tiny minority of people who fight it out for the top ranks and play in tournaments. Most of us just play for a bit of fun, and most of the more entertaining moments do not occur when everything goes perfectly according to a carefully spreadsheeted plan, but when more unpredictable things happen.MoltenSilver said:My big question in response to this:
WHY?
In what possible universe is making the game more random a good thing!? The competitive scene is already eye-rolling to watch as the common best of 5 (and even best of 7) format is too low a sample to truly say the better player won, and now they're trying to make it worse?
And that's just the spectator aspect
There's a difference between randomness causing tension and randomness dominating the game. When the balance tips too much, which this expansion may very well do, the the importance of decisions goes completely out the window. Why even play if no decision you make matters. Blizzard isn't a novice designer, they obviously know it as well (The entire reason Freeze mage got nerfed much harder than many other overplayed decks was because it rendered the decisions of the other player largely meaningless), which is why I'm confused by them trying to push the game farther in the 'decisions don't matter' direction.Kahani said:It's a good thing in a universe where most people are not competitive power gamers or people who watch them. Coincidentally, that's a good description of this universe. The vast majority of Hearthstone players don't give a flying fuck about the tiny minority of people who fight it out for the top ranks and play in tournaments. Most of us just play for a bit of fun, and most of the more entertaining moments do not occur when everything goes perfectly according to a carefully spreadsheeted plan, but when more unpredictable things happen.
Consider this - why do so many games use dice? It's not because everyone hates randomness.
Sure. But there's a big difference between "there's a balance needed between randomness and skill" and "Oh god the sky is falling because a couple of new cards out of 150 have a bit of randomness". You asked in what universe adding more randomness is a good thing. The answer is very simply a universe in which the majority of players would enjoy the game with more randomness than it currently has. You have apparently decided that the current balance is perfect and any additional randomness must be a bad thing. Blizzard disagrees. As you say,Blizzard are not novice designers, and I'd say they easily have one of the best track records of successfully producing balanced games. Which is why I'm confused by all the complaints by people who have absolutely no idea what Blizzard are actually doing.MoltenSilver said:There's a difference between randomness causing tension and randomness dominating the game. When the balance tips too much, which this expansion may very well do, the the importance of decisions goes completely out the window.
Why is Snakes and Ladders (snakes replaced by chutes in the US version for no apparent reason) one of the oldest and still best known board games ever? That's a game that allows no decisions of any kind to be made, yet it remains very popular. Why do people play Monopoly, a game which is effectively as random as Snakes and Ladders despite giving some illusion of choice? And of course, all card games include a huge element of chance; even poker, possibly the card game requiring the most skill, is still highly chance dependent. Far more people play games like that than play Chess and Go, in which randomness is not a factor at all. Obviously an awful lot of people do like having a large element of randomness in their games, even to the point of the entire thing being purely random.Why even play if no decision you make matters.
Kahani said:Sure. But there's a big difference between "there's a balance needed between randomness and skill" and "Oh god the sky is falling because a couple of new cards out of 150 have a bit of randomness". You asked in what universe adding more randomness is a good thing. The answer is very simply a universe in which the majority of players would enjoy the game with more randomness than it currently has. You have apparently decided that the current balance is perfect and any additional randomness must be a bad thing. Blizzard disagrees. As you say,Blizzard are not novice designers, and I'd say they easily have one of the best track records of successfully producing balanced games. Which is why I'm confused by all the complaints by people who have absolutely no idea what Blizzard are actually doing.MoltenSilver said:There's a difference between randomness causing tension and randomness dominating the game. When the balance tips too much, which this expansion may very well do, the the importance of decisions goes completely out the window.
Why is Snakes and Ladders (snakes replaced by chutes in the US version for no apparent reason) one of the oldest and still best known board games ever? That's a game that allows no decisions of any kind to be made, yet it remains very popular. Why do people play Monopoly, a game which is effectively as random as Snakes and Ladders despite giving some illusion of choice? And of course, all card games include a huge element of chance; even poker, possibly the card game requiring the most skill, is still highly chance dependent. Far more people play games like that than play Chess and Go, in which randomness is not a factor at all. Obviously an awful lot of people do like having a large element of randomness in their games, even to the point of the entire thing being purely random.Why even play if no decision you make matters.
In any case, that's pretty much irrelevant here because the idea that adding a few more random cards to Hearthstone will somehow mean that no decision you make matters at all obviously has absolutely no basis in reality.
Edit: I should note that I absolutely hate games like that; I don't even consider Snakes and Ladders to be a game at all since the players serve no purpose other than to physically move the pieces. Sitting down and watching a robot move them around automatically would involve exactly the same amount of play. However, my opinion isn't relevant when the question deals with large populations, and the fact of the matter is that a lot of people do enjoy that. For a company wanting their game to have as wide appeal as possible, that's what matters. If Hearthstone does become too random for me, I will stop playing. And as long as more than one person joins in replacement, Blizzard won't care in the slightest. Either way, I see little point in complaining about what might happen based on seeing a tiny fraction of the actual additions to the game.
I don't mind those games existing, I don't mind people playing and enjoying them, but I'm invested in Hearthstone and of course I'm dismayed to see the devs eagerly speak of shoving it in a direction I don't agree with. And as we haven't seen the full execution yet the only thing we do have to go on is what the devs say their goal is.Why is Snakes and Ladders (snakes replaced by chutes in the US version for no apparent reason) one of the oldest and still best known board games ever? That's a game that allows no decisions of any kind to be made, yet it remains very popular.
Is it a good description of the people who play Hearthstone? Because the F2P mechanics certainly encourage a win-at-all-costs mindset: if you don't win games you don't earn gold from most dailies and you don't earn gold for winning games, and if you don't earn gold you're not allowed to play Arena or open packs.Kahani said:It's a good thing in a universe where most people are not competitive power gamers or people who watch them. Coincidentally, that's a good description of this universe.
Absolutely. The way quests work encourage casual play much more than anything else. The lowest paying quests give 40 gold for winning two games; the same as you'd get from winning 12 games with no quest involved. And many quests don't even require you to win in order to get paid. Due to the ranking system even a bad player should be expected to win 50% of their games since they'll be matched against similarly bad players, so the maximum useful gold earning can easily be managed with half an hour or so of casual play with no real pressure to win. If you don't win one game, you'll probably win the next, and it won't take very long either way. Anyone wanting more gold than that is simply going to buy it, because earning it requires a huge jump in commitment to the game when you only get 10 gold for every three wins.Grumman said:Is it a good description of the people who play Hearthstone? Because the F2P mechanics certainly encourage a win-at-all-costs mindset: if you don't win games you don't earn gold from most dailies and you don't earn gold for winning games, and if you don't earn gold you're not allowed to play Arena or open packs.
Fair enough. I don't think we really disagree on anything substantial, just on exactly where the best balance of randomness vs. skill actually lies.MoltenSilver said:...snip...