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Hearthstone?! (Blizzard online card game) Hearthstone?! (Blizzard online card game)

03-01-2018 , 05:54 PM
Quote:
Originally Posted by Kangal_
Yeah playing wild arena over the past few days has reminded me of some great cards that were rotated out, which I'd forgotten all about. Troggzor and Vol'jin are such great card designs for example.
Yeah, I've told a few people past week or so that I really enjoyed hearthstone a lot, because I really loved some of those cards. Wild arena has been fun, it's good to compare and contrast what the game has become to what it once was
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03-01-2018 , 05:56 PM
I've probably said the same thing in a different way 100 times now but hearthstone's biggest problem is the power level of early game cards is too high, it makes balance impossible
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03-01-2018 , 05:57 PM
also now that im at 6 wins in this tavern brawl every opponent is the same cubelock lol. such fun.
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03-01-2018 , 06:01 PM
i went 8-3 in my one run - 9 of the matches were vs paladin
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03-01-2018 , 06:15 PM
Quote:
Originally Posted by BobboFitos
I've probably said the same thing in a different way 100 times now but hearthstone's biggest problem is the power level of early game cards is too high, it makes balance impossible
1 drops are busted. they should never print another 1 mana 1/3 ever again
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03-01-2018 , 06:31 PM
Playing turn 8 cards on turn 8 is so year of the Kraken. This is year of the Mammoth, turn 8 happens on like turn 4 or 5 now.
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03-01-2018 , 09:15 PM
Quote:
Originally Posted by BobboFitos
YEAH BECAUSE THOSE DECKS THAT DONT DO STUFF UNTIL TURN 8 ARE SO COMMON
Nice caps, but they're plenty of decks where people don't do anything but dick around for the first half of the game. Playing random ****ters that heal or blow up the board on curve to absorb damage is zzz. Which is exactly why getting rid of freeze mage and other archetypes that Blizzard has done is ****ing stupid.

Also, the problem isn't early game's being too powerful. It's Blizzard has killed off things that prey on aggro. Fiery War Axe and killing off control warrior is one of the dumbest things Blizzard did. I literally just killed a control lock turn 4 with facehunter. I would literally never touch hunter if warrior was legit.

tl;dr Blizzard keeps pumping out random unbalanced horse **** at all levels of mana and made the game boring the past year.

Last edited by Paul D; 03-01-2018 at 09:44 PM.
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03-01-2018 , 09:56 PM
Duskbreakers the single most powerful anti aggro ever printed
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03-02-2018 , 12:40 AM
I thought a bit more about Coldlight Oracle. It is pretty rare that card negatively impacts me when I'm playing against it unless I'm playing against Rogue, in which case it is absolutely infuriating. That being said I don't really know if there's a similar feeling as when you're getting milled and praying that you don't burn a critical card. I think it's a well designed card and shouldn't be getting HoFed. I'd much rather see Vanish get ****ing punted into oblivion -- THAT is really the card that I hate.
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03-02-2018 , 12:41 AM
Is ranked still busted?
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03-02-2018 , 12:55 AM
Ranked is down and they canceled the dev stream tomorrow because of it sadly
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03-02-2018 , 09:21 AM
Ranked is back up. Seems like people are starting at odd ranks like some people starting at rank 1 5* and i seem to have moved from rank 12 to rank 11 without playing a game.
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03-02-2018 , 09:47 AM
Quote:
Originally Posted by g-bebe
I thought a bit more about Coldlight Oracle. It is pretty rare that card negatively impacts me when I'm playing against it unless I'm playing against Rogue, in which case it is absolutely infuriating. That being said I don't really know if there's a similar feeling as when you're getting milled and praying that you don't burn a critical card. I think it's a well designed card and shouldn't be getting HoFed. I'd much rather see Vanish get ****ing punted into oblivion -- THAT is really the card that I hate.
I dislike shadowstep if anything in rogue. It allows for nearly all the really obnoxious things rogues can do. Making super Cleefs early, burning 4-5 cards in one turn, Leeroy shenanigans back in the day. I don't think it needs to be HoF'd, just raised to at least one mana.

Vanish itself really doesn't too much. It's usually the other stuff that compounds it. Like if you were to run it in any other rogue deck besides mill you would just die from tempo loss.

I just think Blizzard could have altered the mana cost on Coldlights and shadowstep and solved the problem. Rather than indirectly hitting other classes.
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03-02-2018 , 09:47 AM
it's continually amazing to me how the most seemingly minor changes to their client will almost certainly wreak complete havoc on the game. I will continue to believe their source code must be an absolute disaster, or they have a really incompetent dev team.

I'd go for #1, because I've researched their team and they all seem pretty qualified. That's what you get for trying to maintain a huge game like this in lol unity.
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03-02-2018 , 12:25 PM
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03-02-2018 , 02:32 PM
Three free packs next week tho
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03-02-2018 , 03:45 PM
I find the new animation they've added until you get 5 wins per month painfully slow. I thought the after game animations were too slow before.
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03-02-2018 , 09:35 PM
I think coldlight oracle was supposed to provide card draw to murloc decks but instead it's mostly used in mill decks.
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03-03-2018 , 10:45 AM
Quote:
Originally Posted by Aceium
Yea this guy’s just straight up wrong and has no idea what he’s talking about
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03-03-2018 , 11:01 AM
Found a good reply on reddit that pretty much nails it:

Quote:
Spaghetti code doesnt refer to the interactions in game or the game itself. It refers to how the coding was actually done and how easy it is to make changes to said code. Everything can run smoothly and look fine and great to the player but that doesnt mean the code behind it is an utter tangled plate of spaghetti.

Hearthstone gives off many of the signs a program coded as spaghetti has.

Many objects or commands does not seem to be translate or iterate over well when reused. For instances inconsistency in the same wording of cards doing different things in the same situation. This implies either the command isnt reusable/buggy or they rewrote the same function slightly differently when they could have reused the same function if it was written well in the first place. Having duplicate functions that are supposed to do the same things but instead rewriting them is a huge sign of spaghetti coding.

Many object methods have no parameters, and utilize class or global variables for processing.

Follow-on maintenance efforts contribute to the problem. Huge sign of spaghetti code. Where when you fix one bug that if the above werent true, would fix it for all instances of that bug/interaction. For instances evolve bug triggering things in on scenario but another. Did they reuse the code? No because then it should do the same thing. If they did, then they are violating other rules such as their own parameters and instead is utilizing global variables instead of their own.

Software quickly reaches a point of diminishing returns; the effort involved in maintaining an existing code base is greater than the cost of developing a new solution from the ground up. Cannot confirm for sure but this could be a coding contribution as to why nerfs to existing cards are so rare. Theoretically in a game like this if it was utilizing each card has its own methods and variables and processing of interactions and codes were copied and reused instead of cloned or rewritten specifically for each card, making changes to those interactions should be really easy and take minimal time. But I dont know how long their test to production really is but this is a sign of bad coding if it blows out your ability to make changes in a timely matter so much that you try to avoid making maintenance but instead focus on forward only.

The BIGGEST one of all is changes causing huge errors. With a unity update and arena change, people got to the point where the game is unplayable.

So no while it is true there are many interactions and the game is smooth and nice, there are still tons of glaring signs the code behind it is an inefficient mess of spaghet. To truly confirm we would need to know what their devs are saying. If the words "it's like that when i got here." "I thought we fixed this before." and theres talks about "Lets rewrite this entire thing" then youve got a big bowl of pasta.

https://careers.blizzard.com/en-us/o...tone/all/all/1

Additionally looking at the open jobs on the HS team, it gives a little more insight into their current wants and needs.

Theyre looking for a lead software tools engineer and more engineers for design and features. One of the key things theyre looking for is someone able to mentor the design team and coding team. One of the causes of Spaghetti code is lack of mentoring and prior experience.

All the signs are there of a mask of smooth gameplay but you can chip the paint occasionally and see through the crack to the carbo loaded code below.
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03-03-2018 , 02:08 PM
hearthstone was never meant to be a big deal. it was just a small team messing around but it caught on like crazy out of nowhere and had to scale super fast. Not suprised its a total mess.
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03-03-2018 , 02:14 PM
My biggest complaint is not “spaghetti code” but rather obviously poor coding practices done with a terrible large scale platform like unity. I think there is a ****load of evidence for the “poor practices” argument.

They absolutely need to refactor at some point, which will be expensive in the short term, but will save them so much headache in the future.

The guy made a really good point about them wanting a senior developer for a while now.

There’s a way to decompile the dll’s and view the client code so i may sneak a peak at it soon, i’m super curious about a few things
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03-03-2018 , 02:49 PM
Quote:
Originally Posted by Aceium
I find the new animation they've added until you get 5 wins per month painfully slow. I thought the after game animations were too slow before.
agree
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03-03-2018 , 02:55 PM
Quote:
Originally Posted by tomdemaine
hearthstone was never meant to be a big deal. it was just a small team messing around but it caught on like crazy out of nowhere and had to scale super fast. Not suprised its a total mess.
What? Blizzard was already a huge ass company that was going to have an automatic following with new games. This was a full decade of WoW cashcowing for them supplemented with Diablo and SC money. Blizzard might not have projected Hearthstone blowing up to the levels it did, but they weren't aiming small either. Team 5 itself might have been small but they had huge amounts of resources other game devs would drool over.
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03-03-2018 , 04:07 PM
I dont think it’s that they didnt expect it to successful, it was that beta was more sucessful than they realized it would be, so they rushed a release and their prototype became their main client and now it’s likely too late to change.
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