MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 09:18, 26. Dec, 2009
It's not an implementation issue. Friendly game does not effect score by it's definition. Player experience is part of his score. Actually, now is the experience the primary data for sorting the players ladder. The wins/losses/draws is only secondary.

I'm aware that by playing a game both players gain experience, but if friendly games grants experience to players, I fail to see the purpose of friendly game mode.
Chrone on 10:48, 26. Dec, 2009
Maybe we could just take total experience gained by players and split equally between them?

It will be deck-testing mode that is both friendly and lacking disadvantages of existing mode.
Progressor on 13:58, 26. Dec, 2009
The purpose of friendly mode is then to keep your w/l/d stats clean, and only that.

Exp is a cute concept to give the players a goal to play, gain levels as prestige (& slots etc.). But to me the more meaningful way to spot player skill is their w/l/d ratio.

To share exp would make friendly games to attractive for grinders (:-P) I think. Though maybe there is a compromise in a fixed amount of exp per player (say an amount you usually get when you lose, 30-ish or something).
Chrone on 14:55, 26. Dec, 2009
Sharing xp will give option to test contriversal decks and will help newbies gain lvls.
For grinding it is of no interest, since just winning with any powerful and fast deck (beast ex.) will result a lot more exp. gain.
Progressor on 15:06, 26. Dec, 2009
I wouldn't underestamate the reliability of the exp gain. Even with a proper deck it's still a bit of luck.

Another point would be that the exp no longer awards skill.
Chrone on 15:21, 26. Dec, 2009
Without deleveling system lvl and skill are weakly linked, so nothing will change.
JimmyMethod on 19:08, 30. Dec, 2009
In regards to 'How many rares were played'. I don't think that should degrade how much XP the player gets. Some of us design decks to maximize the chances of getting rares (By using Dark Flame, I can basically get 5 chances of rares each time I play it). Good deck design should RELY on finding a way to pull out Rares and play them.

I don't like the idea that just because you get/play rares, means you're somehow just 'lucky'. Some of us get them because we're smart.
DPsycho on 19:21, 30. Dec, 2009
It does kind of seem like a penalty for playing an Illusion deck. Other keyword/theme decks don't punish you similarly.
Mojko on 20:28, 30. Dec, 2009
Current system does not take into account how many rare did you play.