You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Speculation, while sometimes very fun, doesn't equal facts.
Oh, I totally agree, I really do. It's hard to imagine that they do have higher level/experienced players that are missing some of these obvious things if they are consulting... but you've got to admit:
Quote : Originally Posted by normalview
maybe they just put a bunch of words on a dartboard, throw a handful, and there's your new game effect.
Sometimes I genuinely think they do this for some effects. LOL!
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????
It's hard to imagine that they do have higher level/experienced players that are missing some of these obvious things if they are consulting... but you've got to admit:
I've heard it said multiple times that Magic utilizes past national/world winners for new sets, rotates between winners, and each has an NDC so they can't tell anyone about the set...
No idea where you've heard that, but it is absolutely not true. They've hired pros of various levels for R&D, but they don't use players for playtesting.
And generally, pros at the top of any game are not really the people you want designing it. Designing a fun, functional game, and being good at it are two vastly different skill sets. More often than not, you'd have pros designing the most god-awfully boring, power gamer crap imaginable. That kills a game pretty quickly, I've seen it happen more than once in my past 20+ years of gaming.
That said, WKs biggest problem isn't playtesting, its proofreading. In most games (I'll use MtG as an example, since its what I know best), playtesters don't ever see the finalized versions of wording on cards. They're given simplified versions of what the designers want a card to do, they test it as the designer intends it. Down the road, it has to be written out technically, so that the cards actually works within the rules of the game, as the designers intend it to.
And thats where the wheels fall off for WKs.
There's no reason to think this issue with the Weapon Drop is anything other than one guy not catching a templating mistake during proofreading.
That said, I think there have been a lot of positive signs from HC game design the past few months. Communication with the playerbase has improved dramatically, though it was basically non-existent before. And while I, personally, don't think they're addressing some problems in the game properly, at least they're acknowledging them, which is a huge step forward.
And generally, pros at the top of any game are not really the people you want designing it. Designing a fun, functional game, and being good at it are two vastly different skill sets. More often than not, you'd have pros designing the most god-awfully boring, power gamer crap imaginable. That kills a game pretty quickly, I've seen it happen more than once in my past 20+ years of gaming.
UDE perhaps
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Who says the dial has to stay on click 5 for the character to still use the power? Give free action > choose one of two options to use > spin it at end of turn.
I do agree on the wonky wording and the seemingly missing "until your next turn." That's a bit strange.
Who says the dial has to stay on click 5 for the character to still use the power? Give free action > choose one of two options to use > spin it at end of turn.
I do agree on the wonky wording and the seemingly missing "until your next turn." That's a bit strange.
It's not that the dial turns, or that it's missing "until your next turn". The problem is that it specifically says that you get to "use the chosen power this turn". So you stop using it as soon as your turn ends.
No idea where you've heard that, but it is absolutely not true. They've hired pros of various levels for R&D, but they don't use players for playtesting.
Yep, that's the one.
Quote : Originally Posted by Lantern Jordan 2814
That said, I think there have been a lot of positive signs from HC game design the past few months. Communication with the playerbase has improved dramatically, though it was basically non-existent before. And while I, personally, don't think they're addressing some problems in the game properly, at least they're acknowledging them, which is a huge step forward.
I have to agree with this to a point. They've made some great steps, but then they've also gone back on a few of those steps and seemed to have forgotten that they did it and the positive response from players about it. Even posting questions on WES with a "we'll look into it" on the tougher questions (eg. needing to check with game design) response was wonderful, but then they not only stopped doing that, but started with the stealth editing and whatnot. Ups and downs, really.
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????