I'd like to ask Glenn Jones if he thinks there is a potential for card subtypes in the future. Either a new designation for vehicles/weapons or batching teams like the X-Men or Mutants together.
Two questions for Glenn... Please tell us the up to date story of Firestar. Will she ever be released? Also would like to hear the path to get Zabu to where he is today and if his second original power (ongoing: all 2 cost -1 energy) will ever return.
question for Glenn: what is the most fun way to approach the development of new cards? Trying to add to an existing archetype? Just having a funky idea for a cool mechanic? something else entirely? thanks!
I'd ask Glenn if there are plans to create cards that are just effects, kinda like a spell or something. Also, I'd like to see how the pudding is made, how do they test cards, what kind of system do they have for testing things out, like a special client that allows you to edit your deck order, set the locations etc, like a god mode client. That supergiant looks fun, I wonder if you can't swap Bob for Martyr (it's one of the two cards I'm missing) I don't think Martyr has thrown many games for me, but I've definitely won matches with a well timed snap at Bob to make him move.
If I could ask Glenn anything, it would likely be whether or not they ever have any intention to go back and retune a lot of the underperforming pool 1 & 2 cards to improve their playability, or if they consider the state of those early acquisition cards to be in a worthy state as is.
I would like to ask what are the biggest challenges when designing a card for the game numbers wise, ability, lore of the card and current and past metas.
Thanks for the decks! I really like Supergiant and hope it can get more play. My question for Glenn would be are you working on making the mobile experience better, as there seem to be a lot of issues with slow down and trying to use the collection that cause the game to crash?
I'd ask if they'd be any chance of incorporating mini periods of meta-shaking with banned cards for ranked - similar to the featured locations. The banned cards would be a handful of well-played cards and their removal would lead to a brief complete meta shake up
I’d like to ask Glenn, what Second Dinner’s plan is to keep players coming back everyday? The new game modes like, High Volt & DP Diner are great, but what else do they think will keep players playing?
If it were me I would ask Glenn Jones what originally inspired him to help design a card game like marvel snap. Also what creative game mechanics he was a part of or even created. Love the content pulse, listen to it everyday and take notes
As a fellow game designer I'm always interested in knowing what people are currently playing and what game mechanics/ideas they love or want to see more of (either in their own games or in other games). Myself, for example, I love a good dice rolling game that does more than just yahtzee or "put correct numbers in box" and I think it's a shame that we haven't seen this design space explored more the way that we've seen with card games.
My question(s) for Glenn would be: Does the team find it challenging to implement broader mechanics, namely keywords, due to the nature of how cards are released as compared to something like Hearthstone with batch releases? What steps does the team take when you are planning on introducing a new keyword like Activate?
I'd like to ask Glenn Jones whether he favours archetypes over individual cards when approaching card balance. If bounce is the dominant archetype but an individual card from a different archetype has a better win rate overall which does he focus on and why.
Question for Glenn: What competitor’s game does he see on the market that has a relationship with their fans that Second Dinner admires/aspires to? More specifically how do they know if they knocked the design of a card out the park?
2 questions for Glenn: How do you take the unique abilities and personalities of Marvel characters and translate them into engaging and balanced card mechanics? Can you walk us through the process of designing a new card, from initial concept to final implementation in the game?
I’d like to ask Glenn Jones if they would consider some kind of banlist to prevent two cards from being together in the same deck, for example the old Loki and Arisehem, so you would have a less restrictive card design.
I'd ask Glenn the following: How important is the character's allegiance (hero/ villain/ antihero) to the text of the card, its power, and its energy cost? Yes, villains like Red Skull, or Typhoid Mary have good stat lines with their text as their drawback; it's the opposite for Mr. Negative. What is the approach when selecting a card ability for a character whose powers don't directly align with the mechanics of MARVEL SNAP? Are card of villains more fitting as tech cards, do they have more of a tendency to turn out to be "unfun" to play against? Also, are there instances where the text and stat line of a card is more suitable to a different card, and could a change be made to cards with that in mind?
I'd like to ask Glenn Jones what they have in the development pipeline for players who enjoy the collecting aspect of the game. I'd like to be able to filter my collection a lot more granularly (e.g. filter out custom cards, sort by total number of splits, show only rare cards, etc.). I'd also like to see a gallery where I could feature my favorite splits. Only way to do that now is to make a deck that you never play with (e.g. all-krackle, all-ink, etc.)
It may be too soon to tell, but I'd ask Glenn how he feels about the activate mechanic now that it's been released to the players. Was the roll out successful? How does he feel about the implementation? How quickly do they plan to expand the card pool? That sort of thing.
Question for Glenn - how do they decide that a card's ability reflects the MCU character's ability or is something that just works in the game. For instance, some cards seem to have abilities which are not a true representation of the character's powers, for instance, Kazar buffing one drops, or Kingpin hitting the opponent's cards that move to his location. Then there are cards like Spiderman, Wolverine or Thor which seem to be a closer reflection of the MCU character's ability. Sometimes a card comes out and the ability just seems so removed from the characters powers I wonder how they came up with the ability.
My question for Glenn: is there an opportunity to permanently implement a "card combo" mechanic similar to what they did for the valentines day promo. Would love to see deck bonuses for having all of the avengers, or x-men, x-force, etc.
I'd say my big questions would be about implementing tribes into marvel snap. Imagine if there was a card like kazar but you limit it to "insert a tribe here" and make it 3 cost or give it more power so on so forth. There is a lot of untapped potential with a mechanic like this but it would require a lot of work to implement it because u'd need to retroactively give tribe tags to old cards.
Glenn has said on many occasions that they plan out seasons in advance and he also once said that many of the cards in the Spotlight Caches were repeated because of the lack of art on other cards. So my question is, if they plan out so many seasons in advance, why don't they include better planning in the Spotlight Caches as well? I mean, commissioning artists or getting licenses for future use as well.
I'd certainly ask what the plan for Series 4 and Series 5 distinctions could be going forward. I've thought that the idea of keeping general cards in Series 5 and archetype-specific cards as Series 4 would be a good distinction (e.g. Scorn doesn't work outside of discard, make it a cheaper Series 4)
Question for Glenn Jones: any plans for more deck slots? Already spent 6 keys for Anti-Venom Spotlight Variant - IDC - I rly love Anti-Venom Fun card ^.^
What I'd ask Glenn is what's his view on power creep and general raise of base stats of cards (the whole debate about nocturne is probably the best example, she showed us that a 3 drop needs 5 power now).
Question I’d ask Glen (Glenn?): as someone who has created and developed cards for both a digital asset game as well as physical, what are some key differences to your approach when creating for these different mediums, are there any immediate non-starters for archetypes or gameplay style that is incompatible with that game medium, and do you have a preference of medium?
Question for Glenn, what card do you look back on as a great level of balance at launch exciting and fun but not overbearing. What level does the team shoot for.
One thing I would ask for Glen is when they design archetype support to discard or destroy, how do they approach that? Do they try and fill in gaps like scorn or do something completely new like misery?
I'd ask what cards surprised him the most on the high and low ends of balance in practice versus their internal expectations. Like what are the largest swings of cards that either vastly over and under performed in the hands of players.
I have a couple of design questions I'd have for Glenn. The first is a fairly wide one, how often does he look at both current and past card games for design ideas and inspirations, but not only that, potential warnings of how things may become broken. I appreciate a card in game A vs game B will act differently but there are some things that definitely transfer, the obvious being how strong card draw can be. The second, well it'd be a cheeky nudge towards the fact that I thing Snap's biggest flaw for me is there are no limited formats (two years in, kinda shameful if you ask me) but I would like to know if he considers potential limit formats when designing or balancing cards. Could something less exciting in ladder be a great draft card and that's fine, for example? (I realise the answer here may simply be that the format would be balanced around the cards that exist rather than the other way but for me it feels like the strongest design would be a little bit of both).
I would ask Glenn how much thought is given to older cards in terms of balance when you are designing a new card. Another question that is related is how far in advance are you designing cards to be released.
I'd ask Glenn how much they consider character thematically matching the ability vs what archetype they want to focus on vs brand new archetype etc. What are the considerations/process when making a new card?
A question for Glenn Jones: are you working on some new keywords, i mean for example the last activate, and when they could be release (the next januarry, or the next summer)?
I think for the most part if you dont want to fully commit you can use Nico instead of Arania - you arent gonna be able to have the luxury of moving when you want but the free cards in hand can be good on a dead draw and the +2 could be a good start for torchy. Alioth I've replaced with Shang-Chi for the time being. So far the decks flowing okay. For players who don't have Alioth or Arania but want to try out the deck without commiting potentially 12,000 tokens to 2 cards.
for the spq, I would ask him how long does it take to know if the card is ready and not overpowered or underpowered and how much does he think of other cards to make his own
I would like to ask gelnn is that how he selects which variants make into game Or not also let's say he asked an artist to make a design and didn't think it was going to make it as variant (I hope my question isn't confusing) 😅
I'd like to ask Glenn Jones: How do you approach the design of cards meant to be versatile across multiple archetypes versus those intended for specific strategies?
A question for Glenn: does he feels limited by the core mechanics of Snap when designing cards? I feel it's preventing overly complicated card to exist and it must be frustrating compared to other card games
I'd like to ask Glenn if he considered to add more upgrades of the cards as like gold, ink, etc would be awesome if they could add like silver, coper, saturated.. (like psychedelic😂) or other background of the cards! Thanks mate!
Whats the biggest hurdles to get over when it comes to adding in key word abilities like activate? And are we going to be getting any new ones in the near future?
I would like to ask Glenn which existing cards are the most restrictive for the creation process of new cards. What effects did they have to let go because it would have an insane combo with a card already in the game.
I think I'd ask Glenn Jones about whether they usually start with a character or a card idea, or what the creative process looks like for card creation. How much collaboration typically happens in the initial design of a card?
I would like to ask Glenn if they could possibly do a patch that simply focused on reworking all of the Ugly Betty cards. Several cards have been hit by buffs in multiple OTA's and are still garbage. Having one of the "big bads" as a card that is rarely used by many players is disgraceful...also, Adam Warlock.
I would like to ask Glenn Jones how do they decide that a particular set of cards will be released in a certain month in the Spotlight Caches. What factors do they consider when choosing the Season Pass cards? The challenges behind creating card back design.
I wanna ask the glen what are though process that he or his team have when deciding what abilities card have in the game that is inspiration from the character that is card made for from . From comics or movies etc.
If i could one question to Glenn..it would be about better Card Acquisition and how are they planning to get more people to get and play with the newer cards every week as it does seems rn many people do not have access to lot of the so called meta cards..Thank you as always for the giveaway
With the scream deck I don’t have cannonball and have been using Rogue with success as it helps with several of the decks that use iron man or wong. Is there something better I could be using as maybe other tech instead of cannonball? Also the question I would like to ask Glenn the designer is would there be any ability to trade in cosmetic cards you don’t like for value to purchase ones you do?
Overall, how are cards play tested? What's the process? Are you enabling AI to auto play new cards within a variety of decks? What criteria is necessary to pass play testing?
My question for Glenn would be given the vast amount of marvel characters, are more popular characters generally prioritized rather than a less popular one with a unique ability? Say a Morlock (id consider less popular) has a cool ability, would it be pushed less in development or that ability be put on a more appealing character? Feel free to word differently if that is an appealing question!
Question for Glenn Jones: Are there any plans to release any new cards that are Series 3/2/1? For example, I could see something like an anti-Activate card implemented as the mechanic develops (like Cosmo is for On Reveal). A card like that example would feel like it belongs in a lower series card everyone should have access to.
My Glenn Jones question would be: How long does it take to consider and finalize a new mechanic in Snap? The amount of testing must have been astronomical and the process of going through it is an interesting topic to discuss
I would ask, "Do you/the team think of the ability/stats of a card or character you want in the game first?". By that I mean does he think something like "there should be an ability that makes other cards with restrictions more playable" then puts it on War Machine. Or is War Machine wanted in the game first, then they think of the ability after. I'm playing BigBaby's deck with Negasonic and Gwenpool instead of RG and Scarlet Spider. I also think RG could be something like Cass, Phastos, Nocturne or Juggernaut.
I would ask Glenn about cards with the "activate" ability. What were their impressions and how do they think about releasing more cards with this ability? since we didn't have it this month of October and according to datamined for now we won't have it in November either
I'd like to ask Glenn Jones if he thinks it's not cool to nerf cards a week or two after they come out of the spotlight cache (Mockingbird and White Widow). I spent 2 extra keys to get a nice White Widow variant, and a couple weeks later she got nerfed so badly that she's not used anywhere.
Mys questions for Glenn is if they they try to keep the card effects similar to the comic powers? Is Captain America getting a rework to turn him to an awesome card instead of so so card?
I’d like to ask Glenn if it’s true that Ben hates move now that we’ve had it’s archetype at #1 for a bit. S/ I would want to know what his thoughts are on which Hulking buff being more likely; a 5 cost 10 power with same text, or same cost/power but sourcing 5 cost card buffs.
My question for Glenn is: Would you implement banning popular cards, let's say 2, for a week so that other cards can see more play and would likewise encourage deckbuilding?
I would want to know Where do they start when they look at developing a new card and then the ability? How much consideration is there on the history of the character from the books?
I would love to ask about the process of taking the general idea/image of a marvel character for example spiderman and transforming into a card with an ability that reflects the idea/image of said character, i always wondered about this.
I would like to ask Glenn if they usually balance cards just to sell them and not really thinking about how its going to impact the meta or how its gonna power creep similar cards
*QUESTION*: What does he think about a boss type game mode where players go against a strong AI with some unique traits/mechanics (eg. +3 max energy, power of cards can't be reduced in any way, unique locs or only the AI can change locs etc) in a maybe best out of or first to 5 type of matches and what does he imagine the doability and potential for such a game mode could be? The room AI could be marvel characters, traits/rules could change periodically and personally I feel alliance missions could be much more engaging and less of a "chore" if they are tuned to such a mode. All thoughts are also welcome 😊
What I'd like to ask him is: is there a plan to add new abilities to cards (ongoing, on reveal and activate)? Also, are there any plans to come up with effects that group a similar ability (eg: Angela and Hope Summers are similar as both gain an effect when a card is played on their lanes)?
Yes, finally the return of the coulson / mobius mix-up. I've missed it (and I am doing it myself sometimes now because of you ;) )
Bahhahahahah.
I'd like to ask Glenn Jones if he thinks there is a potential for card subtypes in the future. Either a new designation for vehicles/weapons or batching teams like the X-Men or Mutants together.
i'm so pumped for pokemon pocket! subbed to your pokemon channel...can't wait for tomorrow!
Hi Glazer! 😊 Thanks for the video and decks, i'll try a few of them for sure. Have a very nice day! 😊
Great as always Glazer! I’d ask Glenn what design concerns have slowed down the much hoped for draft mode. Thanks!
Two questions for Glenn...
Please tell us the up to date story of Firestar. Will she ever be released?
Also would like to hear the path to get Zabu to where he is today and if his second original power (ongoing: all 2 cost -1 energy) will ever return.
question for Glenn: what is the most fun way to approach the development of new cards? Trying to add to an existing archetype? Just having a funky idea for a cool mechanic? something else entirely? thanks!
I'd ask Glenn if there are plans to create cards that are just effects, kinda like a spell or something. Also, I'd like to see how the pudding is made, how do they test cards, what kind of system do they have for testing things out, like a special client that allows you to edit your deck order, set the locations etc, like a god mode client.
That supergiant looks fun, I wonder if you can't swap Bob for Martyr (it's one of the two cards I'm missing) I don't think Martyr has thrown many games for me, but I've definitely won matches with a well timed snap at Bob to make him move.
Thanks for all your hard work!
If I could ask Glenn anything, it would likely be whether or not they ever have any intention to go back and retune a lot of the underperforming pool 1 & 2 cards to improve their playability, or if they consider the state of those early acquisition cards to be in a worthy state as is.
I would like to ask what are the biggest challenges when designing a card for the game numbers wise, ability, lore of the card and current and past metas.
Thanks for the decks! I really like Supergiant and hope it can get more play. My question for Glenn would be are you working on making the mobile experience better, as there seem to be a lot of issues with slow down and trying to use the collection that cause the game to crash?
I'd ask if they'd be any chance of incorporating mini periods of meta-shaking with banned cards for ranked - similar to the featured locations. The banned cards would be a handful of well-played cards and their removal would lead to a brief complete meta shake up
I’d like to ask Glenn, what Second Dinner’s plan is to keep players coming back everyday? The new game modes like, High Volt & DP Diner are great, but what else do they think will keep players playing?
If it were me I would ask Glenn Jones what originally inspired him to help design a card game like marvel snap. Also what creative game mechanics he was a part of or even created. Love the content pulse, listen to it everyday and take notes
As a fellow game designer I'm always interested in knowing what people are currently playing and what game mechanics/ideas they love or want to see more of (either in their own games or in other games). Myself, for example, I love a good dice rolling game that does more than just yahtzee or "put correct numbers in box" and I think it's a shame that we haven't seen this design space explored more the way that we've seen with card games.
My question(s) for Glenn would be: Does the team find it challenging to implement broader mechanics, namely keywords, due to the nature of how cards are released as compared to something like Hearthstone with batch releases? What steps does the team take when you are planning on introducing a new keyword like Activate?
Other question for Glenn: What happened to the card Firestar?
My question(s) for Glenn would be: How do you balance a card's power level to ensure it’s competitive but not overpowered within the current meta?
I'd like to ask Glenn Jones whether he favours archetypes over individual cards when approaching card balance. If bounce is the dominant archetype but an individual card from a different archetype has a better win rate overall which does he focus on and why.
Question for Glenn: What competitor’s game does he see on the market that has a relationship with their fans that Second Dinner admires/aspires to? More specifically how do they know if they knocked the design of a card out the park?
"you're a good Marvel Snap player" you sir are giving me too much credit
2 questions for Glenn:
How do you take the unique abilities and personalities of Marvel characters and translate them into engaging and balanced card mechanics?
Can you walk us through the process of designing a new card, from initial concept to final implementation in the game?
I’d like to ask Glenn Jones if they would consider some kind of banlist to prevent two cards from being together in the same deck, for example the old Loki and Arisehem, so you would have a less restrictive card design.
I'd ask Glenn the following: How important is the character's allegiance (hero/ villain/ antihero) to the text of the card, its power, and its energy cost? Yes, villains like Red Skull, or Typhoid Mary have good stat lines with their text as their drawback; it's the opposite for Mr. Negative. What is the approach when selecting a card ability for a character whose powers don't directly align with the mechanics of MARVEL SNAP? Are card of villains more fitting as tech cards, do they have more of a tendency to turn out to be "unfun" to play against? Also, are there instances where the text and stat line of a card is more suitable to a different card, and could a change be made to cards with that in mind?
I'd like to ask Glenn Jones what they have in the development pipeline for players who enjoy the collecting aspect of the game. I'd like to be able to filter my collection a lot more granularly (e.g. filter out custom cards, sort by total number of splits, show only rare cards, etc.). I'd also like to see a gallery where I could feature my favorite splits. Only way to do that now is to make a deck that you never play with (e.g. all-krackle, all-ink, etc.)
It may be too soon to tell, but I'd ask Glenn how he feels about the activate mechanic now that it's been released to the players. Was the roll out successful? How does he feel about the implementation? How quickly do they plan to expand the card pool? That sort of thing.
Question for Glenn - how do they decide that a card's ability reflects the MCU character's ability or is something that just works in the game. For instance, some cards seem to have abilities which are not a true representation of the character's powers, for instance, Kazar buffing one drops, or Kingpin hitting the opponent's cards that move to his location. Then there are cards like Spiderman, Wolverine or Thor which seem to be a closer reflection of the MCU character's ability. Sometimes a card comes out and the ability just seems so removed from the characters powers I wonder how they came up with the ability.
My question for Glenn: is there an opportunity to permanently implement a "card combo" mechanic similar to what they did for the valentines day promo. Would love to see deck bonuses for having all of the avengers, or x-men, x-force, etc.
For Glenn: How does he/the team feel about where activate landed, what lessons did they learn and how will this affect future activate cards?
I'd say my big questions would be about implementing tribes into marvel snap. Imagine if there was a card like kazar but you limit it to "insert a tribe here" and make it 3 cost or give it more power so on so forth. There is a lot of untapped potential with a mechanic like this but it would require a lot of work to implement it because u'd need to retroactively give tribe tags to old cards.
Question for Glenn Jones: are you ever gonna bring back imbalance patches? Could that potentially be an idea for a new game mode?
Ifi could ask Glenn as question it would be what is the personal philosophy that guides how you design cards
Glenn Jones, what kind of cards do you see in the future for Destroy to keep it relevant in the meta?
Glenn has said on many occasions that they plan out seasons in advance and he also once said that many of the cards in the Spotlight Caches were repeated because of the lack of art on other cards. So my question is, if they plan out so many seasons in advance, why don't they include better planning in the Spotlight Caches as well? I mean, commissioning artists or getting licenses for future use as well.
I'd certainly ask what the plan for Series 4 and Series 5 distinctions could be going forward. I've thought that the idea of keeping general cards in Series 5 and archetype-specific cards as Series 4 would be a good distinction (e.g. Scorn doesn't work outside of discard, make it a cheaper Series 4)
Question for Glenn Jones: any plans for more deck slots?
Already spent 6 keys for Anti-Venom Spotlight Variant - IDC - I rly love Anti-Venom Fun card ^.^
What would Glenn substitute for Jeff in his decks? 🙏 🦈
What I'd ask Glenn is what's his view on power creep and general raise of base stats of cards (the whole debate about nocturne is probably the best example, she showed us that a 3 drop needs 5 power now).
I would request from Glenn a different colored number or better way to tell when Shadow King will "work."
Question I’d ask Glen (Glenn?): as someone who has created and developed cards for both a digital asset game as well as physical, what are some key differences to your approach when creating for these different mediums, are there any immediate non-starters for archetypes or gameplay style that is incompatible with that game medium, and do you have a preference of medium?
Question for Glenn, what card do you look back on as a great level of balance at launch exciting and fun but not overbearing. What level does the team shoot for.
The question for Glenn would probably be how do you balance/pick what ability do you pick for cards and does their comic lore play into it at all?
One thing I would ask for Glen is when they design archetype support to discard or destroy, how do they approach that? Do they try and fill in gaps like scorn or do something completely new like misery?
I'd ask what cards surprised him the most on the high and low ends of balance in practice versus their internal expectations. Like what are the largest swings of cards that either vastly over and under performed in the hands of players.
I have a couple of design questions I'd have for Glenn.
The first is a fairly wide one, how often does he look at both current and past card games for design ideas and inspirations, but not only that, potential warnings of how things may become broken. I appreciate a card in game A vs game B will act differently but there are some things that definitely transfer, the obvious being how strong card draw can be.
The second, well it'd be a cheeky nudge towards the fact that I thing Snap's biggest flaw for me is there are no limited formats (two years in, kinda shameful if you ask me) but I would like to know if he considers potential limit formats when designing or balancing cards.
Could something less exciting in ladder be a great draft card and that's fine, for example?
(I realise the answer here may simply be that the format would be balanced around the cards that exist rather than the other way but for me it feels like the strongest design would be a little bit of both).
I’d like to know what mechanisms not found in snap Glen thinks are most interesting/exciting in other card games.
one minute in, the return of "Agent Coulson"
Well, shit, as soon as I said it I thought I might be wrong so I just pushed ahead
i’d love to ask glenn what the most difficult archetype is to create cards for. seems like it may be destroy. great video glazer!
I would ask Glenn how much thought is given to older cards in terms of balance when you are designing a new card.
Another question that is related is how far in advance are you designing cards to be released.
I'd ask Glenn how much they consider character thematically matching the ability vs what archetype they want to focus on vs brand new archetype etc. What are the considerations/process when making a new card?
I would like to know how you keep new cards feeling fresh and new when functionally they might "only" be offering minor variations on existing cards.
I would love to know if Glenn has a favorite archetype or keyword.
A question for Glenn Jones: are you working on some new keywords, i mean for example the last activate, and when they could be release (the next januarry, or the next summer)?
I think for the most part if you dont want to fully commit you can use Nico instead of Arania - you arent gonna be able to have the luxury of moving when you want but the free cards in hand can be good on a dead draw and the +2 could be a good start for torchy.
Alioth I've replaced with Shang-Chi for the time being. So far the decks flowing okay.
For players who don't have Alioth or Arania but want to try out the deck without commiting potentially 12,000 tokens to 2 cards.
for the spq, I would ask him how long does it take to know if the card is ready and not overpowered or underpowered and how much does he think of other cards to make his own
I would like to ask gelnn is that how he selects which variants make into game Or not also let's say he asked an artist to make a design and didn't think it was going to make it as variant (I hope my question isn't confusing) 😅
I'd like to ask Glenn Jones:
How do you approach the design of cards meant to be versatile across multiple archetypes versus those intended for specific strategies?
A question for Glenn: does he feels limited by the core mechanics of Snap when designing cards? I feel it's preventing overly complicated card to exist and it must be frustrating compared to other card games
I'd like to ask Glenn if he considered to add more upgrades of the cards as like gold, ink, etc would be awesome if they could add like silver, coper, saturated.. (like psychedelic😂) or other background of the cards!
Thanks mate!
Whats the biggest hurdles to get over when it comes to adding in key word abilities like activate? And are we going to be getting any new ones in the near future?
I would like to ask Glenn will they ever consider variants that have different abilities than the base card?
I would like to ask Glenn if he is considering putting in equipment cards such as caps shield. They would all merge with cards in play obviously.
I would like to ask Glenn which existing cards are the most restrictive for the creation process of new cards. What effects did they have to let go because it would have an insane combo with a card already in the game.
Wednesday livestream with Sizer? Nice!!
I think I'd ask Glenn Jones about whether they usually start with a character or a card idea, or what the creative process looks like for card creation. How much collaboration typically happens in the initial design of a card?
My question for Glenn Jones: Is there anything he would have liked to add in the game but he hasn't been able to so far (for whatever reasons)?
I would like to ask Glenn if they could possibly do a patch that simply focused on reworking all of the Ugly Betty cards. Several cards have been hit by buffs in multiple OTA's and are still garbage. Having one of the "big bads" as a card that is rarely used by many players is disgraceful...also, Adam Warlock.
There’s nothing I would like to ask Glenn Jones but I would really like that Season pass.
I’d like to ask Glen whether he thinks there’s a maximum (or optimum) number of total cards for Marvel Snap… and what that number is.
I would like to ask Glenn Jones how do they decide that a particular set of cards will be released in a certain month in the Spotlight Caches. What factors do they consider when choosing the Season Pass cards? The challenges behind creating card back design.
I wanna ask the glen what are though process that he or his team have when deciding what abilities card have in the game that is inspiration from the character that is card made for from . From comics or movies etc.
If i could one question to Glenn..it would be about better Card Acquisition and how are they planning to get more people to get and play with the newer cards every week as it does seems rn many people do not have access to lot of the so called meta cards..Thank you as always for the giveaway
With the scream deck I don’t have cannonball and have been using Rogue with success as it helps with several of the decks that use iron man or wong. Is there something better I could be using as maybe other tech instead of cannonball? Also the question I would like to ask Glenn the designer is would there be any ability to trade in cosmetic cards you don’t like for value to purchase ones you do?
For Glenn Jones. How do you go about finding artists? And do you give them a theme or do you just let them do their own thing?
Overall, how are cards play tested? What's the process? Are you enabling AI to auto play new cards within a variety of decks? What criteria is necessary to pass play testing?
My question for Glenn would be given the vast amount of marvel characters, are more popular characters generally prioritized rather than a less popular one with a unique ability? Say a Morlock (id consider less popular) has a cool ability, would it be pushed less in development or that ability be put on a more appealing character?
Feel free to word differently if that is an appealing question!
Question for Glenn Jones: Are there any plans to release any new cards that are Series 3/2/1? For example, I could see something like an anti-Activate card implemented as the mechanic develops (like Cosmo is for On Reveal). A card like that example would feel like it belongs in a lower series card everyone should have access to.
My Glenn Jones question would be: How long does it take to consider and finalize a new mechanic in Snap? The amount of testing must have been astronomical and the process of going through it is an interesting topic to discuss
question for Glenn, What future designs do you love the most?
I Would ask Glen Jones what his favorite card is and why. Also his favorite marvel character.
questions for Glenn Jones: which comes first, the character or the ability?
Id love to ask if there is a rework for kang coming anytime soon
For Glenn Jones, i’d like to know if they have other new abilities that could be showing up in that game soon? (Stuff like activate)
I could see anti venom being good in a tech heavy darkhawk list. Might even work in that misery dark hawk list since the only bad hit is misery.
I would ask, "Do you/the team think of the ability/stats of a card or character you want in the game first?". By that I mean does he think something like "there should be an ability that makes other cards with restrictions more playable" then puts it on War Machine. Or is War Machine wanted in the game first, then they think of the ability after.
I'm playing BigBaby's deck with Negasonic and Gwenpool instead of RG and Scarlet Spider. I also think RG could be something like Cass, Phastos, Nocturne or Juggernaut.
I would ask Glenn about cards with the "activate" ability. What were their impressions and how do they think about releasing more cards with this ability? since we didn't have it this month of October and according to datamined for now we won't have it in November either
I'd like to ask Glenn Jones if he thinks it's not cool to nerf cards a week or two after they come out of the spotlight cache (Mockingbird and White Widow). I spent 2 extra keys to get a nice White Widow variant, and a couple weeks later she got nerfed so badly that she's not used anywhere.
Question for Glenn, which card are you most proud of in marvel snap?
Mys questions for Glenn is if they they try to keep the card effects similar to the comic powers? Is Captain America getting a rework to turn him to an awesome card instead of so so card?
I’d like to ask Glenn if it’s true that Ben hates move now that we’ve had it’s archetype at #1 for a bit. S/
I would want to know what his thoughts are on which Hulking buff being more likely; a 5 cost 10 power with same text, or same cost/power but sourcing 5 cost card buffs.
My question for Glenn is: Would you implement banning popular cards, let's say 2, for a week so that other cards can see more play and would likewise encourage deckbuilding?
I would want to know Where do they start when they look at developing a new card and then the ability? How much consideration is there on the history of the character from the books?
I would ask what changes they consider a mistake and would like to have done differently.
I would love to ask about the process of taking the general idea/image of a marvel character for example spiderman and transforming into a card with an ability that reflects the idea/image of said character, i always wondered about this.
I would like to ask Glenn if they usually balance cards just to sell them and not really thinking about how its going to impact the meta or how its gonna power creep similar cards
I would ask Glenn what's the plan on reviving Kang and Rhino or some other completely dead cards
*QUESTION*: What does he think about a boss type game mode where players go against a strong AI with some unique traits/mechanics (eg. +3 max energy, power of cards can't be reduced in any way, unique locs or only the AI can change locs etc) in a maybe best out of or first to 5 type of matches
and what does he imagine the doability and potential for such a game mode could be?
The room AI could be marvel characters, traits/rules could change periodically and personally I feel alliance missions could be much more engaging and less of a "chore" if they are tuned to such a mode.
All thoughts are also welcome 😊
What I'd like to ask him is: is there a plan to add new abilities to cards (ongoing, on reveal and activate)? Also, are there any plans to come up with effects that group a similar ability (eg: Angela and Hope Summers are similar as both gain an effect when a card is played on their lanes)?
id liek to ask glenn what the most broken thing theyve tested internally this year has been and what it was originally (that has released yet)