QisTopTier
XisBannedTier
Oooh really liked the R/W human deck. I love them all buffing each other.
There are blue humans too Ill prob try a blue/white human
Oooh really liked the R/W human deck. I love them all buffing each other.
There are blue humans too Ill prob try a blue/white human
I might do blue/white as well. I don't really know what it offers yet. I'm a total Magic noob but I really like humans in that game for some reason.
I have never seen such a consistent Kickstarter. This game really hasn't dropped momentum at all.
It actually gained momentum, today was by far the campaign's best day.
It actually gained momentum, today was by far the campaign's best day.
I think we are going to reach the final stretch goal way too early.
Yeah. But with all the Pro Player tiers gone, I wonder how they'll keep the momentum. Maybe more Pro Player spots at 300?
I got 3 pro tiers as well, 2 for myself, 3rd for a mate but now he is not sure about >_< Oh well, I'm sure if he doesn't want some GAFer will
Yeah. But with all the Pro Player tiers gone, I wonder how they'll keep the momentum. Maybe more Pro Player spots at 300?
They should consider adding more pro player tiers. Has there ever been a more popular limited tier in the history of kickstarter?
Check the rewards page on the official site: http://hextcg.com/rewards/
There's an icon along the bottom border, towards the left. If you see a little mask looking thing, that's PVE-only card, if there is no mask, it's PVP-capable.
For a clone of MTG with focus on the digital aspects, surely they can do better than have players clicking pass priority all day long.
Or you know, they could redesign that aspect of the game to make it more suitable for a digital game.
Having that opportunity to do something as a response to your opponent is what adds a level of depth that won't exist in Hearthstone and doesn't exist in something like Shadow Era. Redesigning that aspect of the game isn't going to happen, because it's clear they want people to be able to have interrupts, etc.
Or it's clear that they just want a quick cash-in by cloning MtG with the minimum amount of effort to pretend it's different. It's not like these guys never designed a TCG of their own before. Also the argument that instant spells are impossible to implement without a strict priority system from a game designed around the analog world with only human players seems to be quite thin.
Then tell me, how would you do instants/interrupts without a priority system while not letting the game devolve into chaos?
How about every spell has a time window to react instead of asking the other guy "do you want to do anything?" every time? How about not having instant spells resolve immediately and not have those that are purely reactionary spells like counterspells? Plus they are the game designers, not me, and certainly having a smooth gameplay experience is worth rethinking the mechanics they're aping from a bit? Unless they come out and say that their plan was to provide an experience as similar to MTG as possible, surely there's plenty more ways to design a mechanic rather to have instants work exactly the same way.
Sure, you can say it's Alpha, but I'll be skeptical on that improving much.
How about every spell has a time window to react instead of asking the other guy "do you want to do anything?" every time? How about not having instant spells resolve immediately and not have those that are purely reactionary spells like counterspells? Plus they are the game designers, not me, and certainly having a smooth gameplay experience is worth rethinking the mechanics they're aping from a bit? Unless they come out and say that their plan was to provide an experience as similar to MTG as possible, surely there's plenty more ways to design a mechanic rather to have instants work exactly the same way.
Sure, you can say it's Alpha, but I'll be skeptical on that improving much.
One example of this for me is the annoying use of instants on your opponent's end step. You don't need that. If instants were primarily combat pumps, then the end step could just be focused on resolving any continuous effects before moving onto the next turn, easy and quick.
And the mechanical difference between a time window and passing priority button is what, exactly? Both serve the exact same function of giving a player the opportunity to react, and one guarantees that the other player has committed to "I'll allow it" or "I'm going to do something about this." If they're going to want to have this game be legitimate with tournaments and such, having a "time window" would have a greater risk of leading to problems of "I tried to do this but the time window ran out." They'd have to make the window so large that they'd end up having a button to allow players to pass if they weren't doing anything, which is no better than what currently exists.
Criticizing without valid solution is just a sign you don't like it because it is copying from Magic, and it's fine that you don't like that they're copying from Magic. But let's not make up problems with the implementation of their design where there aren't any. Note that isn't to say there aren't problems with the design, but the priority passing isn't one of them.
No, using a time window is a valid solution. It means it adds speed to a cerebral game. Just like Starcraft does. Just like speed chess does. It just means the game isn't only turn based, and the clock wouldn't just be there to prevent people from stalling for half a day.
If they want it to be legitimate, have tournaments, and take into consideration that not everyone operates a computer at the same speed, then no, it's not.
And the mechanical difference between a time window and passing priority button is what, exactly? Both serve the exact same function of giving a player the opportunity to react, and one guarantees that the other player has committed to "I'll allow it" or "I'm going to do something about this." If they're going to want to have this game be legitimate with tournaments and such, having a "time window" would have a greater risk of leading to problems of "I tried to do this but the time window ran out." They'd have to make the window so large that they'd end up having a button to allow players to pass if they weren't doing anything, which is no better than what currently exists.
Criticizing without valid solution is just a sign you don't like it because it is copying from Magic, and it's fine that you don't like that they're copying from Magic. But let's not make up problems with the implementation of their design where there aren't any. Note that isn't to say there aren't problems with the design, but the priority passing isn't one of them.
There are tournaments for twitch-based games, are there not? Not having a computer that can run at a decent enough speed is not basis enough. Or you can say it doesn't have to be basis enough.
But then they're designing a different game, and my argument is for the game they've seemingly designed, a time window is not a valid solution.
I'm not arguing that they aren't straight up stealing from Magic in a lot of ways, I'm just saying for what they're doing, priority passing is the best solution.
We're saying that it doesn't have to be exactly like Magic. Magic may be their base, but they don't have to steal all the same spells, all the same mechanics, all the same trigger problems that make priority passing an issue. They're adding things to make this go beyond Magic can do, but there's no reason they can't reinspect the design in all the ways Magic could do (but won't, because they already have their winning formula with huge amount of momentum).
One great example: The fact that they have the champion charge system. Every time you play a mana card, you get a charge counter. When you have enough, you can cash them in for an effect. I can tell you right now that I'm going to focus on champions who have a charge power that let them me put a creature on the field and at least block with it or trade off a creature from the board. Right there is a great solution to mana flood.
But what are they doing about mana screw? Right now, nothing, and that bothers me. That's the primary reason why I'm still in the Squire Tier and am not budging.
Or you know, they could redesign that aspect of the game to make it more suitable for a digital game.
Take everything from the base mechanics, remove the stack, then redesign the game from there for a digital game. So there. It takes a lot of effort, but isn't that what creation is all about?
Have you played SolForge? It's quite fun and pretty deep, and there's no mana/lands/resources to deal with, no pausing on your opponent's turns to maybe play spells, no dealing with 1,000 counters or armies of hundreds of creatures, and it plays very quickly. Feels much, much faster paced than MtG. Sounds like something you'd enjoy.
But removing the stack, and by extension the ability to respond to your opponent's actions, would make it not interesting to a lot of the people that are backing this game. One of the reasons I'm so excited about this is that they specifically aren't making a dumbed down for asynchronous play TCG.
To be fair for SolForge, there is a Steam beta for Windows systems, I just think it's a closed beta. They ended up using the iPad as the proof of concept demo since they couldn't do a closed beta there, so I think they decided to make the Steam beta actually closed.
The game now sits at ~$780k, and there's still no update, :lol
This is getting slightly silly now. Day 10 and it currently is the 24th most funded Kickstarter in Games, and the 17th most funded video game.
Hi backers! Who knew our 10th day would be our biggest? We sure didn't. You, the HEX community, shocked... the... world! $114,000 raised in a single day. From everything we've looked at, that's the single biggest day for a video game that wasn't in the first or last four days of a campaign