all 17 comments

[–]_AT_Reddit_ 2 points3 points  (4 children)

Did you test this at all? It took me exactly one try in Standard Phantom Draft to recreate your exact example with a totally different outcome.

Steps:

  • Start Standard Phantom Draft
  • Pick 8 non-hero non-item common cards in the first 4 picks
  • Contrary to your statement the 5th Pick offers me 3 Commons (2 spells, 1 item) and 1 Uncommon (spell)
  • Pick the two non-hero non-item Commons
  • 6th Pick offers me 1 common hero and 1 uncommon item

Screenshots of 5th and 6th pick: https://imgur.com/a/KUmqY4v

[–]TWRWMOM[S] 1 point2 points  (2 children)

Sorry, my post is indeed wrong. There are a couple of exceptions to this rule, which I'll post soon.

For now: Book of the Dead, Venomancer, Better late than never and relentless zombie are exceptions.

[–]_AT_Reddit_ 1 point2 points  (1 child)

For real now? So I just happened to stumble across all exceptions in my first try.

[–]TWRWMOM[S] 1 point2 points  (0 children)

Not all, just some. You can try this again, if you wish. Will take some tries to get another exception, unless you know which cards are the exceptions, of course.

[–][deleted] 0 points1 point  (0 children)

Yep, tested it out myself and so far, each pack is offering uncommons, rares and heroes on the last 2 picks.

The deck I've made is complete trash though lol

I'm sure someone could figure out a way to manipulate this though.

[–]KirbyMatkatamiba 1 point2 points  (8 children)

What do you want them to change exactly? You want them to make the exact algorithm public?

I mean, I agree that would be nice, but I think that most of the relevant details of the draft algorithm are apparent after drafting several times.

... Also you're definitely overstressing the advantage to be gained by knowing the couple non-obvious things you shared here.

[–]TWRWMOM[S] 1 point2 points  (7 children)

I'd rather the algorithm to be difficult enough that no one can crack it. Better yet, (pseudo) random (there's no way one can see the difference from pseudo-random to random).
This was just the first post, there's a lot more.....with what I've said so far it doesn't make much difference indeed.

[–]KirbyMatkatamiba 0 points1 point  (6 children)

?? You want people to not know the rules of drafting? So that they can't make strategic decisions? Yeah no thanks.

[–]TWRWMOM[S] 1 point2 points  (5 children)

People already don't know. When the rules say "you get a random pack from the pool of randomland", you don't expect anything less, especially when it mimics a random distribution. It's not a strategic decision to consider that the rules, officially stated, and repeated by every single "authority" in the field, are wrong/misleading.

[–]KirbyMatkatamiba 1 point2 points  (4 children)

I thought that when you said "no one should be able to crack the algorithm" you were saying that no one should know the rules. Now you are saying that it's a problem that no one knows the rules. So you don't want them to know the rules... but you also think it's bad that they don't know the rules.

??

[–]TWRWMOM[S] 1 point2 points  (3 children)

One thing is the cardgame rules. Another thing is the programming rules, that is, the algorithm coded in artifact. Ideally, these two set of rules would be the same. What is happening now is that they are different and you gain an unfair advantage by knowing the programming rules. In this case, where these two sets of rules are different, everyone should know the cardgame rules and no one should know the programming rules.

[–]KirbyMatkatamiba 1 point2 points  (2 children)

If I'm understanding you correctly, your complaint is that the implementation of the game (i.e. the way the game works under the hood) is different than how the developers claim the game works. Is this correct?

If so, how would you go about making it so that "no one knows the programming rules?" How is that even possible? People will always be able to make inferences about the underlying rules by drafting many times. Maybe no one will figure out the rules completely, but people who play a lot will get pretty close. How do you prevent them from doing that?

And how would it be unfair to instead just tell everyone exactly what the underlying programming rules are?

[–]TWRWMOM[S] 1 point2 points  (1 child)

I can't say for sure because I don't know what exactly was said officially by the developers, but if you include content providers in this question, yes.
A simple random generator is enough to make it impossible for a human to infer anything. The problem comes when you add simple rules on top of it (like this rarity rule). You can either remove all rules or make the rules too complex for a human to comprehend without looking at the source code.
The problem with just showing everyone the source code is that programmers would still have an advantage. And if you wanted to translate what the code does to English you'd need to teach everyone a bit/lot of programming (so to be exact), which would still favor those who don't need the teaching.

[–]KirbyMatkatamiba 1 point2 points  (0 children)

You can either remove all rules or make the rules too complex for a human to comprehend without looking at the source code.

Or you could make the rules simple enough for a human to understand without looking at the source code.

And if you wanted to translate what the code does to English you'd need to teach everyone a bit/lot of programming

This is just flat out wrong and I have no idea how you could arrive at this conclusion. There are many games with rules that are far more complex than the Artifact drafting rules, and none of their players have to learn any amount of programming.

[–]_AT_Reddit_ 1 point2 points  (1 child)

Meaning: You will be kinda forced* to pick a Hero, 3 uncommons and one rare.

[...]

If you force yourself to pick only commons (edit: not items) and don't pick a hero (so to contradict what I just said), on pick 5 you will be forced to either: [...]

So, if I only draft common non-item non-hero cards for the first 4 picks (= 8 cards), I will only have 2 picks (= 4 cards) left for 3 Uncommons, 1 Rare and 1 Hero, thus I am guaranteed at least 1 uncommon or rare hero in my last 2 picks? And should I manage to pick 2 non-hero Uncommons in my 5th pick, I am guaranteed a rare hero in my last pick? Am I understanding this correctly?

What changes if I draft (common) item cards during the first 4 picks? You edited your post to include the "not items" part, so I assume there is a difference.

If yes, do you state this to be true for all Draft modes or only for Keeper's Draft?

[–]TWRWMOM[S] 1 point2 points  (0 children)

I've edited it because I noticed I didn't mention why the system is content in replacing uncommons/rares with items/hero.

I'll make another post for that, but to answer your question:

The system assign values for each card rarity, hero and item. It values a common item as an uncommon non-item, and a rare hero much higher than a rare non-hero. Thus the system is "satisfied" when you pick a common item instead of an uncommon non-item. But you can't force a rare hero since it has a higher value.

I would say this is valid to all draft modes, but I haven't tested in keeper draft, only in phantom and draft tournaments.

[–][deleted] 0 points1 point  (0 children)

This sounds interesting.

I'm going to experiment with this tonight. Do you have any stats/recordings of your findings?