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#1 07-02-2012 19:53:46

Nurvus
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Inscription : 01-12-2010
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Randomness vs Gradual Chance Increase

We all know this game has a very high amount of randomness, from adventure mode drops, to booster contents, to combat mechanics.

This leads to players who invest a little and get alot & players who invest alot and get little.
---

Now here's what I've been thinking.
There are these commons/uncommons/rares everyone wants/use and have alot of price.

Pay close attention and try to grasp the overall meaning, instead of nitpicking/derailing the thread:
- Feerik would give each card a hidden # in terms of rarity/overall value.
- You would be given 2 separate hidden Luck/Destiny/Fate value: Booster & Adventure.
- Your Booster/Adventure mode card chances would start at pure randomness.
- The more "low value" Booster/Adventure mode cards you get, the more your value of the respective Booster/Adventure.
- The moment you get a "high value" Booster/Adventure card, your respective Booster/Adventure value would lower (could go into the negatives) according to the "value "of the card you got.

Essentially, the more "unlucky" you get, the more "Luck" you "accumulate".
The moment you get "lucky", you lose some (or all) of the accumulated "Luck".
Note: Booster and Adventure modes would have their separate "Luck".


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#2 08-02-2012 01:04:39

Calandra
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Re : Randomness vs Gradual Chance Increase

wouldnt it still be luck to get the cards u want? some rares are not even worth as much as some commons...

u want to adjust the total randomness system by transferring it into a system of forced randomness (having lotsa unlucky draws in a row will force a lucky draw quite soon and vice verca) but overall u wont get the cards u want plus who actually determines the hidden 'value' of a card?

difficult imo and i m not sure whether it will be a succesfull system as ppl who just bought a booster with a new start in it will know (!) that the next 10-20 booster will just contain poo.


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Wash the spears... while the sun climbs low.
Wash the spears... who fears to die?
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#3 08-02-2012 03:47:38

Nurvus
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Re : Randomness vs Gradual Chance Increase

Feerik would attribute a hidden value to each card.

Most cards have the usual common, uncommon, rare, legendary values.

Some cards, however, are very good for their rarity.

Let's say hypotetically! that:
- Common = -5 to +5
- Uncommon = -10 to +10
- Rare = -15 to +15
- Legendary = -20 to +20

+Value would be applied to weak, not very used cards, like [card]Anti-Magic Glyph[/card] or [card]Blast![/card].

-Value would be applied to strong, sought after cards, like [card]Fireball[/card], [card]Static Charge[/card].

It's a simple concept, really:
- Bad cards increase your Luck value (+Value).
- Good cards decrease your Luck value (-Value).
- You only lose (respectively, gain) Booster Luck Value if you get good (respectively, bad) cards from Boosters.
- You only lose (respectively, gain) Adventure Luck Value if you get good (respectively, bad or none) cards in Adventure Mode.
---

Result: If you keep getting unlucky, booster after booster after booster... (trust me, I know) you will eventually get lucky enough to get something.

Dernière modification par Nurvus (08-02-2012 03:50:50)


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#4 08-02-2012 09:27:14

Calandra
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Re : Randomness vs Gradual Chance Increase

i got that already... question still remains, wouldnt someone who just got lucky be buying less boosters?! i assume that adventure drops and booster cards are not linked in any way.

my other question also remains unanswered... who will determine which cards are getting which status? an algorithm? feerik staff by observing market?

u know very well that the price of a single card can veeeeery much depend on new releases... one event which requires a card makes it sought-after-factor go up like whatnot. so does a new combo with newly released cards. how will you care for this spontanious fluctuation? will someone buying a booster in a week where the event requires (for whatever reason) aku in ure deck again be considered 'lucky' getting an aku in his booster?


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Wash the spears... while the sun climbs low.
Wash the spears... who fears to die?
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#5 08-02-2012 12:27:37

Nurvus
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Re : Randomness vs Gradual Chance Increase

The amount of luck drop is relevant to the value of the cards you got.

Anyone would be encouraged to keep buying because they know they would sooner or later get something good.

The default chances would be the same they are now.
They would simply increase the more unlucky you get.
They would simply decrease the more lucky you get.

A min/max value could be enforced (like Min = 0, Max = ??) to ensure your luck never drops below//raises above a set amount.

You would be always encouraged to buy more... unlike now, when people think to themselves "wtf am I doing? I get jack squat..."

Dernière modification par Nurvus (08-02-2012 12:29:21)


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#6 08-02-2012 13:57:47

Dracatis
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Inscription : 11-11-2010
Messages : 273

Re : Randomness vs Gradual Chance Increase

Cards should be selected and rated by their market value not their rarity(except of coarse those that can't be sold on market are highest value).

This concept needs to be applied also to Event and Adventure cards/encounters that are random so that you can only be unlucky so long before the game should almost HAVE to let you get it, rather then being able to grind 179 beasts in one adventure and never finding a phoenix for instance tongue.


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#7 08-02-2012 14:06:35

Calandra
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Re : Randomness vs Gradual Chance Increase

can someone else please help me... either i m too dumb or nervous doesnt answer my questions but keeps explaining his idea over and over in other words and more detail...

let me try to put my questions into new words...

who will determine the sought-after-value? a random event can totally screw the system if some nonsense card becomes sought-after because its required for some certain event (we have seen many examples in the past).

example 1: trophy avenger:[card]revenge[/card]
requires 50 matches with aku, marlok, anrynna or toran in deck
-result: prices for these 4 chars increased crazily until all cards were bought off the market

example 2: trophy the judge: [card]sentence[/card]
requires you to win only by dealing magic damage
-result: price for tsume and spells went up like crazy

example 3: the establishment of fog hydra
requires many fog snakes to get last evo
-result: prices of fog snakes went up till market was empty of snakes

in all these examples the sought-after-value for cards which are actually not worth that much would increase thus creating a situation in which lots of boosters could contain these cards and even decrease ure hidden 'luck' value. But none of them would consider himself very lucky... would they? So i would like to know whom you would put in charge of giving a certain card X a luck-value of Y.



my other question or actually its rather a statement which i think is worth having a discussion about:

you think that having a (i would like to call it this way) 'forced-luck' system wont affect the buying of boosters as ppl know that they will go through some bad boosters and then they will be rewarded by getting a good one.

i think that this is not the case. actually i really think that i would even stop buying boosters at all since i know that the next 10-20€ are going down the toilet anyways. (besides you havent given any specification about how many bad luck one should have before getting a lucky day again so 10 to 20 bugs is just a random number...)


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Wash the spears... while the sun climbs low.
Wash the spears... who fears to die?
Wash the spears... no one I know!


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#8 08-02-2012 14:58:25

Dracatis
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Re : Randomness vs Gradual Chance Increase

In the case of packs I think the "luck" should be determined by the total worth of each level of rarity in the packs by market price, that way if you keep getting bad rares luck should at least push you toward expensive rares and maybe a legendary, while getting multiple legendaries in a row would be quite rare.

This would also solve the problem of "fad" skewing you described Calandra, because that mostly happens to non-rares have that luck reset by getting a card that happens to be useful right then isn't a bad thing.

So we'd have somewhere hidden in our profiles database a luck value for:

Event Random Luck
Adventure Random Luck
Pack Rare/Legendary Random Luck
Pack Uncommon Random Luck
Pack Common Random Luck

Card values can be figured out at the end of the day or at least at the end of the first day for new events.


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#9 08-02-2012 15:08:00

PhoenixBlue
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Re : Randomness vs Gradual Chance Increase

ok im buy booster and get steal rare
so im unlucky and will have more chance later when i open my 2nd booster to get better card?


IGN : Phoenix_Blue


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#10 08-02-2012 17:56:03

Nurvus
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Re : Randomness vs Gradual Chance Increase

PhoenixBlue a écrit :

ok im buy booster and get steal rare
so im unlucky and will have more chance later when i open my 2nd booster to get better card?

That's not what happens right now - but it is what I'm suggesting.
[card]Steal[/card] is a good example of a bad rare.
Loads of race/class/caste/guild specific items right now.

Only worth having the card in your deck if you're using Golemarlok.
Even then, alot of cards only work under specific circumstances (Tsume = only works for Crow. Chimera = requires high spirit.)

If only Feerik reworked/reworded the card like:

Choose an item attached to one of the opposing characters. This item is removed and if your character can use it, it is then played immediately after the cards are played.

This means the removal would always work.
If your character can use it, you'd equip it, otherwise it would simply be a discard at the very least.

Dernière modification par Nurvus (08-02-2012 17:59:36)


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