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I've fixed all of the issues that occurred in the first test contest, but the new code needs to be tested.
I've created 3 more test amulets. There is no physical prize for these, just a cash prize that will be deposited into your account.
The full rules are below, but to summarize: Each amulet is held by one player at a time. Amulets pass from player to player throughout the contest. Amulets are invisible unless you're holding one. Take an amulet from another player by being the last one standing in a game against them. Rack up points on the amulet while holding it by being the last one standing in as many games as possible. Pass the amulet to someone else when they are the last player standing in a game against you. Whoever has the most points on an amulet by the end wins that amulet's prize money.
Here are the amulets:
Prize: $100
http://cordialminuet.com/gameServer/ser … mulet_id=7
Prize: $50
http://cordialminuet.com/gameServer/ser … mulet_id=8
Prize: $25
http://cordialminuet.com/gameServer/ser … mulet_id=9
A summary page listing the status of all live amulets is here:
http://cordialminuet.com/gameServer/ser … et_summary
Intial Amulet Distribution
Amulets are dropped into the player pool at the start to players that are the last one standing in their game (last in the game who still has coins---if you leave while your opponent still has coins, your opponent will be the last player standing).
Unheld amulets are reserved from being dropped into the player pool when the pool is too small to support more amulets.
Amulet Game Rules
When you hold an amulet, you can start an amulet game by pressing AMULET GAME on the NEW GAME screen. You must have at least $3 in your account to start an amulet game. You will be paired up with a random opponent at stakes of $3 or less. You will find out the stakes when the game starts. Your opponent does not know you have the amulet unless they win it from you. If you don't currently hold an amulet, playing normal games with stakes at or below $3 will give you a chance of getting pulled into an amulet game against an amulet holder.
If you are the last player standing, you get 200 points on that amulet. If your opponent is the last player standing, they take the amulet from you, and they get 200 points on that amulet.
As an amulet holder, you can only win points on an amulet or risk losing it in AMULET GAMES. You can freely play non-amulet games without affecting the amulet that you are holding.
HOWEVER, you lose one point every minute that you hold the amulet.
After two hours of no amulet game activity, you drop the amulet back into the player pool. You can also drop it at any time by pressing DROP AMULET on the NEW GAME screen.
Final Winners
Whoever has the most points on an amulet at the end of the contest wins the money associated with that amulet. Prizes are assigned starting with the most valuable amulet first, and each player can win at most one prize.
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will we be able to see who is holding each amulet and the amount of points each player has accrued, same as the last contest?
EDIT: Never-mind, I just saw your post on the feedback thread.
Last edited by context fabric (2015-03-25 19:05:01)
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You don't know the stakes until the end.
I thought this was something you were changing? Or did you decide against it?
(Also, ugh why am I stuck at work earning a paycheck like a chump?? There's CM to play!!)
Edit: Just noticed it's in the changelog for v19.
Last edited by Cobblestone (2015-03-25 19:43:17)
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Yeah, thanks for noticing that. I fixed the wording.
Also, there's currently a bug where the presence of the old amulet records in the table is preventing the new amulets from being handed out. Fixing that asap.
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Added a link to a summary page (see above).
And amulets are now fixed so that they can actually be handed out.
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Neat!! The summary page is going to be seriously handy.
It looks like the leads with line isn't updating properly, though. Right now the first amulet reads:
"Currently held by chin professor with 195 points.
chin professor leads with 200 points."
Not a big deal, but just wanted to point it out.
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Yeah, just fixed this so that the holder is only listed once even if they lead. Oops!
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And REALLY glad we're testing this another time....
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I just lost the $100 amulet because I expected there to be a gong and there wasn't so I timed out on the "accept amulet game" screen...
You need to add a gong.
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Yes, working on this right now and will release v20 shortly.
It was one thing that I didn't notice while testing because I was alway sitting there actively testing it, not playing for real!
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Okay, v20 has no protocol changes, so I'm not shutting down the server and forcing an instant upgrade.
Instead, you just have to restart you client and v20 will be downloaded for you.
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When there is a contest etc. I think the welcome screen in the game should also pull the data for the leaders and what amulets are in play. I understand that's a pain in the arse, But I think the more content you get in the game itself and the less people need to view the forums the better the game will be.
Also inside the app. A current user count could would be nice. Sometimes when there are no games available that's just because there is already an even number of people playing and you get left in the cold. But if i knew there was 4 or 6 or 14 etc players currently playing I would hang around longer. Similar to the graph.
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Well this sucked. Email sent.
Canto Delirium: a Twitter bot for CM. Also check out my strategy guide!
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Has anyone else noticed that the end time of the contest keeps being pushed back?
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Supposed to end at 8pm US PST tomorrow night. The remaining time looks right to me...
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A current user count could would be nice.
Ya, if it's possible to add a current user count, that would be nice. I've been using a mix of the Active Players graph and CD Twitter bot, but it's definitely gotten a lot harder to grab an amulet in the off hours... I ~think~ there's enough playing right now, but I'm not so sure.
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Re: active user count shown in game:
Wow, that's a good idea!
Why didn't someone think of that back in v10?
I think folding the amulet leaderboards into the game involves too many big changes for a temporary contest like this. But active user count makes sense even when no contest is running.
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Another question:
If I have an amulet. Shouldn't the clock stop when I start an amulet game? If I start one with 40 minutes left on the timer and I win the match in 47 minutes. I won't have the amulet anymore correct?
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Also:
If I start an amulet game. Why is it showing me other games? Like another game is an option for $.10
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And then.....
I've opened an amulet game and haven't had one person join. Maybe the amulet timer should only be counting if you're not:
A. Ready for a game, IE: Offering it.
B. There are actually players playing.
Rule A would take care of most of B, just boring. I don't know food for thought.
I should have typed this all in one post.
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Off topic fun fact: according to my FitBit, holding an amulet and playing a $.57 game elevated my heart rate into the "fat burning" zone for an hour and 17 minutes this morning.
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Off topic fun fact: according to my FitBit, holding an amulet and playing a $.57 game elevated my heart rate into the "fat burning" zone for an hour and 17 minutes this morning.
Imagine how much you'd burn if that decimal on the amount was right two spots.
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Cobblestone wrote:Off topic fun fact: according to my FitBit, holding an amulet and playing a $.57 game elevated my heart rate into the "fat burning" zone for an hour and 17 minutes this morning.
Imagine how much you'd burn if that decimal on the amount was right two spots.
Actually, I think that's cardiac arrest!!
Back on topic: Jason, the page for the third amulet said "Currently held by storeroom leaflet with 981 points (-1 minutes left)." when I checked it a moment ago.
Now it's showing the amulet isn't held, so not such a big deal. Just wanted to let you know.
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Right, that can happen because the flush only happens every two minutes, and the deadline is maintained separately from the flush. I'll fix it to cap it at 0.
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I just paid the winners.
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