The Last Homely House

Undying Lands => Valinor => Topic started by: sgtdraino on August 29, 2012, 02:03:38 PM

Title: Suggestions to Improve Gemp
Post by: sgtdraino on August 29, 2012, 02:03:38 PM
I didn't see a thread specifically for this, so I figured I'd start one.

I have one suggestion in particular:

Can you add a feature that enables us to copy one of our saved decks over to another player currently logged in?

The reason I ask, is that I'm trying to recruit people who are not very familiar to the game, or are not used to building their own decks. I think it would be easier to get them started, if I could simply send them one of mine, and they would immediately be able to play a game with it.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on August 29, 2012, 02:41:35 PM
I didn't see a thread specifically for this, so I figured I'd start one.

I have one suggestion in particular:

Can you add a feature that enables us to copy one of our saved decks over to another player currently logged in?

The reason I ask, is that I'm trying to recruit people who are not very familiar to the game, or are not used to building their own decks. I think it would be easier to get them started, if I could simply send them one of mine, and they would immediately be able to play a game with it.
I'll work on something that will allow to share decks...
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on August 29, 2012, 05:31:49 PM
Thanks!

ETA: I just had another idea...

Can you add some sort of "horn" or "bell" button to the playing area? I started a table and waited for a game to begin, but got no takers for a while. So I started looking at a different window. While my attention was elsewhere, somebody joined my table and tried to play a game with me... but I never realized it! By the time I checked back, they'd already given up and left.

Perhaps if there could be some sort of audio fanfare that plays when a game is about to begin, so players who are waiting don't have to stare at the game screen the whole time. The musical cue would let them know that someone has accepted their challenge.

Similarly, during the game, someone might have to get up and do something, go to the bathroom, etc. A horn or bell button could alert the other player that they have returned.

Thoughts?
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on August 29, 2012, 06:29:11 PM
Thanks!

ETA: I just had another idea...

Can you add some sort of "horn" or "bell" button to the playing area? I started a table and waited for a game to begin, but got no takers for a while. So I started looking at a different window. While my attention was elsewhere, somebody joined my table and tried to play a game with me... but I never realized it! By the time I checked back, they'd already given up and left.

Perhaps if there could be some sort of audio fanfare that plays when a game is about to begin, so players who are waiting don't have to stare at the game screen the whole time. The musical cue would let them know that someone has accepted their challenge.

Similarly, during the game, someone might have to get up and do something, go to the bathroom, etc. A horn or bell button could alert the other player that they have returned.

Thoughts?
I will add the fanfare when you are redirected to game from Game Hall, however there will be no buzzer that player can use during game, as it can be abused to annoy people.
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on August 29, 2012, 11:00:50 PM
One suggestion I have is to add an "Are you sure you want to pass?" window when you pass on an action during a skirmish that would kill one of your companions. Once or twice I have had a situation where I had the means to let my Frodo survive a skirmish, but I accidentally hit the Pass button, which then killed my Frodo and I lost the game.
Title: Re: Suggestions to Improve Gemp
Post by: Nitsuj on August 30, 2012, 06:25:31 AM
Take these suggestions with a big grain of salt, as these are more "would-be-nice"- but I do have a few tweaks:

On the "Your Stats" page, can we get a grand total stats, as well as totals per environment?  I'm just curious what my overall percentage is.

If this is possible, it would be neat if you could see other people's stats (just the summary by environment) - perhaps as a popup DIV when you mouse over their name - or a special tab where you can key in a user name and pull up their stat history?

A total number of registered players in a league would be nice to easily see, with projected prize payouts for positions finishing.

A way to "frankenstein" decks.  For example, I like that I can copy a deck into another, but in the Tower's collector league I built the following decks:

RBR & Wargs
RBR & Dunlending
RBR & Sauron Swarm
RohanDalf & Wargs
RohanDalf & Dunlending
RohanDalf & Sauron Swarm
Ents & Wargs
Ents & Dunlending
Ents & Sauron Swarm

The freeps/shadows for each of these combos was extremely similar, but when I would go to build a new deck, I would have to rebuild either the freeps or shadows from scratch.  I can now build the dunlending deck in my sleep since I used a similar build in the Movie Block Constructed League.  I was thinking it would be neat if you could start a new deck, and choose the free peoples from one deck, the shadow from another deck, and the adventure path from a 3rd deck, or something akin to that.

It would be nice to be able to do a "deck check" on a built deck to tell you what cards are in the deck that you don't have in your "my cards" collection, so you can get a "shopping list" put together.  Right now, the only way to do this is to try to start a table for "my cards" league and see the warning telling you what cards you don't own. 

Also, on the Tengwar Prize selection screen, current merchant prices would be nice so you know what the best value is for getting a Tengwar card.

Finally, if you do make sharing decks available - I think a history of past leagues with a link / deckcopy of the top players would be great to keep the competitive juices flowing - if I could easily grab the winner's deck into my "deck list" so I can test it, I think it would help keep fresh ideas out there.  This one is a little more tricky to privacy advocates, but I feel that once you enter a league, your decklist becomes public domain, as did Decipher, but I suppose since decks can be tweaked game to game this would be a bit more difficult to implement.

Just some random ideas on how to, in my humble opinion, improve this awesome site.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on August 30, 2012, 02:12:35 PM
Take these suggestions with a big grain of salt, as these are more "would-be-nice"- but I do have a few tweaks:

On the "Your Stats" page, can we get a grand total stats, as well as totals per environment?  I'm just curious what my overall percentage is.

If this is possible, it would be neat if you could see other people's stats (just the summary by environment) - perhaps as a popup DIV when you mouse over their name - or a special tab where you can key in a user name and pull up their stat history?

A total number of registered players in a league would be nice to easily see, with projected prize payouts for positions finishing.

A way to "frankenstein" decks.  For example, I like that I can copy a deck into another, but in the Tower's collector league I built the following decks:

RBR & Wargs
RBR & Dunlending
RBR & Sauron Swarm
RohanDalf & Wargs
RohanDalf & Dunlending
RohanDalf & Sauron Swarm
Ents & Wargs
Ents & Dunlending
Ents & Sauron Swarm

The freeps/shadows for each of these combos was extremely similar, but when I would go to build a new deck, I would have to rebuild either the freeps or shadows from scratch.  I can now build the dunlending deck in my sleep since I used a similar build in the Movie Block Constructed League.  I was thinking it would be neat if you could start a new deck, and choose the free peoples from one deck, the shadow from another deck, and the adventure path from a 3rd deck, or something akin to that.

It would be nice to be able to do a "deck check" on a built deck to tell you what cards are in the deck that you don't have in your "my cards" collection, so you can get a "shopping list" put together.  Right now, the only way to do this is to try to start a table for "my cards" league and see the warning telling you what cards you don't own. 

Also, on the Tengwar Prize selection screen, current merchant prices would be nice so you know what the best value is for getting a Tengwar card.

Finally, if you do make sharing decks available - I think a history of past leagues with a link / deckcopy of the top players would be great to keep the competitive juices flowing - if I could easily grab the winner's deck into my "deck list" so I can test it, I think it would help keep fresh ideas out there.  This one is a little more tricky to privacy advocates, but I feel that once you enter a league, your decklist becomes public domain, as did Decipher, but I suppose since decks can be tweaked game to game this would be a bit more difficult to implement.

Just some random ideas on how to, in my humble opinion, improve this awesome site.
1. Seeing other people stats. This is something I could have done, but don't want to do on purpose. On MTGO (Magic the Gathering Online), at the beginning stats like that were visible for other players to see. That caused some people to troll people with lower standings, call them lucksacks if they lost to them, and so on. This caused the WotC to decide to hide standings.
2. Making a deck based on another one.  Once you open a deck you want to start with, click the "Copy deck to new" button (4th from the left).
3. Card prizes. I'm afraid you have to do it by hand, also merchant currently doesn't show the prizes for cards you do now own.
4. Deck lists from leagues. Due to the fact that you don't have one deck in league, and you can play each game in league with a different deck, it's not available. However, the tournaments, where you play with just one deck, will and already are showing decks players played with, once the tournament is finished.
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on August 30, 2012, 07:07:38 PM
I was thinking it would be neat if you could start a new deck, and choose the free peoples from one deck, the shadow from another deck, and the adventure path from a 3rd deck, or something akin to that.

I like this idea as well. Perhaps the simplest thing would be an "import" button, that would import cards from one of your other decks and add them to whatever cards you already have in the new deck? Then you could just click through and eliminate the ones you don't want.
Title: Re: Suggestions to Improve Gemp
Post by: Nitsuj on August 31, 2012, 05:29:19 AM
1. Seeing other people stats. This is something I could have done, but don't want to do on purpose. On MTGO (Magic the Gathering Online), at the beginning stats like that were visible for other players to see. That caused some people to troll people with lower standings, call them lucksacks if they lost to them, and so on. This caused the WotC to decide to hide standings.
2. Making a deck based on another one.  Once you open a deck you want to start with, click the "Copy deck to new" button (4th from the left).
3. Card prizes. I'm afraid you have to do it by hand, also merchant currently doesn't show the prizes for cards you do now own.
4. Deck lists from leagues. Due to the fact that you don't have one deck in league, and you can play each game in league with a different deck, it's not available. However, the tournaments, where you play with just one deck, will and already are showing decks players played with, once the tournament is finished.

1.  OK
2.  Yeah, that's what I do, but then I have to remove all the shadow or freeps card, and add them all back again, when I've already got that shadow side built elsewhere, but I get what you are saying.  Its not that big of a deal, like I said - more of a wood be nice feature.
3.  I don't understand what you are trying to say.
4.  Yeah, I get that.  Glad to see it'll come out of tournaments.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on August 31, 2012, 08:55:00 AM
3.  I don't understand what you are trying to say.
Merchant "buy" prizes are not available for you to see, until you actually own the card. If you want to know the prize, or at least estimate which of the Tengwar cards can give you best value, you have to do it manually by finding the cards in normal version for sale, and find the one with highest prize.
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on September 01, 2012, 10:28:14 AM
I'll work on something that will allow to share decks...

Any news on that front?
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on September 01, 2012, 05:46:20 PM
Any way you can make the action used to enlarge a card (so that you can read it) significantly more different than the right-click used to actually activate/play a card? Sometimes it's tricky to make the cards blow up so I can inspect them, and I'll end up accidentally playing a card. Or, if I'm working on a deck, I'll end up accidentally removing the card from my deck instead of just looking at it.
Title: Re: Suggestions to Improve Gemp
Post by: dethwish07 on September 01, 2012, 06:04:33 PM
I find the shift click method works best, with regard to enlarging the cards for legibility.
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on September 01, 2012, 06:43:44 PM
Excellent! I did not know about that. Perfect.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on September 01, 2012, 07:50:52 PM
At the beginning it was shift+click, but some people complained, that they had to touch keyboard to look at the card, so I added the slide-up.
Title: Re: Suggestions to Improve Gemp
Post by: Rhyme on September 12, 2012, 12:24:04 AM
May I suggested that:
1. There will be a pop up windows or a message telling youare about to end your assignment step when you have both minions unassigned and companions unassigned.. I know it's will be redundant to have this message pop up when there are more minions then companions, but i will be very useful for people who accidentally click pass and got my Frodo kill by 2 orc while there are 4 other companions standing there.....
2. Maybe use different color border to highlight different effects.. (example, red border for ability that require exert / yellow border for response ability / blue border for assignment related.. etc.)
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on September 12, 2012, 01:34:26 AM
1. There will be a pop up windows or a message telling youare about to end your assignment step when you have both minions unassigned and companions unassigned.. I know it's will be redundant to have this message pop up when there are more minions then companions, but i will be very useful for people who accidentally click pass and got my Frodo kill by 2 orc while there are 4 other companions standing there.....
I'm pretty sure I already added a popup to confirm if no assignments were made, that this is indeed the action that was intended. Doesn't it work?
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on September 12, 2012, 02:00:23 AM
I've never seen such a popup. Recently I was facing two Nazgul, only one of whom I thought was fierce. So on the fierce assignment phase, I assigned one of them and hit 'Done'. My opponent then assigned the second one to Frodo and I lost the game.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on September 12, 2012, 02:57:30 AM
I've never seen such a popup. Recently I was facing two Nazgul, only one of whom I thought was fierce. So on the fierce assignment phase, I assigned one of them and hit 'Done'. My opponent then assigned the second one to Frodo and I lost the game.
Aaah, because it shows the popup only when no assignments were made at all.
Title: Re: Suggestions to Improve Gemp
Post by: Rhyme on September 12, 2012, 08:58:01 PM
I've never seen such a popup. Recently I was facing two Nazgul, only one of whom I thought was fierce. So on the fierce assignment phase, I assigned one of them and hit 'Done'. My opponent then assigned the second one to Frodo and I lost the game.
almost the same here...
is it possible to show that message when the minions left to be assigned > 0 and the available campanion > 0 at the same time...
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on September 29, 2012, 09:56:56 AM
First off, been playing on gemp for a while now, and I just wanted to say MAN WHAT A FANTASTIC THING YOU CREATED. Thank you so much to the person or people who put gemp together, it is fantastic.

A couple more suggestions for improvements:

1. Can you add an option under the options tab during gameplay, where I can choose to have the game chime at me whenever it is my turn to take an action? This would be something that a player can turn on or off by checking or unchecking a check box. I could see times, particularly when the internet or browser is being slow, where my attention might be elsewhere. During those times, it would be nice to have an audio indicator that I need to do something.

2. Can you add a log out option? Not exactly sure how it currently works, sometimes it seems like if I close the browser entirely, it logs me out. But other times, I can navigate there from a different computer, and find that I'm still logged in. This can be handy for times when someone else in the same household wants to play a game on a computer I have just use, and they want to log in under their own account and get access to their own decks.

3. Any word on that suggestion to add an option where you can copy a deck to another player currently logged on? Again, this would make it easier for me to introduce new players to the game, if I can quickly send them a basic deck they can learn the game with.

4. I'd also like more ways to earn gold, as I really want to buy more cards in the merchant area!

That's all for now. Thanks!
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on October 08, 2012, 04:28:12 AM
You used to be able to keep your Sealed pulls; I don't know why that changed. In the first FOTR sealed league, I pulled two twilight Witch-kings, and having them in my collection is pretty fun.

Not sure why this changed, by I suggest it be changed back. I probably won't be spending 50g on sealed league play again, if I don't get to keep any cards.

Also, as far as the merchant goes, when you buy starter decks it doesn't seem like they come with any rares. I believe a starter deck is supposed to include three random rare cards, it would be nice if that feature could be added.

It would also be nice if there was an easy reference somewhere as to what cards come in each starter deck. I couldn't find one easily, so I found one using google:

http://www.gondorian.com/lotrtcg/starters.php (http://www.gondorian.com/lotrtcg/starters.php)

This information would be handy to have for those trying to decide what starter deck they want to choose for a sealed league.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on October 08, 2012, 05:41:44 AM
You used to be able to keep your Sealed pulls; I don't know why that changed. In the first FOTR sealed league, I pulled two twilight Witch-kings, and having them in my collection is pretty fun.

Not sure why this changed, by I suggest it be changed back. I probably won't be spending 50g on sealed league play again, if I don't get to keep any cards.

This was changed to keep it fair. If you were to keep the cards from leagues, the league price would have to increase by the cost of the product (18 boosters + 3 starters), which would make it even more costly to enter the league, to the point where it would be too expensive for anyone to play (50g+18*10g+3*25g=305g).

The idea of entry cost for leagues is that it covers only costs of prizes, both for individual games and for the final result.

As for starter prizes, yes they do not include the random rares. If they were to include them, they would have to be substantially more expensive, and I wanted to make it possible for people to get the fixed cards at a reasonable price.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on October 08, 2012, 07:07:59 AM
I probably won't be spending 50g on sealed league play again, if I don't get to keep any cards.
You get to keep all the prizes.

A league is a very good way to increase your income, but it works only if, once you sign up, you play all (or close to all) games available. Last sealed league I had win rate of 60% - not bad, but also not great (out of people who played all 40 games I finished 14th, exactly in the middle, as there were 27 such people). This gave me 28 booster choices as prize support (3+2+3+3 as series prizes and 17 as overall prize). It was definitely worth 50 gold I paid as sign up fee.

On a more general note: yes, Gemp collections are increasing way slower than GCCG collections. I'm not sure it this is bad. GCCG had huge prize support. Winning a game gave you money to buy 10 boosters and losing one gave you enough for 2,5. Which means that you could play 5 games (one evening of playing), win 3 of them and you had nearly a box of boosters. I think if Gemp worked this way I would already have a full playset of LotR since some time. Where is the fun of collecting if collecting is very easy? Currently in Gemp I have cards to build some competitive decks (though definitely not all of them) and playsets of Battle of Helm's Deep and Ents of Fangorn. Currently I'm collecting playsets of FotR (using booster choices, I'm a bit over halway through it) and Siege of Gondor (using left over cash, I'm getting close to halfway through). Every set I manage to finish is fun for me, because it takes time and thinking (should I spend money on singles or cards, which sets should I do now and which will be less expensive later). If it was a lot easier, I guess I would not care at all.

League prize support was designed by me with the following (set by MarcinS) goal in mind: a player taking part in leagues and getting a bit over average results there should be able to build one competitive deck in two months. In such time you can finish 3 leagues, if each earns you 25-30 packs (definitely possible if playing all games and having decent results) your total income (after adding leftover gold) should be over 100 boosters. I feel that this is enough to build a strong deck. And once you're through your first one, getting next is faster as you always can reuse some cards.
Title: Re: Suggestions to Improve Gemp
Post by: CategoryOneGames.com on October 08, 2012, 09:29:42 AM
1.  You have really got to fix the Rohan site that cancels Fierce Skirmishes.  With the current sealed event, a Rohan player can play that on the first site and it will cancel Nazgul fierce skirmishes for the rest of the game.  It should only be on that site but the system is canceling fierce skirmishes the rest of the game.  I would suggest removing the games where this has already happend to Nazgul players, it is unfair for them to have a key feature of their deck taken away.

2.  Before my last game I setup the game I wanted to play and remembered I wanted to change a few cards so I hit the deck editor and made my changes, soon as I got back to the game setup page I was pulled into a game and none of my deck changes were in place.  I had setup my opening fellowship expecting that they were but the cards that I had added/removed were not how they should be.

Is this something that can be looked at?

Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on October 08, 2012, 09:37:18 AM
League prize support was designed by me with the following (set by MarcinS) goal in mind: a player taking part in leagues and getting a bit over average results there should be able to build one competitive deck in two months. In such time you can finish 3 leagues, if each earns you 25-30 packs (definitely possible if playing all games and having decent results) your total income (after adding leftover gold) should be over 100 boosters. I feel that this is enough to build a strong deck. And once you're through your first one, getting next is faster as you always can reuse some cards.

Not to mention that you can sell some of your excess cards to get more gold back. Some of those common and uncommon cards (like Dwarven Bracers, Isengard Tender, and Ithilien Blade) are worth a ton of cash.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on October 08, 2012, 09:57:04 AM
1.  You have really got to fix the Rohan site that cancels Fierce Skirmishes.  With the current sealed event, a Rohan player can play that on the first site and it will cancel Nazgul fierce skirmishes for the rest of the game.  It should only be on that site but the system is canceling fierce skirmishes the rest of the game.  I would suggest removing the games where this has already happend to Nazgul players, it is unfair for them to have a key feature of their deck taken away.

2.  Before my last game I setup the game I wanted to play and remembered I wanted to change a few cards so I hit the deck editor and made my changes, soon as I got back to the game setup page I was pulled into a game and none of my deck changes were in place.  I had setup my opening fellowship expecting that they were but the cards that I had added/removed were not how they should be.

Is this something that can be looked at?
Ad 1. There is a separate thread for game bugs to report. Also at least give me a card name (the site name). And I'll look into it.
Ad 2. The deck used for a game is locked at the time you create/join the table. Any subsequent changes will not be reflected during the game if you save the deck after you have created/joined the table. The same will apply to tournaments, etc.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on October 08, 2012, 10:13:57 AM
1.  You have really got to fix the Rohan site that cancels Fierce Skirmishes.  With the current sealed event, a Rohan player can play that on the first site and it will cancel Nazgul fierce skirmishes for the rest of the game.  It should only be on that site but the system is canceling fierce skirmishes the rest of the game.  I would suggest removing the games where this has already happend to Nazgul players, it is unfair for them to have a key feature of their deck taken away.
I have a feeling you're referring to the in-famous Harrowdale here. It's incredibly badly worded and it can be interpreted in two different ways. What this means, that whatever way I choose to implement it, there will always be a group of players complaining that it works wrong (according to them).

So instead of starting another thread on how it should work (there are 2 already: http://lotrtcgwiki.com/forums/index.php/topic,7727.0.html and http://lotrtcgwiki.com/forums/index.php/topic,7592.msg75683.html#msg75683 ), I'll just let you know how it does work at the moment:
1. No, it doesn't make them lose Fierce until the end of the game, so if it does, then there is a genuine bug I'd have to fix. If so, provide the game replay link.
2. Whenever Harrowdale is active, a new effect comes into play until beginning of the next regroup phase, which reads: "If a minion skirmishes a [rohan] companion, it loses fierce and cannot gain it until the regroup phase". So if fellowship starts the turn at the Harrowdale, or moves from Harrowdale, or moves to Harrowdale, or current site gets replaced with Harrowdale, all skirmishes until next regroup will have this effect (will be removing the Fierce keyword).
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on October 08, 2012, 12:42:32 PM
This was changed to keep it fair.

Fair for who?

If you were to keep the cards from leagues, the league price would have to increase by the cost of the product (18 boosters + 3 starters),

No it wouldn't, because none of this prize or product support actually costs real money. If you wanted to, you could make it a better deal for people to join and play in the league, than to just buy cards outright. At the very least, I think you should let players keep product roughly equal to what the league costs. It only serves to encourage people to play in the leagues. Otherwise, it seems like a better deal NOT to play in the leagues.

which would make it even more costly to enter the league, to the point where it would be too expensive for anyone to play (50g+18*10g+3*25g=305g).

Gemp is an artificial market, you can adjust the costs in whatever way works best to create a positive playing environment. It seems to me that one of Gemp's few weaknesses, is that it is currently not very feasible to delve much into collected formats. I suggest you take steps to resolve this in whatever way is most practical.

The idea of entry cost for leagues is that it covers only costs of prizes, both for individual games and for the final result.

There is no cost for prizes, because it's all virtual product. If this were a real tournament back in the day, prize support would be provided by Decipher, so there's not really any cost there either. The tournament serves to promote the game and encourage people to play.

As for starter prizes, yes they do not include the random rares. If they were to include them, they would have to be substantially more expensive, and I wanted to make it possible for people to get the fixed cards at a reasonable price.

They wouldn't need to be more expensive, because the economic system is completely artificial. You can set whatever price you like for anything. As it stands now, to me it feels like the starters are too expensive when they don't come with any rares.

You get to keep all the prizes.

It seemed like many of the prizes I got were foil cards that weren't worth very much, and certainly don't help much in terms of building a collection. It's still a mystery to me what would determine what kind of prize I'd get, when I win a game.

A league is a very good way to increase your income, but it works only if, once you sign up, you play all (or close to all) games available.

Every game available during the course of a month? How often do you expect your players to be on their computers, and not working at jobs or taking care of other real-life things?

Last sealed league I had win rate of 60% - not bad, but also not great (out of people who played all 40 games I finished 14th, exactly in the middle, as there were 27 such people). This gave me 28 booster choices as prize support (3+2+3+3 as series prizes and 17 as overall prize). It was definitely worth 50 gold I paid as sign up fee.

That's great IF you have the time to play that many games, AND you actually have a halfway decent win-rate. Again, not really conducive to players who are new to the game, who are still learning. The end result is that better players build their collections more, while players who aren't so good may not build their collections much at all. If anything, it seems like this would create more and more of a division for collected league play, as only the better players have a decent pool of cards to draw from.

On a more general note: yes, Gemp collections are increasing way slower than GCCG collections. I'm not sure it this is bad.

I've never played on GCCG, so I can't really compare the two. My only experience is with Gemp... and of course with playing the game in real life, back when it was made. All I'm saying is that it feels like the current setup does not allow players to build their collections at a reasonable pace. I'm not saying it needs to have the same setup as GCCG, all I'm saying is that the current setup feels waaaaaay too slow to me. And also that there is not currently much of an incentive to join a sealed deck league, and it's going to be ages before my collection would be ready to join a collected format league.

GCCG had huge prize support. Winning a game gave you money to buy 10 boosters and losing one gave you enough for 2,5.

I agree that this seems like too much. But I think that a balance can be struck. I don't think Gemp has reached that balance yet.

Where is the fun of collecting if collecting is very easy?

Where is the fun of collecting if it is too hard? Again, balance.

League prize support was designed by me with the following (set by MarcinS) goal in mind: a player taking part in leagues and getting a bit over average results there should be able to build one competitive deck in two months.

Then your system is designed to reward above average players, while punishing average and below-average players. It also handicaps people who are simply not able to play in the league 40-some times per month. The long-term end result of such a system, is one where the best players also have the most cards, and will be able to shut out newer players or players who are still developing their skills. The only level playing field for those players would be a 50g sealed deck league where they don't get to keep their cards afterwards. Fine for above average players who play 40 games a month, but leaves the rest of the masses with next to nothing.

In real life, sealed deck tournaments were designed to be entry level points to introduce new players to the game with a more-or-less level playing field, and to give them a basis from which they could build a collection, no matter how good or bad they did in the tournament.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on October 08, 2012, 01:27:21 PM
Fair for who?

(...)

Ok, so you've provided a list of what you think are the weaknesses of Gemp. Fair game. What about instead providing a suggestion, how a good system (in at least your opinion) should look like? How people should be given a currency, how much entry should "cost" to tournaments/leagues, what prizes should be given, etc. Once you come up with something, I'll have a go at it and find the weaknesses myself (I have to warn you, I'm pretty good at finding exploits, as it's a part of my day-time job). The system we have in place is something that me, hsiale and CoS actually spent quite a bit of time working on to provide the best experience possible.

Let me just explain, what I mean by value in this (and other) threads. Yes, Gemp is free-to-play and all the "product" is free as it doesn't cost to "produce" it. But to simulate any kind of collection aspect in a free-to-play, you have to provide a limited amount of currency of some kind, that is acquired by players in an even and fair fashion - X/day, week or month or alternatively as a payment for performing some tasks or quests. "Value" here is the translation of the currency for the product (cards/packs). If an in-game shop sells boosters for 10g, then 10g of currency is "of the same value" as an average rare (you can usually disregard commons and uncommons).

So, when you enter a league and pay 50g and you want to finish the league with at least comparable value, is actually very easy. Lets consider for a moment you have 50% win percentage (which is an average). To get 50g worth of product (5 boosters), over the 4 "series" of the league, you have to win 5 out of 10 games you play (1st and 3rd win in each series grants you a booster). So with 50% win percentage you have to play 10 games in a league (4 weeks). I don't think it's a lot to ask. With 30% win percentage (you have to be a beginner to lose that much) you have to play 17 games in a league (4 weeks).

So if you know your win percentage (how good a player you are), and how much time you can spend playing per week/month, you can easily calculate if you'll get enough if you decide to enter the league and decide NOT to enter it.

As I said, I think that entering a league should be an option, rather than requirement (in order not to lose potential "value"). So if someone doesn't like sealed, he or she should not feel obliged to enter to get the "free" boosters.

To address you comparison to real life sealed deck tournaments:
In real life, sealed deck tournaments cost the equivalent of the products you were to use (and keep) in the tournament plus some extra to cover judge, venue expenses and prize pool. So if you translate it to Gemp, where there is no need for judges and venue. To just cover the "value" of boosters you would be keeping in a sealed league, the entry would have to be 305g and that's not even considering covering the prize support. I'm willing to add an option to enter a league with keeping the product you open for the price above, however I doubt anyone would be willing to pay it (but I might be wrong).

I would really suggest you at least check other free-to-play game economy systems, especially with collectible aspect, before you come up with your own idea.

It's also important to understand, that once someone collects the playset of all cards, the game is sort of "over", as the collective aspect (for that person) stops to have any meaning. All I wanted to achieve with the system, was a balance between providing a positive experience in Collector's tournaments (being able to build a deck), without reaching the "acquire the playset of all cards" too fast.
Title: Re: Suggestions to Improve Gemp
Post by: Air Power on October 08, 2012, 01:31:34 PM
^^ I'm not going to quote everything  you (sgtdraino) said, but I'd like to point out that you complain that the league system should give more product than just buying the packs/decks, and then you complain that the league prizes reward people who play more.

Limiting how much a league pays out protects those of us who don't have time to play in every league from having our collections become meaningless compared to those who play in more leagues.  What you're asking for would make it so you only have a good collection if you play sealed.

I support the current balance.
Title: Re: Suggestions to Improve Gemp
Post by: CategoryOneGames.com on October 08, 2012, 02:21:32 PM
Marcin, I didn't have the card in front of me, the game had already ended and I didn't have it in my deck that I was playing.  I didn't even know you could pull off the games and share them, here is the link:  http://www.gempukku.com/gemp-lotr/game.html?replayId=categoryon$sv22gis6fengbnkg
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on October 08, 2012, 03:35:24 PM
Ok, so you've provided a list of what you think are the weaknesses of Gemp. Fair game.

And please don't think I'm Mr. Negativity, here. I think Gemp is FANTASTIC. Just trying to make it even better.

What about instead providing a suggestion, how a good system (in at least your opinion) should look like? How people should be given a currency, how much entry should "cost" to tournaments/leagues, what prizes should be given, etc. Once you come up with something, I'll have a go at it and find the weaknesses myself (I have to warn you, I'm pretty good at finding exploits, as it's a part of my day-time job). The system we have in place is something that me, hsiale and CoS actually spent quite a bit of time working on to provide the best experience possible.

And I appreciate it! But I don't think you are suggesting the current system is perfect. So, maybe there's room for improvement somewhere. Here's one thought: This is your current prize schedule (which you linked me to previously):

1st win - a booster choice,
2nd win - a foil common,
3rd win - a booster choice,
4th win - a non-foil promo,
5th win - a booster choice,
6th win - a foil promo,
7th win - a foil uncommon,
8th win - a booster choice,
9th win - a foil common and a non-foil promo,
10th win - a booster choice.

...this being the most wins someone could have in a given week, if they played ten games that week. What if you altered this a bit to:

1st win - a booster choice,
2rd win - a booster choice,
3th win - a booster choice,
4th win - a booster choice,
5th win - a booster choice,
6nd win - a foil common,
7th win - a non-foil promo,
8th win - a foil promo,
9th win - a foil uncommon,
10th win - a foil common and a non-foil promo.

The limit for the amount of prize support someone can possibly get would be unchanged, but you wouldn't need to play quite so often. Maybe you think five wins a week isn't enough participation? I suggest you check the data you have on how many games leaguers play per week on average, throw out the outliers of course (people who play zero games), and figure out how many wins per week is more-or-less average. I suggest prize support booster packs for that number of wins, and anything beyond that gets something that wouldn't affect the economy as much, but perhaps something that would be valued. Things that aren't available in the merchant. Alternate image foils, maybe?


Let me just explain, what I mean by value in this (and other) threads. Yes, Gemp is free-to-play and all the "product" is free as it doesn't cost to "produce" it. But to simulate any kind of collection aspect in a free-to-play, you have to provide a limited amount of currency of some kind, that is acquired by players in an even and fair fashion - X/day, week or month or alternatively as a payment for performing some tasks or quests.

Agreed. But in the world of Gemp, time is money. Those with more time on their hands, who can play more often, will see their collections grow more rapidly than those who cannot. That does not strike me as even or fair.

So, when you enter a league and pay 50g and you want to finish the league with at least comparable value, is actually very easy.

Well, to be fair, I'd think you'd want to get significantly MORE than comparable value. Because it takes a lot more effort to play 10 games over the course of a month, than it does to go into the merchant and click on a few products.

So with 50% win percentage you have to play 10 games in a league (4 weeks). I don't think it's a lot to ask.

You may be right. I haven't seen the data, so I couldn't say. You tell me: How many wins per week does average joe league player achieve? Maybe I'm off base. All I'm going by is my impressions, having just participated in a league for a month, and having just joined another. All I can say, is that my experience so far doesn't make me want to pay 50g for leagues in the future. I don't feel like I'm getting value for gold. And admittedly, part of this is knee-jerk because it feels "wrong" not to keep the cards from your sealed deck tournament. You were talking about things that feel weird and wrong? For me, that's one of them.

As I said, I think that entering a league should be an option, rather than requirement (in order not to lose potential "value"). So if someone doesn't like sealed, he or she should not feel obliged to enter to get the "free" boosters.

But the thing is, I actually DO like sealed. I like sealed, and yet I feel like I'm losing money when I spend 50g to join the sealed league. And admittedly, part of this is the mindset from traditional sealed deck tournaments: The boosters and starter are not free, you paid for them when you paid the entry fee for the sealed deck tournament. They served as an entry point for new players that allowed them to learn on an even playing field, as well as build their collections from the cards they got. Now, with this league, you get more cards every week added to your pool. You don't get that in a traditional sealed deck tournament, so I could see not being allowed to keep those at the end of the event. But how about the ones you got at the beginning? Or is it too complicated to code that, once they're all opened up and mixed in together?

To address you comparison to real life sealed deck tournaments:
In real life, sealed deck tournaments cost the equivalent of the products you were to use (and keep) in the tournament plus some extra to cover judge, venue expenses and prize pool. So if you translate it to Gemp, where there is no need for judges and venue. To just cover the "value" of boosters you would be keeping in a sealed league, the entry would have to be 305g and that's not even considering covering the prize support. I'm willing to add an option to enter a league with keeping the product you open for the price above, however I doubt anyone would be willing to pay it (but I might be wrong).

Okay, how about this: What if when you paid your entry fee to the sealed deck league, in addition to getting the cards for the league (which you eventually lose at the end of the league), you also got a one-time amount of product added to My Cards? That product could be equal in value to the 50g entry price for the league, and you'd get to keep those.

It's also important to understand, that once someone collects the playset of all cards, the game is sort of "over", as the collective aspect (for that person) stops to have any meaning.

Thanks to the mechanic you've added of trading in 4 copies for a foil, I think the collective aspect is going to be a looooong way from "over" for a long time to come.

All I wanted to achieve with the system, was a balance between providing a positive experience in Collector's tournaments (being able to build a deck), without reaching the "acquire the playset of all cards" too fast.

And I agree with you in principle. It just feels to me like a balance has not yet been reached, that it will take an extremely long time before an average player can build a viable collected deck.

But I could be wrong! :)

Here's a thought: What is the purpose of having entry fees for the leagues? Is this again to minimize the rate at which people can acquire cards for their collections?

Ideally you want as many people joining and participating in the leagues as possible, right? So, why not really incentivize it?

I'd also suggest awarding gold for referring new players to Gemp, once those players have completed a certain number of games. And by "completed," I mean games that correspond to something players actually put some effort into, and not just a bunch of instant concessions. It shouldn't be that tough to incorporate an equation for that.

I'd like to point out that you complain that the league system should give more product than just buying the packs/decks,

No, I think the league system should give out an amount that is at least equivalent to the sealed deck entry fee. Doesn't have to be more.

and then you complain that the league prizes reward people who play more.

That is correct.

Limiting how much a league pays out protects those of us who don't have time to play in every league from having our collections become meaningless

That is precisely my point. If it were up to me, I would front-load the booster prizes to the first 5 wins, and backload the foils and promos to wins 6-10. Law of diminishing returns. In this way, someone who is able to play 10 games per week can't get twice as much product as someone who can only play 5 games per week. With the current system, the 10-gamer's collection will grow twice as fast as the 5-gamer's collection, assuming an equal win percentage.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on October 08, 2012, 04:20:13 PM
Quote from: sgtdraino
1st win - a booster choice,
2rd win - a booster choice,
3th win - a booster choice,
4th win - a booster choice,
5th win - a booster choice,
6nd win - a foil common,
7th win - a non-foil promo,
8th win - a foil promo,
9th win - a foil uncommon,
10th win - a foil common and a non-foil promo.
Let's compare. With current system you (2-2-1-0 wins) got 3 boosters. I (7-4-6-7) got 11 (8 more, you got 27% of what I got). With your system you get 5 and I get 19. I get 14 more, you get 26% of what I get. You have just increased the gap between us two.

Quote from: sgtdraino
in the world of Gemp, time is money. Those with more time on their hands, who can play more often, will see their collections grow more rapidly than those who cannot. That does not strike me as even or fair
What should be money then? If everyone gets the same prizes, sign up date is all that matters. For me such change would probably be good, as ATM I have one of the largest collections and it would remain so forever. But I don't feel it would be good for the game.

Quote from: sgtdraino
But the thing is, I actually DO like sealed. I like sealed, and yet I feel like I'm losing money when I spend 50g to join the sealed league. And admittedly, part of this is the mindset from traditional sealed deck tournaments
You need to get rid of this mindset. If you like sealed, then why not play it just for the fun of it. As I already shown to you, even with your number of games and win percentage, you still got same number of boosters as you could buy from merchant. And you had added fun of playing league games.

Quote from: sgtdraino
Okay, how about this: What if when you paid your entry fee to the sealed deck league, in addition to getting the cards for the league (which you eventually lose at the end of the league), you also got a one-time amount of product added to My Cards? That product could be equal in value to the 50g entry price for the league, and you'd get to keep those.
Then every player would join every league that's available. There must be a chance to actually lose gold on a league. It is really low, practically requiring ignoring the games, but it must exist.

Quote from: sgtdraino
It just feels to me like a balance has not yet been reached, that it will take an extremely long time before an average player can build a viable collected deck.
3 to 5 months for the first deck (with just basic 50G/week income). Less for each consecutive as some cards are reused. That, as I already wrote, is less than it takes to learn the game from scratch.
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on October 08, 2012, 06:46:17 PM

Quote from: sgtdraino
Okay, how about this: What if when you paid your entry fee to the sealed deck league, in addition to getting the cards for the league (which you eventually lose at the end of the league), you also got a one-time amount of product added to My Cards? That product could be equal in value to the 50g entry price for the league, and you'd get to keep those.

Then every player would join every league that's available.

Is that bad?

There must be a chance to actually lose gold on a league. It is really low, practically requiring ignoring the games, but it must exist.

Why?

I don't really see anyone else piping up about this, so I guess it's not really an issue people are concerned with, so I'll shut up about it now. Gemp is great, and whatever you guys do I'm sure it will continue to be great.
Title: Re: Suggestions to Improve Gemp
Post by: CoS on October 12, 2012, 06:59:17 PM
i know that booster draft is coming.... this will be hands down the greatest GEMP addition in 2012 :)
Title: Re: Suggestions to Improve Gemp
Post by: Nitsuj on October 15, 2012, 10:02:48 AM
So, I have probably opened over 120 packs of FoTR over the course of this league... and I have opened 0 Ulaire Enquea's and 0 Ulaire Neyla, both uncommon cards.

I cannot even begin to tell you how many sites I have opened though...

So, if it is randomly picking a uncommon card to put into the pack, is there any sense of the randomization being more distributed like it would be if you opened a box of boosters?  What I mean is, if you opened a box of boosters, the laws of distribution would mean that you would likely pull a Enquea or Ranger's Sword somewhere in the box, because sheets of uncommon cards were not printed with nothing but Westfarthings on them.

Title: Re: Suggestions to Improve Gemp
Post by: hsiale on October 16, 2012, 08:13:55 AM
What I mean is, if you opened a box of boosters, the laws of distribution would mean that you would likely pull a Enquea or Ranger's Sword somewhere in the box, because sheets of uncommon cards were not printed with nothing but Westfarthings on them.
Physical boxes distribution was skewed towards even distribution due to process of manufacturing physical cards. With virtual cards we can have boosters that are way better random :) Not sure if this is good or bad. And I have no idea what could be done with this - I guess storing contents of your last 50+ boosters (probably even more if you buy different set packs) doesn't look like a practical solution.

I had unusual packs today as well. Opened 17 SoG boosters, got only 2 foils in them, but both were R cards (while out of probably over 500 boosters I opened since they were introduced I had one rare foil card in total).
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on October 16, 2012, 08:41:56 AM
I would like to see a change to the deckbuilder to let me search for specific terms in a card's game text. For example, if I wanted to find all cards that had "burden" or "knight" or "control" in their text, that would make building certain decks a lot easier.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on October 16, 2012, 08:54:01 AM
Nice feature indeed. One possible way of implementing this could be "Import deck from Zorbec Deckbuilder" button.

Two other things that could help:
- in deckbuilder, in deck validation section, format the deck is valid for (if there are any) should be sorted up and displayed above the ones deck is not valid for. Usually a deck is valid only for one format and this is the format you care about (if deck is valid for more formats, ones with smaller card pool should be sorted up, a Towers Block deck is usually valid for TS as well, but if it's valid for block it's more or less 99% chance you care about the block format).
- in merchant, there should be a "automatically sell all cards from collection above X that cost less than Y - would be very useful to get rid of extra commons that build up, are sold for 0,01 and doing this takes a lot of time.
Title: Re: Suggestions to Improve Gemp
Post by: Nitsuj on October 17, 2012, 08:58:04 AM
Re:  Randomization of cards - MarcinB would have to keep a database for each expansion, with each card's random percentage of being pulled.  This would be a database that would be on the back end that all players would pull from, so it would simulate if all the players were sitting around and pulling boosters from the same booster box (one with infinite packs!)

Let's say that a set had only 2 rares, 6 uncommons and 12 commons - just to keep the number simple.  So the percentages are the odds of a given card getting pulled, all things equal.

Rare 1 - 50%
Rare 2 - 50%
Uncommon 1 - 16.67%
Uncommon 2 - 16.67%
Uncommon 3 - 16.67%
Uncommon 4 - 16.67%
Uncommon 5 - 16.67%
Uncommon 6 - 16.67%
Common 1 - 8.33%
Common 2 - 8.33%
Common 3 - 8.33%
Common 4 - 8.33%
Common 5 - 8.33%
Common 6 - 8.33%
Common 7 - 8.33%
Common 8 - 8.33%
Common 9 - 8.33%
Common 10 - 8.33%
Common 11 - 8.33%
Common 12 - 8.33%

Pack is opened up, with Rare 1 - you reset the random percentage from 50% to 0% and evenly distribute the original percentage against all other cards in the same rarity class - so Rare 2 now has a 100% chance of being picked on the next pack.  This means with only 2 rare cards in the set that every pack other pack opened would have that rare card.

For the uncommon, lets say uncommon 1 is opened - you evenly distribute the 16.67% against the other 5 cards, adusting the table as follows:
Uncommon 1 - 0
Uncommon 2 - 20.00%
Uncommon 3 - 20.00%
Uncommon 4 - 20.00%
Uncommon 5 - 20.00%
Uncommon 6 - 20.00%

So, for the 2nd uncommon pulled, there is a 0% chance that it will be 1, but a 20% chance it will be one of the other 5.  For the 2nd uncommon slot, lets say that card 2 is picked, the distribution changes:

Uncommon 1 - 4%
Uncommon 2 - 0%
Uncommon 3 - 24.00%
Uncommon 4 - 24.00%
Uncommon 5 - 24.00%
Uncommon 6 - 24.00%

so, now there is a 4% chance that uncommon 1 will be pulled, but a 24% chance that Uncommon 3 will be pulled - Now assume uncommon 3 is picked for the 3rd uncommon slot in the booster pack, ratios updated:

Uncommon 1 - 8.8%
Uncommon 2 - 4.4%
Uncommon 3 - 0%
Uncommon 4 - 28.8%
Uncommon 5 - 28.8%
Uncommon 6 - 28.8%

So, the longer it takes for a card to be selected randomly, the better chance it has to be selected... that's not to say there is no chance that Uncommon 2 won't be picked on the next pack, it is just a smaller chance then the others... if uncommon 2 was pulled it would its 4.4% would be evenly assigned to the other 5 options.

This would solve the problem that basically 25% of an base set's uncommon cards are sites - at least it would evenly distribute them being pulled.  There is a reason why just about every merchent's sale price for uncommon sites is .01 but Ranger's sword is like buying at $7.78 - its because the market is saturated with sites since players only need 1 for a playset, and 25% odds of pulling a site suggests that I'll get 2 sites for every 2 booster packs I open, and only 4 non-sites.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on October 17, 2012, 11:46:24 AM
This will add some load to the server but will change nothing. To see effect of such change, you need to look globally, at hundreds of booster. And at this scale I think simple random is good enough.

By the way, cards from FotR set (and, to a bit lesser extent, sets 2-6 as well) are not a great example. Their prices are what they are due to sealed leagues that let people have cards they played with. This added lots of free boosters to the system, making people sell off weak cards and get the strong ones. FotR set has very many worthless cards but strong ones are ridiculously expensive. MoM and RotEL the same. TTT block has a similar, though smaller problem because there were 3 leagues giving out so many cards - two were FotR and one TTT.

Look at RotK set card prices. There is exactly the same number of sites there (35 out of 121 uncommons. People need them similarly (there already has been a collector's league using those sites). But their prices are way more interesting - ranging from 0,12 to 3,10. And generally King block prices are healthy. For rares: set 7 has 4 rares costing over 20G, with 41,68 for the most expensive one. Set 1 has 25 rares costing over 20G and 12 costing 0,02 (set 7 doesn't have even a single uncommon costing this, except for earlier set reprints).

FotR block prizes are a problem but changing the way boosters are created won't fix it. RotK boosters are created in exactly the same way and there's no problem there.

And BTW, you don't need more than 2 Ranger's Swords for any practical reasons :)
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on October 23, 2012, 06:57:56 AM
I would like to see a change to the deckbuilder to let me search for specific terms in a card's game text. For example, if I wanted to find all cards that had "burden" or "knight" or "control" in their text, that would make building certain decks a lot easier.
I'd need a database will all the card texts for that. I have no access to one.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on October 23, 2012, 09:48:03 AM
LotR TCG Wiki has Card Text field on each card's page, is it possible to fetch text from there with some script?
Title: Re: Suggestions to Improve Gemp
Post by: argyles on October 25, 2012, 04:16:13 AM
i dont know if this is suggested before but i would like to see a friend list or an ignore / ban list if possible of course .
i would like to have the ignore list for players who leave without conseding or having bad behaviour and that list would not allow them to join the matches i create .
and the friend list so when i am planning to play with a friend , nobody else random manages to join before my friend does . thx in advance . sorry for my bad english
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on October 25, 2012, 04:22:04 AM
i dont know if this is suggested before but i would like to see a friend list or an ignore / ban list if possible of course .
i would like to have the ignore list for players who leave without conseding or having bad behaviour and that list would not allow them to join the matches i create .
and the friend list so when i am planning to play with a friend , nobody else random manages to join before my friend does . thx in advance . sorry for my bad english
This could be done, but if (and when) I decide to do that, it will only be used for Casual games.
Title: Re: Suggestions to Improve Gemp
Post by: argyles on October 25, 2012, 04:25:38 AM
yes i was talking only for casual games . Doesnt make sence and may be exploited in tournaments/leagues etc
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on October 26, 2012, 10:51:46 AM
When playing the Shadow sites (the ones without numbers), can you have Gemp display the number of the site once it's been played in the site path? This would make things a little easier to keep track of, especially if players are doing site control and some of the sites are in various support areas.

Also, I mentioned this before: could you add an option (which can be turned on or off by either player) to have Gemp give you a brief audible alert tone whenever it is your turn to take an action? This would make it easier for me to multitask with other windows if my opponent is a particularly slow player, or has a sporadic internet connection. Otherwise I'm either staring at a screen where nothing happens for several minutes, or I'm looking at another screen and not knowing that my opponent is finally ready for me to come back and play.
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on October 30, 2012, 08:30:24 PM
I have a post-Shadows suggestion. When the popup window for choosing a site comes up, it would be helpful if there was a number next to each site that shows how much twilight there will be when the FP moves to that site, accounting for the region and the number of companions and other factors.  That would make choosing a site much easier.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on October 31, 2012, 01:54:32 PM
Suggested by me long ago. Marcin says there are too many variables involved that can mix with shadow numbers and other twilight sources to make this effectively, it's easier to leave this calculation for us.

That said, it would be useful at least to have this window tell us current region twilight (can take tme to calculate in case of massive site control) and number of companions (checking if that big fellowship has 8 or 9 companions also isn't that much fun). Then we have to remember about modifiers like Strider or A Talent for Not Being Seen.
Title: Re: Suggestions to Improve Gemp
Post by: Creator on November 07, 2012, 01:36:32 PM
Here's a suggestion: make a Movie format that bans Lady Redeemed.

Seriously, it's way over-used on Gemp. One of the reasons I loved GCCG so much was that there was a general agreement to not play her. Gemp is a different story, however. Every third deck I play is running Galadriel, LR. One or two is annoying, but she is probably one of the cheapest cards in the entire game and should have been banned by Decipher long ago.

If other people want to play her, that's fine-- but I want to be able to host a game where she's banned. I've really had enough of this nonsense.
Title: Re: Suggestions to Improve Gemp
Post by: Ringbearer on November 07, 2012, 05:29:36 PM
A reason why I play 2 terrible as the dawn in my sauron deck :D
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on November 07, 2012, 05:34:48 PM
With the added benefit of pwning the Galadriel Ring-bearer if you get the chance. :)
Title: Re: Suggestions to Improve Gemp
Post by: Ringbearer on November 07, 2012, 06:27:09 PM
Exactly :D
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on November 13, 2012, 11:52:11 PM
For the merchant, I would like to have the ability to buy/sell more than one copy of a card at a time. It's really irritating if I've opened a bunch of packs and have 5-6 more copies of a card than I need and having to sell them all one by one.

Also, in the main lobby, it would be really helpful if the chat window didn't automatically scroll to the bottom every time someone says something or enters/leaves the lobby. When I'm trying to browse upwards on the chat window, it would be nice to actually have it stay put so I can read what others have written earlier in the day.

One more thing: when you are trying to build a Standard, Expanded or Open deck, it would be helpful if the movie-block sites were not included in the filter.
Title: Re: Suggestions to Improve Gemp
Post by: MADG0BLIN on November 17, 2012, 05:49:32 AM
Would it be possible to get some more features for player profiles and a sort of friends list?

Sometimes I play games with people I'd like to remember and add to some sort of friends list so I can play with them in the feature.
Also you could send invites from there for games and such.
And maybe make some player profiles with for example contact information, the amount of games people have played, win/loss ratio.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on December 03, 2012, 02:53:16 AM
I've just watched a game replay and I think the "Faster" and "Slower" buttons have improved the experience a lot. I think to make it really good we need a few more buttons to navigate the game:
- "Back to start of the game"
- "Back to start of previous turn"
- "Back to start of current turn"
- "Next phase"
- "Next turn"

Quite often there are just some interesting moments in a game and getting to them easily with a possibility of watching a few times would make it possible to concentrate on what was important in a game.
Title: Re: Suggestions to Improve Gemp
Post by: Helkadal on December 05, 2012, 12:15:20 AM
I would like to have more rule options for casual games (i.e., not tournaments nor leagues).

For example, I'd like to set a rule like "only My Cards allowed". While this would benefit older players, it's just an optional rule for casual games. My point as a new player (on the site, played it like 11-9 years ago) is that you get used to all cards as you get them, instead of going straight to the better ones (most rare). I think this progress feeling adds a lot to card games. Even if it's like this when you play tournaments and some leagues, I think instantly having access to all cards is demotivating. Of course, I know that it is just me and the option to use all cards should be preserved. Maybe it wouldn't be named as "casual", but like a "single match". Maybe we could also see how many cards the other player has (among other data, as asked here by other people) to find out if they're on the same "level" as we are.

You should also be able to ban some cards from your casual/single match game and set some other things.

Of course, the player joining a game should be able to see the rules before doing so, in order to decide whether s/he agrees with them or not.

I hope this makes sense. Keep up the good work!
Title: Re: Suggestions to Improve Gemp
Post by: janjetina on December 11, 2012, 08:41:01 AM
I'd like to state my opinion regarding prize support. As a new Gemp player, my intention is to build a deck (decks, to be exact, one at the time) for competitive Constructed play. This I can do by buying packs or singles, and the currency for that is obtained mostly by selling the cards obtained from the prize support in sealed tournaments (by opening the boosters or selling single rewards).

However, certain rewards do not contribute to that goal. I'm talking about the common, promo and uncommon foils. As far as selling them is concerned, they are practically worthless. So I suggest replacing those common and uncommon foil prizes by booster packs, so there is a negligible chance of getting the necessary cards (or cards valuable enough to be sold), or giving the player a choice between the pack and the foil (for those who want to build all foil decks).

I'd also like to see the prize support for the sealed tournaments increased a bit in addition to replacing the foils with boosters.
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on December 14, 2012, 02:10:19 PM
I would like to have more rule options for casual games (i.e., not tournaments nor leagues).

For example, I'd like to set a rule like "only My Cards allowed". While this would benefit older players, it's just an optional rule for casual games.

I think this is a GREAT idea. It could be accomplished in the form of a "Collectors" check-box you tick when you set up the table. I think the ability to play formats in collectors mode outside of the League structure would be a great addition, could add a whole new dimension.

Here's another idea: How about if there was an option to add stakes to a game? Such that the winner would get some of the loser's gold?
Title: Re: Suggestions to Improve Gemp
Post by: Helkadal on December 14, 2012, 02:44:19 PM
Here's another idea: How about if there was an option to add stakes to a game? Such that the winner would get some of the loser's gold?

I agree. I think options are always welcome while they're... optional.  :D As long as people could still play for no money, it's a great idea
Title: Re: Suggestions to Improve Gemp
Post by: ramolnar on December 15, 2012, 08:17:03 PM
Here's another idea: How about if there was an option to add stakes to a game? Such that the winner would get some of the loser's gold?

Stakes are VERY dangerous because it looks like gambling. That brings in a whole mess of legal complications. While we might say "there's no real money involved", I'd rather avoid anything close to that idea.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on December 15, 2012, 08:35:18 PM
Here's another idea: How about if there was an option to add stakes to a game? Such that the winner would get some of the loser's gold?
Not going to happen, as it would open the door to abuse of the system. Where you can create extra accounts that earn gold every week and lose the gold to your one main account.
Title: Re: Suggestions to Improve Gemp
Post by: fenix on December 15, 2012, 08:47:49 PM
Another idea would be to remove the names of the players who start a league game. This way other players cannot pick and choose who they play against.
Title: Re: Suggestions to Improve Gemp
Post by: CoS on December 15, 2012, 11:28:52 PM
I'm with fenix on this one. the element of surprise is lost in league when you know who you are playing against (and perhaps have observed their deck, bidding strategy etc.) OR if you are dodging top players and NEVER join their table or host a table when they are in the game hall so as to ensure a higher win percentage. I think this suggestion would be a GREAT addition!
Title: Re: Suggestions to Improve Gemp
Post by: MADG0BLIN on December 16, 2012, 08:20:31 AM
I think the option has been suggested before, but for casual play I would like to some extra options to add comments for decks you don't like to play or even ban cards for that certain match.
It seems almost every deck I play against has Galadriel LR in it. For me that is no fun as I tend to play fun casual decks...
Title: Re: Suggestions to Improve Gemp
Post by: radry on December 16, 2012, 11:26:42 AM
maybe it has been mentioned before but playing on a tablet / smartphone is impossible because swiping up to see a larger card doesn't work. shift+click isn't an option on touchscreens either.

I tested it on android with chrome and firefox.

There are some solutions with jquery to make it compatible with touchscreens, so it shouldn't be too hard to fix.

An other suggestion (that I already mention in the bugs thread) is to have an option to see larger cards on mouse over instead of click / swiping.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on December 16, 2012, 12:21:50 PM
Another idea would be to remove the names of the players who start a league game. This way other players cannot pick and choose who they play against.
Done!
Title: Re: Suggestions to Improve Gemp
Post by: fenix on December 16, 2012, 01:06:22 PM
Another idea would be to remove the names of the players who start a league game. This way other players cannot pick and choose who they play against.
Done!

Thanks!
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on December 17, 2012, 03:04:50 PM
Not going to happen, as it would open the door to abuse of the system. Where you can create extra accounts that earn gold every week and lose the gold to your one main account.

What if you add a requirement that a game has to last at least 30 minutes for stakes to be in effect.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on December 17, 2012, 03:27:50 PM
Not going to happen, as it would open the door to abuse of the system. Where you can create extra accounts that earn gold every week and lose the gold to your one main account.
What if you add a requirement that a game has to last at least 30 minutes for stakes to be in effect.
Then valid games that finish faster would have not result in transfer of currency, and it will not eliminate cheating, just make it take more time.
Title: Re: Suggestions to Improve Gemp
Post by: fenix on December 17, 2012, 03:33:11 PM
Not sure if it is feasible, but you could make it so that only people who played over 100 games or something like that could wager.
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on December 18, 2012, 01:57:33 PM
Seems like that would work, to me.

Here's another idea: Limit a player to only a certain number of wager games per week. That would limit the amount of gold that player could gain. Heck, you could even make it equivalent to the 50 gold payout each week. Maybe each wager game is for 5g, and you can only do 10 wager games per week.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on December 18, 2012, 02:03:45 PM
What actually does the game gain on the very existence of the wagers?
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on December 18, 2012, 04:55:37 PM
It gains a new dimension, a new "feel," because stakes are involved. It's the same reason that playing in a league tournament feels different than just casual play. And again, we're talking *options* not requirements: If a player doesn't want to play with stakes, they wouldn't have to.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on December 19, 2012, 03:35:27 AM
What actually does the game gain on the very existence of the wagers?
I agree with hsiale here. If you are missing the competitive feel, just join a league. Also, once on demand tournaments will be added (still waiting for hsiale to construct price&prize scheme) this problem will be solved.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on December 19, 2012, 12:00:54 PM
Two things that would be nice to have related to merchant:

1. In deck builder, a button that displays cards you don't have in "My Cards" to be able to play the deck in Collector's game. The window that opens should list cards, add up all the money you need to have to acquire them and (if you have enough money) a button to do this).

2. In merchant, a button allowing you to sell simultaneously all extra copies of cheap cards (for example, if I enter 4 and 0,10 into the boxes, all cards that cost 0,10 or less are sold until I have no more than 4 copies of each of them). TBH I'm a bit afraid of number of extra commons I'm going to get tomorrow ;) in previous 300+ people league I finished lower than this time and still got over 50 packs.
Title: Re: Suggestions to Improve Gemp
Post by: Ringbearer on December 20, 2012, 09:51:30 AM
Also wagers allow more people to bring out the cheezy decks even in fun. What would your gain be then?
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on December 21, 2012, 06:28:44 AM
Lock chat button is very useful in game window, it would help as well to have it in the main hall.
Title: Re: Suggestions to Improve Gemp
Post by: hsiale on December 24, 2012, 02:55:24 AM
With the new merchant I think an additional filter in merchant is useful, with 3 options:
- show all cards,
- don't show cards out of stock,
- don't show overstocked cards,
- show only out of stock cards,
- show only overstocked cards.
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on December 24, 2012, 08:09:57 AM
Here's an idea:

Can you make it so, once we put up a table to join, we can go watch other games and the table will stay up? Then, whenever somebody joins our table, Gemp would automatically pull us into the game room. This would give us something entertaining to watch/do while waiting for someone to join our game.

As it stands currently, it seems like if I leave the game hall screen, the table goes away.
Title: Re: Suggestions to Improve Gemp
Post by: Hansolo666 on December 25, 2012, 01:44:26 PM
You should also put option to sell all copies of card with one transaction once the selling price of card falls down to 0.01 gold.

Cause selling 23 commons for 0.01 gold, one by one, is really tiresome and annoying job.And also, longer you are cleaning your collection the worse and slower it gets....
Title: Re: Suggestions to Improve Gemp
Post by: janjetina on December 26, 2012, 02:04:10 AM
My suggestion is the introduction of the new format:
War of the Ring Expanded Format

From my experience with LOTR TCG, rotation of the old cultures was a big reason many players left the game. Even now on Gemp, Expanded is one of the most popular formats.

However, it is undeniable, that with the inclusion of the poorly playtested editions like Treachery and Deceit and Age's End, both Standard and Expanded formats became badly broken. At this point, I am not interested in playing those formats, though a format with no rotation like Expanded is my natural preference.

So, like we have War of the Ring Standard, I suggest the introduction of War of the Ring Expanded format, with the X-list and the R-list that was current before The Hunters came out.

Title: Re: Suggestions to Improve Gemp
Post by: hsiale on December 26, 2012, 02:44:58 AM
I like War of the Ring Expanded. Expanded has many problem decks, WotR Expanded mostly doesn't have them, though there is one serious problem: the turbo corruption deck. Courtyard Parapet, Enquea ToTO, Sense of Obligation, Toldea MoM, The Mouth of Sauron, Lieutenant of Barad-dur, The Ring is Mine. Other than this, I think it's a format with most diversity and interesting decks.
Title: Re: Suggestions to Improve Gemp
Post by: janjetina on December 26, 2012, 03:27:17 AM
A good thing is that the combo is probably an auto-loss against ring-bound decks. I assume that a sizeable number of players would switch from playing Expanded to playing War of the Ring Expanded, provided that they are aware of its existence.
Title: Re: Suggestions to Improve Gemp
Post by: Cw0rk on December 26, 2012, 08:33:10 AM
Suggestion:
- Share the replay link of all the games played by league winners.

Benefits:
- Help us all become better players
- Detect potential cheaters
Title: Re: Suggestions to Improve Gemp
Post by: gordie124 on December 27, 2012, 05:35:06 PM
Low-priority interface suggestion:

Click on the dead pile icon to open and to close the dead pile (right now a click opens the dead pile, and you have to move your mouse across the screen to the [X] in order to close the dead pile).

 
Title: Re: Suggestions to Improve Gemp
Post by: Cw0rk on January 01, 2013, 10:00:41 PM
I know it has been suggested before, but it hasn't been implemented yet:

I would like that if a player leaves an unassigned minion, it would say "You have left unassigned minion(s). Are you sure that you want to do that?"

Normally, I dont care, people are nice and will let me tell them where to put the minions... but I did that mistake in a league game and it caused me to lose.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on January 02, 2013, 04:40:26 AM
I know it has been suggested before, but it hasn't been implemented yet:

I would like that if a player leaves an unassigned minion, it would say "You have left unassigned minion(s). Are you sure that you want to do that?"

Normally, I dont care, people are nice and will let me tell them where to put the minions... but I did that mistake in a league game and it caused me to lose.
Changed (after restart):
- When assignments are done, if there is at least one minion unassigned (that could have been assigned), player will have to confirm these assignments to proceed.
Title: Re: Suggestions to Improve Gemp
Post by: radry on January 08, 2013, 11:08:07 AM
Can we have longer (permanent?) sessions? It's really annoying to get logged out after beeing idle for a few minutes.
Title: Re: Suggestions to Improve Gemp
Post by: MADG0BLIN on January 13, 2013, 04:11:22 AM
It seems that session time has drastically changed. Is there maybe a reason for this? Every time I go back to the lobby after a game I have to login again.
Just a nuisance, but it would be nice to have the old settings again. :)
Title: Re: Suggestions to Improve Gemp
Post by: Rhyme on January 15, 2013, 09:57:32 AM
There might be some discussion going on about adjusting the prize payout rearrangement for leagues…  people (like me) who’s skill are still in beginner level… couldn’t gain anything from playing leagues games these days, even I play all 10 games per serie, I only like getting 3~4 boosters at most for a 4 week league…which is very discouraging…

I was thinking that is there a way to help beginner players or player which win-lose ratio is really low (like myself) to get more boosters from league instead of those foil cards that I can’t use most of them to play?

Consider that I need to join use 50G to join a league, and GEMP only give us 50G per week… and there is a new league starting almost every week… If I decided to join every league (that’s what I do..).. even I didn’t win a lot.. I will enjoy it…   however I am not doing any progress for my own collection cards set since I already spent the 50G for joining leagues…  that I should have spend on 2 boosters instead (it’s 20G per boosters these days).. But, I don’t want to diminish my fun for not playing league games…

May I suggest that:

When you joined a league, you are awarded 2 boosters of that league’s boosters (i.e. serie 1 fellowship block only give set 1 boosters etc..) at the end of every serie only if you have played at least 70% of games for that week…  (<~~ sounds complicated, let me explain) and adjusted to the new prize table to the following:


1st win - a foil common,
2nd win – none, (will be award if you play 70% of that week’s game)
3rd win - a non-foil promo,
4th win - none, (will be award if you play 70% of that week’s game)
5th win - a foil promo,
6th win - a booster choice,
7th win - a foil uncommon,
8th win - a booster choice,
9th win - a foil common and a non-foil promo,
10th win - a booster choice.

(as mentioned before.. the “awarded booster” (the 2nd and 4th week) will be a pack of booster that corresponded to the league’s block, while “a booster choice” remain unchanged to let player choose booster from which ever set you like)

Let’s say…

In old system if you are in the fellowship block league, 2-2-1-0 wins, you will get 2 boosters (free choices) and 3 foil commons.. however after the change, you will have 8 boosters from set 1-3 and 3 foil commons provide you play 70% of game per serie (that’s minimum of 7 game per week)…

while if you have like a 7-4-6-7 wins… under old system you would have 11 (free choice) boosters and a bunch of foils… and at the new system, you will still be unaffected to have 11 boosters (which 8 of those is from set 1-3 and 3 free choice booster)…

I think that will pull up the collections that a beginning player can gain while joining leagues even that lose a lot…
Title: Re: Suggestions to Improve Gemp
Post by: radry on January 16, 2013, 04:04:48 AM
@rhyme foils are worthless in a virtual game, I always feel mocked when recieving an commong or uncommon foil.
Title: Re: Suggestions to Improve Gemp
Post by: Rhyme on January 16, 2013, 06:11:20 PM
@rhyme foils are worthless in a virtual game, I always feel mocked when receiving an common or uncommon foil.
well.. i guess the whole foil thing is ok... i am always happy to received a foil of some kind.. but it doesn't help me to build up the collector's side for leagues...
Title: Re: Suggestions to Improve Gemp
Post by: freelanc3r on January 17, 2013, 02:39:27 PM
I would like to suggest a slightly different way of scoring points in the leage.
After all matches players who played in less than 12 matches would not be taken into account in others  players scores.
I think this might  limit the chance of chetaing by players who create fake accounts only to loose matches on purpose
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on January 17, 2013, 03:27:34 PM
I would like to suggest a slightly different way of scoring points in the leage.
After all matches players who played in less than 12 matches would not be taken into account in others  players scores.
I think this might  limit the chance of chetaing by players who create fake accounts only to loose matches on purpose
This will also punish those players who played against players that did not play all of their matches, as they cannot influence who they play against. As a result - score will be quite random.
Title: Re: Suggestions to Improve Gemp
Post by: janjetina on January 18, 2013, 06:59:31 AM
@rhyme foils are worthless in a virtual game, I always feel mocked when recieving an commong or uncommon foil.

The price at which the merchant purchases foils should follow a rule similar to the one for making a card foil (an ordinary card price times a multiplier (3 or 4) + a minimum fixed amount (0.5$)). That would avoid the situation of some foils being worthless.

I have also noticed that some AI cards (those that were 'ring' foils in the actual game, e.g. AI Pallando) are priced just like their ordinary counterparts, in spite of being much rarer and hence harder to come by. Merchant's purchase price of the cards unavailable for sale (like AI cards) should in some way reflect the distribution of cards (using a multiplier (2) with an ordinary card price plus a fixed amount (0.5$) seems appropriate).

The last thing I've noticed is a lack of Hunters block starters. Since those starters exist in the physical version of the game, I think that they should be available here as well.
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on January 18, 2013, 06:59:58 AM
Please change the system back so when a game starts, the window automatically goes to that game. If I'm busy on another tab, it is impossible for me to know a game has started now, because the title of my tab's window doesn't change anymore.

Well, that above suggestion can now be stricken. I just didn't have popups allowed for Gemp, which is why I had no idea my games had started. So my new suggestion is to clearly communicate any and all changes to the system. Telling players they will now need to allow popups for the site would be a good start.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on January 19, 2013, 08:47:31 AM
Please change the system back so when a game starts, the window automatically goes to that game. If I'm busy on another tab, it is impossible for me to know a game has started now, because the title of my tab's window doesn't change anymore.
Whenever a new game starts, a sound is played. If you can't hear it, it's probably because you did not allow your browser to play it.

I will be adding an option to decide, whether to immediately navigate to the game window, open the game in new window, or do nothing, when a game starts.

What you request - to automatically navigate to the game, is not acceptable, if someone wants to play multiple games at the same time (or participate in a tournament).
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on January 19, 2013, 12:47:00 PM
^^^
Which is why I had stricken that suggestion. I didn't have popups allowed for Gemp, so I didn't know a game had started.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on January 19, 2013, 12:59:05 PM
It seems that session time has drastically changed. Is there maybe a reason for this? Every time I go back to the lobby after a game I have to login again.
Just a nuisance, but it would be nice to have the old settings again. :)
Most likely you're going to the starting page, and not the lobby. ( http://www.gempukku.com/gemp-lotr/ vs http://www.gempukku.com/gemp-lotr/hall.html )
Title: Re: Suggestions to Improve Gemp
Post by: MADG0BLIN on January 20, 2013, 02:40:34 AM
It seems that session time has drastically changed. Is there maybe a reason for this? Every time I go back to the lobby after a game I have to login again.
Just a nuisance, but it would be nice to have the old settings again. :)
Most likely you're going to the starting page, and not the lobby. ( http://www.gempukku.com/gemp-lotr/ vs http://www.gempukku.com/gemp-lotr/hall.html )

Ah ok, didn't know that. This will work, changed the bookmark. :) Thanks!
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on January 20, 2013, 05:57:18 PM
Whenever a new game starts, a sound is played. If you can't hear it, it's probably because you did not allow your browser to play it.

The da-da-daaaaa horn sound was a great addition. Can you give me some more details on allowing your browser to play it though? My buddy plays on Explorer, and I think he gets the horn sound most of the time (although other aspects, particularly chat, are buggy on Explorer). I mostly played on Firefox, and about half the time I'd get the horn sound, but the other half of the time I wouldn't. Lately I've been playing on Google Chrome, and have not once heard the horn sound.

Suggestions?
Title: Re: Suggestions to Improve Gemp
Post by: radry on January 22, 2013, 10:43:07 AM
On Firefox it requires the Quicktime plugin. It should be changed to require no plugin at all (html 5?) or flash.
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on January 23, 2013, 01:28:00 AM
Whenever a new game starts, a sound is played. If you can't hear it, it's probably because you did not allow your browser to play it.

The da-da-daaaaa horn sound was a great addition. Can you give me some more details on allowing your browser to play it though? My buddy plays on Explorer, and I think he gets the horn sound most of the time (although other aspects, particularly chat, are buggy on Explorer). I mostly played on Firefox, and about half the time I'd get the horn sound, but the other half of the time I wouldn't. Lately I've been playing on Google Chrome, and have not once heard the horn sound.

Suggestions?
Make sure your friend uses latest version of Explorer (9 or something) if he insists of using it. Any earlier versions of Explorer have a huge amount of bugs and incompatibilities with the standard.

As for why you don't hear the sound - most likely you are missing the Quicktime plugin, as for sometimes not hearing it and sometimes not, it might be an issue of how long it takes to load the sound.

I may take a look at switching to HTML 5 for playing the sound, however I'm not really sure if it's a good route, as not all browsers support it already.
Title: Re: Suggestions to Improve Gemp
Post by: gordie124 on January 23, 2013, 11:23:14 PM
It would be nice (but not at all necessary) to have the dialog in the lower left color-coded according to shadow/freeps cards. Right now all cards show up in the same color blue. This would be useful in quickly evaluating, say, the shadow/freeps balance of an opponent's hand when using Sting, or when looking at what cards your opponent is discarding.
Title: Re: Suggestions to Improve Gemp
Post by: Rhyme on January 24, 2013, 11:41:56 PM
For The Merchant... is there a mininum selling price for uncommon / rare / foil cards???
Title: Re: Suggestions to Improve Gemp
Post by: MarcinS on January 25, 2013, 06:35:59 AM
For The Merchant... is there a mininum selling price for uncommon / rare / foil cards???
Yes, merchant buys cards for a minimum of 1 silver (2 silver for foils), but only until it buys a certain amount of the same card. The minimum is the same across different rarities, because if a card is worthless, it's worthless - no matter what rarity it is.
Title: Re: Suggestions to Improve Gemp
Post by: Invincible on January 27, 2013, 04:09:40 AM
To improve GEMP, why not ban Galadriel, LR from movie block, it is pretty lame to play her knowing she is so op, why not just leave her in open where she belongs?
Title: Re: Suggestions to Improve Gemp
Post by: Ringbearer on January 27, 2013, 04:34:14 AM
Well, I answer this one, as it has been mentioned before a thousand times....

LR is part of the movie block format rules; as states by Decipher when movie block was standard. thats why we allow LR.
Title: Re: Suggestions to Improve Gemp
Post by: Invincible on January 27, 2013, 05:19:52 AM
Decipher no longer cared about other formats but standard after shadows was released. That doesn't mean the community should not do a thing about it...
Title: Re: Suggestions to Improve Gemp
Post by: Ringbearer on January 27, 2013, 05:40:54 AM
You're not the first but the community as a whole has decided quite some time ago we keep it as it is when the format was standard.
Title: Re: Suggestions to Improve Gemp
Post by: Rhyme on January 27, 2013, 10:30:33 PM
Yes, merchant buys cards for a minimum of 1 silver (2 silver for foils), but only until it buys a certain amount of the same card. The minimum is the same across different rarities, because if a card is worthless, it's worthless - no matter what rarity it is.
MarcinS... would you consider setting it to have a minimum of 1G for the foils... since for some worthless cards.. i spend like 4G convert it to foil... and now.. i have 5 foils and the merchant wouldn't take it... 1G is like a 25% of the cost of converting it... so we couldn't make any money off from it but at least we get something back...
Title: Re: Suggestions to Improve Gemp
Post by: Air Power on January 28, 2013, 04:08:45 AM
MarcinS, is there a way to make the login page https?  I don't know how hard that is in web-dev, but since many people use the same password for all their stuff, there's a chance that evesdropping on gemp could give someone relatively important passwords associated with an IP address.

Or else I'm being paranoid.
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on January 29, 2013, 09:47:20 AM
OMG, and perhaps a way to change our passwords too! ;)
Title: Re: Suggestions to Improve Gemp
Post by: joepoe on January 31, 2013, 05:34:14 PM
Just a minor suggestion:

Make the chat box in the bottom left show your text in different colour font than that of your opponent (or viewers).  Easier to distinguish.
Title: Re: Suggestions to Improve Gemp
Post by: Grond on February 02, 2013, 06:10:54 PM
Make the prices of the merchant decay after time. There are some commons (especially in the fellowship block) that cost like 7-8 gold and up - that makes really #$&*@! hard for a new player to start playing with own collection. The part, where these cards are in the starts works the opposite way, because people who have many of the #$&*@! commons, can't sell them. Buying whole starter pack to get 2 orcs that cost 7 gold each and are commons seems kinda stupid to me. Also why no trading? What is the idea behind that?
 Also private chat will be very-very helpful!
Title: Re: Suggestions to Improve Gemp
Post by: joepoe on February 03, 2013, 07:59:55 PM
In deck builder, it would be nice to be able to add more copies of a card already in your deck without having to navigate to it again in the pane on the right.  Could make it a quick key such as hold z and click the card in your deck to add an additional card.

Would be handy to have some keyboard shortcuts in game playing (such as spacebar to pass, y/n for yes/no, etc.)
Title: Re: Suggestions to Improve Gemp
Post by: UnPapayaCoconut on February 05, 2013, 07:17:26 AM
In the merchant, it would be really good if it was possible to make it display the cards from most valued to least, like in the menu where u can choose rare, uncommon, common etc,  so you dont have to search through em all if u want to sell some.

great work as always
Title: Re: Suggestions to Improve Gemp
Post by: Legion on February 05, 2013, 07:49:05 AM
It strikes me that the prizes for Collectors Leagues are now very low.  The person who was placed 33rd in the Fellowship Collectors league won 7 out of 13 games, but received only 4 boosters, and 3 non-rare foils: not even a prize at the end of the league.  I thought I had done very well to win 10 out of 13, but was only rewarded with 5 boosters at the end- not even receiving my promo.  I only really took part of the league because I'd just finished my Fellowship deck, but I feel that there is now not much of an incentive to join the leagues (apart from sealed ones: they're fantastic!!)
Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on February 05, 2013, 01:08:18 PM
Right now it's still pretty hard to do a tournament, becuase it's tough to find enough people on the spur of the moment to sign up to play.

Can you offer a feature when you create a tournament table, to create the table IN ADVANCE, specifying a date and time? People could join that tournament table at any point prior to that, and then plan to be in attendance when the tournament starts. When the date and time arrives, any joiners who are logged on to gemp immediately start the tournament, while any joiners who are not logged on get booted from the tournament.

thoughts?
Title: Re: Suggestions to Improve Gemp
Post by: gordie124 on February 10, 2013, 04:57:15 PM
Here's an idea that would help players be a little more strategic in their deck-building.

Right now, it's possible to look through your discard at any time, but not (as per the rules) your draw deck. However, it would be great if after a game is over, one were allowed to look at the cards remaining in one's draw deck. It's something I always do when playing "live", and it helps me understand my deck a little more to know what I had left in the pile after all is said and done — what proportion of freeps to shadow, what key cards I missed playing, etc.
Title: Re: Suggestions to Improve Gemp
Post by: bibfortuna25 on March 06, 2013, 06:58:00 AM
Can we have an indicator to show which player has initiative at any given time?
Title: Re: Suggestions to Improve Gemp
Post by: Eukalyptus on March 06, 2013, 09:23:56 PM
I'd like to ask about that suggested Gold increased that was mentioned. I understand the concerns of getting all cards too quickly, but the boosters are so randomized (as they should be)that getting a certain high cost card is nearly impossible. At least, that is my experience. The increase doesn't have to come in form of gold. I was thinking about maybe 1 Reflections booster plus 2 or 3 booster choices per week in addition to the 50G.

Furthermore, is it possible to build in a counter in the merchant, so that when one buys 36 booster of one specific set, he/she walks away with 1C/U/R foil like it was in rl?
Title: Re: Suggestions to Improve Gemp
Post by: Air Power on March 06, 2013, 10:19:49 PM
Furthermore, is it possible to build in a counter in the merchant, so that when one buys 36 booster of one specific set, he/she walks away with 1C/U/R foil like it was in rl?

I'm not sure what you mean.  I never bought a box that had at least one of every card in that set, or the same number of foils in each rarity.
Title: Re: Suggestions to Improve Gemp
Post by: fenix on March 07, 2013, 10:50:56 AM
I think the best way to improve GEMP would be to add something that teachers new players how to play and maybe add some preloaded decks for people to play with. Either that, or someone in the community could create a youtube video explaining the rules and have suggested decks for beginners.
Title: Re: Suggestions to Improve Gemp
Post by: Grond on March 07, 2013, 11:03:19 AM
I got the two towers starter tutorial program. It helps a lot, we can upload it somewhere and give a link on the site/forums?
Title: Re: Suggestions to Improve Gemp
Post by: Grond on March 07, 2013, 02:32:20 PM
Hello guys, I am going to share some toughs and way to improve gemp even more!
 1) Main lobby:
 - Switch the chat panel to webchat irc client, or at least give a link to an IRC channel (UPC registered #gemp on quakenet already).
  The irc based chat is far more convenient with functions such ignore, private chats(sharing decklists and stuff), and admin control in the main room.
  
 - Tab with more information about the merchant system, many new players are getting confused.

 - When creating game table option to accept someone who came into your table, instead of automatic start. This will help organizing games between friends or testing for tournaments. Also sometime I don't want to play with certain people.

- Give information when creating table in addition to just the format and the host like "set one only please/ no Galadriel LR please". Most people dont read the chat at all.

- Additional information about the daily events, many players are confused about what rohan gondor means and why should they play dailies(lacking cards is not a reason, since the fastest way to farm up some boosters is indeed by playing daily events).

2)
 Merchant system - reduced cost of some leagues and additional boosters on dailies helped a lot! Thank you for that. Most people who complain about 50g/w not being enough don't even play on the daily events, so I think we should ignore such complains by such people. I got nearly no suggestions about that system, maybe only something like a reflection booster a week, just for the fun of opening reflections. Also I think you should allow people to choose to open 1 reflections booster instead of 2 others (as the price is the same).

3)
 In game :
 - Initiative sign or counter to show do you have initiative or no.
 - I'm not sure if it's too hard to be made but set a default starting fellowship when making a deck, and when the game starts, just a msg that asks do you want to start with your default starting fellowship. I know this is not important at all, but will save some time/nerves when missclick on Durin or Eomer before the other companion.
- Many players including me have graphical issues especially the knows "foil" bug. Any news on that?

I think that is all for now, and I do believe the better chat system and table creation should be a priority. Thank you for the amazing work so far and keep on!!!

Title: Re: Suggestions to Improve Gemp
Post by: sgtdraino on March 07, 2013, 03:10:48 PM
I've got a request for Deck Builder: Can you add more keyword filters to search by? For example, race (man, dwarf, elf, etc.), as well as phase action keywords (skirmish, maneuver, etc.) would be very helpful.
Title: Re: Suggestions to Improve Gemp
Post by: Kralik on March 07, 2013, 03:51:09 PM
I've got a request for Deck Builder: Can you add more keyword filters to search by? For example, race (man, dwarf, elf, etc.), as well as phase action keywords (skirmish, maneuver, etc.) would be very helpful.

If you haven't tried it yet, Zorbec's Decklist Builder can do far more than that. It's a good offline tool. IMO a better option would be the ability to import Zorbec's decks into Gemp as we could with GCCG.
Title: Re: Suggestions to Improve Gemp
Post by: jcb213 on March 07, 2013, 03:55:42 PM
- When creating game table option to accept someone who came into your table, instead of automatic start. This will help organizing games between friends or testing for tournaments. Also sometime I don't want to play with certain people.

- Give information when creating table in addition to just the format and the host like "set one only please/ no Galadriel LR please". Most people dont read the chat at all.

These are both great ideas.
Title: Re: Suggestions to Improve Gemp
Post by: Eukalyptus on March 08, 2013, 09:50:28 AM
Furthermore, is it possible to build in a counter in the merchant, so that when one buys 36 booster of one specific set, he/she walks away with 1C/U/R foil like it was in rl?

I'm not sure what you mean.  I never bought a box that had at least one of every card in that set, or the same number of foils in each rarity.
The boxes (sets 1,2,3,4,5,6,7,8,10) back then had, normally, at least 1 C Foil, 1 U Foil and 1 R Foil in them. In RotK Decipher screwed up the Foil distribution and compensated with a handful of R Foil cards. It would be nice if that system could be implemented into the merchant. No biggie if not.
Title: Re: Suggestions to Improve Gemp
Post by: fenix on March 08, 2013, 09:52:38 AM
I got the two towers starter tutorial program. It helps a lot, we can upload it somewhere and give a link on the site/forums?

This would be fantastic. Could you do this?
Title: Re: Suggestions to Improve Gemp
Post by: macheteman on March 10, 2013, 06:37:01 AM
A players map linked to gemp would be pretty sweet.
Title: Re: Suggestions to Improve Gemp
Post by: wargus on March 20, 2013, 12:25:42 PM
Yo,
Have you thought about highlander (only one copy of card in deck instead of 4) or no-rare formats?
When we played leagues in Krakow, there was always one game in those formats every league and it was quite fun.
Title: Re: Suggestions to Improve Gemp
Post by: argyles on March 21, 2013, 02:09:06 AM
+1 to highlander and if i remember correctly you could play it as 1 colour fellowship / shadow except the ringbearer .That means all rohan or all gondor etc . There is no x list to that as i remember . Dont do only highlander without the 1 - culture thingy cause horn deck will own everything :p
Title: Re: Suggestions to Improve Gemp
Post by: Eukalyptus on May 21, 2013, 12:07:44 PM
To bring up new formats up:

* King Standard (Sets 1 - 7)
* Poorman (no R/R+ allowed)
* Highlander

I don't know what work 2 and 3 will be, but 1 should shurely be none at all?
Title: Re: Suggestions to Improve Gemp
Post by: JudgeDRG on May 30, 2013, 03:36:45 PM
I've got a request for Deck Builder: Can you add more keyword filters to search by? For example, race (man, dwarf, elf, etc.), as well as phase action keywords (skirmish, maneuver, etc.) would be very helpful.

also race for the shadow, orc, nazgul etc
Title: Re: Suggestions to Improve Gemp
Post by: shadow13 on May 30, 2013, 09:19:38 PM
we definitely need tournaments to be scored the same way leagues are. Right now the top tiebreaker is fewest games played, when it should be exactly the opposite, which means the rules of the tournament structure encourage players to win their first game and drop the tournament in order to place top 4. drops and 10-min no-action timed-out games should be scored 0, losses should be scored 1, and wins should be scored 2. that way the people who actually make an effort get the prizes, and ppl can't just sign up, walk away, and hope for 8th place.

note that i'm encouraging this change even though it would eliminate myself from consideration in most tournaments as I often lose to a 10-min no-action time out so i can jet home from work and play the 2nd game on to the end of the tourney.
Title: Re: Suggestions to Improve Gemp
Post by: Invincible on August 25, 2013, 06:16:18 AM
I agree on both Highlander and king standard, I would definately play more king standard than movie (1 to 7 was in my opinion when the game was at its best, and the most balanced. SoG was the begining of the escalation)