??????
You are not logged in.
Thanks, Josh. I am looking forward to it.
Just went online.
This looks a bit strange:
2 person (including me) online, but two games are offered (not one of mine)?
I was pretty much playing or waiting for a game constantly, but in three hours, I only repeat-played a given person on two occasions.
As far as I remember the movement on the leaderboard you played three players twice: arbiter expression, inhabitant obsession, majority moment
Yes, it's true that leaderboard should be cached, I had two games where my opponents left although they were behind. I assume, they saw some movement on the leaderboard and figured out that they were not playing Jason.
I also think that with a larger player pool it would already be a lucky strike just to play against Jason.
This tournament style had a very different feel to it:
- I was able to play games with higher stakes. (I believe stats should show this)
- Every game could be decisive, so the tension was high. In the previous one you could afford to lose some games, there were chances to come back.
Thanks again for the contest! I am glad to have achieved some kind of hattrick with three consecutive winning places in the last tournaments.
Jere deserves an amulet for his joke.
Looking forward to the contest!
The random delay/timing stuff has always struck me as very exploitable. And you're right that picking a specific opponent and having the amulet holder wait for them is pretty bad. Here's an idea that I think is better: queue players up and randomly assign the queued players every, say, 5 minutes. The timer is shown on the UI (e.g. next assignment in 1:20).
-You start/join a stake.
-You know exactly how long you'll have to wait for a game. This'll let you know if you have time to take a quick bathroom break or whatever.
-If 20 people join (and there are <= 10 amulet holders), they all get games.
-Sometimes you will be the odd person, but then you'll be guaranteed a game on the next assignment (assuming the game isn't completely dead).
Thank you for explaining what I tried to do.
You can decide to play an Amulet Game. Within a timer of 5 minutes a player pool is formed.
Players will get matched who have the similar ranking and have not if possible played before.
If you win a game your Amulet ranking gets a +1, if not you stay at your ranking level.
I think it has some potential.
Wow, it really shows courage to be able to kill an idea and move on. You have my respect.
---
I came up with a new idea, it's not the best but maybe it will help you, smart people, to spark some great ideas out of it.
What about using a bit of the Swiss Tournament Style?
You can decide to play an Amulet Game. Within a timer of 5 minutes a player pool is formed.
Players will get matched who have the similar ranking and have not if possible played before.
If you win a game your Amulet ranking gets a +1, if not you stay at your ranking level.
---
That is the basic idea. Not spectacular, but we can work on that.
Thanks a lot for the contest!
Also what proved to be beneficial for me was that in the last hours of the contest "owner infection" got hold of the $50 amulet and probably didn't know about the contest and just hold onto it.
I cannot say for sure, but it seemed to me that he was playing regular games while holding the amulet.
You can argue if 2 hours limit for a non-active amulet holders are too much?
But it is important that you have the time if you are active and play amulet games.
I was really surprised when I checked the results in the morning.
For the following I will just briefly touch the points which I seem worth mentioning:
- a larger player pool across every time zone will mitigate most of the problems (most of the following points too)
- waiting time should not be punished (I know it would be quite some work to implement it)
- if you get your hands and an amulet in the back and make some wins with it, will more easily secure yourself the top spots
- knowing the stakes of the amulet games is an advantage (a reminder: one of the reasons for the drop amulet option was introduced for safe playing because you didn't know the stakes of the amulet games)
- regarding points reckless speed play is still more beneficial than thoughtful slow games
- I don't like the idea of a Contest Bankrupt amulet, it think it will most likely punish innocent people
---
Unfortunately I don't have solutions for the things I've mentioned.
I think the above shows the fundamental problem here is not about dropping amulets. The fundamental problem is that the parts of the games rewarded with amulets are the beginning and the end, not the middle; play 20 games in the time another plays one and you've got 20 times the chance of picking up an amulet. Since it is trivially easy for colluding accounts to play a ridiculously large number of games against each other, it is very easy for colluders to get a large advantage. My original suggestion for handing out dropped amulets did not have this issue, so I'll suggest it again here. When an amulet is dropped record which games are in progress and count how many there are (call it n), start a counter at 0 and every time one of *these* games (i.e only games started BEFORE the amulet is dropped) is finished increment the counter by 1. If upon doing so the counter reaches floor(n/2) then award the last one standing in that game the amulet. If you're happy to add some randomness to it though, it is simpler just to assign the amulet to a random game in progress at the time of the drop (by which I mean "dropped into player pool" of course rather than "dropped by a player" of course). There is a slight incentive in this system to drawing out a games you're winning, and to leaving games when you're behind, but they are slight (I'm not sure it would be worth paying the leaving penalty and forfeiting the chance to win an amulet if the game has already been assigned an amulet for example) and don't provide advantages to colluders.
I like this idea. Please try looking into it some more.
It's now the third win in a row and I don't get any amulet, although one is available.
I am sorry I don't recall, I was too confused and just clicked OK.
But I think according to CD I didn't lose any money.
I was waiting for a game, than I decided to cancel it as I saw a different game open.
When I clicked "Cancel" it showed me the message as if I just left a game.
Those who won:
Any feedback on how you won? Did it feel broken? Was there an obvious "method" that was a shortcut to winning that I've missed?
First of all, I want to thank Jason for this contest.
These were interesting times and I was even lucky to win something.
I think that most of the problems at present will be solved by a larger player pool.
A shortcut to winning? As Jere stated the system is more about the quantity of games and sometimes due to our time zones Josh and I were pretty much the only two active players. We played numerous games against each other with wins/losses on both sides, so this helped to get points on the top amulet.
Due to the reckless play of many players some were inclined to call an all in on the first round (but after the revealing of a number) when it was clear that I had the highest score. (I am not talking about bullying people with an all in on every round)
It's interesting that usually some are fighting fiercely over one penny and in the contest they are almost throwing it away.
I am looking forward to the launch and I really hope a lot of players will show up.
Thanks again, Jason!
yeah, maybe 1 Cent games should not be included in the race for the amulets
After a game when you get to the screen with the stats of your old balance, it says "Error: Unexpected response from server"
It also doesn't show my new balance.
Here are some of my impressions:
- When I got the message that I received an amulet, the game crashed on me.
- It's not fair losing amulet points while waiting for a new game. What else can you do than just be ready for the next game? I am aware that the waiting time might change with a bigger player base, but the concept itself is still wrong.
- I had an intense lenghty match with jere. Lots of back and forth. Strategy changes, high level. But it didn't give me a lot of points because the game took so long.
Strictly speaking on terms of amulet points why do I get less points for playing the game as I used too instead of someone else who just plays super risky all ins?
- As an amulet holder not knowing what the stakes are is giving the non-amulet holder a mental advantage. For me and probably other also it makes a difference if you are playing for 1 Cent or 3 Dollars.
I am aware that 5 Dollars are nothing in Online Poker, but this is not the living culture in current CM. 1 Cent is maybe the Online Poker's 5 Dollars. You are even advertising a minimum deposit of 2 Dollars and explain that you can play 164 penny games, this is estabilishing culture and a certain mind set. Given that there is a huge difference between 1 Cent and 3 Dollars.
- If you just want to get rid of the amulet (besides finding an opponent) due to the different stakes you loose a different amount of money (7 Points in a 3 Dollar game = 21 cents; or 0,0007$)
I am sorry, if my plain talking is harsh. No personal offense intended.
I also have two cents to spare.
I don't understand the two different threads. I would advice using one for discussions and another where you are solely stating your current status of the working rules.
I rarely see these adjustments. It seems that people usually stick to their original stakes, probably aren't watching the Waiting screen actively and just wait for the gong.
Hey,
The other threads talking about collusions with unique game stakes got me thinking.
What about being able to set a range for opening a new game? Something like I am interested to play a game from 0,10USD - 1,00USD.
Other people could see this in their "Join Game" view and click on it to set a desired amount within the limits.
They also could open a new game and when the stake is within the limits could play against each other.
If the opponent is also opening a game with a range (e.g. 0,8USD - 1,5USD), the game could be matched with the highest possible (here: 1,0USD) stake.
--Fixed time limit for holding the amulet (say, 1 hour max), to encourage players to play as much as possible while holding it (to rack wins before time runs out) and not delay.
I also prefer that the inactivity time is measured. People have to sleep or have other activities to do.
Even with the rising ante I had a couple of games who took longer than one hour. We didn't slow play, it was a lot of back and forth. We adapted our picking strategies, I had great fun with those games.
I don't want to be punished for playing the game as I usually do.
I am perfectly fine with the current time settings. Sometimes I have to take my time to think about the board situation and I also don't mind opponents who do this and might play a little more cautious.
I want to play against his "assumed" best picks, instead of a random time panic pick.
I fully approve of what Josh is saying: Hidden amulets; if you leave an amulet game early, your opponent ends up with the amulet, same treatment like non-contest games
I am also in favor of having a fixed amount for a tournament match. 1 USD though feels quite too much for me and I can imagine new players would find this intimitating. Maybe something in the range between 0.1 - 0.2USD.
The chance of winning a gold amulet has the possibility for a nice marketing aspect: Play CM and win real gold!
That should grab some attention.
I don't know that forcing new accounts to play X regular games first would help.... someone would just create their 20 accounts ahead of time and rack up the necessary games.
Not regular games, not first.
During the contest time everyone has to play at least x amount of contest games. After that all the results regarding the increase of coins and decrease of coins while holding an amulet count for you and your opponents.
This would make it quite a hassle for anyone with 20 accounts.
What about to make an account and his results winnings/losings (for himself !&! the opponent) legitimate for the contest, the account has to play at least X-amount of games during the tournament time?
So if someone is setting up several accounts and let them lose against his main account, he still has to play X amount of games with each of the accounts to make them count.
Combined with the fact that you cannot play the same account twice once holding the same amulet, you have to play different players.
Edit:
I second jere's opinion about a mix of physical and cash prizes. The system could use more "in-game" money (in a diverse distribution).