Been following this game since it's announced and can honestly say that it's by far the game I'm most interested and excited for. Sounds and looks fantastic. Anxiously awaiting the day we can finally play. :D
Great video Eric. Super happy to see a former blizzard dev on the team. I'll leave one suggestion I think would increase the fun of the PvP battles, addressing my biggest gripe with the current PvP system; the way you instantly start autobattling a random player opponent without being able to strategize. Each player already have 10 play slots for the active build. I suggest also adding 5(?) inactive backpack storage slots, that are swappable with the play slots at any time. When you face a player you see their hero and the cards in the enemies 10 play slots, so you can get the main idea of what their build is. But the content of the 5 backpack slots are hidden. A strategy phase begins before each autobattle, where each player can swap around the cards in the backpack slots and play slots; to best counter the build of the other player. This way each player can adapt a little bit depending on what they see, and keep some different counters in their backpack slots for different types of enemy playstyles. If you face a high armor target you might have a better armor piercing weapon ready in your backack. And if you face a pesky poison build, it would be very rewarding if you kept a poison mitigating card in your backpack just in case. You will never have all the counters for all strategies in your backpack, but at least you can try to keep some counters depending on your weakness and what you find during your journey. You can also hide key cards for your strategy in the backpack before each PvP battle, and suprise your enemy when the actual autobattle begins! This should give each player an important feelig of control and create tension before the PvP autobattle. It will be entertaining for both players and stream viewers, as the players swap out the cards and try to outwit their opponent, maximizing their chance of winning.
this sounds to be a fantastic idea ngl. my biggest concern for the bazaar was exactly as you said, and I think you've found a very elegant solution to it. I sincerely hope nood and the team read this comment.
main concern with that idea is that you than would have to both players to adjust the stuff after a match has been found, which is absolutely against the idea of "i can play this game for 5 minutes whenever i want" so i think its a good choice not to implement it
Eric seems like a great addition to the team! I think noodles definetelly needs the experience of someone that has been around the block - Ben looks like a cool guy, but I think it will be really good to the game to have an adult in the room. Sacrifice was a great and totally underrated game btw, Eric!
I'm sure this idea is not the first time it's been mentioned, but would love the late-game events and merchants to start commenting on your own progress overall, or your latest loss, maybe referencing return visits or other events youve experienced. Would go a long way to immerse the player. "Hey, welcome back. Glad I can provide what you're looking for." "Whoa, 5 wins already? Nice job! Perhaps these can help you kick it up a notch." "Lookin good! Keep it up!" "Ouch, saw that player beat you up a bit. Wasn't a fair fight, I'd say. No worries, keep it goin! How about a nice sword to pick you back up?"
I like the idea of having a majority of "average" builds, rather than polarising! That being said, I was wondering if it would be better to aim for something closer to a cosine curve, rather than a bell curve? Polar builds can still be fun if they don't happen too often, so never having them seems like a missed opportunity :( Love the update! Welcome to the team Eric :)
The Time chart feels like starcraft matches, You need rushes and you love the looooong macro games. But the basic game is in between. The game is alive after more than 20 years of mutalisk abuse, so I think that's a good foundation of PVP for all 1v1 games
this is great, but i would personally like 2 hear more about the choices the player can make, bc in my mind the flexibility of the system isnt in how fluid the card interactions end up being as much as it in how ur presented opportunities 2 augment the deck like lets say i have a thought 'this build would go rly well if i could replace this single-tick damage w/ a damage over time item,' is there a choice i can make (if given the right options) that will give me a higher chance of receiving that? like lets say one shop sells exclusively DOT items, 4 a quick example, is that information made available 2 me? like b4 i click on them does a tooltip pop up that says 'sells DOT items,' or w/e? in all reality there would likely b multiple ways a deck could go 2 improve it so i would b on the lookout 4 more than just DOT, but would having that thought help my gameplay @ all, or would it be much more on-my-toes, like take what i can get when i can get it, like im presented w 5 items, n none of them r DOT but theyre a slightly more niche pick that i might have 2 weight the pros & cons of passing up in favour of DOT later vs grabbing it now bc its a guaranteed direction & DOT isnt common enough?
I'm interested in how much you will want to tradeout cards late game once you have your build set up. If i have strong synergy's set up, what will make me want to sell and buy new things still? Any chance we can grow our table or card slots late into the game? Or do you have other ways to resolve this.
Can you even imagine MTG without red rush or mill decks? I dont agree that very fast or slow games are harmful. When your goal is to sterilize the game into a hug box where no bad feelings can ever be felt by either player youre designing towards a milquetoast experience that attempts to appease everyone and fails.
Bro I don't think they want to remove hyper fast and hyper slow strategies from the game. Rather they want them to be the outliers that you can pursue when the right opportunity comes up without them completely defining the meta. Golden mean and stuff
@@chikiqi I didn't say they want to remove them altogether. I said that I don't agree that fast and slow strategies are bad or are a harmful experience. 3:20 he goes into detail on their philosophy on these 2 extreme's and why they will balance with the mindset that these experiences should be avoided. He literally says "That's not a great experience, we don't want those things to happen"
@Barricade I assume it just clashes with their vision of the game. They want it to be about cool items and interactions between them. Both instant kill and outlast strategies deny that factor (as you don't have time to use the items or you using them doesn't have any effect on the opponent respectively). That's why they probably would say that these type of builds are "bad" or "not engaging". However him talking about "this not being great for the game" at 03:20 is in regards to the deck distribution curve he drew I think, rather than those decks existing in general. I'm sure they want both of these strategies to still be there, in the finished product for the variety and player fantasy sake
I’m glad they continue to update us with what’s going on. They take a lot of time and care to polish and refine the game.
Been following this game since it's announced and can honestly say that it's by far the game I'm most interested and excited for. Sounds and looks fantastic. Anxiously awaiting the day we can finally play. :D
Great video Eric. Super happy to see a former blizzard dev on the team.
I'll leave one suggestion I think would increase the fun of the PvP battles, addressing my biggest gripe with the current PvP system; the way you instantly start autobattling a random player opponent without being able to strategize.
Each player already have 10 play slots for the active build. I suggest also adding 5(?) inactive backpack storage slots, that are swappable with the play slots at any time.
When you face a player you see their hero and the cards in the enemies 10 play slots, so you can get the main idea of what their build is. But the content of the 5 backpack slots are hidden.
A strategy phase begins before each autobattle, where each player can swap around the cards in the backpack slots and play slots; to best counter the build of the other player.
This way each player can adapt a little bit depending on what they see, and keep some different counters in their backpack slots for different types of enemy playstyles.
If you face a high armor target you might have a better armor piercing weapon ready in your backack. And if you face a pesky poison build, it would be very rewarding if you kept a poison mitigating card in your backpack just in case.
You will never have all the counters for all strategies in your backpack, but at least you can try to keep some counters depending on your weakness and what you find during your journey.
You can also hide key cards for your strategy in the backpack before each PvP battle, and suprise your enemy when the actual autobattle begins!
This should give each player an important feelig of control and create tension before the PvP autobattle. It will be entertaining for both players and stream viewers, as the players swap out the cards and try to outwit their opponent, maximizing their chance of winning.
this sounds to be a fantastic idea ngl. my biggest concern for the bazaar was exactly as you said, and I think you've found a very elegant solution to it. I sincerely hope nood and the team read this comment.
That sounds pretty fun! And I like having bench space in deck building games in general. So this would be a win win.
They've said in a previous Q&A video that they don't want sideboarding in the game, or any direct counterplay for that matter.
main concern with that idea is that you than would have to both players to adjust the stuff after a match has been found, which is absolutely against the idea of "i can play this game for 5 minutes whenever i want" so i think its a good choice not to implement it
I am in love with this. The model sounds like such a fun experience!
Nothing makes me happier than a Bazaar update, heck yeah :)
Eric seems like a great addition to the team! I think noodles definetelly needs the experience of someone that has been around the block - Ben looks like a cool guy, but I think it will be really good to the game to have an adult in the room. Sacrifice was a great and totally underrated game btw, Eric!
Really valuable insight. Sounds like a great direction!
Awesome to see Eric Flannum on this project very exciting
what a name with the Bazaar, cant bloody wait.
Interesting. I see long luscious locks are not a job requirement at Tempo.
I had no idea Eric Flannum was attached to the project, that's very exciting!
I'm sure this idea is not the first time it's been mentioned, but would love the late-game events and merchants to start commenting on your own progress overall, or your latest loss, maybe referencing return visits or other events youve experienced. Would go a long way to immerse the player.
"Hey, welcome back. Glad I can provide what you're looking for."
"Whoa, 5 wins already? Nice job! Perhaps these can help you kick it up a notch."
"Lookin good! Keep it up!"
"Ouch, saw that player beat you up a bit. Wasn't a fair fight, I'd say. No worries, keep it goin! How about a nice sword to pick you back up?"
Super interesting, can't wait! :)
I like the idea of having a majority of "average" builds, rather than polarising! That being said, I was wondering if it would be better to aim for something closer to a cosine curve, rather than a bell curve? Polar builds can still be fun if they don't happen too often, so never having them seems like a missed opportunity :(
Love the update! Welcome to the team Eric :)
To clarify, I meant cosine as high on the ends and in the middle with gaps in the in between grey area... like an x axis going to 4 pi not 2 pi lol
i loved this, very insightful!
The Time chart feels like starcraft matches, You need rushes and you love the looooong macro games. But the basic game is in between. The game is alive after more than 20 years of mutalisk abuse, so I think that's a good foundation of PVP for all 1v1 games
I love the Kraken hat
this is great, but i would personally like 2 hear more about the choices the player can make, bc in my mind the flexibility of the system isnt in how fluid the card interactions end up being as much as it in how ur presented opportunities 2 augment the deck
like lets say i have a thought 'this build would go rly well if i could replace this single-tick damage w/ a damage over time item,' is there a choice i can make (if given the right options) that will give me a higher chance of receiving that? like lets say one shop sells exclusively DOT items, 4 a quick example, is that information made available 2 me? like b4 i click on them does a tooltip pop up that says 'sells DOT items,' or w/e?
in all reality there would likely b multiple ways a deck could go 2 improve it so i would b on the lookout 4 more than just DOT, but would having that thought help my gameplay @ all, or would it be much more on-my-toes, like take what i can get when i can get it, like im presented w 5 items, n none of them r DOT but theyre a slightly more niche pick that i might have 2 weight the pros & cons of passing up in favour of DOT later vs grabbing it now bc its a guaranteed direction & DOT isnt common enough?
What beautiful hair
I'm interested in how much you will want to tradeout cards late game once you have your build set up. If i have strong synergy's set up, what will make me want to sell and buy new things still? Any chance we can grow our table or card slots late into the game? Or do you have other ways to resolve this.
Great question! We'll do a video on this in the future
this was a good video, thanks Eric
He mentioned playtesters, how can we become playetesterssss
I feel like you should be able to "choose" the difficulty of your monster encounters. Looking forward to the realease :thumbsup:
The lion’s mane is back
Each of these videos should come with an official hair measurement.
I believe in the noodle
this is fucking amazing knowledge
Eric is really salty about the scythe build. 😁
Eric Flannum okayyy.
hype!
cool
I hope the game doesn't get early game focus
BETA SOON LULE
forsen1
hello eric
Reynads hair, your not that guy pal.
Bell Curve combat... based???
so no hearthstone priests playin resurrect 634257 times nice
Where is Ben?
Yoooooooooooo
Can you even imagine MTG without red rush or mill decks? I dont agree that very fast or slow games are harmful. When your goal is to sterilize the game into a hug box where no bad feelings can ever be felt by either player youre designing towards a milquetoast experience that attempts to appease everyone and fails.
Bro I don't think they want to remove hyper fast and hyper slow strategies from the game. Rather they want them to be the outliers that you can pursue when the right opportunity comes up without them completely defining the meta. Golden mean and stuff
@@chikiqi you got it but OP somehow misunderstood the video, lol. people hear what they want to hear, i guess.
@@chikiqi I didn't say they want to remove them altogether. I said that I don't agree that fast and slow strategies are bad or are a harmful experience. 3:20 he goes into detail on their philosophy on these 2 extreme's and why they will balance with the mindset that these experiences should be avoided.
He literally says "That's not a great experience, we don't want those things to happen"
@@zmaztermind8303 Some people read what they want to read, I guess.
@Barricade I assume it just clashes with their vision of the game. They want it to be about cool items and interactions between them. Both instant kill and outlast strategies deny that factor (as you don't have time to use the items or you using them doesn't have any effect on the opponent respectively). That's why they probably would say that these type of builds are "bad" or "not engaging". However him talking about "this not being great for the game" at 03:20 is in regards to the deck distribution curve he drew I think, rather than those decks existing in general. I'm sure they want both of these strategies to still be there, in the finished product for the variety and player fantasy sake
what is up with the camera switching...it doesn't make any sense. It made my head spin.
Sounds like there is going to be a meta by accessing the players to a lot of options early..
reynad your hair is so hot and beatiful
that graph makes no sense to me and I'm a math guy
it's just a probability distribution, how can it not make sense as long as you know basic statistics
So many transitions...