RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]
Tash said:
snowpointsecret said:
I think the main thing that needs to be done is something related to what Tash mentioned: Base packs need to be much lower than 195. If you really think they should be a bit more expensive, 125 should probably be the upper limit. I know there's a ton of good cards in there, but that's the issue: decks need those cards to run. As it is, the game is horribly biased toward those of us that got in before the change. On that note, the store is down to 36 Base Set packs so it may need to be restocked soon as it doesn't seem right to have those cards completely unavailable, especially with multiple sets left to come out before we get a real format without them.
There's also the issue of making certain "broken" cards far more rare. I understand what you were trying to do, but it ends up doing the opposite. Those who get lucky and pull those cards have a much easier time than those that haven't, and while I know the TCG was like that to an extent, this just makes it that much worse.
This is what I was trying to say for some time. If you can't pull Blastoise? Run something else. If you can't pull Hitmonchan? Run something else. If you can't pull computer search/itemfinder/pluspower/ER/gust? Too bad, almost any deck you try to build is gimped. (although SER can die in a fire for all I care)
Heck, I'm running Haymaker and I can still feel the significant difference in consistency against players with 2-3 computer searches/itemfinders. I don't know how people who can't get any are supposed to keep up.
We've talked extensively about this issue and concluded that drop rates of trainers in base set should be made of standard rarity. Base Set booster packs will also go down to 125 bits.
Tash said:
BTW, the situation doesn't happen often, but how does the simulator handle powers that trigger at the same time? (for instance, when Erika's Dratini is sniped with a Brock's Rhydon in play) According to the rules, the defending player gets to decide what order these things happen in, due to the outcome differing based on which is used first.
The specification about those situations are undefined in the simulator so it handles them in undefined order, giving players no choice of rearrangement of effects. If all cards ever released were implemented, I could say about the implementation coverage and in what ways the simulator can be extended to comply with these kind of situations.
Psiqueatog said:
Well, this matter is complex. We need a system that can run with lots or little players, that helps begginers but prevents veterans from creating new accounts, and can´t be based on level as you can start a new format with high level.
Here is my proposal:
- Giving values to the cards from 1 to 10 according to their quality (I can do that). As an example: energies, worst basic pokemon and trainers(1), switch, potion, better basic pokemon (2), gust of wind, pluspower, good charmander, voltorb, bill (3)... electabuzz hitmochan magmar oak (7), removals blastoise computer search (10).
- A system that calculates automatically the Summation (Σ) value of every deck you build (starting decks would be 120-180, middle 240-300, best haymakers 420-480). It can also be the average(1-10), the one we think is easier to understand.
- Giving bits and experience according to the value of your deck and the value of your opponent’s deck.
Advantages:
-It makes begginers get more bits.
-It doesn’t ban the best cards but it promotes you make decks with little of those, which is good cause we can play more decks and begginers also have more chances to win.
-We can make tournaments in which you can use all the cards but we can also make tournaments with a limit value (i.e.: 5 max aveg.) that promotes deckbuilding and making the most of worse pokemon and trainers.
Disadvantages:
- Getting balance about values and rewards formula could not be got at first time we try it.
Formulas:
I have been thinking much about this cause It would be fair that a low deck beating a good deck gets an awesome reward as it is quite unlikely. However, that is the perfect situation for anyone farming... So there are 2 solution:
- First options: not giving that awesome reward. The reward given is the same but the distribution changes according to the difference in value of the decks.
Formula:
deckdifference=(deckvaluewinner-deckvalueloser)/240
If deckdifference>1 so
deckdifference = 1
If deckdifference<1 so
deckdifference = -1
"This is a value -1 to +1 according to the difference”
winner reward= (present winner reward) - (present loser reward) *(deckdifference)
loser reward= (present loser reward) + (present loser reward)*(deckdifference)
*As you might see if player2 just start a match and surrenders or he loses fast he gets 20 free points , instead of previous 10-10, which is not fair.
The only solution I have found for this is changing your reward system. Instead of giving 10 base points to both, you should give 10 points just to the winner. And instead of giving 20 points to winner after x time/turn (I am not sure what you programmed), you could give 2 points to winner and 1 point to loser every 2turns or xtime until 20. This way all would work fine.
-Second options: the very good deck losing bits so the bits given by the system is not bigger than normal.
I would develop formulas just if you agreed that losing bits against bad decks and getting huge rewards beating more expensive decks would be cool.
Good points. Some ideas:
1. What about giving cards points by their rarities at first (1 for common, 2 for uncommon, 4 for rare) with the option of overriding those points for OP cards like ER, SER, gust, item finder, computer search, etc. That way its kept simple and stupid, without the need to explicitly define rating for each card.
2. Currently score is calculated this way: 10 for participation, 10 for winning, 5 for each prize, 5 if deckout. What are your suggestions to this schema? I think the participation and prize rewards need to be nerfed a little.
3. I thought a lot about giving points based on the duration of game or turn count, but cancelled it because players can then stall game to get more points which is not cool.
4. What about the minimum level of a player where he can start buying / selling in market?
TheAnticipationEevee said:
I am currently playing a game and I can't see my opponent's active Pokemon. Please fix!
When are you guys restocking base set booster packs?
Here's an idea for you guys. Since you obviously want more people to play, you can do like a daily reward system which awards players for logging in more consecutively. You can make it so you have to complete a battle to receive the rewards and they can be as followed:
Day 1 - 20 Bits
Day 2 - 40 Bits
Day 3 - 60 Bits
Day 4 - 80 Bits
Day 5 - Booster Pack
Day 6 - 120 Bits
Day 7 - 140 Bits
Day 8 - 160 Bits
Day 9 - 180 Bits
Day 10 - Preconstructed Theme Deck
Then it restarts over. It also resets if you did not get the reward a previous day.
Base set packs will be restocked after drop rate change is committed.
Good idea for consecutive play rewards. I'll consider that.
The booster pack generation algorithm that I devised:
Drop Rate Types: STANDARD(50), UPPER(44), EXTRA(38), ULTRA(32), SUPER(26), EXTREME(20), EPIC(14), LEGENDARY(8)
Numbers beneath types represents the weight of that card in its rarity class.
A rarity class is either Common, Uncommon or Rare (includes Rare, Holo Rare, Secret Rare, etc).
A card has a rarity class and a drop rate type.
By default, all cards has STANDARD drop rate, with the exception of Holo Rares having EXTRA, Secret Rares having SUPER drop rates. Those default drop rates can be overriden for each card.
A pack contains 1 rare, 3 uncommon and 6 common cards from a single expansion set.
An expansion set can contain any number of common, uncommon or rare cards.
Total of K booster packs should contain 6K commons, 3K uncommons, K rares, evenly distributed amongst the given drop rate types to each of them.
Example: Let there be 3 uncommon cards (A, B, C) in a set where we need to generate 180 booster packs. A has STANDARD, B has EPIC, C has SUPER drop rates. Add up their drop rate values: 50+14+26=90. Target is 540 cards (3 uncommons in a pack), so we find the accelerator value = 540/90=6. When we distribute it, we'll have 50*6=300 Card A, 14*6=84 Card B, 26*6=156 Card C.
After I find the number of cards to generate, I shuffle them randomly and place them to specified number of booster packs.