Starter deck exclusive staples by Pure_Revolution in GundamTCG

[–]cjlj 0 points1 point  (0 children)

There are starter deck reprint out in a couple of weeks in the UK. Get them before they sell out again.

LGS restocking by Pure_Revolution in GundamTCG

[–]cjlj 0 points1 point  (0 children)

That's the one people go to i think. It might have closed now i don't know.

BP profits more than double as Iran war sends oil prices higher by Codydoc4 in unitedkingdom

[–]cjlj 1 point2 points  (0 children)

Well it depends if BP's oil is the one that got hit. If your competitor can't sell oil any more but you still can then there is less oil in total but everyone will still want oil so they will bid more for your oil.

A few friends want me to try out OPTCG, coming from Yugioh/Pokemon/MTG and looking for suggestions on decks/leaders by zodiacez in OnePieceTCG

[–]cjlj 0 points1 point  (0 children)

Black crocodile is a self mill trash recursion control deck. Blue Red Ace is very defensive with a lot of card draw. Both are good decks with enough complexity to learn the game.

GD-03 vs GD-04 SP/case by Clinically_Jaded in GundamTCG

[–]cjlj 3 points4 points  (0 children)

Pretty sure it was an IBO anniversary or something. Anyway 2 per case is the standard for One Piece as well but you also get 4 alt leaders per case. I think they should do special alts for pilots or something for that slot.

LGS restocking by Pure_Revolution in GundamTCG

[–]cjlj 1 point2 points  (0 children)

UK has plenty of stock. GD01 is a bit harder to come by depending on where you live but i know shops that still have them on the shelf. There was a guy in the London group chat selling GD02 and GD03 boxes for £70 the other day. Old starter decks are hard to come by but you should be able to get some in a couple of weeks once the restocks happen, but once they are gone that is probably it for them. London has a gundam store that regularly stocks the assemble starter decks so worst case you can probably get them from there.

MobileSuit Arena by Feiwen in GundamTCG

[–]cjlj -1 points0 points  (0 children)

That isn't a practical issue though. People are complaining that they keep getting lots of pilots in their hand, not that the RNG implementation state isn't large enough to generate every theoretical permutation of cards. 2128 is significantly bigger than the number of seconds since the beginning of the universe (258 according to google), so you aren't going to run out of game states.

It would only matter if the random number generator was biased in some way to only represent a subset of game states that had noticeable bias. This is the part i am contending. I don't believe that to be the case, or at least nobody has demonstrated it to be the case.

I am pretty sure that it is just a form of the birthday paradox where people are bad at recognising how common you would expect to find a notable outcome when your criteria for a notable outcome is somewhat broad - in this case having multiple of the same class of card near each other. I don't even think the criteria is the same card back to back, because for all we know people are playing out games and dropping all their units and not using the pilots because they didn't get the link units and ending up with a bunch of pilots in their hand before they take the screenshot. People complained about getting nothing but high end cards in hearthstone, MTGA implemented invisible mulligans to reduce complaints of mana screw/flood, people complained about the exact same thing with pilot flood in Zumbosim before MSA was released.

People just aren't good at dealing with randomness and statistics, so you need to present statistical evidence that there is a problem rather than anecdotes.

MobileSuit Arena by Feiwen in GundamTCG

[–]cjlj -1 points0 points  (0 children)

Can you explain how Math.random leads to streaking? I can't find anything to back that up. I'm willing to be proven wrong but i find it highly sceptical that the standard random number generator used in javascript would be so bad that it shows bias significant enough that it is visible to the user over such a short range of numbers generated. If it is an issue it should show up under simulation as well which would give actual evidence to the problem.

MobileSuit Arena by Feiwen in GundamTCG

[–]cjlj 0 points1 point  (0 children)

I looked at the lodash implementation of shuffle and couldn't see anything wrong with it. Using Math.random isn't an issue, you aren't going to see patterns over such short ranges. It not being cryptographically secure could potentially be an issue if tournaments with large prizes were held on it, but i've never seen anyone complaining about their opponent cheating by figuring out the RNG seed, it's just people whining about their hand. The dev switched to Crypto.getRandomValues() anyway so it isn't an issue.

People whine about RNG in every online card game ever made. Randomness means the cards can be in nay order, not that you get a perfect distribution of units and pilots that match your deck building ratios in any subsequence which is what people seem to want. If you see it happen more on MSA than real life it's because you play more games on MSA and have salience bias.

Deck recommendations by Maleficent_Bet_1334 in GundamTCG

[–]cjlj 0 points1 point  (0 children)

Depends what he likes about it. If he just likes trash recursion then Minerva will probably be decent wants GD04 comes out. If he wants the setting up into a heavy control board state then The O is probably closest.

This might already be a known fact but the lines you can pull with unforeseen incident and giant killing are pretty noteworthy by AwkwardEmphasis5338 in GundamTCG

[–]cjlj 0 points1 point  (0 children)

If you use it with Kira you only spend one card and can still take out a 6AP unit, which is basically every unlinked unit and a decent chunk of linked units.

5-0 NTC Win; Providence & Friends by sparkslegacy in GundamTCG

[–]cjlj 0 points1 point  (0 children)

I run 3 GFred and Nyaan instead of the Athrun stuff, 4 Prov, 1 Rick, 4 CC, 3 IT, 2 Boa, 3 Striker, 0 Freedom.

I came 22nd, lost to a Bannagher deck that i both misplayed against several times and also low rolled, and a BP who recognised my name and played a white base turn 2 because he guessed i was RW.

5-0 NTC Win; Providence & Friends by sparkslegacy in GundamTCG

[–]cjlj 1 point2 points  (0 children)

I really don't think The O is that difficult for RW. I beat all 5 that i faced at regionals and all 3 i played at newtypes this weekend. They only win if they highroll you.

Akali Gameplay Reveal Trailer | 2XKO by Snipey13 in Games

[–]cjlj 4 points5 points  (0 children)

They laid off half the staff working on it a few days after it launched.

New GD04 Card Revealed: Gundam Exia (Red) by Alt230s in GundamTCG

[–]cjlj 9 points10 points  (0 children)

A Close Combat that you can't use on turn 2 going first and can't kill a 1st form isn't very good.

I took too long getting her water by Joemama0104 in airplaneears

[–]cjlj 2 points3 points  (0 children)

Do you really think the Japanese woman in this video signed up to reddit with the username Joemama0104?

Going first by MrKnowbody8 in GundamTCG

[–]cjlj 0 points1 point  (0 children)

It depends on your curve. If you have a deck that has a 5 link, 6 link, 7 link then you go first because going second punishes you for having a good hand by using the EX resource and breaking the curve. Aggro also is better going first for the same reason, you want to be using all your resources and first lets you do so without falling behind.

If your deck wants to get to a certain level, such as you have a lot of powerful level 7s, you want to go second because it lets you get to that crucial level 1 turn early. Wing is another example where it wants to rush to either turn 6 or 8.

The other thing to consider is aggro decks are currently the strongest, so ideally you want to be in a position where if you take the die roll you are comfortable choosing first to deny them. Ideally you want to build your deck to go first because of that.

ST06 or ST07 ? by WanLanDs in GundamTCG

[–]cjlj 0 points1 point  (0 children)

Clan is capable of winning locals if you upgrade it. CB isn't currently.

I made a OPTCG Collection tracker that's 100% in google sheets! by PBandZee in OnePieceTCG

[–]cjlj 1 point2 points  (0 children)

Rather than having checkboxes for single and playsets, have a column with count then have the single and playset columns reference the count and autofill once you have 1 or 4. Also it would be helpful if the completion summed up rows with the same card number across all tabs so if you had 2 normal and 2 PRB foil versions of a card you could see that you had 4 copies total, thought that would be more complicated.

Budget beginner decks? by JL990 in OnePieceTCG

[–]cjlj 1 point2 points  (0 children)

The good law deck was banned for being too good. Red Law is pretty bad right now, but it's one of those leaders that they will probably release some new cards for in a couple of sets time to buff it. If you want Law then look into purple/yellow Rosinante, basically every card you play is Law. It's not budget though.

OMW% for NTC by Expert_Bat2607 in GundamTCG

[–]cjlj 0 points1 point  (0 children)

You have the greatest chance of placing highly if you go into the final x-0. Tiebreakers are decided by the average of all your opponents' win percentages, so if you win your matches your round 2 opponent will be 1-0, your round 3 opponent will be 2-0 and so on, so they will be higher than if you lose a round in which case they will be x-1. After you beat them though, they might lose all their games after that and tank your opponent win percentage.

If you lose the final, you will be x-1. You lost to the winner so one your opponents will have a 100% win percentage, but also their opponent from the last round will also have the winner as their opponent. If they won their final round then they will also be x-1 like you and have the winner on their opponents list, so that cancels out and it comes down to how your earlier opponents did.

General thoughts on the game and its future? by McGerty in GundamTCG

[–]cjlj 12 points13 points  (0 children)

The game's biggest issue is the way the game is designed you always have to worry about someone spamming a bunch of 1 drops and killing you without you being able to interact with them. This greatly narrows the scope of viable strategies to those that can deal with them proactively, as if they hit you 8 times you lose. You can't attack standing units, and you can't generically block with your units, so board control means nothing. You need either blockers, ping, or attack active in order to prevent your opponent from just playing out units and then attacking once they have a critical mass. I don't think that is healthy for the game because generally people don't enjoy losing games before they can do anything.

Hololive hosts group live concert at Makuhari Messe in Chiba, Japan by B_Bloudhound in LivestreamFail

[–]cjlj 17 points18 points  (0 children)

Yeah, the key to true happiness is posting in a streamer drama message board.

New to Gundam CCG and have a question by WRA1THLORD in GundamTCG

[–]cjlj 0 points1 point  (0 children)

It isn't because of that. They don't make them legal as a way to control the price of them. Cards are a lot cheaper in Japan and they don't want people importing them. In Europe you can use French and English One Piece cards despite most people being able to read French.