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Hmm, I've played a few games over the last hour and a half or so, but none of them showed up on Canto.
Perhaps it's because activity is so high right now, and my games just don't make it into the reports.
Or I've been deleted, and I just don't know it yet...
I just got 36-35-31, for a personal high score of 102. The 34, unfortunately, had already been assigned...
So part of me thinks when someone's possibly got that insanely high score, they probably have it, and you should fold. Would anyone bluff that high?
It happened to my opponent again. S/he probably didn't realize it happened.
Ah well, ignorance is bliss...
Don't minimize the window while waiting for a game.
But, if the CM window is in the background, it should be OK, and you'll hear the chime when someone joins your game.
So... I've played a few games where my opponent took too long to leave, and they ended up paying me the next ante on top of the 6-coin leaving penalty.
While part of me is glad to take a little bit extra off my opponents when they leave, I think people should be aware of when it is safe to leave.
The way I understand it:
a) While coins are moving (the animation), after a reveal or a fold, it is safe to leave without paying the next ante. The animation is simply reflecting what has already happened on the server. You do NOT need to wait until the animation is complete.
b) If you leave after the previous board has faded out, you WILL pay the next ante. On the server, the next board is being delivered and the next ante taken.
Please correct me if I got anything wrong.
Though if people are intentionally paying me the next ante because they feel bad for poor ol' Dan, then I will gladly accept.
In terms of aesthetics, the dehumanization of the opponent is really important to me. It's a very strange thing to celebrate a big, profitable win when your profit means someone else's crushing loss. I literally want you to see them as L'Abisso, faceless and nameless, almost like a mysterious part of the machine.
This is actually something that really bothers me about the game.
I'm still floundering around at the lower end of the stakes range, so it hasn't affected me personally. But if I was playing higher stakes, I'd feel both happy at the win... and bad that someone just lost most or all of their buy-in... unless Canto, which removes some anonymity, told me it was a player who had already won a lot of money through CM. Then I wouldn't feel so bad.
And if I lost... The idea of some random person on the internet gloating over winning my $10... Blech.
I really love playing the game, but I'm still not sure what to make of the real money mechanic.
On a lighter note...
Delaying the "broadcast" until the whole game (not just one round) is over is another option.
Why? Surely after the round is over, there's nothing gained by seeing what happened... Oh, I suppose someone could tell a player what her opponents' picks were, and whether she was bluffing or not. Hmm... But still, watching a game after it's completely done is not nearly as exciting as watching it as it unfolds, albeit one round behind.
Again, this is something we could discuss if the game really takes off. But yes, I think like watching poker, where you know the hole cards, it would be compelling to watch ("NO, YOU'VE FOLDED THE WINNING HAND!")
Regarding bluffing, jere gave excellent advice in that guide you linked to. In particular many players will simply refuse to fold. They're playing badly, but you need to figure this out before you attempt to bluff big. They are many of these players now with all the new players. You really do need to adjust your play to your opponent, but it sounds like simply bluffing less would be a good start.
This is one of the first assessments I make of my opponent: Can he be bluffed or not? For me, pressing that "fold" button takes a lot of will power, and I don't think everybody can do it, especially if the pot has gotten fairly large. It's just easier to say "Oh yeah? I'll call that."
And as someone pointed out in the chat, people are more likely to call bluffs at lower stakes. When the stake is only a dime, there's a tendency to say "What the hell" and call. When it's $1+... you might re-think that.
Nice post, CM! Welcome to the party.
I've only played games at $0.01 so far. But man oh man, even though there's very little on the line it still adds something special to each game. I really like this aspect, that as long as I play smart, I shouldn't have to invest more than my initial $2 deposit if I just want to play for fun.
That's true, but I have a feeling you'll eventually find penny games dull-- especially if you ever go up to dime games (10X what you were playing before!). It's a strange feeling, because it's all still pennies. There's been a lot of talk around here before about the "valuable penny" phenomenon-- a real difference from casinos, which make you think nothing of throwing down a piece of plastic worth $25.
The role of money in this game is still not something I totally understand. Yes, betting money can make anything more exciting (from a cockfight to a coin toss), but some CM hands can be really exciting-- even when it's only pennies on the line.
I really admire how anonymous everything is in-game, but at the same time... I sometimes yearn to be able to communicate with more than my bets and board moves mid-match.
Me too, but when I join the chat room, it's usually after a game, to say gg, to ask if someone was indeed bluffing, to tell them they played me like a violin... Jason's idea of tarot cards, or something like coloured stones or buttons, just to communicate something would be nice. But there's something about the simple, minimalist aesthetic of the game that is nice, too...
Another thing that occurred to me while opening up the game once more, was that I noticed a game available for $6,666.99. I'll probably never participate in a game of that caliber, but I'd be incredibly interested in being able to observe it from the shadows through some kind of in-game spectator mode.
Ah yes, possibly CM's most famous player.
Jason has mentioned that, post-launch, he plans to run some more tournaments, like he did when the game was first opened to private testing. If he chooses a tournament that involves knock-outs and a figure structure, it would be cool to watch the later rounds between the best players. Perhaps a client that displays both players' screens, after a board is completed. Then again, some players may not want to be watched, as it would give away their strategies.
I probably have about a ~70% success rate at the moment. To me "success" means I leave with more than I arrived with.
That's another interesting idea we've previously discussed: what "success" means. There have been games I fought back from almost losing, get back to just over 100, and leave, considering breaking even a success over losing everything. But is that victory? "Yay, I won 3/100ths of my buy-in..."
So is success reducing your opponent to zero? Winning at least half your buy-in? Or is it (like many people who gamble at casinos say) breaking even: essentially getting your entertainment for free?
I'm a bad liar, but that's okay. Even though I can't bluff for my life, I can still out play my opponents and get myself in positions where I'm confident I have the advantage. I fold when I make mistakes and can't predict my opponent right, rather than continuing on blindly. This has the added benefit of giving me more time to learn them before I've lost much. This is mostly why I like this game right now. I feel like I can actually sit down and learn someone's move habits rather than relying more on luck and understanding how they bet. Understanding their betting is a part of it too, but I enjoy being able to intentionally out play opponents mostly through learning the board moves.
Cordial Minuet is nothing if not strange and mysterious.
Wow... I knew that creating the amulets was hard work, but I didn't realize just how involved the process was.
Thanks for the behind-the-scenes explanation. I'd been wondering about those "wax trees" in the photos on the contest page.
Yeah, I saw all those zeros too.
I actually gave up some points last night, but only because my spouse called me to help with something and I timed out.
Ah, I was wondering what happened to my opponent in that game...
With all of the new and returning players, Canto Delirium is just a riot of weird, evocative scenes:
CONVENTION SCARLET overpowers SCARLET COFFEE
REFRIGERATOR EXACTITUDE trumps TWILIGHT IGNORANCE
GARMENTS INFECTION bests FOX REMINDER
MISCONCEPTION BANKER overpowers EXPRESSION BOSOM
RATTLE APPEARANCE beats ECONOMY CLOCK
And my new favourite, HARDWOOD PYTHON (make your own joke here).
AnoHito, I was thinking the same thing. I made a mention on the last page. Seems kind of odd, but this isn't Jason's first time at the rodeo. I'm sure he has something planned...
The contest lasts an unusually long time. I just realized that the quality distribution of the amulets is meant to hit a peak this weekend, cool off, and then ramp up to a final climax (2 golds). Makes sense. Most people will probably not want to jump into a new game until the weekend. So if there is some announcement later this week, there will be tons of opportunities left to win and simultaneously the feeling that you can start right now (as opposed to: this game is shipping in 3 quarters).
I have the same worries, but I was thinking the same thing as jere (right down to the "rodeo" idiom!).
I know originally Jason was thinking of having two amulets up for grabs per day, but now it's going to be one per day, stretching out to 12 days. That is a long time. The Steal Real Money TCD contest ran for a week, if I'm not mistaken. That was a long time both to defend your house and keep stealing and adding to your vault. Here, you can play for as many or as few days as you want, but your score only counts for that day.
I'm sure there's a good reason he's gone for 12, not 6.
In any case, I've tried to start promoting the game itself through Facebook. As I expected, "that weird gambling game Dan's been playing" is a tough sell (sandwiched between photos of my friends' lunches, which get far more attention: the 'ancient dreams of the Internet being squandered' indeed).
A gold on Mother's Day? That's just cruel!
Hey, if you're not willing to step over your own mother to win an amulet, then you just don't deserve it.
P.S. I see the server is down while Jason works on launch contest settings. After getting the message, I clicked the X, typed the % to quit, and then I got a Windows error message about "CM has stopped working." Not a big deal, but just FYI. (EDIT: Fixed, it seems)
EXCITED.
And yes, if those are indeed the final dates, then wow, talk about your SUDDEN CONTESTS. But it works out for me, because I've got some unexpected time off around then...
The amulets look great, of course. Strange-looking, but also desirable.
Feedback on the actual contest page...
-- I laughed out loud while reading it. I know the Cordial Minuet page style is supposed to be a parody of sorts, so I hope that's the sort of reaction you wanted.
-- I think the way the cabal is presented is pretty good, but it still omits the fact that Jason Rohrer will be a member of the cabal. So unless you've decided that you will step back and not play games as a cabal member during the contest, it should probably have something about how THE CREATOR will be playing, too. While the whole REAL GOLD and $MONEY$ stuff is eye-catching, I still think the whole "play against Jason Rohrer" thing is marketable (even though I suppose you'll never know that you've played against Jason, only against a cabal member...).
-- I think the beginning is engaging enough (especially since most people who see the page will already have heard about the contest through some other channel), so it's not a big deal that the details come later, lower on the page. Still, you could consider putting some picture near the top (be it a cryptic amulet-like drawing or a scan of one of the gold amulets).
-- I know you're looking at tweaks for the page, not the contest itself, but... I can't help wondering about the disparity between the cash prizes that accompany the amulets and the second, third, and fourth-place cash prizes. Only $10 for third and fourth place, but $100 and $200 for silver and gold amulets, which are already pretty amazing prizes in themselves?
-- Would someone be allowed to pull a CLEVER TRICK to win more than one cash prize during the contest? (And even if not colluding or using multiple accounts, but rather legitimately coming in 2nd-4th place more than once during the contest.)
-- Near the bottom: "Who MADE THE AMULETS? Who MADE THE GAME?" I think we all know the answer to that... Maybe... I kept trying to click on it, thinking it was a hyperlink.
So, it looks like the format of the test contest is set, and all that's left is for Jason to finish crafting the amulets, one of which will soon find its way into my hand (hope springs eternal).
So in the meantime, I thought it might be fun to share some of our most memorable CM matches. It could be a memorable win, a devastating loss, or something really funny and unexpected (I'm thinking of .txt's match, when the final score after a long back-and-forth match was 35 to 22).
Maybe you'll see yourself in one of these descriptions.
I'll go first. I might be off on some of the details, but not the main events.
1) A while ago, back when I first started playing, I got into a match with an opponent who seemed a bit predictable. I was leading in coins.
On the first pick of a later round, I gave my opponent the column with the 36. Right after, he bet half his coins. Based on past patterns, I figured he really had the 36 and wasn't bluffing. Since I got the highest number in my assigned row, the 28 (he was consistently minimaxing me), I figured I'd call his bet.
After the next pick, he pushed his remaining coins into the pot, suggesting he had got the 35 in the column I had just given him. Even though I only got the 19 on this pick, mousing over the remaining columns and seeing what was left suggested that I could probably still get a win. So I called his all in.
On the last pick, he got the 6, and I got the 34. I won the game, 81 to 77, even though he had the top two numbers on the board.
I wish I could say that game was for more than a nickel.
2) During the first amulet test contest, I was holding the $100 amulet. I finally got into an amulet match with someone, who I would later learn was to become a certain multiple test contest winner.
As this was the first test contest, I didn't know what the stakes were. As it could have been as much as $3, I played hard (and by "hard" I mean "somewhat cowardly"). There was a lot of back and forth, and the ante was getting higher and higher.
By round 20 or so, I had started picking completely randomly, as I no longer trusted my intuition. Neither of us dared to raise until after the third pick, scared that we'd either squander a high score or have the bad luck of attempting a bluff the odd time our opponent actually had a good score.
Finally, around round 29, my opponent went all in after the third pick, and I followed. The final reveal? A one point difference between our scores. I had won.
I figured, with the way my opponent had been playing and refusing to leave early, that I had been in a $3 game. It turned out that it was merely a "hard-fought penny"-- or about $0.0075 by that point.
Good times.
But how do we deal with one person from winning more than one? If you win a copper on day 1, are you blocked from winning gold on day 6?
Answer one: Yep. It's in line with the risk/reward nature of CM. Play well near the beginning, win a copper. Bide your time and only play near the end, maybe you'll win a gold. Or nothing.
Answer two: No. Another incentive for multiple account play. Reward people like Cobblestone suggested (though I suppose one person behind multiple accounts could still walk away with multiple amulets... But there's really no way around that, is there?).
Suggestion: Choose the top 36 scorers at the end of the contest, OR ~6 people per day who are the top scorers. At the end of the contest, draw 12 people randomly. Those 12 win amulets, the others win cash prizes.
Of course, that doesn't account for the higher value attached to silver and gold. And it also might be too close to a chance-based sweepstakes, legally speaking.
And there are only going to be 12? With 36, I thought I might be able to snag one. With 12... that's a lot of people to push out of my way.
So are there only going to be twelve prizes during the contest? Or twelve amulets (including money) plus some money, non-amulet prizes?
Looks really cool. I would like to see how it shines in my hand...
Additionally you had a separate chance to win every amulet, which means you had a very real chance to win whatever amulet you've managed to rack up a few wins on.
Unfortunately it seems impractical to have a separate scoreboard per cabal member (some wouldn't play many games; high risk of them colluding; etc), but that "you always have a chance on another amulet" seems like a good solution to the negative points problem. For example, you could hand out two amulets per day of the contest rather than all 36 at the end.
Some good ideas here, I think. It's important that everyone feels they have a chance, so we don't have the "flurry of activity at the beginning, quickly dying out" phenomenon. Ideally, of course, people would find the game so enticing they'd continue playing anyway!
I'm back, and glad to hear that it sounds like we've hit on a launch contest idea that will work. Congrats to the winners of this contest. Now all I have to do is actually get good for the real contest...
One piece of input I will give: while clearly it is better to have a "cabal" than just "The Creator" to create special matches, as more people will encounter these matches, the concept is not quite as exciting. The idea of "This might be a game against Jason Rohrer, and if I win, I score special points" is very powerful. Playing against a faceless cabal... not quite as interesting.
I suppose in the MARKETING, this could be framed differently. But when I got the e-mail for the third contest, I was really excited about the idea. For the fourth contest... it didn't grab me as much.
As for others' input...
Getting negative on the leaderboard is pretty harsh.
It does look kinda harsh, but hey, CM is a harsh game! You could give each player 1000 points to start with, just to avoid the ugly minus sign. But yeah, to keep play from getting weird and reckless, I agree some deterrent is necessary.
In this contest the cabal was more skilled than the average contest player, as shown by the fact that more coins were won by the cabal than lost. If similarly skilled cabal members are selected for the launch contest, they'll likely shy away from the newbie penny stakes, since they will likely be able to use their skills at the higher tables to try to net some cash for themselves.
Hmm, that is an issue. The point of the contest is to allow anyone a chance to win-- or at least have a good chance of participating in the contest. If cabal play only happens at $1+ stakes... it might freeze out some new players.
One thing we might not have considered is a new form of the dreaded collusion. The test contest wasn't long enough for this to be a problem, but imagine this scenario: I've lost to a cabal member and now have a score of -100. Regarding the contest, I now have a very strong incentive to create a new account than to continue playing. On top of that, if I didn't create a new account I'd have to win against two cabal members to break even. Perhaps allowing for negative scores is a bad idea after all.
I'm not sure this is a huge problem, since the player will still have to win games against a non-colluding account in order to climb the leaderboards. This isn't a "I won with one simple trick!" exploit. But yeah, the incentive for multiple account play is there. But then again, in any contest (except for one with an entry fee, which Jason wants to avoid), multiple accounts will always provide an advantage. The key is mitigating that advantage-- which this contest seems to do.
Congratulations again to all the winners!
I go away for a vacation for a week and THIS is what you come up with? HAVE YOU ALL GONE MAD?!
I love it.
I'm on (almost) computer-less holiday for one more week. Don't do anything crazy while I'm away.
I'll be back for the real thing.
And I'll stop losing. Maybe.
Oh, and congratulations to the winners of the latest test contest. Claspa: your strategy of always picking higher numbers than your opponent seems to be working.
I'm sad to hear that The amulet passing idea might be gone, but glad we still might have a chance at winning a cool amulet.
Since we're back in "random ideas" teritory again...
Perhaps you could divide the amulets in half: copper ones can be won the "boring way," but gold and silver ones can only be won through a more "tried and tested" tournament structure. I know you wanted to avoid anything resembling a tournament, but this structure would give everyone a chance at winning something, but only more skilled players could win a more valuable amulet.
Anyway, just a thought.
Amulet games would all be at some fixed stake and non-amulet games at *any* stake could be chosen to select the amulet challenger from.
I'm not going to comment on Storeroom's suggested fixes, because my poor non-math non-programming brain simply cannot do a proper assessment of them.
But, I think his suggestion from the line I quoted has grabbed onto something that nagged at me during the first test contest. Normal behaviour in CM involves putting X amount of money at stake in order to make X (minus tribute) amount of money. You can never win more than what you stand to lose.
But during the amulet contest, that was not the case. You could win $100 by investing pennies! That would explain the behaviour we saw during both contests, when people started penny games and bet and accepted crazy all-ins on the first pick.
With Storeroom's suggestion, amulet games could be set at a more meaningful stake, say one or two dollars. Those games would probably be hard-fought, using more conventional strategies, without insane, arbitrary all-ins.
Granted, you're still investing only a small fraction of what you could potentially win (e.g. $2 to win a $36 amulet, not that you'd know what type of amulet you could potentially receive), but I still think the play in amulet matches would tilt more towards the conventional rather than the insane. The question is: would normal matches still involve reckless play at very low stakes, as players try to be the last person standing as often as possible (and thus get "Amulet Challenger" status)?
Of course, to some players, this fixed stake (be it $1 or $5) might still be seen as pennies, and to new players, it might seem like the game is strong-arming them into putting more money at stake than they're comfortable with. But it might go towards breaking the "valuable penny mentality" phenomenon that has been discussed previously. I know that in the future, the game will need more players willing to play at $1+ stakes.
Finally, there's the issue that the core game might change too much with this "Amulet Challenger" idea. This will be most people's first experience with the game, and Jason has said he doesn't want the game to look that much different during the contest. The whole amulet thing should just be "floating beneath the surface," as I recall.
jasonrohrer wrote:Wait... why did we add a DROP AMULET button?
I think the discussion was that the drop button would allow those that play during the off hours to have an alternative to simply wait around and watch their points decay when no one else is playing. It was also important when the initial amulet drop awarded 0 points, but that's since been changed.
That's the reason. However, I remember Claspa and some others have made the suggestion that even though the forced-drop timer (2 hours) should count down between amulet games, point decay should NOT happen while actively searching for a game. After all, if you're playing legitimately, what can you do to maintain and increase your score other than search for a game? If I've selected Amulet Game and am stuck on the Waiting for Opponent screen, I've done everything right. It's not my fault there aren't enough active players to draw me into a game.
However, I have a feeling changing that rule (i.e. making it so points do NOT decay while searching for an amulet game opponent) might have a knock-on effect elsewhere (especially at off-peak times), so I'd be OK with leaving things as they are.
What you could also do is make the drop really count: you drop it and you can't get it again for 2 hours. Really, the legitimate use of dropping (outside of a strategy) is because you have to leave the game.
A good idea, if you decide to keep the Drop Amulet button. However, I would extend it to not being able to get ANY amulets-- and maybe for more than 2 hours (again, to prevent abuse during off-peak times).
I also think there should be a Contest Bankrupt amulet, where the winner of the amulet loses all points on other amulets, however whoever wins the most points on this amulet still wins a prize, however it's just the lowest amount iE: $5. This amulet should then be automatically dropped, which I guess would not make it an amulet but more of a penalty button. This would create lots of drama and sadness.
An interesting idea we hadn't thought of before. But, since the goal of the amulet contest is to attract and hopefully retain lots of new players, pissing people off is probably not the way to do it. If this happened to me, I would become very soured on the game.
Also, it would discourage people from trying to play lots of games. Again, Jason wants people to try the game and hopefully be motivated to play lots of games-- not stop for fear of receiving some negative penalty.
Congratulations again to all the winners! I'd like to think that I contributed to your victory by losing some games to you.
I'm glad to hear that the bugs were worked out during the contest and that the tweaks are in place for the next (probable) test contest (which will probably take place while I'm on holiday, but anyway... As long as I'm in for the real thing!).
I agree with a lot of the feedback already given. Here are a couple of observations I had while participating in the contest:
1) I think this will be fixed by the new "when a floating amulet is dropped" criteria, but getting an amulet was not exciting. In the original discussion on the contest, the idea behind the amulets is it's something unexpected that might happen while you're playing the game normally. The recipient will get excited and hopefully go on to play more amulet games. During the test contest, it was routine. More of a grind than anything. However, I suppose this isn't an issue anymore, due to the tweaks already discussed. Just hoping we get enough players to keep the amulets rare and exciting enough. (Though personally, I'm really hoping to win a physical amulet, so I suppose I don't mind having a lot of them in circulation!)
2) Something that hasn't really been discussed: What was the difference between Thursday and Sunday? On Thursday, when the contest initially launched, there were lots of active players, including ones I hadn't seen before. By Sunday, it was mostly familiar names trying to rack up points. Nothing wrong with that, of course, but seeing as how the launch contest is supposed to attract and retain new players... what happened? Perhaps some of the newer players, who may have only played a couple of games in the last four weeks, were intimidated by the level of play they encountered. I'm not sure why exactly they left, but it's something I really noticed.
Anyway, as others have already said, thank you Jason for letting us participate in this test contest. I'm glad that we provided enough data and feedback to allow you to create an even better launch contest!
Is it me, or are a lot more games being played for 1c and other low stakes than usual? Could also be due to the latest batch of invites being sent out.
No, I've noticed that too.
Before the trial contest, most stakes still seemed to be below 25c, with the occasional $1-3 game. But now... 15c is the largest I usually see.
I suppose to get pulled into an amulet game, you need somebody else to join your game. I suppose it's just more likely for somebody to accept your stakes at the sub-10c level.
So yeah, player behaviour has changed, but I think that's just because so many people are amulet holders (even if only briefly). Jason has said that he doesn't care if the game experience is changed for amulet holders, as there won't be that many of them. It's different for this trial contest, where getting an amulet is relatively easy (personally, I've picked up an amulet after every game where I was the last player standing).
I suppose that the score could auto-tick down based on minutes that have passed since last reload. Then you could actually sit there and watch it decay. I'll do that.
Sounds like a fun weekend ahead!