Heroes of the Storm 3.0

To everyone who reads this and loves this game as much as I do, warm greetings and I hope it will be interesting for you to read everything that I want to offer you here for discussion.
Yes, I understand that most likely this is unlikely to be noticed by the developers and will remain just my fantasies, but still I decided to share it with you. Since Blizzard recently unexpectedly released a patch for the game to someone, it probably even gave hope that they decided to remember about our favorite game again and perhaps in the near future even we will be surprised by some even more global changes. But personally, I have been thinking a lot on my own for a long time, and what could really be added or changed in the game so that it would immediately become interesting again for everyone as before, attracted not only new players, brought back old ones, and of course would interest developers in being able to bring them income while remaining like this is it accessible to everyone?

And that’s what friends I came to. To solve problems, they must first be accepted, and the main ones I can emphasize are the following:
The first problem is the main individual feature that makes our game original, but at the same time is its main disadvantage - the overall experience!
The second problem will probably surprise you no less than the first, but in my opinion it is also the main painful vulnerability of the game - monetization! More precisely, its almost complete absence, since everything in the game can literally be obtained for free and you don’t really want to pay for much because there is no need in principle.
Personally, I think that both of these problems need to be solved for the game and then it will be able to attract even more new interest with renewed vigor, as it once was, and here are the solutions I want to offer you.

GENERAL EXPERIENCE what’s wrong with him? I think none of you will argue that this is what makes our game the most unique in its genre and we can not refuse it in any case, but we often suffer from this feature of ours as much as no less. When in all other team games where each player plays for his own personal score and development - one can win a match for the whole team and for a good, strong player, four weak allies will not be a big problem in most games. But unfortunately we have the opposite, and only one bad player can spoil the game for the whole team, and okay if it’s just a bad, weak player, but if he specifically spoils the game, then it rather pushes away from the game and completely discourages the desire to play on. As a result, it turns out that hots does not so much reward players for their own good game, as it punishes you for your ally’s bad game, and the reason for this is the general experience.
So how do we preserve our main feature - the OVERALL EXPERIENCE, but at the same time eliminate its shortcomings?
I propose to introduce a personal credit for each player, which, in principle, is already in the game, reflected in the statistics of who brought how much individually gained experience to the overall experience of the team, but so that each player could use his personal collected experience more actively for his own development. That is, we still have a common experience that we earn as a team, which opens up talents for players to choose from after reaching 4, 7, 13, 16, 20 levels, but now we buy these talents depending on the individually earned experience points, as for coins, while at each of these levels we can already choose more than one talent starting from the first one if we have enough accumulated points for this, which I think even a team lagging behind in general experience can lose less advantages against their rivals who have broken out several levels ahead.
Thus, if in the opposing team all players go by experience in approximately the same ratio and have the same number of talents, then in the opposing team if one player plays very well and the rest of his allies play poorly, then he alone accumulates a lot more experience and even lagging behind the opponents by a level or two, one player can have the same number of talents, or maybe even one more, even if they are weaker, but giving him the opportunity to somehow influence the course of the game more and actively try to pull his team out of a losing position, and not to encourage him to give up, and at the end of the game session, just turn off or even delete the game.
It can also solve the problem of accidental mistakes when you quickly choose a talent and suddenly realize that you have chosen the wrong one that you need or the wrong one that you wanted, and nothing can be fixed, and with what you have taken, you simply do not know how to play now in this particular case.
Yes, I understand that such mechanics can also be associated with a number of problems that I understand, such as for example:
DIFFERENT CHARACTERS IN DIFFERENT ROLES CANNOT COLLECT EXPERIENCE EQUALLY ACTIVELY - this is natural. For example, Nova or Medivh have always collected less experience than other heroes because they are very specific, and his great honor is going to the lines at the expense of push, and if they leave to beat creeps instead of actively helping the team, you will definitely lose and the appearance of such players in your team is probably one of the saddest pictures… Therefore, I propose to introduce additional points for the characters, depending on their roles, for the fact that they perform the tasks assigned to their roles! That is, the tank will get more experience for the damage it receives from other players in battles, the killers get more experience naturally for killing other players - a little more than the rest for participating in the murder, much more for the murder itself. Healers and support gain additional experience for healing points of allies and preventing damage from opponents. Thus, the game does not just direct the player, depending on his role, in the direction of the game that is necessary for the team, but completely stimulates him in this. In principle, brusers should be given more experience for a variety of active actions - the more active a player behaves in this role, the more additional individual points he will receive, and if he is engaged in a single task all game, his points are awarded only in the form of the usual experience received, depending on where he gains it.
Another problem I think will be that all the characters have a different number of talents in general and at each individual level, but for this problem I have a proposal to solve it, which will also help solve the other, the main of the two voiced problems at the beginning.

MONETIZATION - I think hardly anyone will argue that to support any game today, this is its main criterion, which gives basic support for keeping it afloat and encourages developers to develop it. But if your game is completely free, you can’t suddenly make it paid or suddenly take away some part of the content from the players by trying to make them pay for it, which most likely will just scare most of the players away from the game. But everyone wants to eat and every job should be paid, which means to bring some visible income for which there will be a desire to do even more! So in a game in which there is nothing to sell, you need to come up with something new that can be sold and that everyone will need, despite the fact that it should be free at the same time, but that the players would have the desire to pay for it!
Personally, I think the main mistake of HOTS 2.0 was that all the skins were made free. Since by the presence of different paid skins from allies in your team or the opposing team, you had an idea how much this player is invested in the game and maybe he can be dangerous or useful in a brawl. When everything became available for free, the availability of skins simply devalued, turning into candy wrappers that everyone now had and did not particularly distinguish you anymore. But now it’s impossible to roll back in this regard, so what should I do?
With the next sentence, I want to present for you a possible solution to two problems at once that will probably bring not only variety to the game, but will also be able to attract income in it by stimulating players to contribute personal funds to it.
So, since all the heroes have a different number of talent sets, they need to be balanced, but how to do it? I think you can add to the game a set of talents common to all characters that you can add already at your discretion to each individual hero before the game and make your strategies more diverse on them, such as remember there was an experiment with a medallion giving each hero unstoppability? Why not return these medallions to the game in the form of such additional talents that would change their effectiveness depending on what level you place them at, while making them not only more efficient, but also more expensive, from which it would be just as important to position them correctly. For example, the higher in level you would have such a talent, the less his cooldown would become. It can also be done in the form of a similar talent, for example, wards or activated debuffs on opponents or buffs for you, such as a slight acceleration or the ability to get invisibility for a short time, some additional passive abilities, such as getting a little more treatment, abilities that can be developed with additional stacks.
But the main feature of these talents may be the following - they can be improved, for example, by getting three identical talents, you could combine them into one more improved, and from the already improved ones, collect three more of the same to improve it as much as possible! Of course, for the balance of the game and more expensive to activate for personal points received in the game, but it would be worth it. And it would make sense for players to get a duplicate of it, or even some duplicates, even if they got a talent. Or you can come up with sets of talents that can be collected, added to the heroes and with the full activation of each of them in the game, the hero would receive some additional unique ability. Do you think the players will want to pay for this? At the same time, they, like everything else, can fall out of the chests, but now there is an interest in paying for these chests.
You can make these talents available for purchase in the store for crystals or for gold, or for example, as the free rotation of heroes in the game changes three times a month, separate general talents for different currencies could also appear in the store. Although I would still think that if they fall out in chests, then let the players buy them for gold, and in the store they will still be for crystals, because both that and the other currency one way or another can continue to be received in the game, but now it will make more sense to earn and spend it! Or if you wish, now you have the sense to actually pay for it in the game.

Yes, I immediately foresee outraged exclamations - it also affects the gameplay! Now you can just buy a victory?!
I will hasten to reassure you right away - because what I am offering you is not a guaranteed victory for someone for money. Yes, additional talents will make the game on your characters more diverse, but as I said, as these talents improve, the price of their activation in the game will also increase, and if you are a weak and bad player and cannot properly extract individual experience points in addition to the general experience, you will hardly be able to use these additional talents even if you buy them. That is, by paying for it, you will not get a guarantee that you will now win everyone, but you get a guarantee that now your game will become even more interesting and possibly unprovable for rivals, which of course will give you some advantage, but only if you are a really good player.

Well, I think probably there are enough such ideas so far and who will be able to read it all, maybe you will even be interested in discussing something from this or offering something from yourself, something to supplement? I hope I did not try in vain inventing and painting it all and am not the only such dreamer who still still loves this game, which despite the lack of almost complete interest from the developers, still the love from the players does not fade and we continue to play and even invent competitions, assemble teams, receive enjoy the gameplay, the most unusual and unique, which you will not find anywhere else!

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How would you take into account anchoring?
How about dying to save 2 allies?

Nah, PRMMR doesn’t work in Hots.

Paying with money only for new skins is the only way.
Don’t change the balance of the game by adding money to it.

They got forced out. Blame the shareholders if you want to point finger.

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This post is massive and it still doesn’t even scratch the surface to the effort it would take to implement this kinda personal stat tracking. Especially sense the very balance of the game would depend on it. Every hero would need their own individual parameters and many would need parameters unique to them.

Honestly, I think a significantly easier and simpler solution would just be to create more quest talents.
plus quest talents are cool c :

also

hella freaking no
I don’t care how slight the advantage is, its still a form of pay to win.

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This, of everything in this post, is something I take great offense to. Heroes of the Storm had a passionate, dedicated dev team that hoped the world of the game and had plans for years to come. At the time of Hogger’s release, the game director had an interview with Destructiod where he talked in length about how the team was busy working on Arcturus Mengsk, Blackthorne, and “another familiar face” (which turned out to be Selendis).

The dev team for this game was phenomenal. The problem is that Blizzard the corporate entity, the eater-of-souls, gaming’s #1 boogeyman, didn’t agree. So don’t badmouth the dev team like this. They’re awesome.

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I heard the arthas rework was also like 80% of the way done and they gave him gorefiends grasp which is a fairly iconic ability from wow.

Also I managed to play against aj jackson in a random qm game not to long after the lili rework, and when i talked to him, it was obvious how much he loved the game.

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I see what you are trying to do and why but no, that is not the solution.

Heroes is a team focused game and it should stay that way. It is what differentiates it from LoL and Dota2. And if I want that experienced I could just play one of those games.

Instead of trying to change the fundamentals of the game to focus on individuals, the competive league should focus on and reward pre-build teams of players for persistent self organized play. Storm League should NOT have a solo queue or partial teams. Team Rosters (clans, guilds, etc…) should be the only entities that can receive rank. Rewards should be issued to the teams for their performance throughout the season.

In compensation to solo queue players, ARAM should be adapted as the new solo queue competitive experience. It should provide a competitive ladder play mode for rankings and reward players for their individual contributions more so then the original game mode,

To me, this paradigm shift to Team Rosters and Solo Queue Competitive ARAM is what makes the most sense to provide the desired experience to both Team and Solo style players in HotS.

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Monetization whit that counting almost every person wich hope for return of HotS glory. But second think whoud must be done for each char specific that to much work.

If they do anything in regards to monetization, which I doubt they will, it will probably be in the form of a Battle Pass, since those are all the rage at the moment.

Personally I have zero interest in Battle Passes and most likely wouldn’t participate in them, either paid or for free.

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I don’t think anyone can deny the passion from that person, but loving the game is not the same as designing the game well. Designing games isn’t easy, so I try to give grace whenever possible, but that man was responsible for 70% win rate DW that took almost a year to balance.

I’ll be honest here and admit that I didn’t read all your suggestions, but I don’t doubt that there are some good ones in there.

Where many of us agree is that HOTs 2.0 was a step in the right direction, it fell flat on many facets. From the outside, it appears that there was some bad direction coming from the top after a rough run in the early e-sports scene around 2018 (speaking specifically about the Heros of the Dorm - ESPN2 flop). From that point forward the game started losing momentum, devs, support, etc

And as of the last couple years, the move to cut development team has all the tell tale signs of: “things big companies do before an acquisition (by Microsoft)”. That deal seems largely wrapped up now.

IMO- If it was done right, HOTs 3.0 could and can be a massive money making venture. You just need to glance over at what is going on with both LoL and DOTA2 to understand this.

The good news? Well it certainly seems like there is hope. The increase in patchs/fixes certainly is a good sign. Blizz CEO Mike Ybarra recently said they are up for taking a look at titles that have been shelved. I have hope.

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Kevin always sounded enthusiastic with every hero spotlight that he did. That is until I think it was the Imperius one (think it was after he was being moved off of HotS) where he noticeably came across as far less enthusiastic. Sad even.

The strategies available to the players are already diverse, on the basis that every character is different, and can be built in different ways.

If you make a pool of abilities that are avaialble to all heroes, you remove diversity rather than adding it. Players will have even less of an incentive to play different heroes, which the game tries with some difficulty to get them to do.
HotS does have a lot of areas of improvement. But among MobAs, I don’t think lacking strategic diversity is something the game struggles with. It has more than any other MoBA in existence, where players just buy items that cover their character’s weaknesses.

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Oh, I wanted to answer shorter, but it turned out the opposite even more…(
But please, please, have the strength to read everything to the end and understand correctly what I’m trying to tell you and why. And if you want to scold for something, then offer something from yourself in response, some of your ideas. I will be very grateful for your comments.

Friends, I’m afraid you misunderstood me, I will try to answer everyone at the same time in order.
First of all, I have no thought of accusing someone of something or pointing a finger at someone accusing something because of what is happening with the game today. All I was talking about is that I see a problem for our favorite game that I have already observed many times in other games in the same way, and unfortunately they were all turned off and today no longer exist, with interesting and original mechanics that are no longer in any modern game today, but despite for all the love of their fans for them, these games were still turned off because they simply stopped making a profit for their developers and investors. I see the same thing today in HOTS, that’s why I decided to write all this to you.
Yes, you corrected me correctly that the problem that the developers stopped working on our game is not in themselves, but in their managers who manage investments. But this only proves and confirms my words that what I am talking about and suggesting is somehow necessary for the game.
That is, the game has ceased to bring the necessary profits to people who invested their resources in it, and therefore they switched to other projects from which they can receive the necessary income and from their point of view this is correct. So in relation to them, the only right thing we can do for the game is to show them that the game can start bringing them income again so that they would already allow developers who want to work on it to return to their work on our game. That’s what I was talking about.

Secondly, I identified two problems that led our game to the state in which we are now - the general experience and poor monetization. The first problem with the general experience alienated some of the players, the second alienated investors from the game, and therefore both of them need to be solved, and I only ventured to offer my options for these solutions.
Unfortunately, I saw that my decisions were met with criticism, but I expected it and this is normal. But what was I hoping for then? I was hoping that someone in response to my suggestions would be able to offer some of their own options that we could discuss. As they say - “if you reject my ideas, offer your own,” but just like that everyone can criticize.

Thirdly, many were outraged by the fact that I proposed a system of additional talents that would have solved two designated problems at once - but unfortunately they hurried to blame me for this without trying to figure out how it would work in practice. Therefore, I will repeat it again, trying in a nutshell for easier understanding.
The first thing I suggested to solve the problem of general experience, which makes our game original from the rest, but is also its sore spot because unlike other games where one good player can turn the whole hot game and bring a team of weak players from defeat to victory, we have the opposite and one bad player can simply destroy the whole game to their allies, no matter how well they tried to play, just not letting them develop and forcing them to simply lag behind the development of the opposing team throughout the game, turning the gaming session into a psychological torture from which you cannot escape. Therefore, I suggested leaving the general experience, but in addition to it, add an additional accrual for each player of individual points for which they will buy talents and allow them to buy more than one talent at each available (open upon reaching the general experience level), which would allow good players to better strengthen their positions and depend less on bad players who spoil they even spoil the game, sometimes on purpose…
The second thing I said is that all the characters have a different number of sets of talents, and therefore, with such a system, a certain imbalance will appear, and that’s why - FOR the SAKE of MAINTAINING THIS BALANCE, I SUGGESTED ADDING ADDITIONAL GENERAL TALENTS that will automatically solve several problems of the game at once, including economic ones with monetization, because the game appears for that it really already makes sense to pay. But unfortunately I was accused of what I suggested that on the contrary, as you thought, it could break the balance, unfortunately without understanding how it would work. So once again, now about the balance.

Unlike other games where you can buy clothes and put them on your character and she immediately starts working by default, overclocking your characteristics and giving them resonance abilities, reducing everything to the banal “bought = won”, I proposed a completely different solution.
Yes, here you can also buy additional talent and put it to your hero - BUT IT WON’T WORK! In order to turn it on, you still need to correctly position it on the talent tree of your hero, because its characteristics will change accordingly to the level at which you place it (in this case, I suggested that only the cooldown can change depending on the location of the talent by level, the higher the level, the shorter the talent activation update time) BUT also THE COST OF BUYING IT WILL ALSO INCREASE, and this means that after reaching a certain level, will you sacrifice points to take a more useful talent from the list of relatives and giving new original abilities in battle, or will you spend them on an additional one that gives a small increase to the characteristics of the hero? Here everyone will decide for himself.
That is, if you understood me correctly (sorry that I will write caps again, but I want you to have this information for yourself too) - IT WILL NOT BE ENOUGH TO JUST BUY AND ADD THESE TALENTS FOR THE HERO, THEY STILL NEED TO BE ACTIVATED IN THE GAME BY ACCUMULATING PERSONAL POINTS, BUT IF YOU ARE A BAD PLAYER YOU HAVE THESE THERE WILL BE NO POINTS! THIS MEANS THAT NO MATTER HOW MUCH YOU PAY FOR THESE TALENTS, NO MATTER HOW MUCH YOU PUT THEM ON YOURSELF - IF YOU PLAY POORLY, YOU WILL NOT BE ABLE TO USE THEM! They will just remain pleasant accessories for you… Does it somehow break the balance? No!

Fourth, I was told that this would deprive the heroes of the game of individuality, which is reflected and emphasized in their talents, giving them the same abilities and thereby reducing them to more identical game strategies. It’s hard to argue, especially since I myself have always said so in relation to all other games in the genre of MOBA about the mechanics of purchasing, that it all brings the game on different heroes to the same repetitive mechanics, destroying their individuality. But in fact, in those games, their heroes as such and individuality is not to say so that there would be a lot - the only difference is in what roles they play, but mostly they are more repetitive clones of themselves in their majority and that’s why I play HOTS! I think like everyone else here. And of course I’ve been thinking about that a lot too. But I hasten to inform you that if you add even one different talent to the heroes at each level, it will not make them the same, and there are even practical examples of this, which I will remember later.
Considering the facts that you first need to knock out a talent in the game, open it from the chest if it falls out to you, despite the fact that absolutely different talents will fall to everyone, then guess at what level to attach it correctly, then play well to accumulate points for its activation… Will it make sense for you to give up an individual already developed strategy on your character in order to go through the game only at the expense of these additional talents that you need to collect a set for free, you will have to play a lot more to collect them for free, or you can of course buy them as you want, but for you will have to spend a lot of money to do this, but now YOU will also have to use them in the game TO PLAY VERY, VERY WELL IN ORDER TO ACCUMULATE ENOUGH POINTS AND HAVE TIME TO ACTIVATE THEM ALL BEFORE THE GAME ENDS! I think for this you need to be at least GML)))

And now, as promised, I will remember once again for you about the example I mentioned earlier. I admit I didn’t even come up with such a system myself, I spied it in a game that already existed once, the existence of which will probably even surprise you. There was such a game PRAIM WORLD - which was invented by the Russians… Yes, imagine the Russians had their own moba, which for some reason they didn’t want to tell anyone about, and therefore there were few players in it, only those who knew about it and even on twitch, this game for some reason was outside the genre of MOB games, but in the genre of real-time strategies, along with Star Craft which left her even less chance that new players would come to play in it - it’s just that they are Russians, they have everything like that. Even they themselves preferred to play Dota 2 more instead of supporting their own manufacturer, although their developers tried very hard to make their game very high-quality and also came up with interesting and individual mechanics for it, which did not exist and also do not exist to this day in other MOBA games. And their marketers also did not want to work, and as a result, with such a policy, they were expected to do the same as everyone else I talked about at the very beginning - lack of profit and server closure…
But I played this game and was able to emphasize something interesting from there - namely those additional talents. There was no traditional purchase in the game, all the talents on the heroes were purchased before the game or were knocked out during the game and then installed on the heroes. And in the game to activate them, you also gained experience. But the problem was that there were countless of these talents in the set of each hero and as they progressed through the game, yes, honestly, they began to repeat themselves for each hero copying each other, but only because for each grief they could be hung an unlimited number, past the main ones, while the main talents could simply be to shoot, and the amount of experience gained during the game allowed you to practically activate them all, and this is more than 30 for each hero - imagine what kind of salad was obtained there from everything to the pile. Although this still had its own interest and originality, and something even resembled our HOTS.
There were even characters very similar to the carbon copy of nah Zeratula and Sonya, for example. That is, I think their developers have been watching quite a bit from our game.
But in what way, you ask, then the HOST will differ from the Russian game, then if we do what I suggest? It’s simple:
In HOTS, you won’t be able to pile a dump of extra talents on each character. Most likely, you will add 1-2 talents to them, a maximum of 3-4, which will most likely be an exception, and then how you will gain experience for the game in most cases you will have time to activate only one or two of the entire set, unless the game session is delayed too long. And then their activation and relevance will greatly depend on the level at which you place them.
Judge for yourself, half of our games end when players don’t even have time to take the seventh talent, and in the system I propose, you will be able to take a makismum to this set during the game, either from among those that have always been there, and to them you simply add a couple more at your own discretion as an alternative to the choice. And it turns out that these added general talents will be needed only in order to somehow cover up the weak side of your game on this or that hero, if necessary.

PS: as a result, I just want to add to all of the above. The fact that the last patch was remembered about our game, of course, says a lot. Maybe this is a good signal, or maybe on the contrary it is very bad. We were made changes that practically did not change anything in the game, but we were made to understand that they remembered about us. And this means that the managers began to assess whether the game could bring them something else, or vice versa, it would only take up space on the servers and waste their resources on its useless maintenance. It turns out that they will either rework us again and try to do better, or they will simply turn us off, as it was with all similar people in exactly the same position before us, and no matter how sad it is to admit this fact.
But maybe even what we were given to see, what they remember about us, gives us a chance to change something and offer something too? And what can we offer to those who are primarily interested in profit for agreeing to work with you? Only what we will be ready to pay them for!
What does this mean? If we ourselves do not offer them a variant of goods that they can create for us and that we will take from them, they, in turn, will come up with their own products that you may simply not like and we may just expect the same as with the Diabolo Immortal or Overwatch, or they may even come up with a paid subscription like in WoW - do you want to play this game later?
What I propose first of all is not so much needed by ourselves, but also what we ourselves need no less than the game itself, not just to play, but to solve the two main problems of the game - TO ATTRACT the ATTENTION of NEW PLAYERS AND INVESTORS TO IT! What is needed today in order for the game to successfully exist and the management did not even have the idea that - “or maybe just turn off the servers and not waste time and money on questionable cases? …”
Well, the game that we have now, no matter how much we don’t want to admit it, and no matter how much we love it for what it is, but still has already managed to push away from itself what it needs so much today. And if we want to keep it in the form we love, we have to come up with what we can offer for changes or innovations.
Otherwise, we are waiting for - well, I don’t know how, for example, with an Overwatch: they will take away the chests and replace them with an expensive combat pass, and if one player was selected there, then a sixth will be added here, on the contrary, and so that you don’t get upset, they will come up with fairy tales about the fact that they will add PVE to the game, only it it will be paid… Is that what you want?

I don’t agree with this to be honest. I play both league and hots regularly (more league nowadays because of competitiveness and bigger playerbase), and you don’t just buy itens to cover weaknesses. Almost every game is different and your role is different. Sometimes you want to build more tanky itens because the fights will be longer, sometimes you build pure damage, sometimes you want to cover weaknesses, sometimes you build to engage, sometimes you build for sustain and so on. It’s not just a simple “I should buy this cause weak”. There’s some real thought process and strategy behind it.

The main concern about Performance Based something is the measure of individual performance in a game which is build around team play. Last time this kind of idea was discussed, the author said that he had a hundred of metrics but listed only a few that were all flawed by themselves.

Quests are already a measure of individual performance in that how fast you stack them have an impact. I remember an ARAM where there was another Thrall besides me and we both took the level 1 on the chain lighting, he completed his quest when I was at 15 or so.

Actually, I think that there are extremely difficult skills to measure:

  1. to be somewhere or not at the right time;
  2. zone control that by themself don’t do much damage or anything in terms of metric numbers;
  3. resource decisions. An example : if you have enough map control on Tomb of the Spider Queen, Garden of Terror or Cursed Hollow, you may want to let the enemy have their objective and “waste” it against a rather easy defence.

In short, as long as there is no implementation proposed, there is a huge risk that the idea cannot be well done actually. Which may be worse than to have nothing.

Also, in my exeprience, the authors of proposition always over estimate the benefits and under estimate the disadvantages, if they even talk about them in the first place. Here, I would say that, it seems there is no disadvantages at all in your proposition. Are you sure?

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matchmaking algorithm is still garbage. I didn’t finish a hard day at work only to come back for an impossible evening gaming.

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I can’t say that my offer is perfect and unambiguously correct, but at least it is there. As they say - while you are sitting and doing nothing, then there is nothing to expect that something will change, and any business begins with the fact that you first need to figure out what you want to do with it, then decide how you want to do it, when you will understand what you have to do next. That’s why we’re here to discuss this.
Yes, I am not a developer, but I have worked in trade for many years and have an understanding in market relations of how to find a product and then how to sell this product to people, especially if most people do not need it at all, but that a person would be sure that exactly what you offer him needs him the most. And in this proposal of mine, most of what we are discussing is exactly that. I propose to discuss the issue of what we would have a product that we would like to receive in our game and for which we would like to pay people who work on it for us.
And even more, so that it would still help us bring more people into our game, share with everyone we can the joy of being in it, and again, as they say, “while someone is being talked about, he is still alive,” which means we need to create something that will make us talk more about our game and that we will be able to tell others about it and then the game will come to life again with renewed vigor. Do you remember how it was when HOTC 2.0 was presented to us? Many people talked about it, many new people came to twitch during HGC? Then, after chatting in the chat, we came to the game, brought friends, we talked about our game, told the whole world about it and were even proud to be a part of it all. And now, for the last year, I only see how even its loyal players are already talking about HOTS more and less often, and those who tried to be with us until the end, many have already fallen silent… Can these be called bad symptoms?

Maybe it’s just my imagination, maybe in reality it’s impossible to even implement it in the game. But there was a time when all the same developers paid attention to what the players were offering, listened to them and made interesting changes, like for example, Maltael’s Ult was changed thanks to a simple fan suggestion.
So here and now I just made an attempt to bring some useful suggestion that may be useful for everyone (since I certainly see it, because there will always be someone who sees otherwise and not when he does not agree and it is simply impossible to please them) in order to keep the maximum of all the good things in the game, for which we all love it and would like it to stay with us, and the people who are working on it all, too, from such proposals were more useful.
As they say, so that “both the sheep were satisfied and the wolves were fed.” Yes, I like to use folk wisdom in guiding my actions.

Sadly matchmaking is just too hard with a low playerbase. There’s no way it can match people with similar mmr while also making a balanced composition (in terms of QM), and also considering groups, picks etc. The less people play the game, the less and less the matchmaker will be good.

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I would disagree with this. While the monetization model could have been better. HotS was profitable at all stages of its existence. Blizzard never lost money with it. They could have made more, but they were never in the red.

Second, I would agree that the general experience is the one thing that kept the game going. I think it’s fair to say that most people who play the game enjoy it. But the game was pretty much never advertized. So we didn’t get as many new players as we should have, since they didn’t know this game existed.

You’ll have to explain that in more detail. I’m not sure what you mean.

You are not explaining this well.

What kind of cost? Are we talking about money? In-game currency?

Also, I predict that having people buy things that they end up being unable to use will have them leave the game.

3 Likes

As I understand it, during a game, there is now a new experience which is individual. I will call it gold to distinguish from the team experience that is currently in game. This is only a label and bear no further meaning. So this gold allows a player to buy items, again only a label with no further meaning.

Outside of a game, these items must first be purchashed. As it seems, these purchases are made with real money for monetization purpose. Once the purchase is done, you select a level at which you want it to be able to be bought with gold during a game. The selected level tweaks two major characteristics: the gold price (the higher the level, the more expensive) and the cool down of the item (the higher the level, the shorter the cool down).