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View Full Version : Hex: The Good, the Bad, and the Ugly



Seluhir
02-01-2016, 12:50 PM
Some of you may know me... some of you may not. I'm a fan of the game, but I don't play all that often. I've tried to keep my expectations tempered as I know that the easiest path to disappointment is high expectations... and I've tried to keep a level head towards what this game offered.

Based off of my experiences so far with the PvE(and I haven't quite finished the campaign, but I've played a fair bit), the PVP(which have been intermittent, although a bit more common with the addition of the gauntlet), and the game in general... I'd like to post a bit of an early opinion. (For those who know me I'll be doing a much more detailed post on my website in a week or two about the game with better feedback but I wanted to get some of this feedback in HexEnt's hands sooner rather than later...)

The Good

The story. Overall, the game's writing is relatively good, although I do wish there were larger differences between races going through the campaign dialogue. But overall, I'm impressed by the flavour and the style of the characters and the conversations.

The art. There's an amazing variety of art, which means that some of the art will appeal and some will not... but that's how it should be. No game can ever appeal to everyone equally... and even the prettiest games I've played have had things that weren't quite to my tastes. Great job keeping a talented group of artists locked in a room pumping out designs. We all appreciate it :)

Tournaments/Competitive. I would argue that, while it is still fairly immature, this is the best competitive TCG I've ever seen. While I am personally partial to the mechanics of the WoW TCG(rest in peace, for you are missed...), I think this game has a ton of potential as a competitive experience. And it is only just scratching the surface there. Especially now that there's an 'at your own pace' form of competitive in the Gauntlet, I think it's great.

The overall quest flow. I am impressed by, in general, the flow and pacing of the campaign's quests.

The class design. I think you've set the base for a lot of really interesting mechanics and combinations here, and I look forward to seeing where it goes from here. I am surprised by how much I like the cleric design, although I do kind of wish that the charge power felt a bit more impactful to use.


Here's where I expect to start getting some upset responses, but please try to avoid flaming.

The Bad

Treatment of 'free to play'. It genuinely feels like you guys see free to play players as a form of battery to charge the pay to players with gold. This is not a pleasant feeling, and it's a surefire way to lead to upset players down the line. The gold they earn in the campaign should not solely exist for the purpose of paying pay to play people for their services. Give them something fun to use it on as well - you will have players who don't want to use the auction house if you're successful. I promise you, every MMO does. (If you want a suggestion: Add 'small chests' to pve packs that roll just like regular chests except they only cost 300g or so, they have all pve rewards from the section of the campaign they drop in, and if they upgrade they become a normal chest)

The onboarding. The tutorial is relatively good, but the campaign starts people in a situation where they can't modify their deck and, as such, even if they ARE struggling... there's nothing they can do about it. I played a human mage, and while I admit it was largely me sucking... my deck felt so mismatched to both my playstyle and the final opponent in the tutorial. Took me like 6 tries and by the last one I was just about ready to give up on that character forever.

The messaging. Most notable on the worm encounter... but there is a lack of difficulty encoding on the quests. Quests should be marked with an average expected level and a difficulty rating so people have a rough idea what they're getting themselves into. Also optional quests need to be noted as such and if they require some special action to abandon, that action needs to be clearly communicated as well.

Edit: Forgot one point here. The difficulty scaling. The game has a few incredibly sharp difficulty curves so far that could be smoothed off by a few more small sidequests connecting the main quest. Not enough to really cause the game to feel like it has a poor flow, but enough to be jarring especially if you don't have a good collection.

The Ugly

The auction house. There is no excuse for this auction house making it live. Bid/buyout sharing a search filter, 6-ish entries per page, inability to view search/inventory at the same time... it's just atrocious. One of the worst I've ever seen. Not to mention the bugs, glitches, etc.

Xexist
02-01-2016, 01:01 PM
I agree with the ugly. But better than nothing at all. It will get a redesign hopefully.

Seluhir
02-01-2016, 01:48 PM
Ya, I sincerely hope they put some real work into it... it may not be quite as important to people sinking a ton of cash into the game, but for people who are mostly operating on sold cards... using this one is insanely frustrating.

Yoss
02-01-2016, 04:21 PM
You'll find plenty of people around here who agree that the AH needs lots of work.

RamzaBehoulve
02-02-2016, 09:15 AM
Buying/trading equipment and unlocking full art for a card is "nothing" to do with gold? And sometimes you can get complete alternate art cards from the store with Gold (they'll probably have some again at some point).

Seluhir
02-02-2016, 02:55 PM
Buying/trading equipment and unlocking full art for a card is "nothing" to do with gold? And sometimes you can get complete alternate art cards from the store with Gold (they'll probably have some again at some point).

Buying new cards is not 'something fun' in the same way that going to the grocery store to buy food is not 'something fun'. It is a mandatory staple. You may be able to do something fun with what you buy, but the act of buying it is NOT fun.(especially given how god awful the current auction house is...) Right now pay to play players are able to take their gold and go to a bookstore or a game store or a casino and do something completely fun with it... whereas pve only players are only allowed to go to the grocery story to buy staples.

And stardust drop in the campaign, so you don't really need to buy them.

Yoss
02-02-2016, 05:43 PM
If you don't find fun in buying new cards for your decks, a TCG might not be for you. Also, if you think buying singles isn't fun, you can buy packs (for gold) instead and then have the fun of opening packs in order to get your goodies. It's a shame they didn't have a chance to incorporate the AH into the Campaign map somewhere.

Seluhir
02-02-2016, 06:45 PM
If you don't find fun in buying new cards for your decks, a TCG might not be for you. Also, if you think buying singles isn't fun, you can buy packs (for gold) instead and then have the fun of opening packs in order to get your goodies. It's a shame they didn't have a chance to incorporate the AH into the Campaign map somewhere.

Are you one of those people who loves shopping? Because I don't think I've ever had fun in the act of buying something... regardless of what it may be.

There's fun in using the cards, absolutely. But the act of buying them is not enjoyable, it's just the middle step to get to the fun of building decks, playing the game, etc.

Even buying packs itself is not fun, although opening them is. I had a ton of fun opening the... what... 20 or so pack boxes I bought of the WoW TCG back in the day... but ordering them wasn't fun. It was monotony... it was necessary monotony, absolutely. But if one group gets the choice of 'fun' or 'necessary monotony' for their gold, both groups should.

(not to mention the fact that it defies a logical expectation for 'treasure chests' NOT to drop in 'dungeons'... which could upset new players if they see that there are chests that come out of packs but then get packs that don't drop chests when doing dungeons...)

Yoss
02-02-2016, 06:57 PM
I'm really not understanding. PvP player has the same "unfun" experience of having to buy the chest before the "fun" part of spinning the Wheels. PvP player just buys with Plat instead of Gold.

Seluhir
02-02-2016, 07:45 PM
The pvp player gets chests as a byproduct of what they do(most tournaments, for example, require opening packs). The PvE player never will.