Recent posts by BuddyPharaoh on Kongregate

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Topic: War of Omens / *Suggestions*

Originally posted by H4wx:

Could it be set up so that the computer animates actions in order instead of all at once? Oftentimes I see a mass of activity, resources flying, cards dying, and I have no idea what happened. Also, I’d like to be able to see for a moment what cards went away due to Misinformation and what cards were played to get a certain effect. I hate seeing all my guys die and have no idea where the comp got all those skulls.

I know where you’re coming from, but I personally kinda like the way the game swishes cards in and out fast, even if out of order. What I think you really want is something everyone’s been very keen on: a real battle log. Not the event log you can dump to disk, which is more of a dev’s log showing animation events where you extrapolate what was played from what cards were moving around. (Besides, that thing is very Rube-Goldbergy to dig out and look at when you want to.)

I’ve heard rumors they’re working on a real log. That’s all I know, FWIW.

 
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Topic: War of Omens / What People Say In Chat

collusion: will dire boars sac the hero if he has fewer than 5 health and dire boar is the only other ally?
Malz_Gaspard: yes
Malz_Gaspard: auto loss

 
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Topic: War of Omens / Lead the Charge bug

All allies are fair targets for attacks which ignore intercept. This is explained in the Keyword Compendium, by the way.

http://www.kongregate.com/forums/385-war-of-omens/topics/386243-keyword-compendium-and-card-faq

This consequently means that the only intercepts any “igInt” attack will always ignore are those that aren’t allies, e.g. Frame, Misdirect, Palisade, Rampart, Warding Circle, Halting Rebuke, …

On average, I expect such attacks to be allotted equally among all allies, so if there’s a knight and supplicant up and nothing else, a 2-pt igInt is only 1/4 likely to kill that supplicant. 3 attacks would kill it around 1/2 the time. 4 attacks would get it done about 3/4 of the time.

 
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Topic: War of Omens / Games Per Day?

I typically play whatever is demanded by the dailies, minus MP in-a-row quests (I skip those). This can be up to 30 games; it’s frequently around 15-20.

I do occasionally grind a few more master / GM games if I feel close to upgrading a card, and I also play a bit more lately since I’m close to maxing uncommons.

 
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Topic: War of Omens / Rites discussion

Daramek arguably needed Bloodlust in order to have a fighting chance precisely against Endazu massive walls, since Daramek has no ignore intercept whatsoever.

Unless it gets rebalanced, as Endazu, I would probably play with Hedge Guardian and Paper Vipers more as a result, and favor Contract, Barge, and Song over Yarakeen (although it still works with Peacock now).

 
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Topic: War of Omens / Invisibility Bug

That happens to me every once in a while, typically if I’ve left the game up too long. If I had to guess, it’s due to a memory leak in FCG’s 3D rendering engine (which explains why the cards are visible in your bank and hand). I typically fix it with a reload, and move on.

 
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Topic: War of Omens / What People Say In Chat

GabeTheAlmighty: don’t you hate when you go infinite but all you have is gold producers and your bounty has been missingno’d?
nate451: more than life itself
GabeTheAlmighty: …that implies that you hate life…?
nate451: naturally.
nate451: what is the single greatest cause of suffering?
nate451: life.
GabeTheAlmighty: mosquitoes
GabeTheAlmighty: oh
GabeTheAlmighty: yeah, living mosquitoes
nate451: THE PIECES FIT

 
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Topic: War of Omens / What People Say In Chat

When you seduce lepers, you get paid in tips.

 
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Topic: War of Omens / Valrow is cheating! (admin,urgent!!!)

It may also be an artifact of the way the game shows AI actions.

The AI instantly knows what actions it will take, and takes them all one right after another; the display then shows the animations, which take varying lengths of time, so some actions may appear to begin before they should, because the previous action which enabled them is still playing. In other cases, the display will shortcut animations (an orphan gang will pop up, do its damage, get retaliated, and go back to the inventory without appearing to go into play).

Finally, the display simply likes to show things in slightly different order than when they happened. One thing I notice is Vespitole AI suddenly filling its hand with as many as ten cards, before all the non-ducats slip out and into play. When the dust clears, it always has one ducat left, then ends its turn, draws three, and play proceeds normally. It’s showing the drawing of those cards before they’re played; that’s all. (It also seems to like to show attacks later – I’ll see a Malediction in its hand for next turn, and when it starts, it disappears, a handful of allies appear, they all go into play, and THEN I see the Malemissiles launch.)

Wait till you play GM, and the AI has special coins. Things get very confusing.

 
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Topic: War of Omens / Most satisfying feelings of the game

I’ve gotten that bug on occasion. I’m guessing it involves a memory leak eventually leading to a heap space error. I typically just quit on the first turn in such games; the feather in my cap from winning them isn’t worth it.

 
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Topic: War of Omens / Advanced card questions

The answers to these questions would be good to put on the Card FAQ sticky-post. And probably the wiki.

Here’s another: do Golem and Yarakeen count as in play for purposes of Coup de Grace? (I suspect the answer is yes.)

 
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Topic: War of Omens / Thought on Jesmai & suggested change

I’ve lately grown less concerned over Jesmai, to be honest. If that dev is right, then Jesmai’s win record is close to 50%, and I admit, that justifies leaving her alone.

I am still worried to the extent that her power derives from one combo, which in turn begs an inordinate amount of countering. I don’t think that dev’s data records this. aynonymous’ post serves to weaken that argument a little, though.

 
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Topic: War of Omens / Crafting

Clarai posted some data on the WoO forums that strongly suggests that if you were farming ingots, the lower quality packs yield higher ingots per silver .

Raw figures:
Spent 171k: 3 sets of 57k
57k on oaks: 12840 ingots
57k on silver: 10530 ingots
57k on gold: 7110 ingots

This means if you are far from having all commons maxed, you should still buy oaks as before. In general, if you’re working on maxing rarity R, keep buying the packs that give you R at worst.

If you are maxed on commons except for one (say, that was introduced via patch), buy oaks until you draw the card (only way to start it), then go back to the packs that give you R and use the ingots for that one card.

To put it another way: buy packs like you did before there were ingots, except that now, if you want that one new card in an otherwise maxed tier, you don’t have to farm that tier of packs for draws – just use ingots instead. Definitely positive feature.

 
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Topic: Technical Support / dispatchJSONEvent, or: Chat stops letting me enter messages.

The plugins I have on this installation of Firefox 31.0:

Google Update
Shockwave Flash
Unity Player
VLC Web Plugin
NVIDIA 3D Vision
Quicktime Plug-in (7.7.3)
Google Talk
Adobe Acrobat

Pretty standard stuff.

I wish I could test this, but it’s a very occasional bug. I can’t reproduce it reliably. Reloading consistently causes it to go away, but again, I’d prefer to not have to reload a page including its very large Flash app if it happened to be a very minor JavaScript glitch. Thanks anyway, though.

 
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Topic: War of Omens / Getting newly released cards

How many people have all their heroes at level 28? o.O

 
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Topic: Technical Support / dispatchJSONEvent, or: Chat stops letting me enter messages.

Occasionally Kong chat will get into some state where if I type a new message in chat and press enter, it just goes to the next line in the type box. I can’t enter what I just put in, no matter what I try. Meanwhile, whenever I hit enter while I have a JavaScript console is up, I see the following there:

TypeError: a.dispatchJSONEvent is not a function

What gets it into that state?
Can I fix it without reloading the page? (The flash app in question takes forever to reload, and there’s no guarantee it won’t happen again.)

 
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Topic: War of Omens / The Metris bogeyman rises again

Daikoru’s suggestion to remove some of the luck is what I was getting at with “a nerf to first-turn-screw cards and a buff to its late game abilities”. For me, a game with Metris feels like it’s flipping a coin every turn; if it’s heads in the first two turns, I lose; if it’s heads in the next 2 turns, I’m in big trouble; if it’s heads in the 2 turns after that, I’m in small trouble; if it’s heads after that, it’s now Metris fighting to stay even, and then later to limp along behind me. In other words, it’s not that interesting. There’s no sense of Metris slowly building its wincon; it’s just coin flips, all independent of each other.

I think there’s a lot to Aonar’s point (it’s basically Metris having a confirmation bias problem), and at the same time, I think it can be fixed, precisely by nerf Metris’ luck factor at least somewhat. The trick I see to it is in nerfing it in an interesting way.

To some extent, Daramek has the same problem. It has mostly random resource supply, with only one exception (gold). It seems to avoid the frustration problem by making a resource out of allies, and it ends up an interesting mechanic unique to that faction. I get frustrated when Liet just happens to spawn the one resource type that lets her deal with one of my cards, but this is relatively mild, because one resource does not make that big of a difference, compared to, say, stratagem producing a seduce to use against my colossal aurochs, or Biron chain-stocking bankers and bishops.

These bad beat stories suggest ways to tone down the luck factor.

For example, making seduce run out after a period of time. Possibly dependent on the ally’s life. For example, seduce puts a counter of 6 on the ally, reduced by the ally’s life every turn; when it hits 0, the ally goes back. Other cards (like Coordinate) could increase this counter, strengthening Metris’ hold. Or the Wench could increase any given counter by 3 per turn.

Biron’s stocking ability might be weighted by the gold cost of the card taken. So a Warship is half as likely to be taken as, say, a marshal. If this makes her ability too useless, its chance of happening could be increased. (Her ability is a mixed blessing, even so.) Valdorian’s ability could be tweaked similarly.

Theo’s ability could be tweaked to be cumulative – the more cards are destroyed, the greater the chance he will save one, after which his chance resets.

Stuff like that.

 
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Topic: War of Omens / The Metris bogeyman rises again

So recently there was – well, let’s call it nerdrage – over Metris. It was borne from frustration, obviously. But is there fire in that smoke? How justified is that frustration? Can a good player simply beat Metris through smart play, or is any Metris deck going to curbstomp any player of equal skill, or is there something else going on?

Apparently, unintended consequences are hitting at least a couple of Metris players:

WoO Forum Metris thread

I think it’s worth asking how big a deal this is. I play Metris least of all in MP. I haven’t been getting any Metris MP dailies lately, and when I do, I typically send in a burn deck, rather than a steal deck. (Note that the thread above complains about burn decks, too – imagine a lucky two Arsons in the first two turns.)

So I don’t have much first-hand experience of rampant insta-quitters on my Metris deck. I’ve had players quit on my other MP decks, but they felt pretty legit – five turns into the game and I have seven things in play to their zero, say, or they’re at 4 life and I haven’t taken a hit. In general, I don’t mind the quit feature. Give me a “win 5 MP in a row as Metris” daily, however, and I might sing a different tune.

So again: is this a thing? If it is, how would you fix it?

If it’s a problem, then to me it sounds like it’s because Metris is the best faction at rushing: it has to make its best moves in turns 1-2, and if it doesn’t, it’s likely to lose. And that’s where luck plays the biggest role. Get that seduce or arson or stolen plans or Valdorian draw or etc. etc. right away. If nothing happens in the first few turns, the Metris player becomes the favorite to lose, no matter how well they play.

To add insult to injury, if luck favors the Metris, they’re still several turns from a win. So now the Vesp player is forced to either get their economy running while that soldier is staring them in the face, and now with a cutpurse behind it, a misdirect in front of it, and now a forgery’s out… or they can quit, because the game logic hasn’t deigned to give them a concede button.

Now, it might not be that big a problem. I’ve had plenty of games where Metris got a 1-2 turn huge lead because I was dumb and summoned my big ugly before checking whether they had a seduce or stratagem in the bank. So this could also be the game’s way of telling us to stop focusing on our own bank and keep an eye on what the opponent is doing.

So can the Metris bogeyman be defeated by being more attentive and playing around things like seduce (and stratagem and forgery and embezzle and stolen plans and…)? Or are these cards too powerful? Does Metris merit a nerf to first-turn-screw cards and a buff to its late game abilities? Do we need concede as an option from turn one? Do I type too much?

 
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Topic: War of Omens / A little of the math behind this game

I think florrat’s got it right in most cases.

Just to make sure this horse is dead:

If you had 4 serpent altars, then here’s the total probability breakdown if you do one point of damage:

81/256 – 0 of them activate ((3 out of 4) to the 4th power, or (3/4)^4^)
108/256 – 1 of them activates ((1/4) * (3/4)^3^, times 4 ways for this to happen)
54/256 – 2 of them activate ((1/4)^2^ * (3/4)^2^, times 6 ways for this to happen – see below)
12/256 – 3 of them activate ((1/4)^3^ * (3/4), times 4 ways for this to happen)
1/256 – 4 of them activate ((1/4)^4^)

There are 6 ways for 2 out of 4 altars to fire: #1 and #2, #1 and #3, #1 and #4, #2 and #3, #2 and #4, and #3 and #4. For those who don’t know probability, this is what florrat means by “n choose x” – in this case, 4 choose 2, which translates into everyday speech as “the number of ways you can choose 2 items from 4, where order doesn’t matter”. You can figure this out by thinking, “okay, I can choose any one of the 4 at random, then I can pick 3 of what’s left, and that’s 2 picks so I’m done picking, and that gives me 12 – and I still need to divide by the number of times I could rearrange 2 items, and that’s 2, so I end up at 6”. With a little practice, you can get pretty fast with this. There’s a mathematical formula for it, involving factorials, if you prefer a neat formula, but intuitively, this is what’s going on.

I wrote this all as fractions over 256. Notice: 81 + 108 + 54 + 12 + 1 = 256. In other words, this is exactly how many times you can expect each number of altars to fire, and therefore how much damage you can expect.

If you were to take the weighted average of all this, you start with 0*81 + 1*108 + 2*54 + 3*12 + 4*1 = 108 + 108 + 36 + 4 = 256; divide by 256 and you get 1 point on average. That’s why statisticians call this the expected value. :-)

And if you did this same math the way I did for any number of altars, you’d always come out with N altars doing N/4 damage on average – because each altar has a 1/4 chance to fire. It works the same way with lackeys, tortoises, etc. If something had a 15% chance to fire, then 100 of them would produce 15 firings on average.

That said, the curve can sometimes be helpful to visualize, too. For 4 altars, most of the action happens at the end where you get 0 or 1 damage. Roughly speaking, you’re nearly as likely to do no damage with 4 altars up as one point, per point that your hero does.

More interestingly, that curve changes with more altars up. With 5 altars, you’ll do 0 damage 243/1024 times, and 1 damage 324/1024 times. With 4 altars, it was 324/1024 and 432/1024 respectively. With 5 altars, you’re doing 1 damage less often, and doing 0 damage less often – it’s getting spread out over 2/3/4 damage, and you now have a tiny chance of doing 5. In general, that curve is getting flatter, meaning your damage gets more predictable. On average, it’s always (number of altars)/4, but the cases spread a bit “better”.

 
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Topic: War of Omens / Keyword Compendium and Card FAQ

Another note to add:

Lackey will not restock twice if you have an Overseer in play. (as of this morning)

(I suspect Apothecary works the same way – I never had the opportunity.)

 
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Topic: War of Omens / Misinformation = Badly Designed

Well, if you really wanted, you could shove three of them in your deck and get more uses that way. This doesn’t seem that useless, either – you’d end up cycling a 7-card deck, which, if it’s all burns, could make for a very fast game.

 
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Topic: War of Omens / TEAMS!

I was thinking about this the other day – I’ve never written a matchmaking algorithm, and I’d no doubt borrow ELO or something similar to determine the actual match, but before that, I envision an algorithm as follows:

  • You call for a MP game.
  • If the server has someone else waiting for MP, it tells you a match is ready immediately, and click to go to it.
  • If no one else is waiting, the server tells you “waiting…” and in you’re in the wait list to find a match (which will only ever be one deep).
  • If you don’t enter immediately, however, you’re in a different waitlist, which is more of a pool – those with a match ready, but haven’t yet accepted.
  • The moment you accept is when the server determines your match, rather than when it tells you a match is ready.

The idea here is to give the player a match as soon as possible in case they wish to get going, while also giving them the best possible match when it’s time to go. It also affords the player some control – you can wait as long as you like, and the longer you wait, the “better” a match you’ll get. Note that this all can happen within a second – you ask for a match, you get one almost immediately, and if you click a second later, there maybe a dozen other MPers in that pool.

There’s a hitch in this plan to watch for. If you accept, that doesn’t mean the other player has accepted, and so you’d get a response like “waiting for other player…”. By the time that other player accepts, the matcher may match them against someone even better for them. This could happen multiple times – say, if you’re ELO rank 1400 and a whole bunch of 800s are in the pool – but even there, more people are getting “good” matchups, albeit at your expense.

Obviously, WoO doesn’t do this – as soon as you call for a game, you’ll get put into one as soon as it’s found. The downside is that chance of getting a wild matchup. I wonder if any other games do it the way I described.

(There’s more to it, as I think about it – my method could be griefed, in a way – but I’ll stop for now.)

 
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Topic: War of Omens / Usury - Pointless

I’m not saying Usury is there just for the sake of pinning. I’m saying it’s there to make your resource denial even more effective, for example in cases where the opponent’s cards all cost 3 or less and bureaucrats and embargoes wouldn’t matter worth a damn.

It’s also there to buy you time to get your win condition out that takes you a while for whatever reason (inherently slow condition, you’re not drawing the card(s), etc.). One could alternately criticize Sofo’s ability for just plinking your ally deck, making it impossible for you to do anything but put up one small ally at a time, waiting for him to eventually kill you.

 
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Topic: War of Omens / lackey discussion

Another thing about lackeys is that they’re presumably as likely to restock another lackey as any other ally. This is fairly cheap cannon fodder for all Metris heroes, and in Gretta’s case, potentially thorny fodder.

 
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Topic: War of Omens / lackey discussion

With Gretta, it’s not TOO useless. Gretta makes each lackey a potential thorny shield, making it that much less certain that the opponent can kill a given ally with a given number of skulls. He’s also a cheap ally restocker for when you need it. That’s actually something I consider even more worthwhile as far as Gretta is concerned. There are allys I’d like to have in my deck (informant) that I can’t have; a lackey is capable of providing that.

The downside is that Gretta (at least, in my deck, even with Deceit) has fairly big gold supply problems, so it’s often as unlikely that I’ll afford that restocked ally as it is for me to afford the poison my apo keeps stocking.