Hex+Hearthstone: What should have been

Having just wrapped up an arena winning 7 games, my main thought for the last 3-4 games was “make it end”. I kept playing just because, but yea, not really fun. Mage deck that happened to pull 4 flamestrikes, zzzz but effective. Oh and the new cards are in the arena, and let me tell you, they are a HOOT with all the random BS they cause. A total hoot!

On the flip side was my experience with Hex. The intro tutorial had no sound. The default size of the chat window is so small its kind of a joke. The whole thing doesn’t feel as polished or solid as Hearthstone, and Hex is a PC game where Hearthstone is an ipad app.

On the other hand, even two games into the PvE series (campaign?), I’ve already made more interesting decisions and felt more in control of the game than 99% of Hearthstone games, and that’s using the intro deck which I’m pretty sure is designed to be really basic (though maybe not, see less polish issue above). I could see myself playing Hex for a long time, if once I get over the learning curve it overall ‘works’. Too early to say just yet, but so far so good.

Playing Hex actually made me realize just HOW dumbed down Hearthstone is. I mean I had a good idea of what a normal game of MtG plays like, but it’s been a few years since I’ve actually done it. Playing Hex reminded me just how many decision points during one full round Blizzard removed, to say nothing about the actual cards or other game systems.

Which highlights why I’m so hard on Hearthstone; there is no reason Blizzard couldn’t have gone with the design of Hex, and the polish of Hearthstone. Yes, I know Blizzard was hoping to capture the masses with this ‘casual’ app, but they failed. “The masses” isn’t a game in the top 50 for revenue, and out of the top 200 in terms of downloads when it has the Blizzard name and Warcraft IP behind it.

If Hearthstone was a massive success I wouldn’t be ranting about it, but rather would just accept that its a game not for me but clearly for a lot of others. But it isn’t. Maybe with future updates it might be, but right now it isn’t. And it could have been something far more interesting and successful. Old Blizzard would have delivered that. New Blizzard didn’t. Maybe they can’t.

Posted in iPhone, Random | 44 Comments

Hearthstone: Wake up, roll dice, return to nap

If you’re like most people, well actually if you are like most people you aren’t playing Hearthstone. But if you are among the select few who found the game way, way down in the app store somehow, I’m sure by now you are really annoyed at the games biggest flaw; sometimes when you are awake-enough to notice what is happening, you are very, very occasionally forced to make a decision that might actually effect the outcome of the game. Super frustrating right? Give me dice or give me death! Player decisions and skill are for weirdos and such game never succeed to attract the masses! (please ignore the fact that many of the top games today are heavily skill based, please!)

But fear not fellow fans of Candyland, Blizzard is set to fix this horrible problem shortly! Check out all of the wonderful new cards coming. Now count up the number of times you see the word “random”. Or just stop after the count of 50, no need to spend half a day here. Awesome right?

Random weapon for BOTH players, random minion summoning, random damage cards being put into your deck, minions going back into your deck randomly, 50% chance to attack something randomly (this is a whole new monster skill line, which is almost too sad to mock. Almost), summon a random LEGENDARY monster, random skills to your minions, random random random…

I love that New Blizzard is trying to fix Hearthstone being a shallow, sleep-inducing title not by expanding the cards to add more depth, but by going in the exact opposite direction and just making even more things random and further removing the impact of player actions. I’m honestly surprised one of the cards isn’t “50% chance to reduce your opponent to zero health, 50% to reduce you to zero”. Oh what a fun silly goblin card that would be, wheee!

Can’t wait to watch the next world championship played out between two dice cups sitting at a table. Heavily leaning towards betting on the blue cup, his dice seem to have that ‘it’ factor.

Posted in iPhone, Random, Rant, World of Warcraft | 14 Comments

LoL – The future is here, and everyone is watching

As mentioned before, I greatly enjoyed watching much of the League of Legends world championship, taking in about two dozen or so matches (though all on replay due to the time zone differences), including watching the final matches on the big screen TV with the wife. Just in terms of pure entertainment, the product was on par with other offerings on cable TV.

In other words, if I had the choice between LoL Worlds and say, Game of Thrones, it would be a 50/50 situation (I’d end up watching both, but gun to my head and being only able to watch one… think I’d lean towards LoL honestly).

The production quality was top-notch, the matches were filled with surprises, upsets, and comebacks (though the final winner was the favorite going in, so ultimately things played out as expected in that regard), and technically the product was error-free from what I watched.

All of this is especially impressive considering the size of the audience. Riot has provided the numbers here, and again if we compare this to TV viewership, the LoL Worlds would have been amongst the highest rated shows on TV, and extremely valuable due to it catering to the highest-sought demographic (18-35 males) in terms of advertising. Network execs would KILL for those numbers in that demo for a prime-time show or event.

Consider that by far the most valuable TV property right now, the NFL, averages just under 20 million viewers per game (granted Worlds is closer to the Superbowl in terms of frequency and importance, but the Superbowl blows EVERYTHING out of the water in terms of viewership, and the Superbowl comparison is like comparing MMO success using WoW as the starting point). The average prime-time TV show averages around 7 million viewers, and more and more the viewership is NOT the key 18-35 demo.

I was going to say I wouldn’t be surprised if, at some point in the near future, we see eSports on TV here in the US in a major way (this is already the case in Korea), but that might not happen simply because the TV model itself is a dinosaur. Pro players today aren’t looking to get on TV, they are looking to build streaming viewership numbers, which in turn result in more ad revenue and sponsorships. They don’t NEED a network or TV deal, because they have Twitch, and anyone can start up a Twitch channel. In a way it’s like how the news business has changed; in days past a reporter and the newspaper company behind him were in control of the information and when/how it was shared, while today anyone with a Twitter account can tweet and ‘break the news’. For better or worse, technology has changed the news industry, just like today it is changing the TV industry.

And because change is scary and the internet allows us to view fear as it happens, the Massively comments section does it big once again on this story. Worth reading if only for GoldenGirl, clearly a new gem to keep an eye on going forward.

Posted in League of Legends, Mass Media | 5 Comments

The Settlers 2 – Lessons from the past

I’ve been playing The Settlers 2: Tenth Anniversary edition (via GoG.com) a good bit lately, and it’s been a nice reminder to what gaming was ‘back in the day’, mostly in a good way.

I won’t explain the basics of Settlers, but ultimately the core challenge comes down to managing traffic congestion; avoiding having any spot get too busy so as to cause a bottleneck. This is rather simplistic in the game as the only travel options are roads, and roads only have one auto-upgrade to a stone path that doubles the rate at which goods move from one point to the other. Everything else, from when to build something, finding resources, organizing buildings into logical groups, the entire military aspect; all of that ultimately boils down to how well the busiest part of your road network performs.

Yet that simplicity still leads to a lot of interesting decisions, and ultimately a fairly challenging game. Because each map is different, you can’t repeat the same building layout, so while general themes work (smithy near mines), you never get too comfortable and unexpected issues arise all the time. This however is only noticeable when the map challenges you, which is another critical factor in my current enjoyment; the game isn’t easy.

A challenging game basically forces you to improve, and one way to improve is to really understand the various game systems you are playing with. Without that challenge, you could fully complete a game and not pick up on some of the depth, and if that depth is critical to the overall ‘vision’ of the game, you won’t enjoy things nearly as much as you might/should.

On the other hand, having to fully restart a map in Settlers is a bit brutal, as a restart easily wipes away an hour or more of progress, and playing the same map again means you already know where a lot of resources are located and when you will encounter the enemy. It’s not hard to imagine that a lot of gamers today would simply walk away from the game after the first failure, and leave with a negative view of the game. While this problem isn’t beyond solving using more modern design techniques (random maps, scaling difficulty, etc), the core issue of challenge vs frustration is interesting.

Ultimately I am pleasantly surprised to see how well the game’s core design has held up. More modern city builders have far more features, options, and tech-driven bells and whistles, yet few if any amount to the number of interesting player decisions and critical thinking that The Settlers requires from you. Certainly recommended, just make sure not to rage-quit when things get a little tough!

Posted in Random | Comments Off on The Settlers 2 – Lessons from the past

CoC: Supreme Cream! vs Kaskus Cavalry 11/30/2014

(Stats and writeup provided by Delpez)

Supreme Cream! vs Kaskus Cavalry

Supreme Cream Enemy
Average TH Level 7.71 7.78
Score 126 122
Total Attacks Used 82 77
Total 3 Star Attacks 39 37
Total 3 Star % 47.56 48.1
3 Stars Against Same Level 31 20
3 Star % Against Same Level 51.7 39.2
3 Stars Against Lower Level 4 13
3 Star % Against Lower Level 66.7 76.5
TH4,5&6 3 Stars 0 2
TH4,5&6 3 Star % 0.0 66.7
TH7 3 Stars 19 13
TH7 3 Stars % 65.5 61.9
TH7 3 Stars (same level) 13 8
TH7 3 Stars % (same level) 76.5 80.0
TH8 3 Stars 17 15
TH8 3 Star % 41.5 35.7
TH8 3 Stars (same level) 17 9
TH8 3 Star % (same level) 50.0 26.5
TH8 Ave Stars / Attack (same level) 2.3 1.7
TH9&10 3 Stars 3 7
TH9&10 2 Star % 33.3 63.6
TH9&10 3 Stars (same level) 1 1
TH9&10 3 Star % (same level) 16.7 25.0
TH9&10 Ave Stars / Attack (same level) 1.67 1.50

 

Another close war and another close win. In fact, this was the smallest victory margin (4) since I started reporting on the wars. If you analyse this margin, two of the stars came from 3-star attacks, and another two from stars against top level bases.

We have only three TH6 bases left, so their performance doesn’t really influence the wars. However, pulling clan troops is still a problem preventing some low level 3-stars. At TH7 the percentages were similar, but it’s worth noting that half our TH7’s were smashed by higher levels. At TH8 we did well, smashing their TH8’s half the time while they could only manage one in four – our recent focus on defense is still paying dividends. This forced their top bases to attack down – six of our TH8’s were smashed by higher levels. However, this meant less attacks against our TH9&10’s, and we beat them by two crucial stars at the top.

This war shows the inherent redundancy in war attacks. You can be quite inefficient and still get close, because each clan gets 90 attacks but only 45 targets. The war also showed the difference between attacking lower versus same level bases. Many wars can be won with a downward attacking policy, but you are sacrificing stars at the top. In a close war it’s better to have a predominant sideways attacking policy – if your TH7 and TH8’s manage to clear most of the opposing bases, it leaves more same level attacks for top bases. Having said that, it’s usually better for rushed or newly promoted bases to attack down until they acquire the necessary attacking power.

Some observations:

Livercat’s anti-dragon base weathered eight (!) attacks before being smashed. However, these bases can be unlocked, as a TH7 showed against my own anti dragon base. The advantage of these bases is that they really punish careless dragon attacks and forces the opponent to be more precise.

Lightning is still working well for me, even against anti-dragon bases. In fact, the TH7 who smashed my base used triple Lightning. My gut feel is that Rage and/or Heal spells are more powerful against most TH8’s, but Lightning spells are easier to use and more consistent against flawed bases (with an AD close to the edge). Against TH7’s there is no contest – triple Lightning is the best and cheapest.

Rushed TH9 bases with crappy air defenses are surprisingly hard to 3-star. Their #16 looked like a juicy target, yet he defended seven of our dragon attacks with his low level air defenses. The problem is that he had four AD’s, and even at a low level they deal a ton of damage. So even if you deal with two or three AD’s, the fourth usually got the remaining dragons.

Posted in Clash of Clans | 5 Comments

Reader vote: Wasteland 2 or Divinity?

Both are on sale right now for $26. If you could only pick one, which would it be?

(I’m going to own both at some point, but which one should I grab first to fill time until after Xmas?)

Posted in Random | 10 Comments

/taunt

Can’t use till after Christmas.

It whispers sweet nothings while I play

It whispers sweet nothings while I play

 

Not playing Total War: Rome 2, Farcry 4, FFXIV, and Endless Legends right now because I want to play them without a single hitch maxed out. Luckily The Settlers II – 10th Anniversary edition isn’t a demanding game, and a great reminder of what gaming was ‘back in the day’ (it gets brutally hard, but that’s a post for another day).

Posted in Random, Site update | 6 Comments

Burnout is a myth

When WoW was declining due to one crappy expansion after another featuring accessibility-inspired dumbing down, some people tried to write this off as not being about the content, but just due to ‘burnout’. They would have you believe that after 1, 2, or 4 years, people were just getting burned out on WoW and that’s why sub numbers were declining. The counter point the entire time was EVE, but now you can toss WoW itself into the mix.

Related is this recent info about Payday 2. The highest activity in the game, which is now more than a year old, just occurred this October. Perhaps FPS gamers are just immune to burnout? Or maybe its because the content that is constantly added to Payday 2 is fantastic. Deathwish difficulty raised the bar and gave even the most experienced players a real challenge (or for most people, an unreachable/impossible tier, which sounds vaguely familiar to something else…), the mix of paid DLC and free updates have been solid and steady, and the game today doesn’t just have more ‘stuff’, but it has more stuff that fits and actually expanded all of the original content, rather than replace it (now where have I heard about that approach working long-term…).

LoL (4 years+, peak numbers), CoC (2 years+, top grossing app today (oddly Hearthstone didn’t show up in the top 150 for either downloads or revenue, wonder why)), DoTA2 (crazy growth this year), etc etc etc. I think you get the point.

If a game is great and keeping being great, while giving you more of that greatness, you don’t get burned out. If a game stagnates, or especially if it gets worse (hi Trion), people leave because of that, not burnout.

Posted in Clash of Clans, DoTA, EVE Online, Final Fantasy XIV, League of Legends, MMO design, Random, Rant, World of Warcraft | 36 Comments

CoC: Supreme Cream! vs Kakakoko Team 11/23/2014

(Stats and writeup provided by Delpez)

Supreme Cream! vs Kakakoko Team

Supreme Cream!

Enemy

Average TH Level

7.60

7.62

Score

128

122

Total Attacks Used

84

83

Total 3 Star Attacks

43

37

Total 3 Star %

51.2

44.6

3 Stars Against Same Level

33

32

3 Star % Against Same Level

56.9

45.1

3 Stars Against Lower Level

9

5

3 Star % Against Lower Level

50.0

55.6

TH4,5&6 3 Stars

0

2

TH4,5&6 3 Star %

0.0

25.0

TH7 3 Stars

17

16

TH7 3 Stars %

54.8

61.5

TH7 3 Stars (same level)

12

14

TH7 3 Stars % (same level)

75.0

70.0

TH8 3 Stars

23

17

TH8 3 Star %

60.5

42.5

TH8 3 Stars (same level)

19

15

TH8 3 Star % (same level)

61.3

41.7

TH8 Ave Stars / Attack (same level)

2.4

2.1

TH9&10 3 Stars

3

2

TH9&10 3 Star %

30.0

22.2

TH9&10 3 Stars (same level)

2

1

TH9&10 2 Star % (same level)

33.3

14.3

TH9&10 Ave Stars / Attack (same level)

1.67

1.00

When you open the war screen you’ll see the following:

Supreme Cream!

Kakakoko Team

Attacks Won

70

78

Attacks Used

84

83

That’s right, not only did we manage fourteen zero stars across all TH levels, our opponents easily bested us in number of attacks won. The reason I show this is to once again emphasize the importance of 3-stars. Unless you’re fighting against the top bases, a one or two star victory just does not mean that much; wars are won and lost on 3-stars. It’s no coincidence that our victory margin and the number of 3-stars margin is exactly the same.

Having said all that, this was a fantastic war. It’s hard to believe that such a simple system could provide such tension. It also illustrates how the game allows players with vastly different levels of participation to play together. People with other interests or little time can log in, do their war attacks and collect the loot at the end. Others are literally logged in for the duration of the war, following each battle and planning their own attacks in minute detail. Both these groups can contribute equally, although I would argue that the latter gets a whole additional level of entertainment.

As for the war stats, the numbers are slightly deceiving. With two hours to go we were actually behind by four stars, and the 3-star percentages were too close to call. We then embarked on an incredible run of ten 3-star attacks that sealed the victory. Exciting stuff! By town hall level we only did two TH6 attacks, and both failed because CC troops were not dealt with. The TH7’s from both clans did very well against each other, but our TH8’s beat theirs convincingly as far as 3-stars were concerned. We edged the top bases as well, which proved to be quite important in a close war such as this.

Some general comments and points for discussion:

With lower level giant attacks, it’s imperative to deal with clan castle troops first. No matter how good the rest of the attack is, it will fail if the CC troops are not pulled and killed before giants are deployed.

Mass dragon attacks are the best way to smash same level bases at TH7 and most of TH8. So getting access to dragons and levelling them should be a high priority for all TH7&8’s. At high TH8 and above other tactics become viable, although barcher is most certainly NOT one of them!

Our superior TH8 stats were influenced to a large degree by 19 attacks our opponents launched against four bases (Nickio, JHO, Livercat and Draconis). Of those the first three bases were definitely anti-dragon, while Draconis’ base also had elements of anti-dragon. This contributed significantly to their low 3-star percentage against our TH8 bases (42%). For reference, during the wars we lost our opponents consistently scored above 50% against our TH8’s. I know it’s not as glamorous, but this war was won on solid defence as much as good attacks. Just remember that good players can still 3-star an anti-dragon base, but their margin for error is smaller.

As far as spells and clan troops go for dragon attacks, we had success with various combinations. Some bases are definitely more susceptible to certain tactics, but I’d like to point out that 3 x Lightning seems to be the real thing at TH8 (see Jonneh’s attacks). It might not work on all bases, but keep it in mind if the opponent has an air defence or two that can be taken out relatively easily by the dragons (Lightning the other AD). However, I’m not sure how well it will work if all the AD’s are deep within the base.

Posted in Clash of Clans | 6 Comments

Someone make this: Necromunda

So when Mordheim was announced/posted on Steam, I mentioned how I’ve been mulling over the idea of a Necromunda game. Much like the PvE sandbox posts (though far shorter), here goes.

All of the game rules, setting, and characters would come directly from Necromunda itself. None of this ‘inspired by’ stuff, just straight up copy/paste like Bloodbowl. The beauty of this is you are taking something that is not only already established, but well balanced and proven to be fun, and just bringing it out of the basement and into the modern age by taking advantage of things like computers and the internet.

The gameplay would feel like a slightly more tactical version of something like XCOM, with games ;asting about an hour. Turn-based, visual indicators for things like cover or hit percentage, and then let the game handle all of the dice rolls and rules.

Outside of playing a scenario, the game would be an online lobby where you could make changes to your gang, review the current status of your base, territories, and equipment, and do other lobby stuff like chat and see if your friends are online.

Game options would include free form mode (no permanence or carryover, just pick what you want and go at it), practice (use your current gang, but not have the result count or XP carry over), and campaign mode, where you would face off against others in your ‘city’, gain XP, and basically play the long-term game that is Necromunda. These campaigns could be public or private, just like Bloodbowl handles them.

The business model would be the LoL F2P model, as that continues to be the absolute best version of F2P by a mile. The core game (say 5 gangs) would be free. Additional gangs could be purchased for either real money or currency you earn by playing (note that this isn’t the currency you would use to buy gear and new gang members). New gangs would be released every two months or so. Additionally, real money only options would include skins for weapons, characters, and base fluff. You could also sell new fluff animation and sound packs.

I would not expect this to be a AAA mega-seller given that it’s both turn-based and rather deep/difficult, but given the business model I think it could be a steady revenue generator thanks to a dedicated, loyal core. If it was pulled off and supported well, it has solid growth potential. Plus given the current game engines that exist, the development cost wouldn’t be anything crazy either. You wouldn’t need cutting-edge graphics, just something similar to XCOM or even Bloodbowl; so long as what is on screen does a good job of representing what is happening, that’s all that matters.

Fairly simple, using an old IP I don’t think GamesWorkshop even remembers anymore, that could provide some fun niche gaming. Someone please make this, thanks.

 

Edit: Just did a quick search and I’ve posted something very similar here before, in 2011.

Posted in Random | 5 Comments