Why is the hearthstone client still COMPLETE garbage?

Activablizzard execs can sit here and figure out how to screw us out of gold within the hour with the new battle pass… but they cant fix this buggy azz client ? After this long? REALLY?

It’s like running an .exe off a windows 7 machine.

OVERHAUL SOMETHING THAT MATTERS

9 Likes

Have to agree

200 limit on friends
Friend request dont work if too many pending
Prnding never clear automatically. Have to clear manually
Lag in BG now
My friend list blinks and shifts
Crashes more Freezes more

4 Likes

Has it been buggy since last patch?

For some reason in the past week or so, its sent me offline in the middle of a ranked match.

Never done that in the previous 3 yrs of playing.

What do you expect from Unity? Unity is the cheap, amateurish option and shouldn’t be considered for major games.

Also the times where it disconnects right after finding you a match making the screen stay at the spinning wheel, so now you have to ALT F4 out of it (or wait a whopping 5 minutes before it finally detects the disconnection), BECAUSE THEY REMOVE THE FREAKING EXIT BUTTON!

And why does it disconnect so often there in the first place? I mean often in the sense of “once every couple of days”, not every single day or multiple times a day, but that’s still A LOT. My internet works 100% fine for literally everything else.

2 Likes

Almost everything. The problem is not with unity, but how do you use it.

3 Likes

Well, it makes sense for them to focus their attention on something that brings them more money long term like the battle pass instead of fixing the client.

Cause either Devs are completely incompetent or Lazy… or both.

have no idea whats OP complaining about? is it about the friend list issue urza wrote or is it something else ?

Don’t worry the client bundel is coming. for just 7.99 month you’ll get no bugs, access to classic games on your launcher, and a .005 percent discount on your next blizzcon ticket.

2 Likes

Name a game on Unitiy + C# that works well. MtG:A doesn’t.

Mate if you understand, Hearthstone and its client, had pretty old methods, algorithms, graphics, and everything else.

I know some games, with mind-blowing Graphics and great performance. Actually working with Unity, so thats why im saying the problem its not with Unity.
Now, tell me a bug, issue, or an outdated feature of hearthstone, that you think you can not do it properly using Unity.

1 Like

Precision. Perfection.

6 Likes

Name them!!!

Threads like this are made by intelligent people 100% of the time

Sure, after telling me what I asked you before.

Ok. It is completely impossible to update a single file, you have to download whole asset archive.

Now - your turn.

1 Like

Oh. Unreal fanboy? This is getting interesting. Many excellent games are made by Unity. It doesn’t have the best graphics but doesn’t have server issues. This is about the server lol just read the title.

1 Like

In the title I see “client”. Unity guys can read it as “server”?..

Actually, there is nothing to wonder at. Let’s open a typical Unity log:

GAME_SAVE_SUBKEY DBF Asset has 0 records! Something went wrong generating it. Try checking the generated XMLs in the DBF folder.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

SCENARIO_GUEST_HEROES DBF Asset has 0 records! Something went wrong generating it. Try checking the generated XMLs in the DBF folder.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Some data is missing? Never mind, it wasn’t important anyway.

AssetLoader.LoadBatchedCardXmls: Loaded duplicate card id CS2_056_H1

Two cards are always better than one!

Unsupported encoding: ‘iso-8859-1,application/json’

All you need is ASCII.

Navigation.PushUnique called for non-static method! - OnBackOutOfDeckContents

No compile-time type check is possible in C#, right?

[BattleNet] [Games] Version mismatched. Client:15.2.0.0 Server:1250579 (Void LogWarning(System.String, System.String) at :0)

Don’t bother, any client can work with any server, right?

The referenced script on this Behaviour (Game Object ‘Buff_FX’) is missing!

User is always right, don’t even try to validate their data!

The referenced script on this Behaviour (Game Object ‘’) is missing!

I said “never”!

BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “SceneMgr/LoadingScreen/VictoryTwoScoop(Clone)/Hitbox”

Object of negative size? Or scale? Anybody know what property we are actually checking…?
Unity developers most likely will be continue working even receiving negative salary.

ParticleStopAction.OnEnter() - GameObject GameObjectContainer (UnityEngine.GameObject) has no ParticleSystem component

Stop it. No matter what. Even if it never started.

Spell.ChangeFsmStateNow() - stateType BIRTH was requested but the m_fsmStateMap is null

No doors here? Never mind, keep moving! Show must go on!

Animator.GotoState: State could not be found

And on!

Invalid Layer Index ‘-1’

And on!

2020-09-22 21:46:12.499: DALFX_ArchmageVargoth_CustomSummon(Clone) (Spell).BuildFsmStateMap() - Found 2 states for SpellStateType ACTION. There should be 1.
2020-09-22 21:46:12.505: DALFX_ArchmageVargoth_CustomSummon(Clone) (Spell).BuildFsmStateMap() - Found 2 transitions for SpellStateType ACTION. There should be 1.

How it is even possible? Two in one!

2020-09-22 21:46:13.930: DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.

I wonder why does it exist for the rest at all.

2020-09-22 21:52:37.838: [UIStatus] Tried handling done change states, but WidgetInstance HeroPickerButtonWidget_NEWER.prefab:77663c55012d8664da88a5da77058167 (id -498666) never started!

It didn’t do anything useful anyway, keep working!

It means Client-Server.
You are just mad and dont want to understand it.

All the lines you showed before, are stupid mistakes made by humans, and Unity telling you whats going wrong.

Listen to me, if Unity says: “Invalid Layer Index ‘-1’”, what do you think it means? The programmer putted a negative number on a Layer, so the programmer is Wrong. Unity? No.

You just proved that the problem stays with its Users, not its Engine.

And that stupid irony about negative salary, shows your intellect :stuck_out_tongue: ,its like in physics, negative values EXISTS, to show a different direction my Dear Unity Expert :stuck_out_tongue: If you want to mirror an object in Unity without a mirror, how do you do? :stuck_out_tongue:

Oh so much Hate.