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BlackRoger
09-06-2013, 03:53 PM
I've been spending my time lately playing all sorts of online CCGs
One of them, Kingdoms, had an excellent system and a very good single player campaign.
On the other hand, for some strange reason, I was enjoying more Rise of Mythos, which had a terrible single player and, to my opinion, was less tactical.

Figured it out after a bit - it was the lack of people interaction.
Rise of Mythos made me search out others to complete dailies, bosses and 2v2, while kingdoms offered only single player campaigns and 1v1's

This made me realize how important it is to put group content into a game like this.
So, my plea to the developers: Put in some early raids or 2 people fights that don't need too much grinding to get to, and a two headed giant option + ladder at launch.

I think if anything will keep people playing, its the friends they meet and play with.

Gulbech
09-06-2013, 04:13 PM
I completely agree, my favorite options in mtgo besides drafting is multiplayer lige two-headed or emporer.

Shadowelf
09-06-2013, 04:16 PM
This made me realize how important it is to put group content into a game like this.
So, my plea to the developers: Put in some early raids or 2 people fights that don't need too much grinding to get to, and a two headed giant option + ladder at launch.


1)Once you get through the tutorial you will be unlocking a tutorial raid, then the rate will be 1 raid every five dungeons (http://www.thehexvault.com/blog/2013/09/03/dragoncon-2013-interview-with-chris-woods-magical-creature/ check 0:03:20)

2) 2v2 and 3v3 tournaments are definitely in the works. We’d like to introduce those to the players once we have an established community of players to make it easier to field teams. (http://hextcg.com/game/tournaments/)

More on 2 v 2 https://www.youtube.com/watch?v=4VUn3gOclMc check 0:20:20

3)As for ladder, Cory has said that there will be rankings and by accumulating points you will be able to qualify for tournaments (https://itunes.apple.com/us/podcast/the-geek-allstars/id446568794?ign-mpt=uo%3D4 episode 54 check 0:40:25 )

RandomWitness
09-06-2013, 11:00 PM
Guilds are also a huge feature to Hex. Even if you aren't actively playing with guildies they are a group of people there to mess around with on Vent or whatever the cool kids are using for group chats these days

keroko
09-07-2013, 08:20 AM
linkshells would be nice

BlackRoger
09-07-2013, 09:59 AM
First of all, shadowelf, thx for the info, I did not know those things.
Though I do think that a raid every 5 dungeons might be too little too late when it comes to get new people interested.
Depends I guess on how long it will take to find and finish all 5 dungeons.

As for guilds, from my expirience, guilds aren't as important as group content.
Its the group content that flocks people into guilds to find people who would join you.
Ofc good guild design might also help, but I got no insights on how to do that.

Shadowelf
09-07-2013, 12:42 PM
First of all, shadowelf, thx for the info, I did not know those things.
Though I do think that a raid every 5 dungeons might be too little too late when it comes to get new people interested.
Depends I guess on how long it will take to find and finish all 5 dungeons.


You don't have to finish all 5 all five dungeons to unlock the raid, just the dungeon that is associated with it. 5 dungeons/1 raid is the rate of raids in relation to dungeons (http://www.thehexvault.com/blog/2013/09/03/dragoncon-2013-interview-with-chris-woods-magical-creature/ check 0:03:45 ). Just make sure that everybody that wants to participate has the dungeon that unlocks this raid completed (https://www.youtube.com/watch?v=Z20tC_cGSsY check 0:19:30)

jetah
09-09-2013, 05:40 PM
@BlackRoger - Blizzard tried to do this with WoW for Wrath of the Lich King. They forced players to group up to complete quest. Usually the group part was to open up another chain of quest. This wasn't bad for that expansion but 2 expansions later it was horrible in which Blizzard eventually redesigned these group quest to be soloable. This would work as long as the Raid isn't required to progress in the story.

I'm all for low level (RPG) dungeon and raids so long as they aren't required to progress. I actually wish more MMO's (RPG) would fit in sub Lv20 dungeon/raids.

zadies
09-09-2013, 05:53 PM
Issue is even a raid that is level ten can drop a legendary piece of equipment that you could in theory use in your max level deck. The reason it doesn't work in an RPG setting is the gear/xp is utterly useless for end game unlike the posibilties that are available in this format.

Gwaer
09-09-2013, 06:03 PM
The idea of dungeons and raids having levels in this game is very strange. Pretty sure these are antiquated concepts. Dungeons may get progressively harder. But low level raids/dungeons don't really exist... There are dungeons that drop cards/equipment you want, and those that don't. Likely there will be several that you just really enjoy running as well.

jetah
09-09-2013, 10:27 PM
So I assume that with higher leveled cards, the first raid could be solo'd?


In a RPG you could always get purples that'd be used for 5-10 levels.

Gwaer
09-10-2013, 12:18 AM
...Higher leveled cards?

jetah
09-10-2013, 06:49 AM
...Higher leveled cards?

cards have exp which can unlock certain boost or stuff...

*waits for Shadow to post link to it*

zadies
09-10-2013, 07:39 AM
Only thing that xp does for a card is foil it the effects don't change and doing the achievements unlocks the extended art.

Diesbudt
09-10-2013, 07:44 AM
cards have exp which can unlock certain boost or stuff...

*waits for Shadow to post link to it*

Cards do not get stronger, outside of the 6 equipment pieces you can wear to make them stronger. However the equipment only ever affects 1 card (so at most 4 in a deck).

Secondly, raids will be hard, that may require perfect teamwork and even certain deck strategies, between the 3 players. 2 manning some raids with perfect decks and equipment and draw luck may beat some of the raids, but more likely than not it will require all 3.

Your champion gets stronger as he levels. But that just gives slight more PvE boosts. And dungeons are more storytelling, and odds are open up once you complete a previous dungeon and not have a level requirement.

Gwaer
09-10-2013, 10:53 AM
^ What they said, there's no card leveling.

EntropyBall
09-10-2013, 11:48 AM
The idea of dungeons and raids having levels in this game is very strange. Pretty sure these are antiquated concepts. Dungeons may get progressively harder. But low level raids/dungeons don't really exist... There are dungeons that drop cards/equipment you want, and those that don't. Likely there will be several that you just really enjoy running as well.

I'm pretty sure they used the term "low level dungeon" or "entry level dungeon" in one of those PVE interviews. Your cards do not level (in power), but your character does, and the hero powers from the talent tree will really ramp up the potency of your deck, as will having more legendary equipment on. So it does seem like they are designing "low level raids/dungeons".

jetah
09-10-2013, 11:56 AM
oh I was thinking of the Mercenaries and Champions.
http://www.thehexvault.com/blog/2013/09/02/dragoncon-2013-hextcg-pve-design-panel/ (26:10)

zadies
09-10-2013, 12:14 PM
The real point is even the cards/gear obtained in the earlier raids are still deck viable unlike gear from original wow raids in the current expansion. There is always a use for lower cost cards to create your curve.

Shadowelf
09-10-2013, 03:08 PM
cards have exp which can unlock certain boost or stuff...

*waits for Shadow to post link to it*

Bit late i know...:)

Cards can indeed be leveled but that doesn't affect their power, only their appearance. You can level up cards to unlock their foil versions, or complete all the achievements on them to make them Extended Art

http://hextcg.com/double-back/

http://www.thehexvault.com/blog/2013/09/02/dragoncon-2013-hextcg-pve-design-panel/ 0:43:30


I'm pretty sure they used the term "low level dungeon" or "entry level dungeon" in one of those PVE interviews. Your cards do not level (in power), but your character does, and the hero powers from the talent tree will really ramp up the potency of your deck, as will having more legendary equipment on. So it does seem like they are designing "low level raids/dungeons".

They were talking about a dungeon and a raid as part of the intro aiming to teach you how they will be working (http://www.thehexvault.com/blog/2013/09/02/dragoncon-2013-hextcg-pve-design-panel/ check 0:03:00). There won't be tiers of play, but tiers of skill (http://www.thehexvault.com/blog/2013/09/02/dragoncon-2013-hextcg-pve-design-panel/ check 0:59:15), and if you want an even more difficult challenge, there will be the option to play hard mode. What hard mode is that you have beat the content by using a highlander style of deck (1 of every card), to get cosmetic cooler looking drops (http://www.twitch.tv/hextcg/b/412300360 check 0:08:58)