Page 21 of 25

Re: Poker Club [Quenched]

Posted: Mon Sep 15, 2008 4:51 pm
by utmbrad1
I am currently playing in a match. One of the problems I am having is seeing where the ownership of the card is. Could it be possible to darken the circle?

Re: Poker Club [Quenched]

Posted: Tue Sep 16, 2008 1:14 am
by G_M
Great idea and really fun as well.

My one problem I find however is that the games are really one sided. If someone grabs an early bonus if a straight or flush (very likely with a good drop) he is virtually unbeatable.
The player without a bonus has to fight through 2/3 neutral fields each with 3 troops before he can break the bonus. This will take 2-3 turns, during which the player with the bonus can just deploy and wait.

Maybe one must stick to 8 player games.

A suggestion is to start all fields off with 2 troops instead of 3.

Re: Poker Club [Quenched]

Posted: Tue Sep 16, 2008 2:29 am
by pamoa
G_M wrote:Great idea and really fun as well.

My one problem I find however is that the games are really one sided. If someone grabs an early bonus if a straight or flush (very likely with a good drop) he is virtually unbeatable.
The player without a bonus has to fight through 2/3 neutral fields each with 3 troops before he can break the bonus. This will take 2-3 turns, during which the player with the bonus can just deploy and wait.

Maybe one must stick to 8 player games.

A suggestion is to start all fields off with 2 troops instead of 3.

I agrre there is a balance problem.
Either you lowerneutral to 2 or even 1.
Or you lower the bonus scale, lets say divide by 2.

Re: Poker Club [Quenched]

Posted: Tue Sep 16, 2008 5:35 am
by yeti_c
pamoa wrote:
G_M wrote:Great idea and really fun as well.

My one problem I find however is that the games are really one sided. If someone grabs an early bonus if a straight or flush (very likely with a good drop) he is virtually unbeatable.
The player without a bonus has to fight through 2/3 neutral fields each with 3 troops before he can break the bonus. This will take 2-3 turns, during which the player with the bonus can just deploy and wait.

Maybe one must stick to 8 player games.

A suggestion is to start all fields off with 2 troops instead of 3.

I agrre there is a balance problem.
Either you lowerneutral to 2 or even 1.
Or you lower the bonus scale, lets say divide by 2.


Bonus scale shouldn't be touched - as you're missing the other side of this -even if you own the whole map the most bonus you can get is 15.

I might be tempted to lower the neutrals to 2 - but I'd be a bit worried that 1st turn takeouts would be more likely then.

Remember - you can only drop with 2 pair at best - so if player 1 gets a straight - then you've gotta get yourself something better - I can't legislate for that. It's upto you to get the hands.

C.

Re: Poker Club [Quenched]

Posted: Tue Sep 16, 2008 7:54 am
by G_M
yeti_c wrote:Remember - you can only drop with 2 pair at best - so if player 1 gets a straight - then you've gotta get yourself something better - I can't legislate for that. It's upto you to get the hands.

C.

Well if someone drops 2 pair, he could theoretically have a full house in 1 turn. The opponent might have 2 neutral cards to go through before breaking th bonus. Basically impossible.

Re: Poker Club [Quenched]

Posted: Tue Sep 16, 2008 8:25 am
by yeti_c
G_M wrote:
yeti_c wrote:Remember - you can only drop with 2 pair at best - so if player 1 gets a straight - then you've gotta get yourself something better - I can't legislate for that. It's upto you to get the hands.

C.

Well if someone drops 2 pair, he could theoretically have a full house in 1 turn. The opponent might have 2 neutral cards to go through before breaking th bonus. Basically impossible.


Remember - if they have 2 pair - you're more likely to have two pair.

There is NO way to stop any one dropping a bonus - short of only assigning 4 starting cards and limiting the map to 4 players...

That is part of the limitations of the 2 player game. - Many maps here at CC allow dropping of bonuses on the start - a lot of maps here really suck for 2 player - as the 1st player to go strips the other player of many bonuses before they even start.

C.

Re: Poker Club [Quenched]

Posted: Tue Sep 16, 2008 7:14 pm
by gdeangel
I have an "aesthetic" comment on this map. This is probably the only map where the territories are colored white, which looks great, but with the number of neutrals, trying to use map inspect with BOB really doesn't work at all. Just want to point this out. An easy way to fix would be to use bigger troop circles that were black or something like that, so that the BOB highlights would show up on them. Maybe someone else has other ideas?

Re: Poker Club [Quenched]

Posted: Tue Sep 16, 2008 10:21 pm
by Knight2254
gdeangel wrote:I have an "aesthetic" comment on this map. This is probably the only map where the territories are colored white, which looks great, but with the number of neutrals, trying to use map inspect with BOB really doesn't work at all. Just want to point this out. An easy way to fix would be to use bigger troop circles that were black or something like that, so that the BOB highlights would show up on them. Maybe someone else has other ideas?



I agree with GD.

Also, I think it is far too easy to get a royal flush from clubs. The Ace, Jack, and King are all connected and the other cards are not hard to get. Especially because you pretty much have to get a flush on the way to getting the royal flush based on the the way the cards are setup.

Re: Poker Club [Quenched]

Posted: Wed Sep 17, 2008 1:33 am
by yeti_c
RE: BOB - I'm gonna code in a "neutral toggle" so that you can have the neutral hovers in black or white - Notice that CC City Mogul is also affected by this - albeit not as much.

RE: Club Royal Flush - Yeah this one has been pointed out I'm in 2 minds.
a) Leave it there as there have to be *some* ways of getting these bonuses.
b) Swap the Queen over to the right with another queen (possibly hearts). (I need to check the viability of that first though)

C.

Re: Poker Club [Quenched]

Posted: Wed Sep 17, 2008 3:51 am
by Snowman
Don't know if anyone has pointed this out but on the legend, a Full House is shown as being worth 9 armies but in the gameplay it seems to only give 8.

Re: Poker Club [Quenched]

Posted: Wed Sep 17, 2008 4:02 am
by yeti_c
Snowman wrote:Don't know if anyone has pointed this out but on the legend, a Full House is shown as being worth 9 armies but in the gameplay it seems to only give 8.


All of the bonuses are 1 out - due to limitations of the XML forcing me to award 1 army for territories held.

So - the +1 for territories +8 for the continent = 9.

If this limitation is removed I will recode the XML.

C.

Re: Poker Club [Quenched]

Posted: Wed Sep 17, 2008 5:05 am
by Snowman
Ah OK, gotcha. Thanks for letting me know

Re: Poker Club [Quenched]

Posted: Wed Sep 17, 2008 3:25 pm
by BBoz
yeti_c wrote:RE: Club Royal Flush - Yeah this one has been pointed out I'm in 2 minds.
a) Leave it there as there have to be *some* ways of getting these bonuses.
b) Swap the Queen over to the right with another queen (possibly hearts). (I need to check the viability of that first though)


I agree, I think the Royal Club Flush seems to be a little easy. Rather than swapping the Queen, I think swapping the jack may be better. Jc with Jh. Considered the diamond, but you bunch up the straight flush over there pretty tight.

Re: Poker Club [Quenched]

Posted: Thu Sep 18, 2008 8:23 pm
by danfrank
I assume this map is in beta because you want people to criticize it so to say.. I thought i read a post that commented on the top half being difficult to read.i agree. The perspective on this map should be from a top view and not from one that appears like your sitting at a table .. By making the perspective from a top view all territories(cards) will be of equal size and reading the map while playing will be easier.

Re: Poker Club [Quenched]

Posted: Fri Sep 19, 2008 2:50 am
by yeti_c
danfrank wrote:I assume this map is in beta because you want people to criticize it so to say.. I thought i read a post that commented on the top half being difficult to read.i agree. The perspective on this map should be from a top view and not from one that appears like your sitting at a table .. By making the perspective from a top view all territories(cards) will be of equal size and reading the map while playing will be easier.


Disagree - completely - in fact the territories at the top are easy to read as they have a shadow on them thus making the number show up easier.

C.

Re: Poker Club [Quenched]

Posted: Sun Sep 21, 2008 3:19 pm
by Opera Man FL
Ok. Just played this for the first time and I like it. However, the member who won had a royal flush and only received 14 troops for it. The board shows 15 should have been awarded. Just some information so an error may be fixed.

Re: Poker Club [Quenched]

Posted: Sun Sep 21, 2008 3:21 pm
by Opera Man FL
OK. Just read the explanation from someone who had a full house. You guessed; I didn't read the previous posts first.
:oops:

Re: Poker Club [Quenched]

Posted: Mon Sep 22, 2008 2:53 am
by yeti_c
No worries - it is a shade confusing - but sadly the only way we can do it (at the moment!)

C.

Re: Poker Club [Quenched]

Posted: Mon Sep 22, 2008 7:02 pm
by BBoz
Yeti,

Any progress on some tweaks to the graphics to make things easier to read? It's really hard to find all your armies on this map and keep track of them.

Re: Poker Club [Quenched]

Posted: Mon Sep 22, 2008 9:08 pm
by cazmart
Yeti,

I love this map. I have one suggestion and if has already been brought up then I am sorry for repeating.

Have you given any thought to using a 4-color card deck. If you play much online poker it is an option. I even own 4-color decks for my home poker games.

Hearts - red
Spades - black
Clubs - green
Diamonds - blue

I just think this would make the board easier to read by giving it better color separation....all that red just seems hard on my eyes. Anyway just a thought. Keep up the good work.

Re: Poker Club [Quenched]

Posted: Mon Sep 22, 2008 10:48 pm
by HoosierMama
I'm currently in a game and we're "stuck". One player has free run of the board while 3 of us are trapped next to each other. I think we need more access to other sides of the map. Game #3256716

Re: Poker Club [Quenched]

Posted: Tue Sep 23, 2008 8:17 am
by yeti_c
BBoz wrote:Yeti,

Any progress on some tweaks to the graphics to make things easier to read? It's really hard to find all your armies on this map and keep track of them.


I need to catch Widowmakers sometime to discuss this - but we seem to be like two ships passing in the night at the moment.

C.

Re: Poker Club [Quenched]

Posted: Thu Sep 25, 2008 6:03 am
by WidowMakers
Here I am. Let me talk to yeti and see what we can do.

Re: Poker Club [Quenched]

Posted: Thu Sep 25, 2008 6:08 am
by yeti_c
OK We've done a new version of Poker Club with a tweaked background to allow for easier visuals...

V12
[bigimg]http://www.fileden.com/files/2008/1/19/1707364/Poker_v12_L.png[/bigimg]
[bigimg]http://www.fileden.com/files/2008/1/19/1707364/large_army_test.png[/bigimg]

V13
[bigimg]http://www.fileden.com/files/2008/1/19/1707364/Poker_v13_L.png[/bigimg]
[bigimg]http://www.fileden.com/files/2008/1/19/1707364/large_army_test2.png[/bigimg]

And here's a comparison image (V13 on left = V12 on Right)
Image

Vote please.

C.

Re: Poker Club [Quenched]

Posted: Thu Sep 25, 2008 8:08 am
by pamoa
Sorry to say this but v13 doesn't seems to solve the readability problem.
I think the first step is to put in white all cards that do start as neutral, because it's part of the problem.
It's when you start a game and half of the map is white or worse 80% if it's with "fog" that you have problem in finding all your troops.
For me the problem is not the card bg color but the red and black figures, red above all.
They are graphically too similar with armies numbers and as you can not change the numbers you maybe can act on figure, but I don't know how for the moment.