A "DONE" button

For the love of god add a “DONE” button.
Everyone can click it when they are done. When all 8 have clicked it the battle round starts.

There is NO reason to sit there for 30 seconds waiting when there is no need for it.

10 Likes

Youd rather rely on PEOPLE to move the match forward? Lol are you new to hearthstone?

1 Like

There would always be one that would never hit it. I for one would almost never as can use the time to check the fourms or think about the next turn. So long as even one dose can’t move on.

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I think the point is to add the button in addition to the timer. So if everyone is done quickly, the game moves faster and if someone is slow then no loss from the current system.

6 Likes

What about when there’s not enough time in a round?

Timer Issues

  1. The Timer in each round is seemingly random and INCONSISTENT. It is also unfair to players to have or vs opponents w death-rattles or other drawn-out fights. (The theory as to why the timer is inconsistent is that the timer for each round combines Combat and Recruit together so if your Combat takes a long time, you have less time for Recruit.)

  2. Some rounds such as the early rounds or the super late rounds, the Timer is TOO LONG and Everyone has to wait when Everyone is already finished.

  3. Some rounds when Combat takes too long, the timer is actually TOO SHORT - no time left for Recruit. This is unfair to count Combat as part of the timer. Especially when the timer is not even displayed during Combat, and only shown during Recruit.

Proposed Solutions

  1. Combat to NOT count as part of timer. Everyone will wait for combat of all players to finish before their Recruit start. This will give everyone the same and consistent amount of time during Recruit.

  2. Shorten the timers for Recruit. Make the timer for the 1st 3 rounds to be 20 seconds. Timer for rest of game is 40 seconds. This is about 50% of how much the timer (that included combat) is now most of time. This will save time and also make the timer consistent.

_And this Key solution:

  1. Add a Time Bank of 60 seconds to each player for the entire duration of the match. This will compensate for the shorten time of each rounds. This solution makes it Fair for the entire match yet provides flexibility for the player.
    (The Time Bank is activated only when user click Time Bank button and the Recruit Timer has ran out. The Time Bank then counts down from 60 seconds. Player can stop the Time Bank to end the round and Save the remaining time in the Time Bank for future rounds.)

(Note that the ready button others proposed will actually make the game much longer because the default action is no action. At least someone in the group of 8 will not be pressing the ready button.)

1 Like

you still spam your “bank”. And still didn’t answer my question.

That would cause problems for everyone if there is a lagging player unless there’s an automatic “Okay, that’s long enough” thing in place. If the idea is what Darkseph said, then that could work.

What do you mean by “lagging”? A system/network lag? Or actions running its course as part of the game?

System Network, I guess. If it goes by everyone being done, say someone is still in combat after everyone is finished.

When all Combat actions/logic are completed on the server, all players start Recruit. Those with system issues may get back to Recruit with a delay, that’s their own issues.

The ready/done button does not solve network issues.

3 Likes

It doesn’t have to get stupid. Just when everyone is ready it starts. No time added. Nothing else. Leave the button to do just as stated.

then think faster, there’s always plenty of time

You ask a CONTROL WARRIOR GOD to save you time?

so you have chosen death

Add in a feature that on papers looks great
…a week after its implemented…
people rush to the forums to say they’re being roped in BG

There’s a reason we gamers cant have nice features anymore :S

I agree completely, it seems like common sense on all these issues. There shouldn’t be 30+ seconds in round 1 or 2 when players simply recruit 1 of 3 minions or hit the upgrade button and freeze, it takes less than 10 seconds total, 15 is plenty, 20 is too much.

Time bank is something that should be in all of hearthstone for those tricky turns that require a lot of thinking ahead and/or animations, ESPECIALLY in BG. This isn’t usually an issue, as one person in this thread stated “There is always enough time”, that is just wrong. When you have to decide which minion(s) to sacrifice for board space, make sure you use coin first if you’re maxed at 10, do a little math to decide if rerolling is possible to determine if it is worth it to recruit the board you’re given or see more options, play up to 5+ battlecries potentially depending on how many minions you’re sacrificing including battlecries played, and any number of cards held in hand which is a viable options for board states that do not improve with 1 battlecry and are not worth a sacrifice but too good to pass up, they’re held in hand until a triple is achieved or a better option becomes available calling for a sacrifice thus unlocking a board position to play battlecries.

Starting with 10 coin, recruiting 3 battlecries, playing them and sacrificing them as the 2nd will allow for a 3rd minion to recruit and possible a reroll of minions on board which will almost always be better than a battlecry minion left on board, with potential to play 2+ more from your hand enabling 1 more recruit at least, deciding whether or not to freeze the board especially if you reroll, adjusting placement of minions, still hasn’t addressed triples, playing the triple card, choosing your selection of +1 tier minion, playing it, deciding what to sacrifice to make room for it.

Now in most turns you should have an idea of what you’re doing going in, but once you get to T5-6 (sometimes even 4) and have 10+ coins this is virtually every turn unless your board state is ideal and you’re simply rolling for doubles and triples or hoarding battlecries for when you do hit a triple, and that turn is going to take some time.

As I said most battles don’t require it which is why a time bank is perfect. It doesn’t have to be 60 seconds for the entire match, it can be 5 seconds per round that carry on to the later rounds if not used. I have had multiple games where I was unable to freeze the board, recruit a minion, play a minion, adjust order of minions, and sometimes even mid transition of sacrificing a minion in attempt to recruit and play another the timer will beat me and return my action stating (too late!) and this happens even during the mid game when you have say 6 coins but are able to buy and sell 2 battlecries plus 1 minion on board to recruit and play a 3rd recruit that turn. And this 1-10 seconds can easily cost you the round, inflict a ton more dmg and ultimately cost you the game.

I’d be fine with that IF EVERYONES TIMER WAS THE SAME, BUT IT IS NOT. I can see people upgrading on the left side as my opponent spams 1/1 tokens that come out individually as they get buffed (which strangely enough doesn’t happen every time I have rarely seen them all just summon at once fully buffed) and because YOUR OPPONENT plays a style that burns the clock your next round is handicapped vs every other opponent up to 6 players with more time than you.

Amplify this by the fact that you can play the same opponent every other round from the opening of the game until one of you is eliminated and you have a real problem. Even if you’re winning every round slightly doing 2-8 dmg minimum this player might win his other rounds and end up facing you some 8+ times in one game.

When your opponents have 60+ seconds and you have less than 45 through no fault of your own or anything you could possibly change or prevent, this is a serious issue.

Adding the time bank helps. Waiting for all opponents matches to finish before entering the tavern with the same exact amount of time on the clock is a must. Balancing this by shaving time off the first 2 rounds and adding 5 seconds at a time to the following rounds means matches will actually go much faster in early game and be more enjoyable mid to late game giving more time to make sure you’re optimizing your decisions and not getting beat by a clock that others have +20 seconds on for no reason with no possible prevention method outside of lucky RNG choice of match up and RNG of attack targets.

There is nothing complicated about any of this. There is no reason why this shouldn’t be. It is common sense. You’ll never find a poker table that doesn’t allow a clock to be used even if for no other reason than thinking and making the best possible decisions. Add these other issues and its a no brainer. Anyone defending the current state, please give 1 good reason why some players should be given more time than others at random, why there’s an additional 20+ seconds in the first 2 rounds that aren’t necessary when they could be used elsewhere. There isn’t one. Just flawed design.

Games would likely finish sooner than they do now while giving players more time to play instead of being rushed into matches where everything is auto based on RNG. There’s only 1 viable option on turn 1 and only 2 on turn 2 if simplified, recruit for turn 1, upgrade turn 2 or recruit + an action whether its reroll and freeze or hero power. Give me that +15-30 seconds each round in a bank I can use when I’m crunched for time and make a waiting room between rounds and make everyone join the tavern at the same time with the same time to act.

A lot of times I use at least 2-3 seconds just deciding if what I want to do is possible before getting roped and half the time I just reroll minions and freeze instead or do nothing, the other half I end up half way through my actions before getting locked out and having actions reversed because time ran out on the server before it did on my screen.

This just happened to me last game, I still finished 3rd BUT I had at least 3 different turns ruined by the clock because I started with around 30 seconds where my opponents had 45-60 ish. Had I had the extra time (Same as them) I would’ve been able to make at least 3 improvements to my board mid game as well as using Hero Power or re rolling minions and potentially freezing the board. I likely would’ve took first. In fact I lost by -2 HP based on really unlucky RNG of attacks and lost at least 2 previous match ups for 8+ dmg based on clock running out so I can guarantee at least second based on that alone.

1 Like

The rope in standard is;

  1. Different. And the same common sense and features can apply and be implemented. Reduce the timer on the initial rounds, increase it gradually over time, allow for a time bank adding 5 seconds per rounds (possibly starting after the first couple of rounds in standard/wild) and you’ll shorten the matches significantly as well as giving players much needed time.
  2. The rules around roping are broken and why it is and can be exploited because it returns to max value after any action. So players rope down to the last second and then act returning the full value of their rope on their next turn. If you’re going to use a rope mechanic, you shorten it with time used, add time each round, and allow players to accumulate time by acting fast and ending their turn. For those who waste all their time from round 1 they’re limited to only what is added each round, say 5-10 seconds, maybe 15 in later rounds and 5 in early rounds and at some point it ramps up. This shortens the entire duration of matches and for those who wish to rope just to troll or waste peoples time because they’re petty and have no life then they get 1 chance towards the end of the match to do so. Then players who act quickly actually have enough time to make important decisions late when there is a ton of options to consider and actions to perform once you’ve decided.

You can’t just blame players because of the trolls who abuse a broken system to claim the system isn’t broken. There’s easy fixes. It isn’t difficult. It’s common sense. Poker has this figured out; there’s a set amount of time considered reasonable time to act, a clock with various rules and limitations depending on the format. Some games only allow 2 uses of the clock for a full 60 seconds. Some allow additional 15 every time (This wouldn’t be ideal for hearthstone because its just another form of roping). And like I suggested, some allow for accumulated time banks that bank extra time under met conditions whether its left over time from previous rounds or a set bank / increase every round that passes.

You could also implement a cap on the time bank, say 30 seconds. So once your time bank reaches 30 seconds it doesn’t increase any more than that. at most you’re getting roped for 30 seconds every 6 rounds instead of a solid minute every single round.

Common sense.

My comment to this thread was mostly a sadface comment about how we can never have any of those nice ideas due to trolls and people that are easily tilted into complaining , makes for a vicious cycle . I do like just about every suggestion given in this thread by the way .

Yeah I hear you but that is the game devs job to program it so that it isn’t exploitable. Roping has been a thing since the creation of this game and they still haven’t decided to shorten the early rounds and overall clock and add a time bank? Just seems lazy to me. It’s been 4.5 years+

Lazy ? Maybe , maybe not , probably just not wanting repercussion if what they choose doesnt please the majority :wink:

In my work , i have like 10-30ish clients a year , and damn it i need to use white gloves all the time due to human nature , sure there is people like you and me who are open minded and can accept others like they are , but oh boy i wouldnt imagine being in the shoes of the guy that does the decision making for HS Q.Q

But we are derailing the topic .

Yes BG could use some more thinking into how the turn timer is handled!