Recent posts by purei on Kongregate

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Topic: Spellstone: General / Help us fix the game!

NECRO for Pity Timer.

Right now, the number of epics you get in N pulls follows a binomial distribution. Let’s say the probability to get an epic+ is 1% per card. In 100 pulls, the expected value of epic+s is 1. Sounds nice, right? However, the probability that after 100 cards you have gotten 0 epics is ~37% :( After 199 pulls? 13.5% chance that you’ve gotten absolutely no epic+s. This feels like where I am.. all the time.

The hypergeometric distribution describes a system with a fixed number of items in the system. If it’s a 1 in 2 chance you pull an epic, and the one you pull is a failure, then the next one is 100% chance success … as only the epic card is left to pull. In the current Spellstone, it would still be a 50% chance every pull.

I would love to have assurances that an epic+ is coming. : ( Dunno about y’all.

Once you pulled an epic+ from the new system, it would reset to some default state, then it would keep counting all my failures until the next guaranteed epic+. I may pull it before that, but there would be some upper limit.

To keep things the same: If you just pulled an epic+, then the next likelihood to pull one would drop to 1/199 in order to keep the same expectation. After 199 pulls w/ a system that kept track, you’d be guaranteed at least one epic+. In the binomial system you’d be 13.5% likely to have 0 epics.

Mathese: I believe the way to set the probabilities for a hypergeometric distribution is by looking at what the negative binomial says for number of failures before an expected success, and then finding what total number cards would have to be in a hypergeometric system to match that expected number of failures. By my calcs, this turns out to be 199 cards to get the same 99 failures before an expected success.

I think being ignored is making guilds turn on each other. This is my attempt to get people challenging the devs’ integrity again, instead of each other’s.

 
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Topic: Spellstone: General / No Refill Pact for Nethergore Raid

arguing about refills and which guild did what is pointless when the raid format is no different than before, they just finally took some time to do the numbers.

the rewards both require guild and personal points, and missing the beginning/middle of the fights due to sleep/life means you’re out of luck for both milestone/rewards, again.

there is no gaining of points if you come in past your deck strength and this is ruled by one’s schedule; this is unlike every other event.

 
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Topic: Spellstone: General / Travelling Trading Post

‘card i want less than another card of the same rarity’ → ‘maybe, neither card’?

i’d choose to not play. i’d rather keep a weak card hoping it would get buffed, or BGE would help it, than play it on a chance game?

that’s just my preference, but it sounds like it might be very underused for the effort it would take to make it (and maintain it. maintenance mostly in the form of dealing with forum venom about it being useless.)

 
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Topic: Spellstone: General / Deathweb pack review

Originally posted by Shirahago:

He has the highest HP of all 3-drops, the highest heal all ability, very high siphon (there are only six cards in the game with 6+ siphon, one of them being the spider) and good freeze.

Purely on stats this is a very, very good card. His only downside is that he’s completely defensive oriented and the game rewards offense so much more.

so much more. defense in WMT Spellstone is only so your offense can find a weakness.

fast freeze too. i’ve secretly wished in my heart of hearts for a quad treant.

 
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Topic: Spellstone: General / Should Bomb Spirit be undead?

citadel looks humanoid and so probably was once alive, therefore now undead

bomb spirit looks elemental-y. a ‘spirit of the woods’ kind of spirit.

now i’ve read ‘spirit’ enough that it doesn’t looks spelled right anymore.

 
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Topic: Spellstone: General / Are you sure you want to Quit SpellStone?

Originally posted by fud4723:

My problem with paying is that it takes away from the sense of achievement you get for Earning a good card.. If all I have to do is throw money at the game to get good cards, it becomes meaningless. A big part of the fun is lost.

It could never happen, but it would be great if neither epic/rare packs were available for shards, nor was gold.

Make Standard set available only to those that played the game (and got gold). Yes, standard set is less powerful than premium set as a set, but if their positions were more preserved (iceblood vs warrior), i wonder if it would provide a good tradeoff.

 
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Topic: Spellstone: General / Wings of the void. Everything complete except for that one stage ugh

usually the strategy is to kill early and often, but this bunches the empowers all on the one alive unit.

let the empowers spread out. try a slow roll approach: armor, high health, slow, weaken, heal

maybe you’ll find some useful info here
http://www.kongregate.com/forums/17305-general/topics/554844-how-to-win-the-wings-of-void-state
or
http://www.kongregate.com/forums/17305-general/topics/542365-help-me-beat-campaign
or
http://www.kongregate.com/forums/17305-general/topics/563572-tips-for-wings-of-void-the-void
or
http://www.kongregate.com/forums/17305-general/topics/554896-wings-of-the-void-at-mastery-7-is-impossible

 
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Topic: Spellstone: General / Epic pack sale timing

Originally posted by Judgegrudge:
Originally posted by xChiZm:

If you haven’t contacted support, you should. They may be able to cut you more slack than the forum goers.

+1

as f2p, support has not been gracious with mistakes for me. but, i have heard many good things about support, so perhaps it’s pay related and perhaps you will have better luck.

if you don’t ask, you’ll never know for sure.

 
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Topic: Spellstone: General / titan core?

Originally posted by boydstow:

Where?

3 missions in the first 3 zones. their mission gem looks a bit different from the others.

if you click on the level indiciator/treasure chest on a specific mission (it’s at the top of the window) you will see all of the rewards available for that mission.

 
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Topic: Spellstone: General / [To Devs/Obyto] We want Guild Clash not Guild Brawl!

Originally posted by masterjunko:

Brawl mm is based on BR rankings and is open to manipulation. High end players drop br to get favorable mm etc. This cause a lot of angst among lower ranking players. Clash on the other hand has perfect mm mechanism.

would be interesting to know how many did this. could be as low as 3? i can’t guess at it.

i would lose out on lots of bounty gold, drop well below BR15, if I could guarantee my self (guild) a legendary.

but never fear, people that buy bounty refills will keep those people honest … ???


Secondly brawl does not have the 10/20 start energy and is totally unfairly to Asia-pacific players. Clash on the other hand is better and could be even better with a grace period at the end (wink wink, where is the promised change for 6 hours at the end?). We really need a fair competition! For nth time, please get the grace period change in. You are alienating a large proportion of your customers (paying and non-paying alike).


+1

 
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Topic: Spellstone: General / Card trading

massively abusable by bots. players of the web version can create new characters endlessly, and time trades however they need to.

 
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Topic: Spellstone: General / Bigger Decks please! (To Devs)

2000 card decks. fights should take weeks if they actually stay in balance that long.

the most epic of all fights: the civil war of arcane dustlings vs arcane dustling brothers. the battlefield littered with legions of glittering wings.

 
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Topic: Spellstone: Technical Issues and Feedback / Can't update or re-install Spellstone

there’s been no dev update on the forums as far as devices no longer being compatible

try
https://support.synapsegames.com/?game=spellstone

 
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Topic: Spellstone: General / Bone Viper good or bad

maybe with a rune of berserk +1 (i.e. wait for it). berserk 1 is too slow for a 1-drop’s survivability. not great now, probably better later.

edit: ohh.. which is what it has this event. are the people that use it giving it mixed reviews?

 
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Topic: Spellstone: General / [To Devs/Obyto] We want Guild Clash not Guild Brawl!

Phestus: one person said ‘i disagree’ and you said ‘this community sucks’. a blanket statement about an entire group of people and the statement itself claims it’s one person’s actions you’re upset with. then you defend against obvious backlash. you are the troll this time.

 
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Topic: Spellstone: General / New Unannounced Feature: Skill Cooldown Display

hrm.. sounds like mermod’s update posts could have more than a couple lines each time.

 
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Topic: Spellstone: General / Guild War points Scoring system

PvP? Weighted Againts The Players? I cannot wrap my head around this.

This does not explain why you get 25 for quitting early, and 10 if you put up a great fight and nearly win

I do hope they continue to tweak the ratings, because there are definitely some terrible scenarios here.

If they played — seriously fought for ranking — in a guild war they’d probably notice a few of these situations themselves and work to fix them. Designers that do not use their own design often struggle to see the line between whining and complaining.

 
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Topic: Spellstone: General / I own with Skeletal Hound

SaintJohan splained it, just wanted to add one thing:

there is a tiny circle on your screen that lights up when an undead increases its damage (i believe). if you click that circle it should explain about the Undead background effect.

Just checked. That tiny circle only lights up at the beginning of the battle.

 
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Topic: Spellstone: General / Fun Discussion: What do you like about Spellstone?

the fact that the art is good and not oversexualized makes this game nearly unique.

 
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Topic: Spellstone: General / [Guide] Rune Clarifications

Originally posted by Nemimi:

how about the case when fusing 2 cards with different runes?

read the first bullet point under ‘Vaporizing’.

 
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Topic: Spellstone: General / A Starting Deck

TheSench hates URLs with a passion. Instead of the above link, try: http://thesench.github.io/SIMSpellstone/DeckBuilder.html

 
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Topic: Spellstone: General / Out of all the cards in your deck, which one is your favorite and why?

King Garganotos is a solid worker.

On a more serious note, MerMod might consider having the community threads titled something more like:

  • “Out of all of the forum trolls, which is your favorite and why?”
  • “Have you shamed anyone today? If so, who?”
  • “Which crippling psychosis are you currently undergoing?”
 
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Topic: Spellstone: General / Optimal Guild Brawl strategy for BR>15, w/o buying bounties

awesome. thank you summoncamel, and thesench for helping me find data for BR 9-, available here along with some calculations. if you see something wrong with my calculations, please let me know. lots of threads about pvp being a bit broken, so i won’t start another; i changed the title of this post.


Optimal Guild Brawl strategy (numbers in red on the ‘calc’ sheet) if you are > BR 15 and don’t want to spend money on bounties:

  • about 4.5 days before the guild brawl, begin surrendering bounties
  • you may lose up to 16000 in gold
  • but you will be far enough into BR15 to have a full 65 bounty brawl with easy opponents.

16000 gold price (+ lost shards and runeshells) for a legendary, for BR16+

if you’re above BR 15, your win rate is necessarily >88% (orange numbers in ‘calc’ sheet). fighting against weaker decks ought to put you at 95% or better, which will put a dedicated 47 people in your guild at 436,000 points, which is basically what the top of the field looks like right now.

 
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Topic: Spellstone: General / Optimal Guild Brawl strategy for BR>15, w/o buying bounties

when you win, you gain X points. when you lose you lose Y points. Y/X is how many points you needs to stay where you are.

if you aren’t BR15, you can provide useful information as per how many points you should get per Bounty, during a brawl.

 
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Topic: Spellstone: General / Please rework the "random" skill targeting system!

Originally posted by xChiZm:

I’m insisting the patterns aren’t random at all.

yes, and it is counter productive. i think we can have good conversations about how to improve the game, and this is not one of them.

it is much easier for programmers to make things random than to include logic to screw the player/computer.