The_Round_Peg
376 posts
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I’ve won 186 matches so far. I’ve had only FOUR card drops.
So, the card drop rate I have is 2.15%, less than the 3% or 5% as claimed.
And I didn’t start out with a lot of cards. I started with 6 challenge cards and picked 3 starter cards (that’s 6 plus 3.) Won 4 from matches and another 7 from challenges. So I have 20 cards now.
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How many matches have you won?
How many cards have you gotten from winning matches?
How many cards did you have before playing Kongai (plus/minus starter cards)?
How many cards have you won from challenges since playing Kongai?
How many total cards do you have now?
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Jabor
11382 posts
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Ahh, spading.
Unfortunately, one users experience isn’t enough to determine anything near the card drop rate. More to the point, as the card drop rate is variable, we’ll need the following information to get any significant analysis:
1. How many wins it took to get each particular card. We need to know the distribution of those drops to even use them in any meaningful analysis.
2. How many cards you had at that particular time.
Interestingly enough, card farmers would have been our biggest source of info on card drop rates.
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The_Round_Peg
376 posts
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Unfortunately, one users experience isn’t enough to determine anything near the card drop rate.
That’s why let’s compile and compare everyone’s card drop rate, and then we’ll figure out what the drop rate is when we have a large sample size.
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Kernest
23 posts
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My card drop rate is around 6.666…%
105 wins and 7 cards.
You can call me lucky, but all i can answer is: Yes I am.
I have won them pretty weirdly, first 3 cards were all ninjas and got 2 in row, then 2 items with only 1 game between the drops, and last 2 in row also, always about 20-30 victories between those 3 events of several drops very quickly
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Jabor
11382 posts
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What I’m saying, is simply saying “I’ve won this many cards out of this many wins” is not really too helpful, giving the variable nature of the system. It could give us some approximations as to the range that the drop rate varies between, but nothing actually useful.
What is actually useful is information on how many wins it took to get someone’s fourth card, fifth card, sixth card etc, repeated multiple times.
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The_Round_Peg
376 posts
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^ Look, if you don’t want to tell us your card drops and to keep yours a secret, that’s okay, but please don’t discourage other people from telling their card drops.
We need to figure out what the card drop rate is, because Kongregate is being so hush hush about it.
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harmless
76 posts
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I have 4 ‘K’ cards from 19 wins (and 76 other cards from challenges) for a drop rate of over 21%.
That’s the way that random numbers work—I hit a lucky streak, you hit an unlucky streak.
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The_Round_Peg
376 posts
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^ And that’s EXACTLY the problem with this game.
And that’s why it gets 1 star from me. I’ve lowered it from 4 stars to 3 stars to now only 1 star.
186 wins is not a “streak”. It shows a pattern and a serious flaw of the game.
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Kernest
23 posts
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You lower it´s stars to 1 just because some people win more cards than you?
Come on now, everyone gets lucky at some point, and unlucky at other.
You shouldn´t judge the game because of card drop rates…
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Jabor
11382 posts
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My drop rate? 0 cards from 0 wins, since the new system. I haven’t played since the new system was introduced.
Also…automatic 1 because you got unlucky on the RNG? That’s very … objective.
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The_Round_Peg
376 posts
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BTW, I’ve won 186 games and lost only 70.
Most of my losses were from when I was very inexperiences or when I was experimenting with random decks. Right now, I’m winning 5 to 7 games for every loss. My win-to-loss ratio is around 6:1.
The game is seriously flawed when lousy players – who started with more cards than I had, won fewer games than I have, lost more games than I have – have gotten twice more card drops than I have.
This is not how a reward system should work. The reward system should not be so bloody random. It’s just plain broken. That’s why the game is getting 1 star from me.
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Jabor
11382 posts
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Right. So you’re suggesting a random system should not be random.
Is the fact that one of the systems in the game is random (rather than deterministic), enough for an instant 1?
Would it be enough for an instant 1 if the numbers had gone in your favour?
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The_Round_Peg
376 posts
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I said REWARD system, not random system.
A reward system should not be random. It should be predictable. You do something, and you expect to get rewarded for it in certain predictable manner.
It’s like playing an RPG. Imagine you play Diablo or WarCraft. When you win a battle or complete a quest, you get a certain amount of experience. When you get enough experience, you level up. When you gain new level, you gain certain number of skill points. The reward systems have a fixed formula. Blizzard knows how to design games, that’s why they are so darn successful.
Kongai’s reward system, on the other hand, is just a big pile of broken random mess. Sometimes you get rewards. Sometimes you don’t. Some people get rewards. Other people (who do the exact same things) don’t. How are the rewards being decided? It’s all arbitrary.
It’s a basic element of game design principle: people expect the proper reward for winning and achievement. It’s just the psychology of positive reinforcement – that’s what people crave and that’s what games are supposed to provide. That’s the element of fun. When a game fails to do that, then it sucks. Whoever designs the Kongai reward system obviously is clueless about that basic principle.
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Jabor
11382 posts
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I’ll ask you again, because you didn’t answer it last time.
Does the fact that the card distribution system is random, make Kongai worth an instant 1?
If the answer to the above is “yes”, would that still be the case if the RNG had rolled in your favour more often?
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The_Round_Peg
376 posts
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^ NO.
In fact, I had already said the reward system was broken even back when I had fewer than 100 wins and just won a card.
I’ve just answered your question, and I’ve given the reason why in my last post.
Kongai has FAILED in a very basic game design principle.
And it gets lower and lower rating because it has repeatedly failed to address the issue and fix the problem.
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The_Round_Peg
376 posts
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BTW, I certainly have a lot more patience with Kongai than a lot of other members do.
Weeks ago, the match rooms were filled with players. Since then, many many players have become frustrated with Kongai and just left for good. Recently, I often haven’t been able to find anyone to play 5-card or ranked matches – because there have been fewer and fewer people playing those matches.
The 3-card matches have A LOT of level-1 newbies (who refused to play with me, which is fine because I almost always kicked them as well) and I haven’t encountered too many high-level players.
What does that mean? Most people played the game for a while, got frustrated and just left. They have never stayed long enough to become high-level players.
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harcon01
19 posts
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Problem is, with a higher drop rate, in a months time everybody will have the same killer deck doing the same killer tactic again and again.
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OuchWhatDoYouDo
13 posts
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A reward system should not be random. It should be predictable. You do something, and you expect to get rewarded for it in certain predictable manner.
It’s like playing an RPG. Imagine you play Diablo or WarCraft.
Actually, those games provide evidence that random rewards are a perfectly valid game mechanic. Every time you kill a monster in World of Warcraft or Diablo, there’s a random chance you’ll receive The Sword of a Thousand Truths or whatever.
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The_Round_Peg
376 posts
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Actually, those games provide evidence that random rewards are a perfectly valid game mechanic. Every time you kill a monster in World of Warcraft or Diablo, there’s a random chance you’ll receive The Sword of a Thousand Truths or whatever.
Wrong.
The point of playing and winning in games is to feel rewarded, to be positively reinforced for achievements. In Diablo and WoW, you feel rewarded when you level up, because you earn points to build a better character. Even if you don’t get random item, you still earn money and experience that you can use to build a better character. That’s a very consistent and predictable positive reinforcement cycle.
It’s basic psychology. It’s like a mouse in a maze, and a researcher rewards the mouse with cheeses for going the right direction and turning the right switch. It’s the same basic underlying principle that drives game design, i.e., the reward or payoff system. It’s consistent and predictable positive reinforcement. That’s a main point of gaming and what makes gaming fun: people want to feel being positively reinforced because that’s gratifying.
In Kongai, when you win and don’t get cards, what rewards are you getting? NOTHING. Gaining levels or ranks in Kongai doesn’t give you any reward. Winning by itself doesn’t give you any consistent reward. When you don’t get card drops for winning over and over again, that’s mean you’re NOT getting any reward, and you’re being NEGATIVELY reinforced, and it’s NOT fun.
Obviously whoever designed the reward system in Kongai doesn’t know a darn thing about game design (or psychology for that matter.) I’d wager he doesn’t play too many games himself either.
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The_Round_Peg
376 posts
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Is the fact that one of the systems in the game is random (rather than deterministic), enough for an instant 1? Would it be enough for an instant 1 if the numbers had gone in your favour?
Does the fact that the card distribution system is random, make Kongai worth an instant 1? If the answer to the above is “yes”, would that still be the case if the RNG had rolled in your favour more often?
No, even if I start winning cards from now, I will still give a 1 rating to Kongai, because I know the system is broken and there are people getting screwed.
Even if I start getting a lot of card drops now, I’m still overall getting shafted because my card drop average will never catch up. On the average, I’m still getting screwed.
I’ll raise the rating again when Kongai fixes the problem.
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GigaDramon
249 posts
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Let’s put it this way…
Now you know in a 3-card match, if you defeat a opponent with a card with full hp right? Maybe the chance of getting a card should be around 10%… But when you defeat an opponent with a card at half hp the chances of getting a card are 5%! So yeah maybe i might get some of this wrong but here is another idea! If a level 10 owns a level 3 his chances of getting a card are decreased by 7%. But if the level 3 owns the level 10 his chances of getting a card are increased by 7%! And yeah… The-More-Cards-You-Have-The-Worser-%-You-Have-Of-Getting-Another-Card thing still counts too!
Is it a good idea? Tell me if it is! =)
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krick19
320 posts
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Lmao Peg, if you want to hate on kongai, maybe you should make ONE thread “Kongai Rant” and stop making a ton of pointless threads about your starter cards and how you are amazing at 5 card. I’ve won 111 or something around there and I’ve gotten about 7 cards.
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The_Round_Peg
376 posts
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Lmao Peg, if you want to hate on kongai, maybe you should make ONE thread “Kongai Rant” and stop making a ton of pointless threads about your starter cards and how you are amazing at 5 card. I’ve won 111 or something around there and I’ve gotten about 7 cards.
If you don’t like my threads and say they are pointless, then you should really just stop reading them and bothering me. I can post whatever I like here, and you can always skip them. No one forces you to read my threads.
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krick19
320 posts
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Unfortunately, I enjoy Kongai, and usually read Kongai related threads. I end up having to click “back” to avoid your rants.
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The_Round_Peg
376 posts
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Unfortunately, I enjoy Kongai, and usually read Kongai related threads. I end up having to click “back” to avoid your rants.
When you see the first voice is “The_Round_Peg”, don’t read anything, so you shouldn’t be posting anything. Just LEAVE.
And we’ll be fine with each other, okay? Stay out of my way, and I’ll stay out of yours.
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