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Search results 1-20 of 27.
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Quote from Bootlace: “ -Beyond anything, players should have confidence their digital sandbox isn't going away and there are some plans that even if development/new content slows down from time to time, they can still logon and play with their toys. If you can't give this confidence somehow, it's going to be tough for people to back you during this stretch. With these moves, and an open/honest communication strategy - you might slowly start winning back hardcore fans that will fight for the succ…
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I'm gonna echo improvements to the VIP. I use to be a regular subscriber but then Hex made it so I need to constantly renew it for some reason and the hassle of having to go back and re-subscribe alone has kept me from it, nevermind that it's not being updated to include perks for new content. And if we're talking simple changes to help improve the playerbase situation, I can think of nothing simpler than giving us free siege and Merry Meele variants. Keep the current models in place, but duplic…
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I'm with Vestris. There are way too many dead cards in hands. This will be the first Merry Melee I didn't get the animated sleeve for because I just found the matches so dull. Either you have interrupt/removal, or the enemy does and is running you over. That's what a lot of the matches feel like they come down to. Who's the Boss had literal auto-lose matchups that I found more entertaining.
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Looking at Pappy Jasper's Prize Patrol, which looks really fun, got me to thinking about the card pool for siege. I agree that the attacker pool should be larger, but I don't think it should be the entire pool the way it is for defender. Rather, how about creating a rotation for attackers? So introduce a siege rotation that is the current available sets + 1 or 2 previous random sets + card pool available from a specific Act. We only have 2 Acts for now but that should grow in time. This siege ro…
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Thinking of signature decks. Do you think they're a tool that Hex should use to deliberately lower the prices of powerful archetypes? Generally speaking stronger decks are more expensive since they use cards that work. This drives up prices and leads to some silly costs for decks just to edge into competitive for constructed formats. Using signature decks Hex could deliberately anchor at least decent decks to a base price of ~$25. As a follow-up, do we want all decks to be accessible, or should …
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Do you think we need a way to filter siege? Either a way to filter them by criteria, or a way to randomize the selection. Otherwise it seems like you only ever attack the very top or very bottom decks. And, frankly (at least for me) it can be hard to choose what to attack.
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Quote from Firellius: “Quote from Malakhar: “How would you prefer to see Siege designed? ” GoW's PvP works like this... Players set up a defense team. Then they get the choice of three opponents, arranged in terms of difficulty. Higher difficulty = greater rewards and faster ladder climbing. Battles are simply 1-shots, player versus the AI-controlled version of the defense team they chose to challenge. Since the player is smarter than the AI and always gets the first move, it's relatively easy t…
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Quote from Firellius: “I don't think it's just the code. I know it's game dev incompetence too, and a complete disconnect from the playerbase, and a lack of putting things into context. Siege is the biggest indication of that: It could've been exactly the thing HEX needed to build stability and grow. It could've been a laid back, non-competitive gamemode where you can play with any cards you like and have a realistic or even high chance of winning. It could've been a relaxing, fun-for-everyone g…
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Quote from NeroJinous: “I'd say one of the biggest problems is cards being unique. The 2nd problem is tcgs have redundant data. Every new scene or window is basically it's own level. When loading your new level you have to reload assets. Even if you were just using this information. There are extensions/plugins to get around some problems. Even some publicly shared plugins. I don't work for WotC, but odds are they use custom built systems to make this more efficient. While hex appears to be clos…
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Quote from Plotynus: “Overall, I think they're addressing the main problems the community had in the past weeks at a good speed. Implementation may be an issue for some, but its better having something and start from there. I believe they havdo things that are in between what they want, what we want and what they ca do. And that creates negative feedback some time I think the game, in PvP, is closer to have a very consistent client who can compete with any top game. Improving the new player expe…
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Quote from NeroJinous: “As someone who has worked with multiple engines I can say unity definitely isn't the proper choice for hex and in many cases does make developing hex harder. My bet is the cross platform support feature of unity was what made hex ent pick it. The idea that in theory you only have to code once then port to all platforms probably made hex think they could focus more on new content and have less engineers overall. On paper sounds great, but unity really isnt meant for a tcg.…
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I have two for now. 1) What are your thoughts on Hex implementing a temporary trade system? So I could trade my Zakiir to someone for a set period of time, up to a max limit of probably 72 hours or so. That card cannot be traded, destroyed, sold, etc. and will automatically return to the original owner after the time has passed. If they are in a match when time is up, then it returns to player after match is over. While traded out the original player cannot use it but it still shows in their col…
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I think it's made improvement, and that's good. My greater concern right now is that MTG has their new Arena client up and running. I've always known that Hex was on a bit of a ticking clock in regards to WOTC releasing a Magic client, especially after they sued Hex. Obviously we have a lot of digital card games these days, but Hex was a bit unique in being MTG-but-not-and-digital. Now we have MTG-digital and I worry it will overshadow Hex entirely as a result. Only saving grace at this point is…
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Dino went 2-1 in Thrawn's dungeons Thrawn went 3-0 in Dino's
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Do you think it would be possible to get a Hex equivalent of the Hearthstone Innkeeper on Twitch?
PostSo for those not familiar, Twitch has an extension called Hearthstone Innkeeper. It was built by Hearthpwn (which is owned by Curse, which is owned by Twitch, so they probably had help), and it makes it so that while you're streaming the audience is able to hover over the screen and get pop-ups on cards, heroes, etc. (there's a video demoing features here: blog.twitch.tv/curse-innkeeper…ansparent-to-6b9b2cf8c522) I feel like this is one of Hex's biggest issues as a viewing experience--the design…
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Just gonna head this off at the pass: not interested in discussing why Hex PvE isn't at a different state then it is now, only what those states might be in the future. We've seen some cool additions to PvP that I think help it's overall value, which is what spurred me to this question. Right now it seems to me that PvE offers far too little content for the work the devs need to put into it. It's beautiful, and inventive, and even sprawling at times, but you go through it really fast. After you'…
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Seems to me the core of the issue is the effectiveness of the plan to expand into other platforms. I don't get the impression anyone here thinks that Hex doesn't want to do PvE and PvP content, it's just a matter of limitations on developers and the patience of players. Getting more players is a path to increase their resources and therefore their ability to develop all parts of the game. Hex's current strategy appears to bank on the PvP aspect of the game and aggressively expand into PS4, Table…