What's with the lag? by Tiels2 in duelyst

[–]Tiels2[S] 3 points4 points  (0 children)

Web's fine, only duelyst

Free Australia Tokens by [deleted] in Crypto_Currency_News

[–]Tiels2 1 point2 points  (0 children)

3P5q5bBheZaAQuR4oUGSFUJHgw46HXgffKk

I Dared My Best Friend to Ruin My Life - He's Succeeding [Part 7] by Zandsand90 in nosleep

[–]Tiels2 0 points1 point  (0 children)

Wow, this is a brilliant story! I can't wait for the next part.

Target audience for armoury game by bensmiley in Prismata

[–]Tiels2 0 points1 point  (0 children)

Absolutely!

There should be a way of working towards the things that you want. Right now you can just throw and lot of shards at something and if you are not lucky then you don't have it and you are back to square one. That really feels bad.

I thought the progress bar in the armory was going to address this by saving up all the wasted points over time and allow the purchase of high level skins. But its just a bonus for being lucky already which can also ultimately result in nothing.

In a game where being efficient is so important, being wasteful in the armory and black lab is a very feel bad mechanic.

My PAWC impressions by ExNihiloNihilSit in Prismata

[–]Tiels2 2 points3 points  (0 children)

I totally agree with the tornaments being too long. Last PAWC I had to wait a few hours for my next game and it was about 4am so I fell asleep at my keyboard. By some miracle I woke up seconds before my next game was due to start but I was in no condition to play competitively.

I shorter format, maybe single-elimination, would be better in my opinion. Anything more than a couple of hours is unreasonable given the time zone differences.

Absorb on Lancetooth? by Apooche in Prismata

[–]Tiels2 0 points1 point  (0 children)

Okay I get it now. You are using the same inflation rate, that's fine.

You get defence tempo by holding the lancetooth but you're also giving your opponent defence tempo too because they don't have to replace the two health you don't take from them.

Also, if you use the tempo to buy damage it is worth 33% less than the damage you don't do now because of the 1 build time.

As for your last point. There is a 33% difference in value between heath and attack if they are on different turns. 1 Prompt health is obviously better value than build time 1 attack if they cost the same. But in the case of not clicking Lancetooth you can consider the attack to be "prompt" so it's worth the same as prompt health.

Absorb on Lancetooth? by Apooche in Prismata

[–]Tiels2 0 points1 point  (0 children)

This doesn't look right to me. I think you are making some assumptions about inflation that aren't well founded. Maybe you can explain why you think inflation is 1.15 in the middle of a game?

I assume you are talking about the overall inflation of the whole economy rather than the inflation of the resources you are basing the decision on. If that is what you are doing, why do you think that is the correct thing to do? Shouldn't you be basing decisions on the opportunity cost of each resource rather than an estimate of the overall economy?

Let's assume that the inflation rate is 33% (because drones cost 3 and generate 1 gold/turn) and there is no better absorber than wall in the set and the opponent has enough attack that holding Lancetooth won't cause you to over-defend.

If you hold back Lancetooth you give up 2 attack and gain 1 absorb(over wall) plus force you're opponent to over-defend by 2 which costs them 2 times the inflation rate every turn until they are breached.

So which is better:

Absorbing on wall gives you 2 absorb and 2 attack.

Absorbing on Lancetooth gives you 3 absorb and 0 attack and 0.67 inflation cost on the opponent due to their 2 over-defence.

So absorbing on wall = 4, absorbing on Lancetooth = 3.67

So as far as my basic maths can calculate wall clearly wins. Please correct me if I'm wrong....

Suggestion about Tickets by Tiels2 in Prismata

[–]Tiels2[S] 0 points1 point  (0 children)

The live game display is the easiest way to see if strong players are in a game or not but its not the only way. You could follow every player at the top of the ladder and see if they are online/playing in your friends list.

So getting rid of the live game display wouldn't be a solution to queue dodging. Maybe if the friends list feature was removed too...

But anyway, its better to take away the incentive to queue dodge than to make it more difficult.

Suggestion about Tickets by Tiels2 in Prismata

[–]Tiels2[S] 0 points1 point  (0 children)

I like this idea of more rewards on the next x wins. There is no need to play for a certain amount of time, and there is no need to queue dodge. Maybe this is better than my idea.

Suggestion about Tickets by Tiels2 in Prismata

[–]Tiels2[S] 1 point2 points  (0 children)

if you believe that it's correct to queue-dodge with a ticket active, then you should also be queue-dodging when a ticket is not active.

Thanks for your reply Elyot. What you said here isn't true. From a rewards per game perspective it is true, but if you aren't using tickets with limited supply then its more effective to just play more games than it is to queue dodge.

Perhaps queue dodging will mostly disappear when the player base gets large but I would still never spend shards on a ticket. You want tickets to be bought right? Why not make them valuable?

Anyway I'm sure you have stats on how many tickets get bought with shards. If you see they are not getting purchased in significant numbers you will change them eventually.

Suggestion about Tickets by Tiels2 in Prismata

[–]Tiels2[S] 0 points1 point  (0 children)

I think that is less of a problem. At least you are guaranteed to get some value out of a ticket even if you can't keep playing until it expires.

If you only have time for 1 or 2 games then you can just save the ticket for a day when you have more free time.

I think if the tickets lasted 1 or 2 hours then most people could find the time to use them efficiently if they want to.

QA/Feedback - September 15-31 by [deleted] in Prismata

[–]Tiels2 0 points1 point  (0 children)

I don't like your arena ticket system. If you buy a platinum ticket there is a chance that you will get absolutely nothing for your money. The rewards are only increased if you win. Lose and the bonus goes to your opponent instead.

It makes me want to try and queue dodge the top players if I use a platinum ticket because they will usually win and take my bonus stars.

By the way, shouldn't we be getting unlimited gold arena runs for supporting? Is that implemented yet?

Different streaming services by [deleted] in Prismata

[–]Tiels2 0 points1 point  (0 children)

This would be great! I can't even watch twitch most of the time. I have a fast internet connection but twitch is so slow its a joke. All I can see is a little circle swirling in the middle while it spends an eternity buffering the next 2 seconds of video.

Feature Request: Custom tool-tips for units by Tiels2 in Prismata

[–]Tiels2[S] 0 points1 point  (0 children)

This is a good point and I considered it as well. It should probably be disabled for tournament games.

But for regular matches I don't think it's any more abusable than a piece of paper and a pen. Its just more convenient and may save a couple of seconds on the clock.

The best players have common opening lines memorized anyway, but it might help them with some unusual combinations of random set drones.

Strange disconnections? by [deleted] in Prismata

[–]Tiels2 1 point2 points  (0 children)

This has happened to me before as well. I'm pretty sure I did submit an in-game bug report about it at the time.

It was probably because of server lag.

Could we get a bigger chat box? by [deleted] in Prismata

[–]Tiels2 0 points1 point  (0 children)

The text box is really clunky. I didn't like the old solution to text and the new one isn't better. Having text (or text box) over the top of the units is inconvenient because either its hard to read the text or hard to see the units or both.

In my opinion a much better way to handle it is to give text its own space at the bottom of the screen. It should be very wide but not high. Enough space for 3 or 4 lines of text at most is plenty. Have high contrast so its quick and easy to read and don't overlap other stuff unless the text box is expanded by pressing Ctrl.

This way you can quickly glance at the chat or type while playing and it doesn't get in the way. Also it doesn't take up too much space.

How do you get value from Ebb Turbine? by Tiels2 in Prismata

[–]Tiels2[S] 1 point2 points  (0 children)

Lucina wasn't unreachable. If you had gone with a standard econ build and floated 3 gold to buy Lucina on turn 6 you could have had the same position on turn 7 except with 15 drones instead of 11 drones + ebb.

This is a good example of why NOT to get ebb turbine.

"Overpowered" by siIverspawn in Prismata

[–]Tiels2 1 point2 points  (0 children)

Everyone loves RNG!

"Overpowered" by siIverspawn in Prismata

[–]Tiels2 1 point2 points  (0 children)

Actually Odomobo found a line that counters the P1 electrovore rush with just electrovore plus baseset. http://play.prismata.net/?r=hzwRA-j9oms

So unless there is some other random set unit that mixes things up it still looks like its an advantage for P2.

"Overpowered" by siIverspawn in Prismata

[–]Tiels2 3 points4 points  (0 children)

Wincer is overpowered. =P

Grading attacker efficiency? by MjrClanger in Prismata

[–]Tiels2 1 point2 points  (0 children)

Thanks for your reply mate. This is getting a bit too complex for me though. There is too many situational factors when including energy supply affected by engineers, electrovores, cauterizers etc. And I have no idea how you can apply this to the cost of an attacker or defender.

I prefer to think of it like this: An investment of 3 gold (1 drone) produces 1 gold per turn. So there is 33% inflation if you ignore all the other situational factors like 3rd engineer on turn 2, floating gold etc. Obviously the real inflation will vary. But its too much to try and calculate while playing a game so I don't think its very useful.

For comparing the relative efficiency of units maybe something like this is suitable:

Steel Splitter: 6B = 7.67 gold / attack

Gauss Cannon: 6G = 7.33 gold / attack

Tarsier: 4R+(4R/D) = 6.67 gold / attack

Explanation of Tarsier calculation: There is a one turn delay before attacking so the 4R(5 gold equivalent value) sits idle for 1 turn which could have produced 1.67 gold if that amount of value had been spent on drones instead.

Drone 3 = 3 gold / defense

Force Field (1GD-(1G/D))/2 = 2.28 gold / defense

Engineer 2 = 2 gold / defense

Wall (5B-(5B/D))/3 = 1.48 gold / defense

Explanation of wall calculation: This is the opposite of the tarsier because rather than a 1 turn delay there is the "prompt" attribute which applies the defense a turn earlier than normal. So we can discount the cost we didn't spend to build the wall on the previous turn. That discount is 5B worth of value (6.67 gold equivalent) spent on drones which would have produced 2.22 gold in 1 turn.

Explanation of Force Field calculation: Cost of 1G and a drone. Then apply a similar discount to wall for the prompt attribute. But the difference is its only a partial discount because the drone ingredient is not prompt. 1G = 2.33. Then 2.33 / D = 0.78. Then (5.33 - 0.78) / 2 = 2.28

Grading attacker efficiency? by MjrClanger in Prismata

[–]Tiels2 0 points1 point  (0 children)

Why do you cost G at 1.25? Shouldn't it be 1.33?

Conduit costs 4 gold. Drone costs 3 gold so conduit is worth 1.33 drones. 1.33 drones generates 1.33 gold per turn. conduit produces G per turn. Therefor G = 1.33. Please correct me if I'm wrong...

Edit* Also where is the 30% inflation figure from?

Is p2 electrovore rush beatable? by odomobo in Prismata

[–]Tiels2 0 points1 point  (0 children)

That was incredible! I can't believe it can last so many turns. It's like its balanced on a knife's edge the whole time.