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Author Topic: Suggestions to Improve Gemp  (Read 17839 times)

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October 08, 2012, 01:31:34 PM
Reply #30

Air Power

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Re: Suggestions to Improve Gemp
« Reply #30 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.
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October 08, 2012, 02:21:32 PM
Reply #31

CategoryOneGames.com

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Re: Suggestions to Improve Gemp
« Reply #31 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
Visit www.CategoryOneGames.com for LOTR and Star Wars Singles, Boxes and Starters.

October 08, 2012, 03:35:24 PM
Reply #32

sgtdraino

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Re: Suggestions to Improve Gemp
« Reply #32 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.
« Last Edit: October 08, 2012, 03:40:12 PM by sgtdraino »
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October 08, 2012, 04:20:13 PM
Reply #33

hsiale

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Re: Suggestions to Improve Gemp
« Reply #33 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.

October 08, 2012, 06:46:17 PM
Reply #34

sgtdraino

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Re: Suggestions to Improve Gemp
« Reply #34 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.
« Last Edit: October 08, 2012, 06:47:48 PM by sgtdraino »
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October 12, 2012, 06:59:17 PM
Reply #35

CoS

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Re: Suggestions to Improve Gemp
« Reply #35 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 :)

October 15, 2012, 10:02:48 AM
Reply #36

Nitsuj

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Re: Suggestions to Improve Gemp
« Reply #36 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.


October 16, 2012, 08:13:55 AM
Reply #37

hsiale

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Re: Suggestions to Improve Gemp
« Reply #37 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).

October 16, 2012, 08:41:56 AM
Reply #38

bibfortuna25

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Re: Suggestions to Improve Gemp
« Reply #38 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.
All cards do what they say, no more, no less.

October 16, 2012, 08:54:01 AM
Reply #39

hsiale

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Re: Suggestions to Improve Gemp
« Reply #39 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.

October 17, 2012, 08:58:04 AM
Reply #40

Nitsuj

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Re: Suggestions to Improve Gemp
« Reply #40 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.

October 17, 2012, 11:46:24 AM
Reply #41

hsiale

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Re: Suggestions to Improve Gemp
« Reply #41 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 :)

October 23, 2012, 06:57:56 AM
Reply #42

MarcinS

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Re: Suggestions to Improve Gemp
« Reply #42 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.
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October 23, 2012, 09:48:03 AM
Reply #43

hsiale

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Re: Suggestions to Improve Gemp
« Reply #43 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?

October 25, 2012, 04:16:13 AM
Reply #44

argyles

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Re: Suggestions to Improve Gemp
« Reply #44 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