In Hearthstone you make 30 card decks that require two copies maximum of a card, one copy for Legendaries. And while I don't actively play any Japanese mobile gacha (I used to play Dragon Ace before cheating became rampant at high-end play), I am familiar with Stamina gating and how Shadowverse implements it via the Score Rewards being progressively worse as you try to grind more games. I'm saying this as a long term Hearthstone player who quit for Shadowverse last summer. You're being overly unfair to Hearthstone's model. The only issue with the system overall is the bottom rank farmers from the lack of high rank rewards, but then again, it could be tinkered any time they want. ![]() With a system like this, that is VASTLY superior over HS's model, I highly doubt that SV would run into HS's problem anytime soon as long as they keep this up. And last but not least, there are also more daily quests, and they refresh faster as well. There is also the log-in rewards, which means players still get something even if they're not playing at all (not only does it give out gold, it also give out packs and arena tickets as well). ![]() The dev team consistently give out free things for each and every milestone they have, or whenever they feel like it. Then we get that Seasonal rewards refreshes monthly as well as how it's designed, allows players to conintue to earn stuff even if they're on not winning a lot (unlike HS where you're only rewarded if you win, and SV does NOT cap your progress per day). Shadowverse is already leagues ahead of HS's model already. In HS, again, card packs cost more, with worse dusting ratio, with less cards per pack, with worse drop rates, and NO FREEBIES. But that doesn't matter, because SV does not have this "stamina meter" to begin with. The only gating feature it has is a daily "stamina meter", which limits the amount of things you could do per day, but it is gradually nullified by leveling up your account. One of the biggest reason why that Love Live game continues to go incredibly strong ever since its release a couple years ago, with player base still growing, is that there are just way too many ways to earn stuff in the game and most of which are very forgiving (and their dev is a lot like SV's as well, where they both constantly give out free ♥♥♥♥ to players as long as they keep logging in). If you're familar with Shadowverse's system, it's a lot like that Love Live game on mobile (a massively popular f2p rhythm game on mobile devices, called "LoveLive! School idol festival"). Out of laziness, they did get around $100 or so out of me, but that's not too bad for around three years of play. I was an Open Beta HS player, and didn't really have trouble keeping up. At the rate Shadowverse is going, it too will likely have new player problems within that timespan. Hearthstone's problem lies in that it was built around players who joined during Alpha/Beta/Release. Try checking back in three years on Shadowverse and see if that holds up. Unlike rock-paper-scissors, that game ensures that you need both absurd amount of time AND money to even think about surviving in casual mode against almost any deck, let alone playing competitively. Originally posted by Take Me Home, Crunchyroll:A much more egregious example where you lose your game completely before you even install it is called Hearthstone, and it's made by an American company. But is the balance system we have bad? Sure it's not perfect, but I say it's pretty darn good. I'm pretty sure no one could speak on the behalf of an entire demographic of whatever.Īre there OP cards? Yes. While it may not be tasteful to be countered in a card game, but I say it's still hella better to have some definite chance of winning on top of having a very player-friendly system, rather than having it depend entirely on how much cash you have to throw at the devs.Īnd I'm not even gonna bother with the "we Americans" kind of logic, no, just no. ![]() Unlike rock-paper-scissors, that game ensures that you need both absurd amount of time AND money to even think about surviving in casual mode against almost any deck (and where card packs cost more, with worse dusting ratio, with less cards per pack, with worse drop rates, and NO FREEBIES), let alone playing competitively. A much more egregious example where you lose your game completely before you even install it is called Hearthstone, and it's made by an American company. ![]() we'll just quit playing your game if it stays this way. Originally posted by Bhauk:No one liks to feel doomed from the start of a match.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |