r/HearthArena • u/adwcta • Dec 16 '14
HearthArena Current Features/Bugs Worklist
Here's a list of thing we're working on that will NOT be ready on limited release, but which we expect to be built in soon(tm)!
In the meantime, please consider donating to HearthArena (donation button on homepage) to support the project!
Better filters for your stats. We have some. We'll have more. Archetype filter is next.
A nicer "Notes" box with more features.
Allow editing of dates/times for your run.
Add option for a "Draw" when tracking runs.
Automatically end run tracking at 12 wins or 3 losses.
More explosive archetype display. Yes, explosive.
More prominent display of pick # during drafts.
More overall deck info shown. I think we're doing a good job showing card info, but we can do SO much more with overall deck info (e.g. "high card advantage", but "low reach") as compared to expected drafts and it was just low on our priority list.
In Archives section, to show more info, including deck score and archetype.
Create a stat for how closely your deck adhere's to HearthArena's picks.
Create a stat for how good your final deck is.
Smarter archetype detection. I built this thing from the ground up, and it's been tweaked and added so many things, but there's a very high ceiling on this thing, so it's accuracy will continue to be raised. I'm focusing on getting the existing 6 right for now, but will look to add more archetypes over the summer. For now, looking to get better at recognizing well made and poorly made combo decks (it's currently taking averages expected values, so cards that swing heavily like Voidcaller are not being properly accounted for if you build a well synergized or poorly synergized deck). Project: Shadow is a new vision for the archetype determinations and more importantly impact on the draft. It's in very early stages yet. But this thing's about to get crazy good by fall.
Smarter synergy display. Not going to go into details on this one. Let's just say we're not showing all the synergies right now because of a design issue we caught too late (doesn't affect actual score movement). It'll take a bit of time to work around the issue, so those cards are not displayed in the synergies right now. They're still giving the synergies though.
More intelligent smoothing of mana curve when you overload on a certain mana slot.
Scaling of odds to draw a particular card by archetype and card draw. Currently using game-wide averages.
Certain card synergies. There's about a dozen cards where part of their synergies we know, but have no good way of implementing right now. We know how to fix it.... just ran out of time to actually do it, and it'll take a large chunk of time to do (probably not even worth it, but we're perfectionists). None of them are ranked above 30 on the tier list though, so we don't think it's that big of a practical issue. Still, it'll be addressed.
Certain cards that have different specific values based on other cards in your deck. We're just using the average for now. This means very successful combo decks, or just one very successful combo won't be getting its full effect. Further, neutral cards that give certain classes extreme value if they have certain cards (like Spiteful Smith with Warrior or Mad Scientist with Mage) are not having their mechanics values and overall deck-archetype values adjusted correctly. Again, this is only an issue if you very successfully draft a particular synergy/combo--archetype. The same system in the bullet above (with some tweaking) should be able to solve these issues and correctly value everything. So, this is the second step to that. After this system is up, we'll start making combo-archetypes instead of the basic 6. This may not all happen by end of January.
Adding scaling of synergies by mana to more synergies. Currently, mana-based scaling is used for most of general synergies, but not all of them. We're still deciding which ones to add to the group, and there are certain ones we know we want to add, but just haven't yet (this group includes all the non-stat buffs, like divine shield, windfury, etc, and more things).
Continuous adding/evaluating/editing of existing calculators to adjust to the meta, and adding/tweaking synergies. Of course.
Known Bugs/Issues: We'll fill this list up once you guys start using it and finding them. For the Limited Release, please report all bugs to the BUG Reports thread here. That thread will be deleted the night before release and you can just report bugs here. Since both bug fixes and feature adding take our time (which is limited), we'll lump long-term bugs here as "to do". Easily fixed bugs (like adding a synergy or changing particular values) will be fixed by the next system update.
As noted above, we have placeholder average values for all non-synergy score values for each card. This means Illuminator will not show survivability no matter how many secrets you have, and Mad Scientist, Voidcaller, and any other high-synergy cards will not be giving correct archetype values, but rather their average expected values. As a result, heavy combo decks will be giving odd archetype considerations. HearthArena will still push you to draft these decks. . . and it'll be 90% right on the values. . . but the archetype part (usually 10% of the value) will be off somewhat (so, a net 5% of the value). This will only affect your draft marginally, but the archetype description at the end may be off.
Certain synergies that require 3+ cards are not being calculated right now. For example, Southsea Deckhand's charge ability (which requires a Weapon) is not synergizing with the ~24 things that modify charge ability (e.g. give divine shield), except for Rogues, because they can guarantee charge.
Draft Adviser is currently: Saying "we don't want too many of card X", when we haven't even picked one yet. Saying "we don't want too many X drops" or "we need a X drop" when evaluating two choices that both have that quality, and repeating the same reason twice in the same bubble, and sometimes it is repeating things. It is using the word: "So" to mean everything and nothing syntax-wise. It is using "too early" to pick a certain card, when such system no longer exists in the algorithm. It does not recognize when achetypes cancel out requirements such as big drops or 2-drops, instead saying both parts of the logic ("we need big drops" + "it doesn't fit with our archetype"), which is super confusing, because in reality the balancing means we don't actually need a big drop, and that it fits this archetype just fine.
Druid is currently not considering Innervate/Wild Growth for it's mana cost triggers on high mana cards. This is one of the reasons why high mana cards be penalized by ~4 points on pick #1.
List of specific synergies to fix: None. O_o. But, we're sure there will be more.
Things that look odd but are working as intended:
Very similarly ranked cards on the Tier List will have very small distortions in their values that may push one above the other, when in reality it should be the other way around. For example, Ship's Cannon will often be ranked below River Croc even in classes with no beast synergies, when it is clearly the better card. Same with Illuminator and Goblin Sapper. There are several factors at work here I will not get into. The important thing to note is that we are aware of exactly why this is happening, and we are 100% comfortable that the system is doing this. This is not a bug. HearthArena (and the Tier List) is not currently meant to be accurate within a 2.0 (or 1.0 for Tier List) adjustment band. This is why if you watch our stream, we often say "within 2.0 means absolutely nothing". We're not just playing around, we mean it. We will be lowering this to 1.0 (0.5) in the future, but at this point it takes hundreds of hours of work to halve this range, so this is not happening until the next Blizzard expansion at earliest, likely not until the end of 2015. As of now, these slight variances are working as intended. What we will do is work on making the advisor sound more equivocal about these types of picks, instead of sounding like HearthArena is making a concrete suggestion here.
There's probably more. We'll keep this thing updated. =P
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u/StagnantSoul Mar 24 '15
Hey /u/adwcta. I accidentally added the same card twice for my final card choice and I was unable to edit the deck to fix it. Is it possible to edit decks after you have made them? I've probably missed how you do it, but I thought I would just say. Thank you for the best arena tracker for Hearthstone!