TCG One TCG ONE General Discussion

RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

Yeah. I managed to win a few times with it, despite being vastly underpowered in terms of the amount of Pokémon I had, but I also think there's something of value when it comes to limiting yourself and seeing how far you can go.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

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.
 
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.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

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.

I will make a Document for the Suggested Drop Rates, for Base to Rocket first.
I will make Heroes/Challenge after I know which cards you aren't adding. BTW is Ditto from fossil implemented?
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

TheAnticipationEevee said:
I will make a Document for the Suggested Drop Rates, for Base to Rocket first.
I will make Heroes/Challenge after I know which cards you aren't adding. BTW is Ditto from fossil implemented?

Ditto is not implemented. It doesnt matter that you know which cards I'll not be adding as non-implemented ones will not be contained in booster packs anyway.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

- 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).
The inherent problem with this is that entire idea revolves around a person's general idea of what does/doesn't constitute as strong. For example, Electabuzz is pretty mediocre on his own. He was only used a lot in early Haymaker due to lack of better options. He was dropped almost entirely for Mewtwo/Magmar when they were released.

Adding to that, there are a lot of things whose strength varies based on what's being played. Muk, for instance, is almost never used in TCGONE because of how few people run Power-heavy decks. Once things like Blastoise and Mime get more widespread, Muk will see a surge in use.

There's also the fact a lot of Pokemon are wildly stronger/weaker based on the format, so every card would need to be carefully rated for any format it can be used in. Dark Alakazam is junk right now, but he'll become one of the most abusable cards in the game when babies get released.


I feel that implementing this system would just cause people to abuse blind spots in it rather than making things easier for new players.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

Gym Heroes Rares and Holos Suggested Drop Rate
https://docs.google.com/document/d/1jowHjPVrD49Sln4_0_xDOlFtN-A_XLVOkGJmQyikn3w/edit?usp=sharing
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

I think you need to re-read Brock's Rhydon. It's really, really terrible.

Honestly, you could probably just go with a flat drop rate for Gym Heroes. The only really great cards in it are all uncommon/commons.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

Why only the 4 Theme Decks Overgrowth, Power Reserve Blackout and whatever the last one is???
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

I don't think we really need any, if they're going to be so expensive anyway. They're crappy and poorly made enough that they shouldn't be used as starter decks either, in my opinion. They're just not necessary.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

Verbatim said:
I don't think we really need any, if they're going to be so expensive anyway. They're crappy and poorly made enough that they shouldn't be used as starter decks either, in my opinion. They're just not necessary.

We all buy them for the few good cards they contain. And energies as there is no easy way to obtain energies at the moment. Besides Blackout is really good.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

We all buy them for the few good cards they contain.
But not for the deck itself. Exactly. That's just silly. We could sell tournament-winning decks if the server gets popular enough, but, that compromises a lot of what makes deck-building fun, and that's the capacity to use one's own imagination. If you're only gonna use one or two cards within a theme deck, that's not really a good investment of your money, nor your time.

I'd propose an à la carte system, where all single cards are available at higher prices than that of a standard booster pack, but, really, I think the way the system works right now is just fine. We need a more intuitive way to trade cards and a more organized store, which we are getting, so...
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

Verbatim said:
We all buy them for the few good cards they contain.
But not for the deck itself. Exactly. That's just silly. We could sell tournament-winning decks if the server gets popular enough, but, that compromises a lot of what makes deck-building fun, and that's the capacity to use one's own imagination. If you're only gonna use one or two cards within a theme deck, that's not really a good investment of your money, nor your time.

I'd propose an à la carte system, where all single cards are available at higher prices than that of a standard booster pack, but, really, I think the way the system works right now is just fine. We need a more intuitive way to trade cards and a more organized store, which we are getting, so...

Actually, the two theme decks I bought were exceptionally helpful considering theme 28 energies as we don't have energy packs at the moment. Blackout will always be good. Hitmonchan, SER, 4 ER, Prof Oak

Also, we SHOULD NOT sell decks like Haymaker / Rain Dance because it wouldn't involve creeativity, and there would be too much variation. I believe haymaker can be a combination of Scyther/Buzz/Chan/Magmar/Lapras. Besides, they would cost like 5000 so no point.

Single cards wouldn't be good because then no one would open packs, which isn't the point.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

Tash said:
I think you need to re-read Brock's Rhydon. It's really, really terrible.

Honestly, you could probably just go with a flat drop rate for Gym Heroes. The only really great cards in it are all uncommon/commons.

You think mostly every card is terrible. And, I already thpught of a deck with Brock's Rhydon
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

That would be because most every card is terrible. Why do you think there are only three or four archetypes used in the metagame right now?

Brock's Rhydon is terrible for a number of reasons.

Low HP for a Stage 1 Pokémon that's supposed to sponge damage (Chansey, a Basic, has 120).
It can only sponge 10 damage a time, which in most cases, isn't going to be good enough.
Three star retreat cost, so, after taking a few hits for the team, it makes him the most Gust-able Pokémon in the game.
An unreliable four energy attack that is 50% hit-or-miss, making it entirely a non-option for use in combat.
Its available pre-evolutions range from abysmal to mediocre.

The only thing it has going for it is its Lightning resistance, and unless you have a Trainer card called "Lower Energy Cost", or "Double-Headed Coin", I don't see much of a strategy with it.

You can build a deck around any one Pokémon to cover its flaws, but, ideally, a textbook quality Pokémon card will be one that has no flaws to patch up, or one whose flaws are justified on the account of balancing. But hey, if you did manage to build a fantastic deck around him, more power to you. All Tash is saying is that the card isn't so valuable/viable that it needs to be the rarest card in the set.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

ALL GYM HEROES SUGGESTED DROP RATES HERE:
https://docs.google.com/document/d/1jowHjPVrD49Sln4_0_xDOlFtN-A_XLVOkGJmQyikn3w/edit?usp=sharing


Verbatim said:
That would be because most every card is terrible. Why do you think there are only three or four archetypes used in the metagame right now?

Brock's Rhydon is terrible for a number of reasons.

Low HP for a Stage 1 Pokémon that's supposed to sponge damage (Chansey, a Basic, has 120).
It can only sponge 10 damage a time, which in most cases, isn't going to be good enough.
Three star retreat cost, so, after taking a few hits for the team, it makes him the most Gust-able Pokémon in the game.
An unreliable four energy attack that is 50% hit-or-miss, making it entirely a non-option for use in combat.
Its available pre-evolutions range from abysmal to mediocre.

The only thing it has going for it is its Lightning resistance, and unless you have a Trainer card called "Lower Energy Cost", or "Double-Headed Coin", I don't see much of a strategy with it.

You can build a deck around any one Pokémon to cover its flaws, but, ideally, a textbook quality Pokémon card will be one that has no flaws to patch up, or one whose flaws are justified on the account of balancing. But hey, if you did manage to build a fantastic deck around him, more power to you. All Tash is saying is that the card isn't so valuable/viable that it needs to be the rarest card in the set.

Nobody told you to make it attack. It's attack is as bad as Dark Dragonite. Snipes usually do low damage, and I changed the rarity.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

"Erika's Dratini - Legendary"

Legendary rarity is something that should be kept for things like SER that are so blindingly powerful that nobody wants anyone to run a full set of them. Erika's Dratini is strong, but far from gamebreaking.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

Tash said:
"Erika's Dratini - Legendary"

Legendary rarity is something that should be kept for things like SER that are so blindingly powerful that nobody wants anyone to run a full set of them. Erika's Dratini is strong, but far from gamebreaking.

But it's legendary as an uncommon showing 3x More common than a legendary rare. I'l change it to epic.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

axpendix said:
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?

1. I like it. Obviously, it rates the same fossil magmar and kakuna or pidgeotto and venusaur, so if you want a full rating list just ask. But lets start this way. I have calculated the average value of the top deck with most rares/veryrares (haymaker) power reserve store initial deck and blackout.
Haymaker: 131 (2.1 averge)
Haymaker if very rares are 8 points: 183 (3.1 average)
Power reserve: 71 (1.1 average)
Blackout if very rares are 8 points: 117 (1.9 average)

So the values are common (1) uncommon (2) rare (4) overpowered (8)

Given these terms my formula should be:

deckdifference=(deckvaluewinner-deckvalueloser)/80
If deckdifference>1 so
deckdifference = 1

If deckdifference<-1 so
deckdifference = -1
"This is a value -1 to +1 according to the difference”

2&3. Regarding rewards... thats is not right, reward 60 can be got (10 + 5X6 + ¡20!). you give 20 to winner with a time condition (when someone doesnt play, i wait, then surrender and he gets 30).
This is what i suggest:
+10 / participation for the winner
+5 / for prize for both players
+10 / Deckout for the winner
+1 / every 2 turns (10 max. reward) for the winner
+1 / every 4 turns for both players
+1 / every 10 seconds your opponent take (10 max. reward) for both players

You get 10 if he surrenders at the beggining, slightly more if you knock a pokemon, more every round until turn20, slighlty more according to the time he spends, and a low reward for both players if the match takes many turns (as agaisnt deckout).

This sounds good to me, but if you want to simplify and remove the 2 last rewards is also okay as long as you dont keep those 10 base points for the loser. I also dislike them.


By the way i consider important setting an inactivity limit, not turnlimit as you can do many things in a turn, but 30 seconds after which it allows you to get the victory.
I do get quite annoyed when some people (using mozilla i suppose) they get internal error, leave the match and start another. Meanwhile i am still waiting in the match until i have to surrender and lose many points.

4. I think buying any level and selling level 10-12 is okay. Afterall begginers spend much time trying to sell the cards of their first boosters. They rarely get to sell them or if they are good they are unaware of their value and sell them too cheap.

Tash said:
There's also the fact a lot of Pokemon are wildly stronger/weaker based on the format, so every card would need to be carefully rated for any format it can be used in. Dark Alakazam is junk right now, but he'll become one of the most abusable cards in the game when babies get released.


I feel that implementing this system would just cause people to abuse blind spots in it rather than making things easier for new players.
If later some cards can be used in different formats, should have different values. That is true.
Anyway i think Axpendix plans a range of "generations" so you can play 1 card in 1 format.
Furthermore, we could always decide not to apply the values balance to that new global format.

If you are afraid of losing the advantage you got massing bits/cards with a new value system, I must say that massing bits will always be great. You unlock new generations and you have more and better cards to deckbuild in tournaments in which the prizes wont be according to values.
 
RE: TCG ONE - full featured online pokemon tcg simulator [CAREER MODE Live]

HOW IN THE WORLD IS DARK ALAKAZAM GOOD?!?!?!??!


Is there a new bit system? I only got 40 bits for KO'ing 6 Pokemon
 
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