Hex shards of fate inspire5/27/2023 Here again Hex did not implement the crafting systems of games like Hearthstone, where players can melt down unwanted cards into material to make other cards. The only problem is it brought the worst aspects of both: the chase of a TCG and the grind of an MMO.Īdding to the problem of acquiring cards was Hex's auction house, which was the only way outside of a direct trade for players to acquire a specific card, resource, or indeed any specific thing they wanted. So, in a way, Hex lived up to its promise of an MMOTCG. This required grinding the PVE until it just wasn't fun anymore, and the transfer process was far from flawless. Without the in-game option, players' only choice was to use a third-party website called HexPrimal to trade gold for plat at a ridiculous rate. Compared to the numerous ways players can earn cards in something like MTG: Arena, and the level of restriction put on players in Hex becomes obvious.ĭespite innovating far beyond games like Hearthstone and Shadowverse in terms of gameplay and PVE content, Hex failed to emulate those games' most fundamental aspect: players should be rewarded for playing. Second, platinum was only paid out in meaningful amounts to players at the highest rank, and only at the end of a competitive season. One was that PVP was still gated off by requiring platinum to have any shot at building a competitive deck. While players could earn platinum by ranking high in PVP, there were two problems. RELATED: Hearthstone Developer Defends Rewards Overhaul After Fan Outcry As Destiny 2 proves, the best PVE choices aren't always the best PVP choices, but not having the option at all is decidedly not fun. Making matters worse, any rare or higher rarity cards player earned in PVE could not be used in PVP. In most virtual card games, new packs can be earned in game, even if players have to grind for them more than they'd like.īy eliminating that option, the game's dev put a solid wall between player progression and player effort. An apt comparison would be if Scholomance Academy pack in Hearthstone had to be bought with real money every time, and that's basically Hex's situation. That's right: players could only get the packs that got them new cards with the game's premium currency. Perhaps the biggest and most egregious problem that arose was the fact that PVP card packs could only be bought with platinum. The release even included a fourth class for players to try. But this came too slowly for many, as PVE was the reason many players had joined in the first place. What a lot of people who had backed the game wanted was a good MMO that used cards, not a regular card game with a little bit of story attached. It took a long while for the next area of the world to become a reality, although when it did materialize, it was arguably even better than the first. The PVE section of the game, by contrast, was left neglected. All the elements were there for Hex to take the world by storm.Īs time went by, packs and tournaments came regularly to the PVP scene. Enemies were fun to fight, using outlandish strategies not seen in regular PVP similar to bosses in Hearthstone's Galakrond's Awakening. Whichever race and class combo players picked gave different options during a battle, letting players use cards in entirely new ways, and players could also earn equipment which would power up certain cards. On top of all of this, Hex innovated in a few key areas that made the PVE engaging in ways few virtual card games have done before or since. Eight races and three classes made for lots of replay value, even without any community defining moments like World of Warcraft had over time. Granted, players could not yet interact with each other within the PVE world, either in guilds, raids, or other aspects, but these were promised later down the line. While the interface was simple, it had all the makings of a genuine MMORPG. Hex hit the ground running with a large area for players to explore in PVE. This would only become relevant to players five years later, but the writing was still a long way from the wall at this point. However, the legal dispute was ended with an out of court settlement, and according to a statement released in 2015, both parties seemed to walk away happy.
0 Comments
Leave a Reply. |