.

Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

.

Elements Slowdown

The Top 50 (Tier 4) is an oddity. These are the decks from the top 50 ranked players. Some of them have set up farms to give you easy/free rare cards. Others are using their usual decks, while some are intentionally designed as anti-player decks. They are mostly or all upgraded cards, but because players can (do) set up farms, the game gives you the un-upgraded versions; rare cards are worth decent money, but you face half the False God difficulty (fully upgraded deck) without the increased reward.

The most annoying thing is decks designed to slow things down. There is first the usual dichotomy between speed and control in CCGs: the basic plans are to burn down the enemy now or keep him from doing anything and then implement a late-game plan. If you are farming, you play for speed, because your goal is to get as many wins (cards) as possible as fast as possible; speed vs. speed, speed vs. control, and control vs. control are all potentially interesting matches. Some T50 decks complicate that by never really intending implement that late-game plan. They just want to annoy you. The amusing ones go heavily for life gain. They might have an attack or two, but mostly they are really big punching bags that heal themselves. The most frustrating ones are large decks that plan to seize control and never do anything until you run out of cards. That is the late-game plan: counter everything and hope the player has no way to prevent decking out. The deck’s secondary objective is winning, in the sense of defeating the player, although some of them are rather good at that (remember: fully upgraded, designed by top players, and no cards “wasted” on offense) unless you have very fast control or damage. The deck’s primary objective is to take as long as possible. The deck-builder wins if you, the player, want to stab him in the throat as the game drags on.

In PvP, this is a perfectly viable approach. Even without Millstone-equivalents, building a huge blob and taking the punches can be a winning strategy. You get the bonus of watching frustrated opponents seethe. I have seen several versions, including one explicitly named “Rage Quit.” But if you play one of those in PvP, you must sit there as long as your opponent. Heck, he might have his own control deck, with both of you expecting a long game. When you set it up for the computer to control, you are just making a land mine filled with glue, waiting for players to get trapped. You don’t get to see them wriggle, unless they post on the forums about how much they hate you, but you know the computer can spring the trap on dozens of innocent victims at once.

It kind of makes me feel bad about NanoStar Siege. While deciding it wasn’t something I would play in the long run, I noticed that you could improve your defenses with in-game coins without leveling up, and that there was a daily reward for logging in (and for winning or losing when others attack). I could log in occasionally, collect cash, and upgrade the increasingly ridiculous defenses. Yeah, go ahead, pick on the low-level account for easy points. Go for it. Too bad for the people looking for even-level opponents who hit that.

: Zubon

Elements Decks

I am still enjoying Elements.

If you play un-upgraded, you have a good range of deck options even without the trainer. Building a strong un-upgraded deck costs in the 500-1000 electrum range if you start with none of the cards, so it does not take long to bootstrap yourself into having several options for excellent tier 3 decks. You will probably earn back what you spent well before you get bored with your new toy, and you will earn cards for your next toy along the way.

My difficulty remains the cliff of upgraded cards. Tier 3 is trivially easy with a fast deck, but difficulty ramps up quickly from there. Tier 5 brings in half the False God issues, including extra quanta, draws, and health plus scattered upgraded cards. Tier 5 is not terribly difficult once you upgrade a half-dozen key cards in your deck, although it requires a different plan because you cannot rely on blazing speed against a double-health target. The Tier 6 False Gods are that cliff, some of them able to deal 100 damage by turn 4-7. Bootstrapping there is a lengthier process.

Because a fully upgraded deck costs in the 50,000 electrum range, you have far fewer options when trying the upper tiers. Once I have a fully upgraded deck, it will be easier to get to a second one, but that is a lot of games with the one deck. There is the familiar, gratifying feeling of illusory accomplishment as each upgraded card improves that initial deck. But altoholism, as ever, means going back to the newbie areas; I cannot expect much against False Gods when using a deck with only a couple upgraded cards.

Is it a sickness that I am not just using the trainer? If all I care about is the gameplay, I can skip the first C of CCG. I seem stuck on the notion that it is not the “real” game.

: Zubon

Free Realms Housing Confusion

I grabbed a lifetime account on Free Realms for both of my kids. One of the perks of becoming a member is that you get a house as well as the free apartment everyone gets. Problem is, the house is only for one character and it is not shared over the account. Even though you can have 3 characters (I’m not sure why you’d want more than one) only one of them gets the house. The rest get apartments. I really do not understand why you wouldn’t share it to all 3 but hey that’s the rule.

The first thing my daughter does is create a new character (again it was a perk of gaining member status to get 2 more character slots) and the “you have an item to claim” icon shows up so she clicks it and next thing you know she has a house. Excitement! Decorating! Then she logs into the character she has been playing since the game came out and hey what’s this apartment thing? Where’s my house? She had no idea. So she deletes the new character thinking that the house will show up on the only character left. Oops! She just deleted her house. It’s gone for good. Now don’t get me wrong here, I’m sure it warned her that the house is tied to one character only when she claimed it but for whatever reason she did not digest that information.

SuperDad steps up to the plate and contacts Free Realms support. After a few emails back and forth they grant the house to her main character and remind me to remind her not to delete that character because if she did she would be out of luck and have to buy a house in the future.

I really only have one question for them: Why would you do it that way?

– Ethic

“No Cover Charge”

Informis, commenting at Keen and Graev’s:

Apparently, “free-to-play” these days really means “no cover charge.”

I assume it has been said before, but this is my first time seeing this phrasing, and I like it. Can we all start using that to refer to Wizard101, Dungeons and Dragons Online, and other games with the not-quite-F2P pricing model? I’m not sure that “NCC” will catch on as an acronym, although there would be a special glory in applying it to Star Trek Online…

: Zubon

Guild Wars – Battle for Lion’s Arch

The final-ish part of the War in Kryta chapter of Guild Wars Beyond dropped awhile go, but I didn’t have the time or sheer will to complete it until last night.  The Battle for Lion’s Arch might be one of the most intense instances in Guild Wars.  The road to this mini-mission (a quest with its own instance) can be long and frustrating, but the end result is very much worth it.  Even the rewards along the way are pretty nice.

Continue reading Guild Wars – Battle for Lion’s Arch

Dopamine

I am reading How We Decide by Jonah Lehrer. I need to read further to decide whether it will be worth recommending, but chapter 3 has some great insights for reward systems and game design. Chapter 3 is about errors, how our simian brains will vainly search for patterns in randomness and provide excessive neurochemicals to keep us focused on what is actually unpredictable.

We are a pattern-seeking species, with self-programming neurons that seek to predict risks and rewards. We are very good at developing intuitive understandings of situations in which we do not have enough time for a rational analysis, kind of like how your dog can catch a frisbee even if he cannot do the math of plotting three-dimensional vectors in real time. Unfortunately, we apply the same mental programming to completely random sequences, seeing patterns that do not exist and feeling bigger highs from wins strictly because they are unpredictable.

I say that again: unpredictable wins produce greater emotional reactions. Your brain is programmed to look for surprises, and if it really is a random system, success will always be surprising to some degree. Continue reading Dopamine