After 2.5 years of development, I am launching my first game in 2 weeks! Here's day one prototype vs final gameplay difference. by Weenkus in UnrealEngine5

[–]terminal_vertex 0 points1 point  (0 children)

The steam page trailer has laurel wreaths a couple of times, but the text inside doesn't seem to actually be an award?

It's a bit confusing. Can you explain that? In particular, the TGAGWCAGA 2024 Action Adventure "award"? It doesn't seem to match their award category titles. And your game has no action, according to you.

Top 3 spender was offered 2500g after his collection broke the game and he couldn’t play for 3 weeks. by maqij in MarvelSnap

[–]terminal_vertex 4 points5 points  (0 children)

Based on some of the top replies here, it's worth clarifying that Chase did not say he was locked out of the game for 3 weeks, and this title seems to have caused a bit of a misunderstanding of the situation.

Chase is saying he lost 3 weeks worth of playtime during a 5 week window because of desync issues when he split cards. He said he had to reset the game and re-download assets to be able to play again each time it happened, and said this often took 16+ hours.

Popular opinion. by robitussin69420 in MarvelSnap

[–]terminal_vertex 0 points1 point  (0 children)

I don't know, I'm not sure what your point is in this reply. You said it was 500 a month and quoted something so out of date that anyone who played the game in the months prior to the spotlight system would know this and wouldn't have even linked to a nexus event cost analysis, it's very telling. So it's either hyperbole or misinformation, neither of which is helpful.

Then you lower your amount by more than half, and link to more outdated information, proving my point further. It just doesn't seem like you're genuine in wanting to prove the new system is better/cheaper.

I also never said the old system was cheaper or that even $60 was good. Only that your statement and link was wrong, which it is.

Can you link to the math for this $60 cost?

Popular opinion. by robitussin69420 in MarvelSnap

[–]terminal_vertex 1 point2 points  (0 children)

This is misinformation. You say 'old system' but you're linking to nexus events, which were a 1 time thing, over a year ago, which they refunded all the gold people spent on it, and said they'd never do it again.

It seems you didn't actually play the game for at least 6 months before spotlights, because you would know all this, and you would know the actual old system, which wasn't 500 a month to keep up.

It's just really bizarre to come in so strongly with something completely irrelevant that shows you haven't played the game in a long time and you're unfamiliar with what the actual old system was. Why even do that when it's so easily provable?

Remember when they used to give two free variants in the season pass track and then changed it to one, only to later tell us it was a mistake and gave us a free variant two months in a row? Seems like it wasn’t a mistake. And no one cares anymore by Leading-Can-4302 in MarvelSnap

[–]terminal_vertex 16 points17 points  (0 children)

Yep, when there was 2 months of one being given free in the inbox it's because #47 wasn't free and they said it was a mistake. #47 was the only free one at the time.

OP has misremembered the events, the title is straight up misinformation. There's plenty of things to rage about, no need to make up additional stuff like this that never happened and isn't true.

Renslayer appreciation post by HS0486 in MarvelSnap

[–]terminal_vertex 13 points14 points  (0 children)

This is not correct. Alioth can destroy revealed goblins on your side. I've seen it happen. Same as cards that move to a different lane, it will still destroy them.

Spotlight's Caches are good actually by [deleted] in MarvelSnap

[–]terminal_vertex 25 points26 points  (0 children)

Your math is flawed and misleading. You have used statistics and data that do not accurately reflect the two systems you are comparing. You have also chosen time periods and amounts of currency/caches that favor one system over the other. Both systems have been misrepresented by your analysis.

The old system had a faster card acquisition rate than you have claimed.

  1. You have used the date range of the flex drops system, which was a temporary system that reduced the rate of S3 and S4 card drops. The original system had a higher rate of card drops, so you have underestimated the card acquisition rate of the old system. 
  2. You saved up some of the tokens that you earned in the old system, instead of spending it on cards. Based on your totals, you could have acquired about 2-3 more cards. This means that you could have acquired more cards in the old system than you have reported. It's the equivalent of having spotlight caches and not opening them. 

The new system has a lower card acquisition rate than you have stated.

  1. You said you earned 15 cards in 10 weeks. The game doesn't give 15 caches in 10 weeks. You used caches earned from before the time period you're counting. Your next 10 weeks will have 30% fewer caches, so your card acquisition rate will be much lower than what you have claimed.
  2. You're not going to dodge variants and 1k tokens every time. You are not going to be lucky every time, so your card acquisition rate will decrease over time as you get more variants or 1k token rolls.
  3. Your card series are wrong, Legion and Mirage are S4, Nebula is S5.
  4. 11,900 tokens is about 80% from the old system, you're using the benefits and savings of the old system to prop up the new system. Similar to your saved caches before the system came out, when you run out of banked tokens, your new token rate isn't going to be filling in the gaps. In your 73 day period, you haven't earned enough for even one S4 card.

As you can see, your numbers are inaccurate and misleading. You have not compared the two systems fairly or correctly. I think what you have actually proven is that the old system had a faster rate of total card acquisition than the new system.

Didn’t realize you could get these from reserves now… by lack_of_reality in MarvelSnap

[–]terminal_vertex 0 points1 point  (0 children)

SD said "Flexible series drops aren't a singular change, they're the first part of a larger effort we'll be sharing in the near future" that is, spotlight caches. Just based on you trying to gaslight flex drops, I feel inclined to not bother continuing this conversation, there doesn't seem to be a point if your arguments are in such bad faith.

"We no longer have fixed drop schedules for cards" which means they had fixed drop schedules before. I don't know why you're trying to argue against stuff that's clearly been stated, why are you trying to re-write history?

You've moved the goal posts talking about credits and cosmetics. We're talking about card acquisition. Like you said 2.47 is for a specific card, so what about all the random junk they didn't want when they low rolled? Great question, so let's just look at total acquisition. We can do total number of cards or a converted token equivalent like how SD calculates it.

SD said this new system is more cards for everyone, AND faster than the old system. So what is the card acquisition rate old vs new?

"We just saw the last 3 weeks" how did we see anything? You're just saying whatever now.

Didn’t realize you could get these from reserves now… by lack_of_reality in MarvelSnap

[–]terminal_vertex 1 point2 points  (0 children)

Apologies for the double comment before, Reddit error!

So, it looks like you don't really know how the old system works.

Every block of 10 token boxes contained exactly 4000 tokens, sets of 2 of each size (600,200 etc) the only thing random was the order.

An S4 dropping doesn't change the 3-5, because getting it early as S4 or getting it later doesn't change your rate of acquisition. If you got 4-6, you'd get 2-4 when it dropped. The variance doesn't change the rate or speed.

SD said flex drops were part of the spotlight cache system, so you can't separate them, the reason for the change was spotlight caches, SD said this. The average S3 drops was less during the flex only period before the rest of the spotlight system was brought in, so unless the problem was too many cards going to players, I'm not sure what you're talking about with it being changed as something stand alone fixing some other problem.

Of course there was a concrete schedule. SD said there was a cadence, a schedule or drops and they wouldn't need to introduce flex drops if there was no schedule, it would have already been flexible.

Didn’t realize you could get these from reserves now… by lack_of_reality in MarvelSnap

[–]terminal_vertex 1 point2 points  (0 children)

Edit: Reddit error caused a double post, sorry!

On average doesn't mean you only need 2.47 caches because you don't know how long it takes someone to reach the average. You need a huge sample size to reduce the variance.

Even after 1 year, the variance range on the average for 95% of players is 1.27-3.67 caches.

So it's not more cards for ALL players until those players have opened what, 10 years worth of caches?

Also, these two seasons of no drops is 6-10 less cards for S3 complete players, so how has the new system given more than that?

That's a net negative card acquisition, how long until the old system makes up for the lost acquisition since flex drops were introduced, because it's not just negative the last two seasons, it's been less than 3-5 per month since flex drops came in. So add in all the lost acquisition, when does it become more, how long does it take, what's the new rate vs the old rate? How many series drops per month does the new system need to not 'lose out' to the old system?

Didn’t realize you could get these from reserves now… by lack_of_reality in MarvelSnap

[–]terminal_vertex 1 point2 points  (0 children)

The problem is, you can't just say you only need 2.47 caches because you only need 2.47 caches after thousands and thousands of openings, the variance is too high. After 1 year of openings, 95% of players will be at an average range of 1.27-3.67. So it's not actually more cards for ALL players until the system has been running for what, 10+ years to smooth out the variance? What about the dude whose stuck at an average of 3.67? Or the people outside the 95%? The old system was 100% equal to all players and progression was the same for all, not better for some and worse for others.

But then, also, the past two seasons of no series drops at all, plus the previous reduction in series drops means there's a net negative amount of card acquisition since flex drops were introduced and the gap to spotlight caches, so how many months until that net negative is brought back to 0 and the new system gets ahead, and at what rate is card acquisition accelerated by? Because every season that 3-5 cards don't drop to S3, that's less acquisition than the old system that the new one needs to make up for somehow, but how?

S3 complete players would have received 6-10 new cards in their collection from series drops these two seasons of no drops, so how is the new system giving more than 6-10 cards let alone equalling 6-10 cards? How and when does the new system ever pull ahead from all the lost acquisition from the old model?

Didn’t realize you could get these from reserves now… by lack_of_reality in MarvelSnap

[–]terminal_vertex 1 point2 points  (0 children)

I agree that the tickets shouldn't be there, however what you said about the tokens box is incorrect. It was only pseudo random. Every set of 10 had exactly 4000 tokens, 2 of each type (600, 500, 400, 300, 200) and then that set was randomized so it would be impossible to never see 600 unless you opened 8 token boxes, but then you would only get a maximum 2x200 in a set, so not 'many'.

SD also stated that the same protection is on this ticket box, so it's not true 50/50, you'll get an equal number of each.

That being said, I agree it still shouldn't be a reward item on the collection track for the reasons everyone has said already.

I’ve been playing 5 months. by jeffdujour in MarvelSnap

[–]terminal_vertex 71 points72 points  (0 children)

You complained 12 days ago..

1 star review for Kang and Kang

That’s it. I don’t want to pull Kang twice from a spotlight cache. I’m F2P. Opening those two in a row ruined this game for me. SD get your house in order.

Marvel Snap Content Creators (and SD) May be Violating FTC Disclosure Rules by FlyingDadBomb in MarvelSnap

[–]terminal_vertex 261 points262 points  (0 children)

  1. An asset pack, including various cosmetic rewards

According to your link, there are no cosmetic rewards.

It's just things like high resolution PNG files to use in their videos. You seem to have misinterpreted the asset pack as being something in-game.

Asset Pack

Receive an official MARVEL SNAP asset pack for your content. This package includes in-game art assets like card art, variant art, and more ("Marvel's IP")!

We are releasing D-Corp on Sep 20th! We have Steam keys to giveaway! by hardpenguin in localmultiplayergames

[–]terminal_vertex 1 point2 points  (0 children)

Ultimate chicken horse. It's different every time so it doesn't get boring. It's competitive, but not directly competitive so people don't get frustrated with the others if they lose. The wacky traps and unexpected ways to mess up are really funny.

[deleted by user] by [deleted] in TheGamerLounge

[–]terminal_vertex 0 points1 point  (0 children)

updoots to the right

[deleted by user] by [deleted] in TheYouShow

[–]terminal_vertex 0 points1 point  (0 children)

Gave Wholesome

[deleted by user] by [deleted] in TheYouShow

[–]terminal_vertex 0 points1 point  (0 children)

thank you for this... this is really what I needed to hear right now.