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Offline Chapuz

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132549#msg1132549
« Reply #564 on: April 10, 2014, 02:08:30 pm »
http://m.youtube.com/results?q=extra%20credits%20achievements&search_sort=relevance&search_type=search_all&uploaded=&sm=1
Here's something about achievements. I opened it from my phone so I hope it opens in a computer
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Offline OdinVanguard

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132582#msg1132582
« Reply #565 on: April 10, 2014, 08:04:53 pm »
Questing options update:

Questing appears to be more or less seperated from standard AI options, so I can tweak and hack pretty broadly without impacting other pve grinding or pvp options. Of course, some things will be easier to do than others...

With that in mind, it looks like I should be able (without TOO much effort):

-Force a player to have a specified starting hp / max hp
-Force a player to use a particular deck
-Forcibly add or remove specific cards from a players deck

With a little more effort:
-Allow more flexible deck restrictions (i.e. change cards of a given type, and enforce specific numbers of certain cards)
-Give an error message and Kick players to the deck editor if their deck is invalid for the given quest

I'm still working on:
-Endurance trial like questing (i.e. make the players remain HP and / or cards carry over from one quest to the next)
-Giving player or AI starting cards. I.e.pets seem trickier to implement than I first thought :(

I should also be able to set quest rewards as specific cards and gold levels fairly easily.

I could use some ideas for quests at this point... Deck ideas, story lines, etc.

comments / input / wishlists for above options would be useful too!

Achievements may take much more work since I would have to add hooks into the game engine itself, whereas the quest options I mention can be done in their own nice little self contained areas with little or no modification to the main gameplay engine.
Also, achievements will probably need their own little viewing area (maybe a trophy room?) ... and also probably a way to share with others (what good is a trophy if you can't brag right?)
That will take a good deal of UI coding... (I'm a quick study, but this is still only my first week of learning jscript after all)
« Last Edit: April 10, 2014, 08:11:38 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline Fippe94

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132583#msg1132583
« Reply #566 on: April 10, 2014, 08:13:43 pm »
Odin, answer me in chat and I can tell you a bit more how to make some of these stuff pretty easily.
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Offline MyNameIsJoey

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132632#msg1132632
« Reply #567 on: April 11, 2014, 04:24:40 am »
Suggestion:
I would love it if i could choose the 4 elements I want to appear in my pack.
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Offline Fippe94

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132683#msg1132683
« Reply #568 on: April 11, 2014, 06:24:23 pm »
Duel UI changed, and looks really good. I'ts not perfect, but good enough to change to. Please leave feedback about how to fix some stuff that looks off.
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Offline jarozaoz

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132684#msg1132684
« Reply #569 on: April 11, 2014, 06:34:14 pm »
Really nice. Finally chat works. ^^
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Offline BluePriest

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132686#msg1132686
« Reply #570 on: April 11, 2014, 06:53:07 pm »
Duel UI changed, and looks really good. I'ts not perfect, but good enough to change to. Please leave feedback about how to fix some stuff that looks off.
I'm going to have a more symmetrical layout finished up after I get off work today. Got the coordinates for where everything is going to be already but haven't implemented it along with the bevels yet.
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Offline OdinVanguard

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132688#msg1132688
« Reply #571 on: April 11, 2014, 06:58:32 pm »
My take on balancing the openEtG economy.

Okay, so yesterday I saw a player rage quit when they found out that upgrading required six of a given card…

I do have to agree, it would be nice to have the option of either 1) using 6 cards -> 1 upgraded card or 2) Crap tons of gold + 1 card -> 1 upgraded card.
There should be incentive to use the 6 card method, so the upgrade cost should be set appropriately…
Maybe set it to be 12 times the effective value of an unupgraded shard? (That comes out to about 400G)
Also, since there is no bazaar to sell cards at, we should probably put in a way to downgrade cards... easy thing would be to give back gold in exchange (200G maybe?... ie 2 upgrades shredded -> 1 new upgrade of your choice)

This all got me to thinking about the economy in openEtG and how to balance it better.

While fiddling with my entropy deck I was reminded that Zanz was a chemical engineer at one point (because chemists have to deal with the concept of entropy a lot)... which made something click!

Entropy could be the key to balancing the economy... Or at least give us an idea of what the distribution of card rarities should be for AIs.
Spoiler for background:
Entropy is the way a system will naturally try to distribute its energy out over a given number of states with various amounts of energy.
The probability a given 'quantum' of energy is placed in a state is given by a Boltzmann distribution
E.g. P(state) = exp( - Estate / Eavailable) / Q

where Q is basically the sum of the exp() values for all states

Well… we can think of our currency as energy!
Each card counts as 1 "state".
We know the values of each card based on booster pack prices and rarity counts
-> The "energy" of a state is the value of that card's rarity
-> For upgraded cards, we just multiply by 6 since it takes 6 unupped to make 1 upped

We can think of each AI level as an independent "system" where the available "energy" is the gold reward value for that AI.

… so… For the simplest approach, we can just use the 4 types of winnable rarities.
From some linear algebra, you would get:
common -> 1.667G, uncommon -> 6.667G, rare -> 28.33G, shard -> 33.33G

I have included the spreadsheet I made for this approach and committed it to my openEtG branch on GitHub, so anyone who wants can grab a copy or have a look: https://github.com/OdinVanguard/openEtG.git
… To do a really thorough job, I should actually include degeneracy… basically this would be a count of the total number of cards in each rarity.
This is a bit more complex, so I'll add it in later. For now, this is just a proof of concept.
Have a look at the sheet. The reward probabilities actually do seem to make good sense at a glance, even with this slightly easier approach.

In sticking with vanilla EtG I'll give the results where no shards are obtained from AIs (comma sperated format)

unupgraded probabilities
#AI_Type,P(common),P(uncommon),P(rare)
commoner,72.86%,26.79%,0.35%
mage,49.90%,28.44%,3.26%
champion,35.10%,27.33%,9.25%

upgraded probabilities
#AI_Type,P(common),P(uncommon),P(rare)
mage,20.38%,1.01%,0.00%
champion,23.14%,5.16%,.01%
demigod,67.09%,31.68%,1.23%

interestingly enough it seems that each AI level will have its own unique rarity optimum.
I.e. commoners are best for… commons
mages are good for uncommon
champions are good for rares
demigods are good for upped

Using this would be pretty simple… When AI decks get constructed, we have the deck generator pick a rarity first, then pick which card of that rarity to put in.
Rewards are automatically generated from the AI's deck so this should work out perfectly.
« Last Edit: April 11, 2014, 07:08:09 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
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Offline Fippe94

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132692#msg1132692
« Reply #572 on: April 11, 2014, 07:08:17 pm »
Lots of new card art added, note to any currrent and future art maker: Please make your art 128x128 png files, makes my job much easier :D
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Offline OdinVanguard

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132693#msg1132693
« Reply #573 on: April 11, 2014, 07:12:45 pm »
Lots of new card art added, note to any currrent and future art maker: Please make your art 128x128 png files, makes my job much easier :D
Will do! ... I had no idea what size before hand, so I'll try to format nicely for you ahead of time from now on
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132695#msg1132695
« Reply #574 on: April 11, 2014, 07:24:03 pm »
Card text on Flooding needs changed to match the new UI.  It stays "cards past the first column die", but since the display pattern changed, the "first column" is no longer an accurate descriptor of the locations.
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Offline Fippe94

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132696#msg1132696
« Reply #575 on: April 11, 2014, 07:36:43 pm »
Also, want some feedback on quest system:
I am planning to have several independent quests, some which might be unlokced from the start, some which might unlock as you complete others (so a longer story maybe) and some that unlock when you finish certain requirements (such as gettin 100 light cards for example)

As you see in the Necromancer example quest, each stage in the quest is represented with an icon that you click to start the duel.

Now I want to  know what people think. Since you will have several quests, how will they be shown? Some alternatives:
1. One big map where all stages of all quests are shown, like it is now but with more quests on the same map (might be crowded when more quests is added)
2. A Menu that pops up when you click Quests the show a list of all the quests (possibly including the ones you haven't unlocked yet, and it would say the requirements). And once you choose a quest you would get to a map-like place where the stages are shown, like now.
3. One big map where all quests are shown as icons. When you click an icon you get to a smaller zoomed in map where the stages are shown (so like a mix of 1 and 2).

Or any other idea you might have. I woul presonally prefer 2 or 3, but 3 needs someone (not me, I can't draw) to make an entire world map for the game, preferably with all elements having its own area/country and probably some "neutral" areas as well.



No one responded to this, and some discussion about how to display different quests would be great.
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blarg: