Edit:"Because of this, we’ve decided to make both the packs for Siege as well as the contents of these packs non-tradable. As these are non-tradable"
Seriously, it's almost impressive how HexEnt keeps making decisions that just narrowly miss being great, and instead manage to turn into outright trainwrecks.
Look, let's be straightforward, it's a dick move. It might be a dick move done with good intentions, but it's still rubbing our faces in the fact that the devs keep ignoring nearly every community request for basic foundational updates, and have done so for years now.
PvP needs properly scaling matchmaking and basic play rewards (ie, a small amount of gold on win and even smaller on loss), or all the rewards in the world aren't going to keep players from giving up on the mode in frustration, as they have in droves for years. (Likewise, if you defeat a cosmic player while not in cosmic yourself, that should still count as a Cosmic win for coins [and honestly, you should get a hugely boosted return, considering the imbalance involved]. It's utterly absurd that it doesn't seem like that's currently the case.)
(Side note, change Sealed into a gold-format Limited already, and add in proper Immortal rewards. This new addition only further emphasizes the disregard given to Immortal play.)
Siege needs to stop disregarding the lessons learned by every one of the dozens of notable online CCGs with nearly identical modes, and add in low-key daily currency gain and free play, along with clear difficulty sorting. Also, perhaps consider low-reward, baseline non-player encounters to establish both consistency and difficulty reference markers.
Further, as per those other games, offer it in single-match encounters (or offer a lower-reward variation done to such). Not all of us have the time or inclination to do single-life 3-match no-loss-reward games, and especially not to the frequency the new rewards will require. We definitely don't want to gamble our resource away on something that demanding.
I get that the devs think it's a cool setup, but Hex's devs would do a lot better if they'd add a bit of "what would our players think is cool, and is that true for all players" into their "woot, let's explore our creativity without regard to anything else" design approach. Even for those of us as dedicated to Hex as the devs, we can't necessarily commit as much consecutive gameplay time as the devs seem to think we should be able to. And yeah, the dev creativity is great..
..but come on, we really need the AH, the mail, the two dozen notable game bugs, pvp matchmaking, campaign pointers, and a half dozen other things attended to.
Honestly, is it more of a stress to dedicate an occasional bit of development time to those things- things that have repeatedly, emphatically been attributed to low player retention and veteran player frustration & dissatisfaction- or to keep dealing with the fallout of treating the playerbase with disregard?
Hex is a game with amazing creativity and fun potential, but the lack of attention to player feedback and lack of willingness to work on foundations (not to mention the oft-lacking, and sometimes extremely rude team communication) has always been a holdback for the game.
So, with years of that- and quite a few threads full of complaints on such matters- to add *anything* that feels like it rubs our noses in the lack of response to such matters..
I repeat: It's a dick move, regardless of any surrounding considerations.
That said, the rewards look great [Though Spark of Fury really looks more like a legendary than a rare :P]. As always, creativity and conceptual appeal is not something Hex has any problems with.
Just please, consider finally taking some time to work on the other elements of the game, so we players can finally all start cheering the game on wholeheartedly, instead of us having to keep griping into the wind about how the devs only care about what they want to do, without giving consideration toward how the game experience actually is for players.
TL;DR: Start fixing stuff before you start rewarding us further for putting up with broken stuff, because that only emphasizes that broken stuff is all we'll have to look forward to in the future, and that's eventually going to push even us diehards out of the game, no matter how fun certain game elements are.
The post was edited 4 times, last by Azuchi ().