Lets just say this. Hearthstone and SolForge both have way better clients for the sheer fact they are stable. Magic Online is not stable at the moment. For people wanting to get into it right now? Don't. It's not worth the headaches. Play Hearthstone or SolForge instead. They are freemium games, but you can more fun on them than you can with Magic Online at the moment.
At 6 crashes and counting over the last 90 minutes of going through my collection screen to make things tradeable and get rid of duplicate bulk. This program is awful and hasn't gotten better.
The promo's are an incentive to get players who otherwise would have no interest in the PTQ thing, interested in the PTQ thing. Because MOCS is a PTQ. But the reality is that a lot of players just don't have the time or skill to achieve winning a MOCS. But the promo gives them something obtainable, and it keeps them dropping cash into MODO.
I wonder exactly what the other 15 or so other rares will be in this 40 rare pool, as there are not 40 multicolor rares. If something as terrible as Duneblast could be chosen, I'm just assuming they put all 25 multicolor rares in the prerelease seeded rare pool.
To be fair, Entomb is actually worth over 10 tix for its Odyssey printing. I don't know why though. Entomb already got handed out in huge numbers during the giveaway to a bunch of people for MODO's anniversary since they gave away copies of Graveborn. But Entomb isn't the true low in MOCS promos. No, the true low already happened. I speak of Cryptborn Horror of course. The regular copy of the card is worth a grand total of 5 cents. The promo copy? 61 cents. The foil promo? 9 dollars. These are MTGO Traders prices. Cryptborn Horror was also only worth 5 cents when it was announced at the MOCS promo as well. The only reason I'm assuming the foil copy is worth 9 dollars according to MTGO Traders is that there were very few of them actually given away, since the foil copies were given away based on record, and most people dropped once they could no longer get booster pack prizes during the MOCS (this was before the preliminary system was installed). The foil, was just not worth playing for, since it was a 5 cent rare.
Well the thing is, Hearthstone is essentially an online version of the paper World of Warcraft trading card game that was discontinued. That game was never a real threat to Magic in paper form. However Hearthstone was tapping a market that MODO has failed time and time again to tap into. Hearthstone is a freemium mobile card game that just so happens to be full featured on Ipad's and PC's and Macs. Not to mention its scheduled for release on Android and IPhone soon. However the thought that Hearthstone wasn't a threat wasn't too far fetched, since its based on a failed TCG. However lets see... MODO can't be natively run on Macs (I think Virtual Machine works?) can't be run on Ipads, isn't planned for release on any mobile device...
Hearthstone is a rare example of a freemium game in which I've heard zero complaints about the freemium aspect of the game. 20 million accounts on Hearthstone, and I think MODO would crash if 20,000 people tried to be online at once.
So I'm drafting right now and I found a less than amusing glitch. If you pick up a card to move it from the deck to the sideboard, and MODO shifts into the deckbuilding phase while you are holding the card to move it, the card completely vanishes and you no longer have that card available to you to build with. So I'm building with 44 draft cards instead of 45. Now I wonder if I'll get that missing card added to my inventory once the draft is over. I'll edit this once I find out.
Edit: It appears in the Sideboard after Gm 1 of the Draft. This makes me think I could have relogged to get the card to actually properly appear in the deckbuilder, but there's no telling whether or not this is the case.
Its actually 100% all about controlling spoilers. They tried having a near simul release with Judgment way back when. In order to make this work, you have to have beta testers. And they used people who signed up for the MODO beta to beta test the cards. Needless to say the cards all got leaked immediately, way before they were supposed to.
Well the roster is just too crowded, and you see the same guys on the same shows over and over. Until that clears up, the people in NXT are pretty much stuck.
Wait there is a 50,000 card limit on binders? Are you freaking kidding me!?!?! So instead of trying to fix the collection area crashing with higher card counts, they put a cap on it instead of fixing it and hoped nobody would notice. I should be surprised at this inompetence, but I'm honestly not.
I just want to point out, when you file for reimbursement when the client refuses to let you submit a deck, you get to keep the cards you opened. So you should have filed for reimbursement. You would have gotten your Nissa and your three packs back.
But as to keep this on topic, did one draft yesterday, memory leak is still there. So the client is still a wreck.
The collection screen is still atrocious, the add all but 4 to the trade binder function still does not work properly and its nearly impossible to find cards in the trade binder once you put them there. However I was able to spend approximately 2 hours going through my binders and making cards tradable without the client crashing, though unfortunately the client itself crashed when I tried to initiate a trade. So I guess the collection screen has gotten better?
On the bright side I cleaned out 62 tix worth of commons and uncommons I plum forgot I had that were just sitting there. The downside is that it took 2 hours to do something it would have taken 15 minutes to do in V3.
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Being able to build your deck during drafting is actually better (shocking I know)
Hearthstone is a rare example of a freemium game in which I've heard zero complaints about the freemium aspect of the game. 20 million accounts on Hearthstone, and I think MODO would crash if 20,000 people tried to be online at once.
Edit: It appears in the Sideboard after Gm 1 of the Draft. This makes me think I could have relogged to get the card to actually properly appear in the deckbuilder, but there's no telling whether or not this is the case.
But as to keep this on topic, did one draft yesterday, memory leak is still there. So the client is still a wreck.
On the bright side I cleaned out 62 tix worth of commons and uncommons I plum forgot I had that were just sitting there. The downside is that it took 2 hours to do something it would have taken 15 minutes to do in V3.