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Author Topic: Suggestions to Improve Gemp  (Read 17778 times)

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September 12, 2012, 12:24:04 AM
Reply #15

Rhyme

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Re: Suggestions to Improve Gemp
« Reply #15 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.)

September 12, 2012, 01:34:26 AM
Reply #16

MarcinS

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Re: Suggestions to Improve Gemp
« Reply #16 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?
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September 12, 2012, 02:00:23 AM
Reply #17

bibfortuna25

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Re: Suggestions to Improve Gemp
« Reply #17 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.
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September 12, 2012, 02:57:30 AM
Reply #18

MarcinS

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Re: Suggestions to Improve Gemp
« Reply #18 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.
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September 12, 2012, 08:58:01 PM
Reply #19

Rhyme

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Re: Suggestions to Improve Gemp
« Reply #19 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...

September 29, 2012, 09:56:56 AM
Reply #20

sgtdraino

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Re: Suggestions to Improve Gemp
« Reply #20 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!
"I would have followed you, my brother... my captain... my king." - Boromir

October 08, 2012, 04:28:12 AM
Reply #21

sgtdraino

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Re: Suggestions to Improve Gemp
« Reply #21 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

This information would be handy to have for those trying to decide what starter deck they want to choose for a sealed league.
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October 08, 2012, 05:41:44 AM
Reply #22

MarcinS

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Re: Suggestions to Improve Gemp
« Reply #22 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.
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October 08, 2012, 07:07:59 AM
Reply #23

hsiale

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Re: Suggestions to Improve Gemp
« Reply #23 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.

October 08, 2012, 09:29:42 AM
Reply #24

CategoryOneGames.com

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Re: Suggestions to Improve Gemp
« Reply #24 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?

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October 08, 2012, 09:37:18 AM
Reply #25

bibfortuna25

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Re: Suggestions to Improve Gemp
« Reply #25 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.
All cards do what they say, no more, no less.

October 08, 2012, 09:57:04 AM
Reply #26

MarcinS

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Re: Suggestions to Improve Gemp
« Reply #26 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.
« Last Edit: October 08, 2012, 09:59:58 AM by MarcinS »
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October 08, 2012, 10:13:57 AM
Reply #27

MarcinS

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Re: Suggestions to Improve Gemp
« Reply #27 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).
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Give Gemp-LotR a try.
All sets are finished

October 08, 2012, 12:42:32 PM
Reply #28

sgtdraino

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Re: Suggestions to Improve Gemp
« Reply #28 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.
« Last Edit: October 08, 2012, 12:46:04 PM by sgtdraino »
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October 08, 2012, 01:27:21 PM
Reply #29

MarcinS

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Re: Suggestions to Improve Gemp
« Reply #29 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.
New/old way to play Lord of the Rings online.
Give Gemp-LotR a try.
All sets are finished