Copertina

Negli scorsi giorni alcuni membri del Team 5 sono stati piuttosto attivi sia su reddit che Twitter. Abbiamo raccolto le risposte più rilevanti e le abbiamo riportate in tre elenchi divisi per argomento, buona lettura!

Altri chiarimenti su Zefris

Gli sviluppatori hanno continuato a ricevere domande su Zefris il Grande952f26434902ffc2153270510a125a435b1c12014cd6a8029e66d662ac8787f5, le risposte sono sia state riportate qui sotto che aggiunte all’articolo dedicato.

  • Zefris non è in grado di capire che il suo Grido di Battaglia sta venendo attivato due volte, ad esempio con . Le sue offerte quindi saranno calcolate separatamente. (fonte)
  • Se sono morti molti servitori nello stesso turno, Zefris ha la possibilità di offrire Biancachioma90a9fd71ebbc16cb7788c49cfb039ae59bd84f48bf328bd6038e27c2a23e27aa. (fonte)
  • È possibile “forzare” l’offerta di carte dall’alto valore, come Sire Jaraxxus6670f364d444726fe133a22b700c052a6720bf9898b72ae9cb8b705a9481e5eb, Tirion Fordring6f7d6a21ad5ee43b575ff1cb60c37a863e7f2c7224f688dfe0a9b2f03dc972c7 o Ysera9415f060fa1706afcc618846d67f71c99d8000dad9e0ef508fb9fa459d0f7552, giocando Zefris nei turni avanzati senza far avanzare Mana. (fonte)

Scopo del set Base e Classico

Il ruolo di questi due set, designati per essere sempre Standard, rimane un argomento di discussione molto caldo: sempre più giocatori vorrebbero vedere buff o addirittura stravolgimenti completi, mentre gli sviluppatori continuano a tenere un approccio decisamente cauto.

L’obiettivo iniziale dei set Base e Classico era quello di essere “set didattici” e per questo con una densità di meccaniche intenzionalmente bassa. Dean Ayala ha dichiarato che attualmente sentono di poter spingersi un po’ più un là, indicando la classe del Ladro come modello da seguire.

Hey. I think your post is cool and you clearly put a lot of effort into it. I like the idea of adding Rush to the base set at some point. We’ve been very happy with the gameplay of that mechanic and there is a lot of design space with it.

The goals of the basic and classic set now vs the goals we had at launch are quite a bit different. I think our goals now can afford to be a little more narrow. Mechanically, we want to teach players the base level interactions of the game and give each class a core identity and toolkit of stuff to help them realize that identity expansion to expansion. Power level aside, I think Rogue is a good example of a class that does this pretty well. Regardless of what cards exist in an expansion, Rogue gameplay still tends to feel unique on the back of a simple mechanic (combo) and some core toolkit cards that aren’t win conditions on their own (Backstab, Evis, SI, Etc). Some of our other classes could do better at having a core toolkit, so it’s something we want to address.

Prossimi cambiamenti in Arena

Fin dalla presentazione del Draft basato sui gruppi di valore equivalente (chiamati in gergo bucket), avvenuta a marzo 2018, gli appassionati hanno sviluppato un rapporto di amore/odio per questa feature: il sistema è apprezzato per la capacità di offrire un deckbuilding più soddisfacente, ma al tempo stesso sono fortemente criticate sia la scelta di usare il pick rate e non il win rate per distribuire le carte, sia la lentezza con cui arrivano le correzioni di bilanciamento.

Sempre Dean Ayala, a sorpresa, ha comunicato su reddit che in occasione della patch 15.4 (attualmente siamo alla 15.0) il sistema dei bucket sarà temporaneamente rimosso. È confermato che non si tornerà al sistema di offerta precedente basato sulla rarità, si tratterà di qualcosa di inedito ma “simile ai primi giorni dell’Arena”.

La motivazione dietro questo cambiamento è legata all’insoddisfazione che il Team 5 ha per il bucket system, che non sembra avere vantaggi chiari rispetto al rarity system e oltretutto rallenta gli interventi correttivi. In futuro ci saranno più informazioni, per ora lo sviluppatore ha voluto darci questa anticipazione per essere trasparente.

IkasrHS
Microadjustment balance changes are based on a formula that takes into account the current bucket information, which is why they don’t happen until at least a few days after bucket adjustments. I believe we sent over the public bucket information a few days ago to our community team but it’s possible it didn’t get to the right folks. I’ll doublecheck Monday.

For 15.4, we’re going to try doing an arena patch without buckets and have all cards be part of one giant pool. This is similar to how the early days of arena worked. Theoretically, buckets made individual arena decisions a little more interesting and put more weight behind how a card works in the deck you are drafting vs its power level in a vacuum. While I think there is some truth to this, I don’t think it’s been a well received change overall. For players new or inexperienced with Hearthstone, the idea of having ‘obvious’ choices is a win. For hardcore players, if the change to buckets is not a clear upside (which has been most of the feedback we’ve received here) then it’s probably just not worth doing. One positive part of not doing buckets is that the micro-adjustment patches should happen faster in the future because there does not need to be a preliminary bucket adjustment patch to set the stage. (fonte)


Welcome back 9+ flamestrike.

Arena in the original format just had way less cards which was mostly the reason individuals showed up more often. In the bucket system, cards that appear the most often show up around 1.5 times per draft. In a system with no buckets, that number is reduced to around 0.9. (Fonte)


I knew this would be a divided topic, but it’s good to get it out in the open so it doesn’t come as a huge surprise later. There are a bunch of benefits to having no buckets. We don’t have to do a rebucket patch, so the initial balance patch should come out a week after the patch rather than 2+ weeks. Decks should feel more different from one another because there are no small buckets that made some groupings of cards appear more often than they would otherwise. As another result of getting rid of small buckets, the cards that appear the most often should be seen around 0.9-1 times on average, which is quite a bit less often than the cards that appear most in the current system (1.5ish). There, of course, is also some downside. This is true with every design decision. We already have buckets completed for 15.4 if we wanted to use them. It’s not a question of doing the work, it’s done. It’s just a question of which system feels better. After spending so much time with the bucket system, my personal opinion is that buckets make drafting a little more interesting, but sacrifice the gameplay experience by making decks feel more similar than they would otherwise. Which is more important is subjective, but I think it’s healthy to try different things. (Fonte)


Just for clarification, We are not going back to picks with same rarity, are we? I personally like this move it is more encouraging to casual players like me.

No picks by rarity. And great, I hope you enjoy the swap :o. (Fonte)

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