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Well, some of us lose money. Which is why I stick to low stakes.
It was pretty obvious instantly that it was inspired by the Million Dollar Homepage ![]()
These profit graphs make me curious about something. It seems like a lot of them show a significant upward or downward trend for low stakes games, and a different or too-random-to-discern trend for higher stakes. It would be interesting to see stats for winning percentage per player per bracket of stakes.
It's too bad that on the score graphs for people with large profits, you can't see the low stakes games at all.
Here is a match explained with screenshots:
http://kotaku.com/a-mildly-satanic-new- … 1638083439
This is an early version of the game with different graphics. The main thing that's changed since then is that there's now an extra round of betting at the end. Also, the tribute taken by the house is different, and the score graph updates in more situations, but those are minor details.
Here's another article for a more recent version:
http://www.rockpapershotgun.com/2014/11 … al-minuet/
I'm afraid I don't know which article to recommend without sitting down for half an hour and rereading them.
Finally, have a look through this article by jere:
http://cordialminuet.com/incrementensem … .php?id=55
It assumes that you already know the rules, but it explains the implications of the rules.
Well, there's picking strategy and betting strategy. Using a RNG for betting in a careless way should end in disaster unless you're working out that you'll bet with X% chance and rolling a dice to decide.
Edit: wow, I misread the title of this thread as "When do you play?"
I think that, as Jason has said, when you lose or win it always feels like your own fault (even if it wasn't), is a big component of the appeal of this game. It's hard for me to give a complete answer though.
Haha, very amusing.
Coins taking forever to move should not be a server problem; animations are client side and the server doesn't even say how the coins are to be moved. Next time it happens check your CPU usage. I hate getting bug reports about weird slowdowns, which are usually due to antivirus software going bezerk.
Cool. Had to laugh when I saw that pile of dollar bills.
Looks like half-dismantled LCD screens with exposed backlights. I guess that the players don't actually throw money into the pot during the game, but split it afterwards? Seems too bad to miss out on throwing money down on the table (after placing simultaneous bets in the client, of course)
Huh? All of those functions are definitely defined in game.h. Were you using an older version of minorGems from that TCD thread?
It looks like the include path isn't right and it's not finding game.h. Relative to game.cpp, game.h should be at ../../minorGems/game/game.h. minorGems and CordialMinuet should be in the same folder (otherwise you should edit CordialMinuet/configure).
Welcome, all.
Can someone post photos of the booth? The rest of us want to see it!
That always happens the first time that you run 'make' on a clean copy. Ignore those messages. Looking at your screenshot I can see that it didn't get much further, but you didn't post the actual error message.
If this process takes more than 5 minutes, you'll see a changed board the second time, but enough time will have passed that (hopefully) loads of changes will be present.
Currently there are typically only a few changes in 5 minutes, and it's easy (for a human) to figure out who played who. But even if there were far more games happening at once you could still work out exactly who you played. Get a fresh copy of the leaderboard (wait a few minutes if it's too stale), then play a game with someone for 5 minutes. Leave, check the leaderboard again, and find your opopnent (their change in profit is 99.9% sure to be unique).
I'm sure that the majority of players (including me) feel that way, and even if we didn't, Jason could never be convinced to change it anyway.
If the scoreboards were simply delayed for 5 minutes (showing 5 minutes in the past) rather than cached every 5 minutes, then it would still be possible to check them more frequently and tease out the games that occurred, while not providing information on who you're currently playing. Now I know delayed scoreboards aren't the easiest thing to implement, but probably the easiest way would be to cached them every X (eg 2) minutes, and serve up the scoreboard cached Y (eg 5) minutes ago.
Well, right now fetching the leaderboard every 5 min is often sufficient to work out who played whom. If the game becomes much more popular though, it'll become a mess. I think that 5 min before finding out who you played is far more than enough to prevent exploiting it... unless you're playing high (or unique-valued) stakes and there's only a couple other players playing at those stakes.
This is really sweet. I love the thematic twitter account.
I thought the bot had gone down because there weren't any tweets for 30 min, but I guess it was a freak lull!
The forums were moved a week ago.
Oh I definitely would love to know when I'm playing the top rated player too. Or any of the other big names.
In particular, maybe it would be possible to lift anonymity a little bit in tournaments? Right now tournaments are about making a lot of profit (most of which will be off the worst players) in random match up, in which case knowing who you're playing against can be easily abused (unless you can't leave a table without forfeiting everything). However we can contemplate tournaments focused on finding the 'top' players, as in single elimination or round robin. In such a tournament anonymity actually gets in the way of the competitive spirit (also, allowing spectators for the final games would be cool!)
Didn't anyone read that line? -_- The lesson here is, don't ever take me too seriously.
Edit: Well, that's why I made a joking reply to your post. I think many of us agree that not knowing who your opponent is actually detracts something from the experience (while adding something else). I think we'd all like to know what J.A. is doing if they're as good as you say (I haven't played them).
What would you do with your scraper? I think the idea of watching the scoreboards to avoid people is pretty uncool, and don't do that even though I do track (or maybe scrap) the scoreboards.
Actually, Jason linked to these forums himself on twitter around about when you registered ![]()
Gosh! That seems obnoxious. But not to fear, I have the perfect strategy for avoiding AnoHito!
1. Follow AnoHito's procedure exactly, but instead of avoiding jeopardy alcohol, look out for forethought tobacco, AnoHito's alias
2. ???
3. Profit
4. Lose all the profits to jeopardy alcohol
Hi. Yes, just enter the same email and account key into the other copy of the game.
Cool, noone else yet has mentioned playing this on paper!
Jason said in another thread that he was willing to let you gift accounts with up to $3 out of your balance to friends, if you email him. That would be easier ![]()
Until a few weeks ago 'demonic ritual' went nowhere. 'origin ensemble' was emailed to play testers. Apparently some people also guessed it (by trying all 40 or so anagrams with 2 long words, I guess). Personally I got in by downloading the source code.
On one far end, you could have a 100 coin ante and play one round. In that case, the skill of picking would be the only skill on display, winner take all.
Yes, but this isn't the entire truth. Sure, there's no betting skill involved, but in a single round you can't know anything about your opponent, so most of the column picking skill is also absent. Fewer rounds in a game reduces the amount of opponent reading (even more importantly, double guessing) you can do (which is part of both picking and betting skill), so I'm concerned about that diminishing too much. Don't know yet whether it has.
Matches are currently NOT recorded on the server.
In other words, only the amount of coins won each round is recorded? Or is it even coarser, at the level of the amount won in each game?
Would it be easier to just store recorded games client-side?
I wrote a Python script to parse recordedGame files and specifically game_state messages (from which you can work backwards non-trivially to determine player actions). I've actually been thinking about using it to write a little script to remove all the waits, though some would have to be left in to ensure that animations are skipped over before the next action.