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Offline GorthosTopic starter

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Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367268#msg367268
« on: July 17, 2011, 01:45:53 am »
PvP games take a long time to play but you don't get that much electrum and score from them.  So it's not very effective to grind PvP for gaining score/electrum.

BUT, PvP is more fun than grinding AI because you are fighting a real person.  So it would be nice if we could grind it effectively.

What if we changed this so that in PvP, the length of the game influences how much electrum/score you get (and you get enough so it's worth your while)?  Longer games would give proportionately more electrum/score to the winner.  This would remove the advantage for rush "score mining" decks so it retains a similar deck mix to what PvP has now.  (the goal would be to make it so it doesn't matter how many turns your game takes, you still get the same electrum per minute, as long as you win).

It should end up so that you get roughly 20 electrum per minute if you're an average player with a 50% win rate, like you can get farming AI3.

Offline BluePriest

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367270#msg367270
« Reply #1 on: July 17, 2011, 02:01:01 am »
I like and hate it at the same time. I like it because soemthing needs to be done to make it more worthwhile. I hate it because people will draw out thier pvp battles as long as possible. Perhaps making it based on the amount of turns for the pvp would be the better way to go instead of the time.
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Offline GorthosTopic starter

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367273#msg367273
« Reply #2 on: July 17, 2011, 02:03:38 am »
Yeah, per turn is probably the way to go.  There may also need to be a limit on how many turns give you extra electrum so people don't make a game stretch on that they've already won.

Offline BluePriest

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367280#msg367280
« Reply #3 on: July 17, 2011, 02:30:05 am »
heads up btw, this topic will probably be moved to game suggestions and feedback as this wasnt the right board for it.
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Offline pulli23

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367335#msg367335
« Reply #4 on: July 17, 2011, 07:42:52 am »
this is a good idea, I believe the points/minute (or points/turn) should in pvp be higher than in normal games: "risk vs reward" idea.


An idea to prevent abusing: maybe make it dependent ont he "loosers" time spent? No real abuse can happen (if you're winning there's no gain in stretching your turns, and as you dont'get points for loosing there's no gain either)



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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367347#msg367347
« Reply #5 on: July 17, 2011, 09:20:10 am »
this is a good idea, I believe the points/minute (or points/turn) should in pvp be higher than in normal games: "risk vs reward" idea.


An idea to prevent abusing: maybe make it dependent ont he "loosers" time spent? No real abuse can happen (if you're winning there's no gain in stretching your turns, and as you dont'get points for loosing there's no gain either)
That would be more abusable. Think of it like this

Main Account (eg:pulli23)
Alt Account (eg:pulli24)

You go to start a PvP with both accounts. If you click start match at a similar time on both accounts, chances are you will play eachother. With the alt account, you could spend most of a turn doing nothing, and let the main account win, thus making it very abusable.

Does that make sense?

Offline BloodlinE

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367374#msg367374
« Reply #6 on: July 17, 2011, 11:49:40 am »
this is a good idea, I believe the points/minute (or points/turn) should in pvp be higher than in normal games: "risk vs reward" idea.


An idea to prevent abusing: maybe make it dependent ont he "loosers" time spent? No real abuse can happen (if you're winning there's no gain in stretching your turns, and as you dont'get points for loosing there's no gain either)
That would be more abusable. Think of it like this

Main Account (eg:pulli23)
Alt Account (eg:pulli24)

You go to start a PvP with both accounts. If you click start match at a similar time on both accounts, chances are you will play eachother. With the alt account, you could spend most of a turn doing nothing, and let the main account win, thus making it very abusable.

Does that make sense?
yes is makes sense.
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Offline GorthosTopic starter

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367497#msg367497
« Reply #7 on: July 17, 2011, 07:27:27 pm »
It would still depend on the score difference between the 2 players so if your alt account has a low score you won't get electrum as fast as you would on AI3.  So it wouldn't be abusable with alt accounts.

Offline Pineapple

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367549#msg367549
« Reply #8 on: July 17, 2011, 09:21:35 pm »
what about this:

As the duration/turns increases, the reward and penalty increases (increase the pvp cost and then reward some coins to the loser to match the final penalty)

Offline pulli23

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367804#msg367804
« Reply #9 on: July 18, 2011, 10:58:24 am »
this is a good idea, I believe the points/minute (or points/turn) should in pvp be higher than in normal games: "risk vs reward" idea.


An idea to prevent abusing: maybe make it dependent ont he "loosers" time spent? No real abuse can happen (if you're winning there's no gain in stretching your turns, and as you dont'get points for loosing there's no gain either)
That would be more abusable. Think of it like this

Main Account (eg:pulli23)
Alt Account (eg:pulli24)

You go to start a PvP with both accounts. If you click start match at a similar time on both accounts, chances are you will play eachother. With the alt account, you could spend most of a turn doing nothing, and let the main account win, thus making it very abusable.

Does that make sense?
this all depends on the chance you play against each other, I somehow doubt it is feasable.

Offline Pineapple

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367820#msg367820
« Reply #10 on: July 18, 2011, 11:29:55 am »
It's not that hard to enter the same battle in random PvP if you can control both accounts in real time.

Offline BluePriest

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Re: Make PvP grindable! https://elementscommunity.org/forum/index.php?topic=28741.msg367834#msg367834
« Reply #11 on: July 18, 2011, 12:11:58 pm »
I sorta feel that the main problem with pvp is that it is so easy to LOSE score, not so much that it is hard to gain score from it. What if it had a weighted amount based on the score of both opponents, however, it had a curve much like the catapult damage so that you wouldnt those 1k score a battle you lose?
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