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Day 4 looks kind of like a SICK CAT, that WILL BE the one I GO FOR.
That's the ONE I WANT. For exactly the SAME REASON.
Ok cool, that makes sense!
Also, I just noticed that the actual dates are listed there, and it's partially while I'm out of town! I totally knew this was going to happen!! Arg!!
EDIT: A gold on Mother's Day? That's just cruel! ![]()
Awesome! Sufficiently cryptic, creepy, and informative.
I have to ask: I notice that the amulets are not in value order. Are you doing it where once you win one you're done, or if you win two do you get the better prize?
(IE: If a player somehow wins the silver on Day 3, the gold on Day 5, AND the copper on Day 8, which would be awarded?)
The only thing I can think that would fit with the current aesthetics of the game would be to circle the numbers you click with ink. Then unclicking would cause the ink to evaporate, or seep into the parchment (think Harry Potter writing in Tom Riddle's journal).
Hey all,
Just wanted to point out that we may have a spam attack incoming.
Last week there was a post from a "new player" with a spam link in the body of the message (Jason deleted it). However, I just came online now, and there's 13 registered users online, all of them new, all of them with horribly obvious spam names, and they have spam links in their user bios. If they were bold enough to make a spam post before, it'll probably happen again.
So ya, just a heads up. Be careful what you click.
This would be really handy, but it would have to be really obvious to the player that the graph and mouse-overs are displaying what they are because of a locked value. I'd hate to lose because I accidentally clicked the graph and didn't realize I wasn't seeing the whole picture.
THIS IS AWESOME. I WANT IT.
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?
Personally, I liked how prizes were resolved in the original amulet contest. Someone couldn't win two, and would get the better prize. That way you don't have folks disappointed they didn't win anything and someone has won two. Also, awarding them like you've outlined in reverse order still incentivises early winners to continue playing for better prizes. So in this scenario you'd award the prizes at the end of the contest, with the person getting the gold from day 6, and the copper would go to the person in second.
Then again, I may like this type of reward structure because it's the reason I won $30...
Whoops, I forgot to take the tribute into account with my numbers. Obviously after 20 rounds, the max possible score couldn't be 99*2 since the tribute would've raked more than one coin. Maybe the winner should get points equal to coins + tribute?
I do understand what Cobblestone is saying. We played the first game of the contest against each other. It took us almost an hour to get a decisive win, which was 30% of the whole contest time.
I would like to see a some sort of modifier/compensation, but I cannot think of something good.
Exactly, ya. There were moments in our game where either of us could've left early and still come out ahead, but we played to the end and I don't think it's a bad idea to reward that.
What I was thinking is something along the lines of an ante of 20 would double a positive score or halve a negative one. So winning a longer game nets you a better score, or losing a longer game leaves you with less of a hole to climb out of. I'm not sure what the formula is exactly, but it would end up looking like:
Ante = Max Positive Score
1 = 99
10 = 149
20 = 198
Ante = Max Negative Score
1 = -99
10 = -75
20 = -50
The contest points carry the same risk/reward as the coins themselves, so I think letting them go negative isn't such a bad thing.
The only thing I can think of is maybe using the last ante of a game as some kind of modifier to reward more points if you win, or soften the blow if you lose, as you play longer.
So now that you're tracking coins won/lost for the vs contest, have you considered making some kind of persistent leaderboard for it? Maybe even just an average of coins won/lost?
Well, I was only able to squeeze in one game before work and it wasn't against one of the chosen ones... it was YOU claspa!! Hope you fair better than I did!
I can't tell you how many times I tried to clean those tiny bits of parchment peaking out from under the overlay thinking they were dirt on my monitor!
Honestly, the only problem I saw was that I was F5ing the leaderboard constantly waiting for movement (signaling that Jason was getting out of a game). If I saw movement, I left my current game and tried to join a new one. Perhaps that leaderboard should be cached or delayed.
Aw man, I didn't think of that!! I was using Canto, but since that's delayed I think I was always just missing him. I agree, that leaderboard should update on a timer like the others, and not when the values change.
Edit: LiteS, maybe putting the VS score in game like the amulet scores were? That'd be cool. Leave the game and see your score went up.
Soooooo I didn't get to play too much this morning, but from what I could tell this actually worked extremely well. There were lots of folks playing lot of games are various stakes. The games I played were real games without any reckless strategies. I was worried the emphasis on coins would cause more small lead leaving, but that didn't seem to be the case. I didn't get to play Jason, but I was never sure if I was or wasn't playing him at the time.
So it seems like April Fools is on you, jere! You came up with a perfect solution!
I hope your new account is something ominous, like "fate judge" or "coin soul"
Ya, 20 hours from now is 10am... but the contest starts at 9am PST. We're on PDT right now, which is an hour ahead. So I think that's where the problem is.
Who is Jeopardy Alcohol anyway? All I said was that I knew him... Does Judge Doorman really exist? Doesn't that story sound too good to be true? Andy Kaufman lives.
Good lord, reading this made me feel incredibly paranoid. >_>
So, as I implement this server-side
Wait, you're actually doing this? THAT'S AWESOME.
I'm not sure if I love jere's original post more, or the fact that you're off and running with this idea, Jason!
I still think your ELO ratings solve the collusion. Just need to figure out how to work that in. If accounts constantly get Losses added to them, they are less valuable when you beat them. However, If you beat a quality opponent you should a better score.
I was suggesting this yesterday in the chat and a few points were brought up to counter this, unfortunately. Colluding accounts could just pass the amulet around between them, alternating wins and losses and ranking up points simultaneously.
Unfortunately, there's two problems with banning Visa gift cards: one is that they allow you to create and register an account with your address on file for when you have to use it for a site that requires address verification... and the other is that, given the nature of the game (an anonymous, occult themed betting game), you'll probably be turning away real players who want to use a gift card for legitimate reasons (since I almost did that until I read up on the CC encryption etc for the game).
I going to toss out a really dumb idea I had, because why not. If the issue is collusion between the amulet holder and non-amulet holders, then maybe the solution is to get rid of any interaction between them. I know you liked the idea of passing the football around, but what if amulets were only given to a player out of the pool to the winner of a random non-amulet game for 0 points. After that you only pair two amulet games together. The winner keeps and gets points for their amulet, and the loser drops theirs back into the pool. This is probably exploitable too, but maybe less so? I just thought I'd throw it out there.
Whatever you decide for the contest, I think the idea of the amulets for prizes is awesome, and I'm glad you're sticking with that.
jere wrote:What you could also do is make the drop really count: you drop it and you can't get it again for 2 hours
I like this. I think you can't pick it up for 2 hours. But maybe you should be able to win it from someone during that time?
Couldn't you just have your alt pick it up instead and pass it off to your main? I think dropping it should be more of an "I'm completely done with this for now" sorta thing.
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.
Instead of removing the drop amulet button altogether, could you maybe disable it until a set amount of time has passed waiting for an opponent? Personally, that's how I've used the drop button. If I can't find a match after 30 minutes, I give up and drop it. So I'm not losing 120 points from just sitting around, but I'm also trying to join a match.
It sounds like awarding the amulets randomly instead of in prize order might be the solution to this exploit. Right now the top prize is the most contested, but also the easiest to get. He just won it, got 200 points, dropped it, and won it again repeatedly by playing quick games over and over. Random drops would solve this, since then the top amulet wouldn't be guaranteed. Even with 36 amulets, this tactic would work.
Random drops would also make the lower amulets easier to reach and more of a contest. Both of these test, the last amulet basically went to whoever had the best single run on it, without the amulet being passed around much.
If you're against random drops, then maybe a cooldown timer on each amulet would work. If an amulet is dropped by either using the drop button or a time out, the amulet can't be redistributed for like 20-30 minutes. Of course, this would also cause other issues, but it's just a suggestion...