Consequential Ideas on a Budget

People always had and continue to have excuses for shooting down ideas. If they were part of the development process there would be no game and after there was a game it wouldn’t change. When a game is in an “ok” state I suppose it’s practically ok for ideas to be brushed aside, but Heroes of the Storm has clearly experienced a dramatic decline to the point of being allotted few developmental resources by its company. Another developer has just announced he’s leaving. I saw a humorous juxtaposition on reddit of a picture with several tens of people (if not one hundred) posing outdoors for a large group photo presumably from the early days against another picture of under ten people in a hallway presumably from recent times. So, ironically, one excuse for shooting down ideas nowadays is that the failure of past developers with substantial means to implement consequential ideas has deprived the game of current developers and substantial means to implement consequential ideas. It’s like an episode of Yes, [Prime] Minister. Nevermind that the real issue has been and remains that everyone lacks a sense and daring for consequential ideas.

The game hasn’t been entirely abandoned:

Fixing Troubled Battlegrounds

One of the things this game has going for it are the various battlegrounds. Not only do different settings evoke different feelings, there are gameplay differences too. Battlegrounds bring a refreshing quality to the game as a whole. One particular subset of battlegrounds has been defiantly unsuccessful - the dispersed objective battleground. In particular Garden of Terror, Blackheart’s Bay, and Haunted Mines. This is highly unfortunate because a dispersed objective gives players more flexibility, more choice in where and what kind of fights to pick. Theoretically these battlegrounds should add dynamic gameplay, yet in practice they have been the most boring to play. Garden of Terror was standardized, Blackheart’s Bay is not playable in ranked, and Haunted Mines was removed from the game entirely.

Fixing them requires logic, not originality, creativity, great effort and resources, or any other type of nonsense. The less effort in implementation the better given the circumstances.

Garden of Terror

  • Revert map back to shambler camps, shambler bosses, and player-controlled Garden Terror

  • Seed counts reset after each night phase

  • Shambler camp sizes vary and/or potential shambler camp spawn locations are increased

Professional players used to avoid fighting, split seeds 90-90, simultaneously grow a Terror during the next night phase, and then even mirror their pushes. The battleground was blamed for the scared and passive way in which they played it that rendered it boring. The solution isn’t to make it like other battlegrounds, it’s to tweak it into forcing teams to engage. Seed counts not carrying over alone could induce fights, but if that is insufficient then reasoned randomness gets the job done. Growing a Garden Terror is a zero-sum game - it doesn’t matter which team may be closer to an imbalanced distribution of seeds as long as it can’t easily collect 100 seeds. The point of an imbalanced, uneven, or skewed distribution of seeds is to prevent both teams being willing to split the battleground and thus to induce fighting.

Furthermore, if teams were splitting the battleground top and bottom when their natural sides are left and right there is an implication that they knew the timing of the objective and were team-splitting in preparation. Making the timing randomly variable could reinforce a lane-split or dispersal-split dynamic different from the usual team fights.

Lastly, the “vehicle” objective is too rare and there is no reason to replace it. I take it that the developers had already addressed the pot-dropping and running around.

Blackheart’s Bay

The state of this battleground is borderline tragic as the brightness and fanciful nature of the battleground makes it one of the most uplifting in the game.

  • Mercenary camps yield no doubloons (excludes skeletal pirate camps)

  • Once picked up doubloons are only recoverable by teammates of slain heroes and expire after some time period of not being recovered

  • A third treasure chest with five doubloons is spawned at the turn-in location

On this battleground professional teams would clear camps and again avoid fighting. Somehow they managed to turn in doubloons in the process. The battleground could also really snowball as collected doubloons were dropped upon death to be picked up by anyone. Contesting a second turn-in could be impractical. No opinion on how the bombardment works at the moment, don’t see it as the central problem.

Haunted Mines

  • Dramatically increase the area of the middle 2/3rds of the top level or introduce a Town Scroll/Portal “mechanic” that allows heroes to teleport to their forts and keeps (could even be an on-demand two-way waypoint for reentry into the mine)

  • Undead Army remains are scattered at all mercenary camps, one minute before the Undead Army in the mine awakens the Undead Army on the surface awakens and slays all mercenaries, disabling their camps until all skulls in the mine are collected

I have no clue why Haunted Mines has been a big problem spanning years. It really isn’t that hard to get players to prioritize the objective. If the Sapper camps are a serious problem replace them with Bruisers. If Misha gets trapped in the 6th-9th dimensions players can figure out not to play Rexxar, or just disable him on the map until the bug is fixed.

Greatly Expanding while Monetizing Hero Access

I’m embarrassed to write that it has taken me this long to understand exactly what Blizzard did with its “HotS 2.0” monetization changes.

  1. Stuffed the game with low effort content in the form of banners, sprays, announcers, voice lines, emojis, and portraits.

  2. Introduced loot boxes that due to the degree of dilution (further augmented by the deliberate fragmentation of formerly whole skins and mounts) and control of yield types would not be means for players to get what they want but would serve to draw player attention to the game’s Shop, which was amusingly renamed to “Collection”. This is why, counter-intuitively, you can’t buy loot boxes except as a disproportionately expensive gold sink and only the “rare” ones are available for gold (“epic” and “legendary” being actually rare, “rare” being common, “common” being trash – gamer logic). Blizzard know they are crap-filled; they deliberately filled them that way themselves. The loot boxes aren’t the star of the show for once; they are meant to get you looking at the Shop and waste the gold you’ve been accumulating for years (the rerolls are pretty hilarious too). Apparently Blizzard had the audacity to initially offer loot boxes for money but removed that option in 2019 without explanation. The explanation isn’t general fear of legislation or any principled stand. Overwatch still sells only loot boxes rather than individual skins and the other stuff it offers.

  3. Greatly reduced the buying power of gold through its conversion rate into shards relative to shard buying power and introduced a third purchasable currency to replace gold. The point was to reduce the capacity of veteran players to obtain things through the only currency that had previously existed and they had accumulated with playtime.

Do you know what this is? It’s a let’s-milk-the-s-out-of-the-game’s-dwindling-playerbase scheme. Blizzard saw the writing on the wall as the game was failing and pivoted. Smart halfwits get paid serious money to come up with destructive nonsense like this, and even get educated to do so! I wonder what else exists in the so-called industry literature.

[So it turns out I misremembered a key “detail” and the “conspiracy theory” is out the door. Gold wasn’t usable to obtain the vast majority of skins and mounts before so its conversion to shards actually favors players/consumers, veteran players in particular. Likewise, insofar as heroes for instance are cheaper in gems than they used to be and with some gem bonuses awarded for bigger purchases that currency appears to be Blizzard’s idea of lowering prices. Of course, this occurs in the context of the new dilutive content and the loot boxes, so go figure what exactly they were thinking. Certainly it’s beside the point in my opinion. As for loot boxes, initially apparently you could buy them, which ones I’m not sure, but that was changed without explanation in 2019 I believe. Given loot boxes remain the only item to buy in Overwatch I don’t think it was an exclusive matter of legislation. They just suck.]

The hilarious thing is that if only these muppets had actual business acumen they could have identified a let’s-not-punt-on-the-game-and-arrest-or-reverse-its-decline scheme. What is the one item in Heroes of the Storm that really has value? It’s in the damn name of the game. Heroes. Gameplay.

Mediocre as these people are their idea of what to do with heroes is make them quickly obtainable to a new player, up to the point where they pull the bait-and-switch and it’s time to show players how much they’re missing without reaching deep into their pockets as the in-game currency accumulation rate is reduced and the cheap heroes are gone. The Free to Play model makes its money on the back-end by charging big time for the remaining individual items.

In addition to acting cute/following the convention of this so-called business model they fail to realize their place in the big scheme of things. Many potential players have experience in League of Legends, Dota 2, and Smite. They are used to the gameplay and having large rosters. Given Heroes of the Storm’s failure to compellingly differentiate itself they are not going to put up with the typical restrictions of F2P games. They want to be able to jump into the game with all the meta heroes at their disposal even as the meta changes and they want to have extensive reliable access to explore, experiment, and enjoy. This is a buyer’s market.

As discussed in the thread below, introduce a currency - silver - that unlocks any chosen heroes for a month. $2 any 3 heroes, $5 any 10 heroes, $10 any 25 heroes, $15 any 50 heroes. Bundle this currency with the player’s rough hero ownership money’s-worth in gold - $2 2k gold, $5 5k gold, $10 10k gold, $15 15k gold. In other words rent-and-buy in a “coin purse”. Won’t be everyone’s cup of tea but as Blizzard is keenly aware you don’t make money off a game like this by having everyone pay. This idea is a sensible way to open up gameplay without just giving it/the game away. Simultaneously players will be accumulating gold by playing and increasing their ownership pool of heroes.

It also makes sense to include shards in the Coin Purses at a rate of 50 per $1 (100, 250, 500, 750).

An additional idea has emerged in the ensuing discussion - replacing both current Hero Bundles with a Choose Your Own Nexus Bundle. This would be as dynamic of a bundle as it gets. The savings percentage would be fixed, say at 70% (might as well just do it in gems), but both the size of the bundle and the heroes in the bundle would be up to the player. Minimum size of 5 heroes, maximum size of 40 (perhaps it’s best to replace just the one large bundle of 30 heroes). This would be of great use to both new and returning players. Once the Nexus Bundle is formed by the player, however, it’s done. Only one shot at it.

Changing Abusive Chat

Due to the report-driven automation of this report category, the lack of accountability for false reporting, and the childishly lackadaisical behavior of Game Masters in the “appellate process” this report category has been undermining the game’s playerbase for years. Things have gotten so bad players are routinely advised to mute chat or not participate to avoid getting suspended. This is not a My Little Pony niche success story of a game, you can’t cater it to the sensibilities of 7-year-olds with post-traumatic stress disorder, although that may be one of the hiring criteria at the company. That and if you’re a Chad who doesn’t get having a public ladder in Call of Duty.

If initially nothing more can be done the penalty needs to be returned to silence-only rather than a suspension from ranked too. I believe it was former game director Dustin Browder’s explanation that the penalty was expanded to including suspension from the ranked mode due to being able to write in the chat being so important to gameplay. Browder thought Heroes of the Storm was a game based on heavy communication. Most of us knew this was total nonsense even at the time but now the ironic absurdity of not communicating at all or even disabling the chat for protection against the system has become a reality. The reason for upgrading the penalty to including ranked mode suspension has been thoroughly discredited. Writing in the chat is clearly non-essential. Most people who play this game and/or have seen streamers play it know this. Stop killing this game in every way imaginable.

I’ve been thinking of a way to reform the system too. There are two key elements to my idea that separate it from the previous concept.

  1. Clear standards for what constitutes Disallowed Chat.

  2. Punishing players who falsely report other players.

The way this system would work changes at the enforcement level. Players would still be filing reports as before, although now it would behoove them to include an actual reason too, and a penalty would still kick in automatically. Under this system the penalty could still include a suspension from certain game modes as a punishment. The difference is that upon filing an appeal the suspended player would immediately and automatically have the penalty be temporarily lifted pending review.

The Game Master would then use the defined standards to check the logs of every game in which a report was filed. Three games with legitimate reports and the penalty is not only upheld but doubled - the appealing player has decided to waste time and resources for a review he or she should have known better than to invoke. Simultaneously the Game Master is assigning a strike to every reporter in a game in which no transgression occurred. The false reporting strikes will exist in the background. Upon three false reporting strikes the false reporting player is issued a warning. After two warnings suspensions for false reporting commence.

The idea is to eventually unburden the system by punishing everyone who decides to disrespect the system by not taking it seriously/understanding it. Players who commit chatting penalties would think twice about appealing and players who get other players in trouble just because they want to will start thinking twice about filing reports. Hopefully this would lead to a shared understanding of what is and isn’t allowed in Heroes of the Storm and to greater compliance without the current haphazard purging of players.

Standards for Disallowed Chat:

Insults directed at a person

  • trash, idiot, you suck, you can’t play, uninstall, x-league player, etc.

Vulgar language

  • cursing, sexual, racial, etc.

Everything else goes

  • use the Mute button

This is a solid start. May be all that is needed. You penalize the purely derogatory and inappropriate stuff, leave people to chat otherwise. If someone still offends you or annoys you you can mute them. Even literal kindergartens are more permissive than the Heroes of the Storm status quo. What an embarrassment this company and its players have turned into. Something that should be an afterthought has been weaponized against the community and no one knows what to do. Over-sensitivity has hollowed out your brains and no adults seem to be in charge.

Expanding Core Gameplay

Even as it’s abundantly clear that the game is failing most of the survivors of the player exodus maintain there is nothing wrong with it. We live in a post-modern world after all, so perhaps we cut them some slack. Facts and truth are what you make of them. To make matters worse, however, the game’s philosophy has turned into religion not to be questioned.

The true believers are convinced that, overlaps aside, heroes and talents are unique and this is so according to the immaculate grand design they don’t actually understand. Its rejection by the countless hordes of HotS infidels is but a consequence of their ignorance and vice. The initiates are few but all the prouder. I think they misunderstand the term “depth” that is always on their lips.

Depth is a variety of competitive choices. It ranges from what you play to how you play it. Mere complexity is just being able to point out, “Look how much stuff is in the game!”

For all the claims that this game’s heroes and their talents are unique the meta isn’t more varied than that of any competitor. Furthermore, the talent trees typically have only three branches, quite obvious ones too. The battlegrounds are different but also straightforward. Power levels being shared and minions being relatively insignificant reduce the impactful details of micro-play. Consequently this game is not only “easy to learn”, as everyone knows, but also “not as difficult to master”. Its lack of depth largely accounts for why it’s deemed to be a casual game. There is no other major “MOBA” in which you can pick up a hero and play it competently as quickly.

The unique narrative is a failure. A fruitless vanity. It’s an excuse for the relatively few who still play this game to keep it in its failed state that for whatever reason suits them.

Offer a broad set of generally useful activatable short-acting powers, allow players to equip four at a time to their hero, place ultimate abilities on T, place a toggle to access the selected powers at Spacebar, assign the powers to QWER. The toggle has an 8-second cooldown after a power has been activated, each power has an individual 60-second cooldown. If Heroes of the Storm is to be the brawler among the MOBAs it needs to attempt to excel in the capacity of its heroes to brawl. Details are in the following thread.

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This will ruine the map even more.

No, they should make SKINS unlockable by $ only, not the heroes.

Let’s ruin the game even more, why not!

Maybe these ideas are not VERY bad, but still…will make the game worse.

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Yeah, it’s so odd how people don’t like core gameplay being radically altered after alpha/beta stages of a game. Who’d have thought?

/s

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Remember the mantra of “no” on the forum. Peep my old thread

Tooton this is getting old, the forums aren’t the mono culture or a group of people who speak with one voice and agree on everything. I happen to agree with some of what the OP said, but I reserve the right to disagree with other aspects of the post.

That doesn’t make me a “white knight” “Blizz drone” or any of the other snappy catch phases you like to flippantly trot out when someone isn’t in full agreement with a post.

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lol

Two people upvoted that priceless post, by the way. I would imagine and counting.

One, no need to indicate you were sarcastic. Two, the arc of this game since alpha/beta has been like a disastrous anime. Three, clearly people need to be led, not indulged. If some go overboard that’s ok.

The developer who just announced his departure claimed that he read “almost every post” on this forum and reddit. He wasn’t the only one reading either. Maybe his replacement is more adventurous.

This is the sentence that concerns me, although perhaps the person may be equally dissatisfied with where the game is too.

What have I written?

The reason that the penalty was extended beyond a silence was to exclude players who couldn’t write in the chat from the ranked mode, let alone who can’t see the chat.

That’s why this is an urgent topic. Unfortunately Blizzard may have generalized this system, which works ok in Overwatch as that playerbase is actually a lot more mature (players aren’t reported over everything and reporting isn’t used as a detached tool to get others in trouble), but something absolutely needs to be done here.

Why would anyone want to pay money when heroes can be gotten for free? New players can grind considerable gold (and some gems?) if they put some effort into it. Plus there are the free hero rotation and loot boxes. There are even a $40 bundle with 30 heroes and another $15 bundle with 10 heroes! There is no lack of options for players to get their hands on heroes.

There’s always a catch. The early currency gains are meant to hook players and taper off as the number of cheaper heroes does too. The free hero rotation is weekly and arbitrary; it’s a tease. From what I’ve been reading on the forum heroes in loot boxes are pretty rare and a duplicate doesn’t do you any good.

As I alluded to in the opening post, the genre has been around for over a decade. The game has also not compellingly differentiated itself within the genre. Potential players aren’t inclined to put up with bs. This is not the time and the game for the traditional free to play business model. This game needs real deals. Players have to have reliable access to as many heroes of their own choice as they want without making a very large financial commitment upfront. Given they are getting roughly their money’s-worth in ownership while accumulating in-game currency in the background what I’m suggesting is a no-brainer. The fact I’m the only one who sees this is insane.

The bundles bring up an interesting prospect. I would replace both of them with a Choose Your Own Nexus Bundle. This would be as dynamic of a bundle as it gets. The savings percentage would be fixed, say at 70% (might as well just do it in gems), but both the size of the bundle and the heroes in the bundle would be up to the player. Minimum size of 5 heroes, maximum size of 40. This would be of great use to both new and returning players. Once the Nexus Bundle is formed by the player, however, it’s done. Only one shot at it.

I like this bundle better. I’m not sure Blizzard will want to put it in the game.

Blizzard doesn’t have much to lose but something to gain. It’s not awfully complicated stuff. I certainly believe they punted on this game prematurely, not in terms of timing but in terms of proper effort. It became apparent developers were going to go down a predetermined track - adding heroes, maps, and balancing. Their idea of change was sideshow modes and legacy nonsense like guilds. To this day they do random stuff like whatever these anomalies were. It’s like they’re just out of ideas. The alpha/beta artifacts were an amateurish and alarming attempt at adding something to the core game, yet they were the work of professionals. HotS developers never had an eye for the big picture and couldn’t check the decline of the game.

Despite their narrow vision, however, they did leave a whole lot behind. I find abandoning this game asinine. It’s like a disregarded gold mine with a couple of boards across the entrance not obscuring the gleam. You can see the ore. I don’t think you need a large team or enormous resources to start turning this game around. You certainly can’t take the remainders of its community too seriously, however. That spells death. These people don’t care for the game to have a chance to succeed, they care about their little bubble being preserved.

By the way, who came up with the stupid idea to limit the battlegrounds?

Wait what? First they only had guilds for a very short time either in Beta or at launch. The “random stuff” you mentioned is still in the game for better or worse. We have the exp change, which I think was a good change and the changes to forts, which I’m mixed about.

Oh good, so you do like something about HOTS, because in two paragraphs you haven’t mentioned a specific thing you do like.

You’re a member of the community that you seem to disdain. You also have total contempt for the developers past and present. Just what was the purpose of this post?

TLDR: Yes we all know the game still has potential, or we wouldn’t be playing it or posting here. Thank you for coming here and letting us know this and that we as a community suck! I’m simply overwhelmed by your positivity, going to have a lie down now, where are my smelling salts? :smiling_face_with_three_hearts:

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Actually, both are unlockable with Gems (A conversion of a real life currency) and Shards / Gold.

You can buy everything in the game directly now.

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What I’m referring to are their big ideas outside of the normal tasks of balance, new heroes, and new maps. These were namely the Arena mode that never materialized and presumably its Brawls offshoot. I’m inclined to think of Anomalies in the same vein - beating about the bush. Guilds were an example of an idea that wouldn’t have done much, if anything, but that they embraced because the silly community thought it might as well be a priority in the absence of substantial ideas. The timing of this was right before “HotS 2.0”, there were no guilds in beta or at launch. From what I recall of their artifacts (I hope the threads aren’t lost from the forum change; there are probably news items) they messed up in a very obvious manner and decided that was their best shot. Other changes are too minor to mention with respect to changing the course of the game.

It was the very first paragraph of my very first post, which actually appears twice in the opening post of this thread:

I’ve been playing a few of the heroes added after I left and they have cool designs. It’s just too little and they are kept behind a tall paywall that the remaining veteran players fail to appreciate. At this point the game has accumulated a lot of heroes and a lot of battlegrounds too. There’s a lot left behind.

I also like the emphasis on fighting. I’ve been thinking something drastic might have to be done about talent tiers but that’s a story for another day.

Not at all total. They have certainly lacked ambition. I have more contempt for the community for sure.

To note where we’re at.

I don’t think you understand what potential means. It doesn’t mean the game is fine as it is. It clearly isn’t, but most of you seem to believe it is.

This is the destructive attitude holding the game back.

The hilarious thing is this let’s call it person thought that I was suggesting heroes should be unlockable only with money! Mind-boggling. And two others upvoted that post, which featured other comments of similar quality. Sometimes you wonder what in the world is going through people’s heads. Then Minky wonders why I have so much contempt for this community. The “articulate” ones who post silly things are still my favorites. Where’s this Mumrah character, SirFuzzy, and the Mensa society member with the Hanzo avatar? No point in mentioning reddit. These communities are zoos.

No events to date despite two passing seasons and Tracer only mount, because reasons.

They don’t lack ideas, they lack resources.

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You would know.

In any case they need to make some money. Maybe these ideas aren’t as bad as they look although this person is very obnoxious. Anything that could help with money might help in other areas too.

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These ideas should be common sense. The content has already been made. By making more reasonable deals you stand to make money. What is the point continuing to do things that don’t work? This isn’t a question of effort or resources, it’s a question of senselessness and lack of initiative. Or is anyone really foolish enough to think accessibility doesn’t matter?

I dunno, but they keep doing things that don’t really work.

I don’t got energy to be as mad as you about it. That’s all.

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That’s usually a bad sign. When people don’t even have the desire to complain anymore, it usually shows that a game is on its way out.

I’m going to continue to play my 3-5 matches per day, but I feel like I’m getting burnt out with all of the ping issues I’m having and the terrible matchmaking in QM so I might have to take another long break from the game.

But, I am still playing. That’s a lot more than I can say for D3 which I really only play casually on consoles anymore when I’m REALLY bored.

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