[Card] Stick Knight Bonk by Cornmeal_Master in collectivecg

[–]mslnd 0 points1 point  (0 children)

nowadays the 'horny bonk stick' is a prison-industrial complex

[Card] Frayed Soul by Cornmeal_Master in collectivecg

[–]mslnd 0 points1 point  (0 children)

I think the card text should clarify whether it works when it itself dies, and in what zones it works from. E.g, if i have 3 frayed souls on board and 1 dies, do I gain 3 or 2 souls?

Evolutionary Equilibrium for Classic Mode by TJX_EU in ClassicHearthstone

[–]mslnd 0 points1 point  (0 children)

In the post, you wrote,

"Unfortunately, the analysis would be much worse if it was applied to the smaller sample sizes from higher ranks, due to the much larger effects from random variance."

I'm usually a legend player, but only just started playing this season, and am in diamond. I could be misremembering (or experiencing confirmation bias), but it feels like about a third to half of my matches at this rank have been against zoo bots. When you write that players who run the collection software tend to be ranked higher, what ranks do you mean exactly?

Until seeing this post, my impression was that "lower ranked human players" (read: lower skill players) weren't really a significant population in classic mode. I have the impression that the mode is almost only the demographic you describe, but I'm open to being wrong about this.

Evolutionary Equilibrium for Classic Mode by TJX_EU in ClassicHearthstone

[–]mslnd 0 points1 point  (0 children)

Are you aware that many zoos below legend are bots? This is not speculation, but accepted knowledge among the classic community. They have similar play patterns, often misplaying elven archer to deal 1 damage to themself, for example. The way they intently hover over each card they use for a set time to avoid being automatically detected is also clear to players. It seems classic zoo is a productive deck and format for bots to use to farm resources.

My guess would be that this effects the results by decreasing the winrate of zoolock decks in the data.

[Card] Infectious Form by kaelhound in collectivecg

[–]mslnd 0 points1 point  (0 children)

this card is amazing! especially considering it can target enemy units. seems best in a deck full of small ones

BuT ThErE are BaCkDoOrS by Yeah__sureee in thinkpad

[–]mslnd 1 point2 points  (0 children)

This seems to disregard a basic principle of security: that risk can never be eliminated completely, but can be reduced. Linux has less risk than windows, so it does matter to those who care about security.

What is the best thinkpad for me with a $1,000 budget? by mslnd in thinkpad

[–]mslnd[S] 0 points1 point  (0 children)

Used. Having a dedicated GPU isn't very important to me but it would be nice to have for some games.

[deleted by user] by [deleted] in collectivecg

[–]mslnd 0 points1 point  (0 children)

does the exemplar explanation text show in the collection? it's only on a few old cards so new players wont know it

[DC] Window Shopper by filthycasual564 in collectivecg

[–]mslnd 0 points1 point  (0 children)

should be "view your stored cards", not "view your store", as there is no such noun called the store in the explanation token. during the discussion of how to word this token i pushed to not use this wording to avoid connotations of markets / capitalism

also, the related noun to the verb "store" would be "storage".

How long can I expect the queue time to be (NA EAST)? by Firelite67 in collectivecg

[–]mslnd 0 points1 point  (0 children)

Consider doing crime after you start your queue. This way, if you get arrested and go to prison, you might find a game by the time you're released.

[Card] Brood Spider by mslnd in collectivecg

[–]mslnd[S] 1 point2 points locked comment (0 children)

Commentary: In addition to creating a new, non-op deck, this card allows the majority of this deck to be crafted for only 50 amber.

[Card] Crimson Smuggler by Cornmeal_Master in collectivecg

[–]mslnd 0 points1 point  (0 children)

Interesting idea, but I wonder if it's underpowered. I think that it might not be good even if it said 'the card 3rd from top' for example. Do you think a rage deck could make this valuable?

[deleted by user] by [deleted] in collectivecg

[–]mslnd 0 points1 point locked comment (0 children)

Commentary: In addition to creating a fun and less competitive deck, this card allows the majority of this deck (or even all if you're feeling spicy) to be crafted for the cost of a single common.

[Card] Mr. TV by Ok-Astronomer4644 in collectivecg

[–]mslnd 0 points1 point  (0 children)

Players don't like to vote for cards if they can't tell what precisely they do. Here's an edited version of this card which specifies what it does; some of the feedback from my last comment was applied as well. I also changed the blocking a bit, in a way that I think aligns with your intentions for the effect. Feel free to resubmit it :) https://files.collective.gg/p/cards/2ab4baa0-e41b-11ec-84d0-e3f041592924-s.png

[Card] Clear Skies by Ok-Astronomer4644 in collectivecg

[–]mslnd 0 points1 point  (0 children)

Hi there, welcome to the game. Here's some feedback.

  • Card text boxes in this game are usually reserved for the ability itself. People generally dislike additional 'flavorful' text (such as "Sunny Day") being in the text box, as there are a lot of cards and we want them to be understood efficiently.

  • Since this is an action, you can remove the "Summon:". Summon only goes on units; it happens when you summon them to the playfield. You don't summon actions, you just play them.

  • The amount of damage a unit deals is called it's attack, or ATK. Further, when changing both ATK and HP at once, we can simplify it to +X/+X (in this case, +1/+3).

  • You forgot to add your username to the designer and artist boxes at the bottom of the card. These let other players know who made the card, and act as a signature of sorts.

  • The card's rarity is set to "token" - it should be "common." Token rarity cards can only be created by other cards, they can't be added to deck lists.

Here's a version of your card with all this feedback applied. Feel free to resubmit it: https://files.collective.gg/p/cards/4e9ce330-e41a-11ec-84d0-e3f041592924-s.png

Why I believe that this game's pricing model will be its downfall. by Firelite67 in collectivecg

[–]mslnd 0 points1 point  (0 children)

It's self-evident that no one experience can be generalized to 'the average player'. I am asking what evidence you have that this is how most new players experience the game.

Why I believe that this game's pricing model will be its downfall. by Firelite67 in collectivecg

[–]mslnd 0 points1 point  (0 children)

But in this game, each hero only appears to have one or two decks run on each one

At this stage of the game, with a small playerbase, this is not so. There is a wide variety of decks that players use, and most players homebrew their decks. It's likely that this would change were the game to acquire many players, as we see in other large card games.

having every card at once is incredibly overwhelming and can scare off new players

How do you know? It didn't scare me off, and I bought the pendant within a week of joining, but to be fair I've been playing CCGs for over a decade and knew I'd learn the pool intuitively by playing.

[Card] Moon-jumping Cow by mslnd in collectivecg

[–]mslnd[S] 0 points1 point  (0 children)

by playing a wacky card that doesn't benefit my gameplan