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ive been reading your design goals on the ones have seen so far, and they make sense. just wanted to also mention that whenever i have played this game in my games so far, i always felt that it was missing what seems to be the most important aspect of all... :)
"whenever you match successfully, get another go"
(this was always the case when i play this in real life lol)
is there any way to possibly add a 4th option, which is limited on whether you have more than 100 gold in hand, it costs all your gold, but you get to continue if successful?
There ya go. Entire debug. Modlist and what not so incase you can figure out from there. Thanks for the help btw.
Not sure if youve heard of this issue before or could point me in a way to figure it out. Its not a crash or anything so the debug shows nothing
https://paste.ofcode.org/Stsa4DyvCDrENnYd7ZLUVG <--- Debug log from save load.
The pause resumes are when I try to click any next floor icon.
I think this seems reasonable, so I have pushed a patch that allows the 'Lucky Customer' bonus to be disabled. That was meant to be this mod's easter egg, but I think I may have set the encounter rate too high.
As for the third option, keep in mind that I also have players who don't understand why anyone would pick the first two options, and if you browse the comments, others strongly argued against either option. Different players have different preferences. Currently the 3rd option has the healthiest pick rate of the options, as just under 1/3 of players choose it.
You may note that your odds of earning 3 Rare cards from the second option are 0.00000068%, or 1 in ~150,000,000. Your odds from the 3rd option can be expressed using whole numbers (I think ~5% without my notes). Thus ~30 million times more likely than the second option. That's just looking at one option. This is an option for the riskiest players, or those looking for the largest reward.
Also, there is literally no reason to pick the third choice. Why would I want a miniscule chance of getting 3 upgraded cards, when I can have a much-more-than-triple chance of getting 1-2 equally good cards? Maybe you should alter that event so that ANY match grants upgraded rare colorless cards? Since that's a "better" card than anything the less-risky option can give.
Hi, thank you for this feedback. I agree, and I silently incorporated the change into the mod a while back, but thought I make a post to let you know and say thanks!
Your math, however, is incorrect. Even in the worst case, you'd have 1/11 chance of a reward. Let's say you pick a Rare first and there is only one other Rare in this set. There are 11 other options, and 1 of them will net a reward, thus a 1 in 11 probability. The expected outcome is higher, however, as if you reveal a Common first, you can expect a match in about ~2.6 of the 11 cards, giving 2.6/11 or ~25% chance of a reward. (I'd have to check my design notes for the exact odds). The rewards here are equivalent to successfully matching a Common prize all three times under the second option. So even in this case the rewards are quite significant, which is an appropriate spot for the 'high roll' option to settle.
A Johnny will choose option 1 as it allows the most room for creativity and finding different cards with which to synergize. A Spike will choose option 2 as it's the statistically best and most consistent outcome. A Timmy will choose option 3 as it allows for the best and most powerful reward.
For anyone unfamiliar with these terms, I recommend reading about the design philosophy behind "Timmy, Johnny, and Spike" online, as it's a fairly simple to understand but very useful piece of game design theory.
@DeNarr
Keep in mind that the costs are lower if you are playing on lower Ascension. The gold cost (along with all the under the hood changes to card selection) has been added to balance out the massive increase in the power level of the event. I am curious to hear your feedback after having played with the event for a while.
As for the instant game over, I would love to hear feedback from anyone who has encountered this outcome ;)
Lastly, the higher reward tiers are optional. If you choose not to use them you do not have to. They can also be turned off entirely in the config options if you really don't enjoy them. However, they were decided upon after much reflection on the power level of the event. Since this rework ups the power level of the event by a large degree, the gold cost needed to match that cost, and the option for greater rewards at a greater risk is another classic push-your-luck mechanic that fits right at home in this game of gambling game. At a balance level, which option 2 is mathematically the most optimal choice, more players are choosing option 3. These options were chosen around the concepts of TImmy, Johnny, and Spike.
@Johnny
I will consider that event, though I am curious as to what you find to be the issue in it. So far I have limited myself to reworking events that 95% of the time do nothing except waste an event room. I think that event has some value, so it would require a more in depth look to find a solution for it.
@Gk
Yes, you were very lucky to find this. There is a very low chance that the event will be discounted. I am not sure where you think the downside is coming from. The event rewards are strictly better as you get offered 3x as many choices per match, and also are not forced to take the card as is the case in the base event. As described in the writeup, this allows players to actually engage with the event, since the vast majority of the time, the best option was to skip the event by repeating non-matching cards until it's over.
The rewards are nicer, since you have a little more control over what you get but not being able to tell beforehand is kind of a downside in of itself. Also, having a chance at an instant game over is probably not the best idea, that has the potential to sour people if they get unlucky enough.
However, I do agree DeNarr, I don't quite see how making it more random is supposed to help with the themeing. The only thing that makes memorization more difficulty and important is that the cards now looks quite similar. Decreasing the amount of tries doesn't do the event any favours, I feel.