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I forgot to take into account draws the when I made the list and have just gone over it again. It turns out "twisting fish" has a four way draw for 3rd place ($5) between Factory Management, Impact Distinction, Allegory Bravery and Rosin Gymnastics. Also, Gist Effort and Infant Mule drew for 4th place for Just Balance ($20).
I've fixed the form adding a ^ in front names to indicate a draw.
From what Jason said on the Feedback thread all participants in the draw will get the full monetary amount.
Hey guys, I've been working on putting the score graph back into Experimental Mode and have just finished and thought I should share it.
Here is the link to the relevant source files and a windows executable:
https://drive.google.com/folderview?id= … sp=sharing
To get it working either replace both "PlayGamePage.h" and "PlayGamePage.cpp" in the client source before compiling or replace your windows CORDIAL_MINUET.exe file with the compressed one in the folder.
As there are a lot more numbers the graph has been squashed and there are only a few gaps in it to start, but it becomes a lot clearer once it thins out later in the game.
The main thing I've added is a function that gives each hand a ranking from 1 to 249 so it can be placed on the bar (PlayGamePage::scoreHand).
Otherwise I've just changed things to deal with having a different number of score pips and added the alternate scoring method to computePossibleScoresForPlayer.
Enjoy!
One thing I've noticed with the experimental game is that it is a lot more open to chance - there isn't a lot of difference between 1st round picks and if one of you is betting the ante on the first pick then the other really should be joining.
This is quite different to both vanilla CM and poker in which you have a decent idea of your chances from the very start - the difference between a 36 to start or 1 to start in vanilla is quite large. So you have more of an opportunity to pick your fights and play conservatively. Conservative play is also rewarded in poker. Conservative play against a non-conservative opponent in Exp Mode will not work out so well though.
Just fixed an error in my ranking sheet above:
Immunity car now gets 'clay stream'.
I've also removed journal doorman and fixed it so that people who win the same value cash prize just get the first one.
I've gone through and made a list of the actual rankings once repeat winners are taken out:
https://docs.google.com/spreadsheets/d/ … sp=sharing
Names marked with a (*) are uncertain and so any ranks after them could be moved up.
Some of the prize winners ranked up to 9th/10th on the day, so make sure you check the list even if you don't think you won any!
The assumption is that players will choose gold > silver > bronze > no amulet.
There is a complication in that a few players have won multiple cash prizes of the same value. These are:
exclusion cooper, colony patent, and potentially journal doorman.
The question is what happens to those ranked below them? It doesn't make sense for them to choose one. So does everyone below them just increase a rank?
Well, luckily there were no draws, but I find myself in the position of having to make a decision that will determine who gets a gold amulet worth over $700...
Determining who gets each prize should not be too difficult at least - I think it should all be sorted in 3 rounds of choosing.
One question that I don't think has been answered:
What happens in the event of a draw on the leaderboards?
You can always play a bit dumb in your let's play videos and use strategies that you used in the past or well known strategies in the video. So using the video to introduce people to the game more than showing them exactly how you play.
Personally I quite enjoy the game as it is and if it was designed to appeal to the masses I probably wouldn't. People seem to really enjoy the ability to play low stakes and I'm glad there aren't people playing and losing their life savings.
Of course this in the end makes the game less profitable and I hope it hasn't been too much of a financial loss for you.
One thing that I believe works against a lot of people picking it up is the Satanic theme - it is going to turn away many people who are religious, superstitious or don't want to be seen playing a 'satanic' game.
In the end if you want lots of casual players you would probably have to make it aesthetically a lot less interesting. You know, bright colours, fireworks when you win money, cheezy noises etc. Things to emphasise the good feelings of winning and de-emphasise the bad feeling of losing. The kinds of things that slot machine makers put a lot of effort into refining.
Well, I was thinking more theoretically. In reality I imagine it will be pretty to figure out - for instance if the competition ended now all you'd have to do is ask JA if they'd prefer the gold or the copper amulet.
Yes, I just confirmed it was you, Josh. You walked away with $9.10 profit, so your bonus will be $91, which I just paid you (I took 45.5 out of JA's account and 45.5 out of my bank account).
Thanks Jason! And send my thanks to JA as well.
I just realised that players may have preference of an $80 prize (from gold days) over certain copper amulets - this leads to a possible 33 days to sort out, assuming people choose gold > silver > copper.
I just beat Jeopardy Alcohol in a $10 game, taking $9.10.
It was his 1001st game
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EDIT: Or maybe not! It is saying he played 1000 games now, and I was the last to play JA!
I think CD was a little late in updating making us think it was Rosin Gymnastics.
YOU DID NOT JOIN. Disappointed.
Luckily I won $60 off Economy Maker instead.
Whoever wins two claws will most likely be happy to swap it for a gold amulet Cobble. So you'd probably just both have to let Jason know of the arrangement before he sends the amulets off.
In this comp assuming that players will always choose Gold > Silver > Bronze the maximum number of days should be:
(3-1)^2 + (4 - 1)^2 + (5-1) ^2
= 29 days
joshwithguitar wrote:Theoretically, with 12 amulets the choosing process could go on for up to 121 days.
No, supposing that one iteration happens per day (Jason sends out emails and everyone responds), the maximum is 11 days, because at least one amulet is awarded per iteration, and I assume there's no point asking about the other prizes (do you want $50 or $10?). That worst case happens if player 1 came first for all 12 amulets, player 2 came second for all 11 that player 1 didn't want, etc, all the way to player 12.
Sure, each day at least one amulet has to be awarded, but who that amulet ends up with is not set in stone. There is nothing stopping the person awarded the amulet from being given the choice of a different amulet later on, allowing them to put the other amulet back into the system. Overall, each person awarded an amulet on the first day theoretically can reject all but one of the amulets and each day could see only one amulet given up.
So the process can last for:
((Number of amulets - 1) * number of amulet winners on the first day) days
as you need at least one amulet passed on to the next day, the maximum number won on the first day is: (Number of amulets - 1)
And so the theoretical maximum number of days the process could last for is:
(Number of amulets - 1)^2
So for 12 amulets this is 11^2 = 121 days.
Here is an example with 4 amulets - labelled 1234 and four players labelled ABCD:
Ranking order of each amulet:
1:ABCD 2:ABCD 3:BCAD 4:CABD
Day 1 - A12: A chooses 1
Day 2 - B23: B chooses 2
Day 3 - C34: C chooses 3
Day 4 - A14: A chooses 4
Day 5 - B12: B chooses 1
Day 6 - C23: C chooses 2
Day 7 - A34: A chooses 3
Day 8 - B14: B chooses 4
Day 9 - C12: C chooses 1
(The second column shows the player with multiple amulets and which ones they hold)
So as you can see, with 4 amulets the choosing can last 9 days (4 - 1)^2.
Theoretically, with 12 amulets the choosing process could go on for up to 121 days. This is of course extremely unlikely, especially as some amulets are clearly more attractive than others.
I think an easy solution to stop people going into the negative while discouraging reckless play is to not allow scores to go below 0. I guess this might mean players might play recklessly until they get some points but once they have some then they should just play as normal.
Good luck guys, I'm off to bed.
Doesn't look like v22 is up on coastcaravan...
Damn, I will be away for Easter and miss this one. Good luck everyone! And don't go posting Jason's ID on the forums - us old hats have to have some advantage over the influx of new players
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You would have to make sure there is no great advantage to Americans just because they are awake at the same time as Jason. The idea of different amulets for different times might fix this - though still someone with similar sleeping patterns to Jason will have the opportunity to complete for more amulets and this will still improve their chances.
Jere: It's not 100% collusion proof - you can get a slight advantage with colluders by simply exiting any game that you start between another colluder as you know it isn't a game against Jason. Also, it will require additional server code to keep track of score etc.
I'm going to state this one more time as I really want to hear your response Jason and it was kind of buried before:
I think there is a very simple solution which along with some minor tweaking will make the contest ready to launch. Just write a rule against colluding/using alts to gain easy amulet points or help pick up amulets. Have this rule entirely at the discretion of Jason and have it so that any player deemed to have broken the rule forfeits any prizes.
Now all we need to do is prevent small scale collusion being a problem (refer back to my earlier post).
And you should be set as any useful collusion should be obvious, and as such will be avoided.
Jason, I know you have been very resistant to this idea but it has been over a month and you are on the brink of giving up. I really think this could get things working very soon and am concerned that nothing else will work. Perhaps it's time to reconsider these things?
So the only big worry now is one person creating lots of alt accounts or a large group of people helping to prop up each other.
The second seems unlikely and the first seems more likely and tricky to do without gift cards. I think I mentioned this before but couldn't you ban gift cards from creating accounts? Use something like address verification to check if it is one?
In both cases we are talking about very overt and very noticeable behaviour. You won't need much detective skills to figure out what is happening. Why not now just say, ok, I am going to make a rule against collaboration that is totally at my discretion. Anyone who I deem to have used extensive collaboration to win an amulet will be forfeit the prize. I don't see any problems with this and think in the end it will stop anyone from doing anything with 25 accounts. And if they do, people will notice, there will be records and they won't get anything. All without much effort needed from you at all, though I think it will act as enough of a deterrent that it will require basically no effort.