So instead of answering anything, they're just ignoring the worries and doing their own thing... We're getting alot of the same types of replies as we did with the original Diablo 3 launch and we all know how that turned out. At the end of the day, you need to listen to your existing community, instead of worrying about creating the one that doesn't exist, one that may never exist. New players are awesome, but at the end of the day, none of this is guaranteed to garner new players, and it is guaranteed to piss off a large portion of your existing playerbase.
So, on one hand, they stress Wild will be fine. But still insist on removing Naxx and GvG from the store.Seems to be totally at odds. Why would any player who doesn't have Naxx or GvG waste (yes waste) any dust on Naxx and GvG?Wild will not be fine, and it will gradually go down the tubes.
I guess they think that when new players come they will see a lot of types of packs and adventures and that new player think "oh, i can't afford everything! i'll just go now and play something else.", so they did the change. But we all know the sad truth - you can craft everything, but it cost higher than packs, and we will have some kinda "reservation" for some old wild mammoths, where we can play our rusty toy's alone in dark corner, so we don't scare away the newbies.
All they need do is make sure they tell the new player when they go to purchase an adventure or card set thats NOT valid in standard that it warns you, maybe twice even; so that you know it will only work in wild.Just keep it clear that standard is the "normal" format, made up of basic + classic, and the most recent adventure and 2x sets.
Here's the problem:How do new players transition into the wild format when they cannot purchase all packs they might want or need ?Aren't they kinda forced to either keep playing standard or farm dust till they can start crafting all nonobtainaible cards they need ?It seems they didnt quite think this through to the end.
Just as they have two ranked modes, two casual modes moving forward, why not move shop into two modes as well? Where shop in Wild mode has access to everything ever released and Standard for sets current in Standard?
Its a shame these developers don't understand that, if they want Wild to be on par with Standard, they can't remove those items from the store, otherwise they enforce the idea that Wild is Standard's.... I can't think of a good analogy for it, but its just a second or third class citizen in comparison. The fact that Wild is hidden from all new players until they craft a card not in rotation is one huge nail in the coffin for the format already, as how can it be on par with standard if its HIDDEN from the playerbase and only 'unlocked' (And with no indication of thats how you unlock it, it just 'appears') when you craft a non rotation card.Right now Wild has 3 gigantic nails to make it not even worth considering over standard.1. Wild format cards not in rotation are not buyable. 2. NO OFFICIAL TOURNAMENT SUPPORT! Especially Worlds.3. Hidden with no indication of how to unlock it until you 'stumble' upon it for new players, which screws with their head far more than just keeping it there at the start.I mean, I get why they're making a standard format, if the game only has wild format with something that isn't as flexible statwise as Hearthstone, you just have a much more inflexible YuGiOh which has no standard format. Plus if you look at yugioh, it has some nasty, nasty powercreep. No out of rotation card buys makes a bit of sense too as they're trying to mirror yugioh wild, IE, old card packs go out of print, but then this is a digital media, not a physical one, so there is only a loss of money for removing a digital product unlike a physical one where you have to spend 0.01/0.05 USD per card.If they want Wild to be equal to Standard, they need to fix those 3 huge problems with the format. They can skip balancing it unless something like Patron comes around, but they still need to make it not be Standard's leftovers.
You´re completely wrong. Listen, what happened to WoW, after the Dev´s taken the advice from the community? It went @#$%ty as hell. That´s one of the big reasons why WoW is a broken game right now, people demanded that they should need less time to achieve as much as the ones who invest time in a game, where u have to invest time, because that´s what mmorpgs are. You know dumbness will not make a game better, the Dev´s understand the game more than the community does. (This should sink in for a moment) Prove to that statement is the releasing of decks, or releasing deck types from pro´s or someone else which it worked for 5 games because of luck or whatsoever. Why does the community think, that they are in a position to advise someone, though not even ready to build decks on their own. A community who demands superior changes to the game and then goes viral that the changes will affect the certain gameplay they had till now, is nowhere near in a position to advise the dev´s about a game. Seriously the game will be so much better , why all the hate, Hearthstone classic was a blast. Compare it to now, it can only be better.
I feel if they are going to take packs and adventures out of the store they should reduce the dust cost for those cards by a significant amount imo..
Just registered simply to comment on this.If a developer company has resources/ability to create something (in this case it's cards and game mods) - in not a single way this implies that developer team of 14-20 people have better understanding and knoweledge of what is better in terms of balance and longevity for the game, than it's community. The active part of community which shares it thaughts, on reddit for example, consists of much broader sample selection of players with broder experiences in different genres. If President of any country has resources and abilities to change something - it does not automatically make his decisions ideal or well thaught out. It is the opinion of citizens who suggest reforms because it is them who experince all troubles and flaws of current system on everyday basis. Hearthstone as 'mini-system' is nothing different.There are hundreds of people agreeing on the fact that if past adventures vanish from the store - upcoming players in no way will be able to adequtely percieve and play in Wild mode. It will be much more healhty for the game if developers listen to the community.There is no smoke without fire. Ever. If vast majority of community agrees on something, than its has it's reasoning and developer's team first priotiry is to make sure that this reasoning is beeing adressed.
Blizzard actually talked and consulted pro players about this months before even LoE was released. Many people may say what they think is the right thing to do but i think its the pros who really know how the game goes and what is good and bad for the game. I see that majority of the community only knows a small part of the horizon. The reality is that the community don't know what awaits in the future releases.
It seems this concern about rotating "wild" products out of the store is unrealistic. Blizzard is a smart company, one that understands how to hook a playerbase. Hence, the most iconic MMO is theirs, and consistently ahead of also-rans for what, a decade? Whatever they decide to do with legacy content, it'll be accessible and affordable (no one wants to try to crack into a game mode full of Hearthstone's version of Warsong Gulch twinks or MTG players who can sell their Legacy deck to pay for their wedding), but will reward players who've been at it a long time (making it more costly to nab KT, Dr. 7, and Loatheb than it was for those of us who supported them at the first).Making legacy cards only available for dust is a mistake. If the bulk of the action is focused on Standard, players won't want to spend their hard-earned dust to buy in to a mode that doesn't receive tournament support until they've fully optimized three (or more) standard decks. As a result, the wild will fail to attract new-ish players, and wither, attracting only old-timers and the fabulously wealthy (a la MTG legacy).If it was me designing it, I'd set up a wholly new "Auction House" section of the store that offers legacy cards for straight cash or gold, maybe with only some of the legendaries offered at a time, on a quarterly rotation. That way they get sales and get new-ish players up to speed on wild collections while still maintaining some of the mystique and "favored nation" status of the old hands. That, and I'd offer legacy packs and adventures during Black Friday.
I have an idea! Imagine a currency (Artifact Fragments) gained through participation in The Wild Arena and games in The Wild that can be cashed in for legacy cards and missed monthly cardbacks! Those'd be rewards worth crafting Avenge, Muster, and Minibots for!
Or, you know, Portals, 'Chuggers, and Blastmagi.