They'll presumably have extended formats you can still use them in. And of course there's always PvE. Blocks make a lot of sense though. It's practically impossible to keep a CCG balanced in the long term with an ever increasing pool of cards to work from.Well, they're bringing back blocks. Was never a fan of blocks. Having my cards valuable, then useless later on is pretty annoying.
I think that depends mostly on if it's a success or not. If it isn't, then you'd be completely right, but if it is a big success, then the number of people who were not part of the kickstarter will be considerably higher - the kickstarter has what, 5k backers ? Even 100k players would mean the kickstarter contributions would be heavily diluted. Also depends if they keep the set 1 stuff available indefinitely, they seem to be waffling still on whether they will be putting things 'out of print'.Adding to that, the base set cards are probably going to be utterly worthless due to the massive amount of it being given out cheap through kickstarter, so any drafts that occur during base set are going to be at reduced value.
Ah yeah it reminded me of necropotence but I guess after checking necro was a fuckton more powerful, thought it was 2life per card. The ressource system I don't think is a huge issue, maybe it was just bad luck or maybe he had too few lands considering his deck strength I don't know didn't watch the 3rd game to see how it went, but I kinda liked in MTG those games where you had no lands for multiple turns and shit was really dire. Now a lot of the time you'd just die and blame the lack of lands, but the few times where you'd finally hit a land streak and start reversing the game, I liked that.It's more greed than necropotence.http://gatherer.wizards.com/pages/ca...tiverseid=1441But yeah, agree with everything you said. The stream has been kind of sad. Perfectly showcases why I hate the M:TG resource system. It's been fixed in any number of TCGs (including theirs). Sad to see them backsliding here, even if threshold and charge are slight improvements on it. Doesn't help that one of his key enchantments isn't working also. Go go pre-alpha!
Holy shit, I didn't think the stream was all that good, but obviously a lot of people disagreed - pro player tier is completely sold out and it's over 725k.Just a reminder. Streaming starts in less than an hour (3 pm pacific).http://www.twitch.tv/hextcg
Also, with the paypal donations, they've passed the 660k stretch. Today's update didn't have any new goals announced though, sadly.
This surprised me a bit to. It was only 620k this morning I think and the twitch.tv cast was ok but not mindblowing. Now that Pro Player is sold out maybe it will slow down significantly.Holy shit, I didn't think the stream was all that good, but obviously a lot of people disagreed - pro player tier is completely sold out and it's over 725k.
Amen. Their excuse for not using it (that it was hard for new players to decide when to use a card as a resource instead of as itself) is pretty weak also. It seems like the Call of Cthulhu system would work well for this. It's essentially the same as WoW, but instead of everything being colorless, each card provides the faction resource it's associated with. So a blue card could be used as a blue resource. They'd run into problems once multi-colored cards inevitably start showing up though, I guess. Anyway, it's what we're stuck with. I don't like it, but I'll live. Especially if its similarity to magic helps pull more players in.I am just befuddled that they went with Magic's land-system when their company has the rights to a vastly superior resource system. VS/WoW's resource system is pretty much the best standardized progression* resource system in the CCG-sphere.
From what I have read, having it RNG dependent is pretty much the point. It's to counterweight skill, so that bad players still win often enough to keep playing. There's also the whole random positive reinforcement gambling thing going on.Get rid of colors and lands altogether, just sacrificing a card to get generic mana is so much simpler and less RNG dependent.
The colors having different strengths and weakness is incredibly important for MTG though, whenever they diminish that in various multi-color blocks the result is usually a top deck thats just "the best of every color", mostly a control-oriented deck. That's no fun in the long run and without the colors every deck would be too optimized. TLDR: color segregation creates more deckbuilding possibilities and challenges. I didnt like the resource system of the WoW TCG that much, you basically just build a deck to curve out and that's it.Get rid of colors and lands altogether, just sacrificing a card to get generic mana is so much simpler and less RNG dependent. It also widens your options since you don't have to worry about segregated cards. If they want to appeal to a broader audience, that isdefinitelythe way to go. I honestly just don't see this game funneling off enough people from mtgo to be a hit while they are trying to make it as much of a clone as possible.
The best thing to hope for would be for the competition to spur mtgo into adopting all their ideas.
It's a lot more than that. You've got it at the low end of play, but at the higher ends its even more important. If you always have every resource available, you can just solve the game and build a deck that is mathematically optimized to use every available resource each turn. Magic is, over a large enough set of games, about who uses the resources they have available to them the best, and what resources you have available, be it mana or spells or creatures, changes from game to game. Games that don't have enough random elements end up just being a math problem to be solved at deckbuilding time, where Magic is a game where the optimal play changes each time a card is drawn. Yes, in a very small subset of games, you might not get to play your cards at all due to mana flood/screw, but over a large set of games, it actually helps the better player win more often and not the worse players.From what I have read, having it RNG dependent is pretty much the point. It's to counterweight skill, so that bad players still win often enough to keep playing. There's also the whole random positive reinforcement gambling thing going on.
Some random elements are fine, but complexity coming from the interactions of various cards seems a lot more interesting than "Sorry, you won't draw mana this time. Goodbye". When people are awful, you can frequently push through some bad luck and win 2 of the 3 games. However, at the higher levels of skill it basically seemed like winning came down to 2 things: 1) How is your matchup with the other deck and 2) Are you going to get fucked on mana (screw or flood) this game? Maybe the higher frequency of online stuff will reduce the frustration, but for paper MTG I top 8'd 2 of the 4 tournaments I went to and still dropped out of the scene after a while because losing to mana nonsense was sooo frustrating.It's a lot more than that. You've got it at the low end of play, but at the higher ends its even more important. If you always have every resource available, you can just solve the game and build a deck that is mathematically optimized to use every available resource each turn. Magic is, over a large enough set of games, about who uses the resources they have available to them the best, and what resources you have available, be it mana or spells or creatures, changes from game to game. Games that don't have enough random elements end up just being a math problem to be solved at deckbuilding time, where Magic is a game where the optimal play changes each time a card is drawn. Yes, in a very small subset of games, you might not get to play your cards at all due to mana flood/screw, but over a large set of games, it actually helps the better player win more often and not the worse players.
Lol watSome random elements are fine, but complexity coming from the interactions of various cards seems a lot more interesting than "Sorry, you won't draw mana this time. Goodbye". When people are awful, you can frequently push through some bad luck and win 2 of the 3 games. However, at the higher levels of skill it basically seemed like winning came down to 2 things: 1) How is your matchup with the other deck and 2) Are you going to get fucked on mana (screw or flood) this game? Maybe the higher frequency of online stuff will reduce the frustration, but for paper MTG I top 8'd 2 of the 4 tournaments I went to and still dropped out of the scene after a while because losing to mana nonsense was sooo frustrating.
I get that randomness is good because it makes idiots feel like they can win (and they do sometimes), but if I wanted shit to be that random I'd go play poker which has a LOT more money in it. I just wish the bridge scene (waaaay more skill intensive than MTG) had more people under retirement age in the US
Right now, every movie for this game makes it look like a super dumbed down version of MTG, with less complex interactions and swallowing the faults (RNG mana system) without adding a whole lot. I really hope they have some demos of PvE content soon, so we can see what it looks like when they try to innovate.
Yeah, I haven't seen any counters yet either. They have quick actions, so they have the potential, but maybe they want to avoid going that route. Blue seems more about sneaky tricks (booby traps, the stalking assassin card, etc) than about blatant "No. You can't do that. Nope. Can't do that either. Also, no. Repeat for 50 turns until you plink them to death or they run out of cards" And while I haven't played Magic seriously since Urza's block, I still follow it and occasionally splurge on some cards, and Hex is definitely an almost direct copy mechanicswise. Mana system slightly improved, the addition of champions, and the ability to do far more things with the digital design space, but other than that, direct copy, down to several cards being identical (which is actually almost impossible to avoid with how long Magic has been out).Now, I don't know much about Magic, since I haven't played in over a decade. But to me it looks like a direct copy. They just haven't really shown a lot of counters and other crap that is typically in a Magic game from what I gather.
Also, I'm now up to the GK level.
Yeah, not a lot to talk about really without knowing the context - they have kind of dropped the ball of PVE stuff, which is pretty obvious from the pledge distribution. The legendary dragon card is pretty neat though - if they have no removal available that's going to be game over in short order. I'd rate the grand strategist card higher in terms of outrageousness though, a passive that turns all your creatures into Master Decoys makes my blood pressure rise just thinking about it ;pWas a little bit surprised that nobody has posted about the new goals they announced today yet.http://www.kickstarter.com/projects/...e/posts/484413
720k got us 10 new dungeons, and a new merc, which much like the 3 new raid stretch goal doesn't mean much without knowing how many were already in the game. 790k is increased sound and particle effects for cards, which people seem wild for, but I really don't care much about. I don't need to see a fireball fly across the screen to get a warm fuzzy. The only time I really want animated effects is if they help me keep track of the game state, like the flying cards hovering above the table, so if they add more stuff like that, great. 860k gets some sort of deck construction AI, which is interesting in direct proportion to how useful it actually ends up being. If it's decent, it might help prevent horrible players from bringing completely laughable decks to the table, but I doubt most skilled players will care that much once they get a feel for the metagame. There's also stray card and equipment rewards spread through those tiers.