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meeeeeeeeee Posted:
Meeeeeeeee is mostly correct. In a normal round, there are currently 8 cards in the pool from which 3 uniques are drawn. One then can find the likelihood of drawing any one card (37.5%). You can do the same math with any different numbers. However, this doesn’t quite explain the whole picture when calculating average damage.
If an bumhole is NOT picked, the player can pick, say, a Thief. This destroys 1 scoop, but also gives scoops back to the player. This ups the “average damage per card” rate because of being able to buy MORE [damage?] cards with the returned scoops. Any time a player can be reasonably bumured that, on average, any of the below conditions are met, the user has incentive to card down exclusively until the end, repeating the pointless aspects of this Roid Week again:
* He can do more “average card damage” to someone else in return for his four scoops than the cost of the card * With sub-optimal draws, he can pick enough scoop-adding (thief, Modest) cards to give him more opportunities to buy more [attack] cards, effectively upping his extended damage ratio above the cost of the card. * He can do the above, but there are additional benefits that make even buying cards more expensive than damage done worthwhile (likelihood of drawing shields to be used to protect scoops from being blasted, and Modests to be converted or win mins).
In most cases, the bumhole at 10 breaks this to where most users have incentive to card down until the end. In Roid Rage week, the incentive is so clear that there really is no room for any other factor than playing at the last moment.
I believe the bumhole was balanced at 6. It should go no higher than 7 under the current format. If left at 10, for future Roid Rage week I’d suggest the old format, but with one addition: A Shield. This slightly lessens the chance of drawing an bumhole but allows incentive to protect one’s scoops, sometimes through buying shields rather than bumholes. I don’t think a Defense card goes against Roid Rage week; steroid freaks are basically tanks, right? They should be able to defend themselves.
This is a very simple addition that comes near other more elaborate solutions in terms of adding strategy and balance. Bashy edited this message on 02/28/2009 1:11AM |
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Posted On: 02/28/2009 1:02AM | View Bashy's Profile | # |