MArcomage

Free multiplayer on-line fantasy card game

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dindon on 06:04, 14. Dec, 2009
Why don't you just put a warning somewhere that if people are caught trying to manipulate their score with multiple accounts, they'll be banned or have their level reset? It wouldn't be hard to see from the record (if someone is repeatedly losing to the same person by surrender, it's pretty obvious what's going on, and it would probably be easy to find corroborating information based on IP address, sign-up date, etc.).
Chrone on 07:04, 14. Dec, 2009
I guess we just need "statistics" section. I think it must include list of latest played games with additional info: players, turns, deck name, type of victory and so on. With classification tools like in other sections.
If the combat log will be implemented soon, it will be a good addition to this section.
It will be interesting to everyone, and will make cheating much more difficult.
Mojko on 09:24, 14. Dec, 2009
to Progressor: It all depends on the definition of the "close victory". Currently the system only takes into account the victory type of the player who won the game. You are suggesting to extend the system to also take into account how close was his opponent to reaching the victory of any type.

So, if I understand correctly, you want the system to check every victory type (tower destruction, building and resource). Then evaluate (assign major, minor or tactical to all three of them) and take the worst possible (for example if the results were major, major and tactical, the tactical is chosen).

to dindon: I agree that it's a good idea to deal with cheating some other way, than implement it in the rating system. I think if someone will use the dual account exploit, it will be relatively easy to track him down. After the game history module implementation is finished, it will be even easier.

to Xpoh: Instead of game logger we have designed a game history module to record everything that a logger would do, but has more functionality (you be able to view finished games). So, logger alone will not be implemented, however it will be part of the game history module.
Mojko on 11:04, 14. Dec, 2009
I made some changes (Surrender victory doesn't have the 20 rounds condition and Fourth phase - Victory rating has been modified).

http://helppage.3dfx.sk/fendek/new_system_refined.html

Since it is now more difficult to reach major victory, I raised the EXP bonus.
Mojko on 13:07, 14. Dec, 2009
Here are some more preview screen shots:

http://helppage.3dfx.sk/fendek/players.png
http://helppage.3dfx.sk/fendek/levelup.png
http://helppage.3dfx.sk/fendek/profile.png
Fithz Hood on 14:41, 14. Dec, 2009
Good work, it seems that you have almost finished the whole thing. I can't wait to use this new system.
A little wish: it would be nice to have in the personal page all the awards achieved (maybe in a link similar to "notes" in the game section).
DPsycho on 14:55, 14. Dec, 2009
Ooh, an Achievements list would be absolutely delicious.
Mojko on 16:54, 14. Dec, 2009
I made some changes to the Fourth phase: Victory rating. Now both players may get some exp bonus.

http://helppage.3dfx.sk/fendek/new_system_refined.html

Also, I have finished implementation of this new rating system, so now only some testing and final balancing is needed. If you have any more suggestions regarding this matter, now is the time to suggest them.
Chrone on 23:00, 14. Dec, 2009
i guess all old player statistic will be erased once new one is implemented?
Mojko on 08:29, 15. Dec, 2009
No, they will be kept.
Fithz Hood on 16:59, 15. Dec, 2009
Other possible awards:
Chain (10%) ending after a quick/swift card (or, if possible, 5% for every card played in the chain)
Greedy (70%) accumulation victory with more than 500 stock;
Precise (30%) enemy tower EXACTLY = 0 (e.g. 13 attack against a 13 tower);
Careful(30%) tower EXACTLY = 100;
Old School (20%) no token counters set
Trigger (20%) ending triggering a keyword's bonus
Snob (60%) winning (resource accomulation) discarding a card (by normal discard action)
Focus (20%) tower victory with zero wall
Dragon (30%) winning using a dragon
Carpenter (40%) facilities > 18

is it possible to have awards based on the used deck?
something like:
Saver (40%) zero cost card in deck > 15
Big Spender (20%) no zero cost card in deck
Berserker (30%) tower/wall cards in deck < 5
Careless (10%) attack card in deck < 5
Cosmopolitan (80%) having all keywords in the deck
Slow (30%) no quick/swift in deck.
Lord_Earthfire on 17:08, 15. Dec, 2009
I dont know if it would be a good idea to add experience based on the builded deck, because then, people will try to build decks matching to this conditions and even if they loose, they will gain a bunch of exp. thats quite unfair against players who want to build decks to play a nice game and not to gain exp.
Mojko on 17:09, 15. Dec, 2009
"is it possible to have awards based on the used deck?"

It is, but I would like to keep the award system simple, at least at the beginning.
Fithz Hood on 17:19, 15. Dec, 2009
sure, it was just a random idea. anyway (to Lord Earthfire) only the winner gets the awards.
Lord_Earthfire on 17:24, 15. Dec, 2009
Then this could be a nice idea, but the awards by deck building should be quite low.
Myschly on 10:50, 16. Dec, 2009
A new award-idea, to get 350 or 400 resources of one resource. Dunno what to call or what % but ^^
Had I tried to get I could totally get it, but I was close: http://i46.tinypic.com/2445dah.jpg
Progressor on 15:08, 25. Dec, 2009
Progressor
Im wondering what happened to exp-gain in combination with friendly mode. At first it would seem logical to set it to zero, but I don't think thats wishful, since you always get positive exp and there's no downside to it. So, what happened to it?

Mojko
well, friendly play doesn't modify the score, so it doesn't modify the exp either.
---
As I said, friendly play is usefull if you don't want a game to count for wins / losses. But where exp comes from is not reflected in exp, so you'd always want it regardless of what you're doing. How it's now, it's more unlikely that you can find someone to test your new deck on.
Based on this argumentation, I suggest making friendly mode count only for win / loss stats.
Djinn on 17:37, 25. Dec, 2009
I can't seem to find any option for turning off the ± information system and the evidence of the new rating system? If there is none, I hope it can be implemented soon. If not, I think I'll stop playing this game.
Mojko on 17:46, 25. Dec, 2009
Turn them off? Why? I think it's a better way of displaying such information compared to color coding. The various colors made the game attributes unreadable sometimes and it didn't display the exact amount.

Friendly play means basically, that when the game finishes it's the same as if it was aborted. That is why no experience is gained.
Progressor on 18:20, 25. Dec, 2009
Ok, I get the why.
But now I suggest changing it to not counting the win loss ratio but do counting the exp for friendly games.

Making a game end like an aborted one looks like a workaround to me. Im no webdesigner / programmer, so I don't know how hard it is to do it diferently.

if game == friendly
skip / undo score
end :-P