Suggestion: tweak the chance of some powers

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Suggestion: tweak the chance of some powers

Postby cinder » Sat May 29, 2010 9:51 am

My suggestion: reduce the probability of the super powers from spawning in orbs in order to reduce the chance of getting a sudden overwhelming advantage over your opponent.

I would slightly reduce the chance to get these powers: grow quad, switcheroo. Reduce them enough so that they still come, but not as often. Switch would get bigger reduction in chance to appear.

Hmm what else?
These seem like the biggest game killers. Isn't switcheroo way too powerful? And grow quad definately can give a player a crushing sudden advatage, as he acid columns his enemy in the beginning of a game. I think more games would be better if these two don't come as often.

I think these powers below are okay (powerful but they don't suddenly decide/end the game):
recruit column, swap column.
Smart bombs don't usually lead to a crushing victory (even if you hate them).

I was thinking this would make the game better - more based on skill, and reduce those sucking games where quickly the other guy pwns.


I am sure this was discussed before, and maybe someone can link to the thread where jimmi posted the probabilities of each power coming.

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Postby Rubik87 » Sat May 29, 2010 12:08 pm

Here is the link: http://www.quadradius.com/quadboard/vie ... babilities

A good suggestion, but you picked the wrong powers in my opinion. The power I really want to see less is snake tunneling, i would bring it down to 15, at the same level as smart bombs.

Also would be a good idea to level relocate and scavenger down to 50 wi the other powers. And i would say multiply too. I don't see a reason why they should be more common than the others, especially relocate.

Less important, but i would also suggest to bring GQ down to 40, same level as bombs.

Switcheroo is already rare, and i dont think it should be nerfed more.
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Postby cinder » Sat May 29, 2010 3:50 pm

I didn't think about Snake. But it does not qualify as a game changer, IMHO. Sure it can help a lot, but does not mean you have a much better chance of losing, like when an opponent gets switch early in the game. So why Snake?

Also, seems like one of us gets a switch at least 1 out of every 5 games. Maybe this is not true though - just my perception that is comes up a lot.

Is is ok for 1 out of 5 games to be a waste because someone gets a superpower? Or maybe 1 out of 7 games. For me that is too high. Of course in a good long game, getting a switch can make an interesting game.
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Postby Rubik87 » Sun May 30, 2010 9:58 pm

Switcheroo is not overpowered, it's just you panicking whenever you see it that makes it look like a game changer to you. It's not even close to beneficiary or teach row, for instance

Snake often does nothing. But sometimes it really is a game changer, you throw it from your 4th or 3rd rank, and it can kill many opponents tori that were relatively "safe", and most importantly while it does this it takes also so much space.
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Postby cinder » Mon May 31, 2010 4:13 pm

Rubik87 wrote:Switcheroo is not overpowered, it's just you panicking whenever you see it that makes it look like a game changer to you. It's not even close to beneficiary or teach row, for instance



Switch is overpowered because, while weaker, it has a much higher probability of appearing than a teach row. As in risk = damage X probability.

Switch is a 25, teach row is a 10 in jimmi's system.
(Benef. is 25 also). Don't you see a lot more switchs than teach rows? It is 2.5 times more likely to appear.

I think not so many (but some) games are ruined by teach row, but many more games are ruined by switch.

Also, who said anything about panic. I was thinking of the games where I get a switch early on, and how much of an advantage that gives me against an average or mediocre player.

Maybe for you, because you are one of the top players, it doesn't sway a game, but for us in the lower levels, it can make a big difference. Don't you think if a decent player gets a Switch in the first few orbs, that gives a big advantage.

I just see switch coming in many games, giving too much of an advantage (especially if it comes very early), and preventing a good game from happening. And of course a double-switch can make a game unwinnable in an end game (like if bankrupt has been used).

I guess none of this matters, since jimmi will not change the odds on this.
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Postby driven2sin » Tue Jun 01, 2010 10:22 pm

I don't really want to get into this convo for the 400th time but thought this was timely playing a guest while reading this post...

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Postby Rubik87 » Wed Jun 02, 2010 12:04 am

cinder wrote:Don't you think if a decent player gets a Switch in the first few orbs, that gives a big advantage.

No. It's not even close to beneficiary. And many other powers are as strong or stronger than switcheroo in early-game, mid-game and late-game. True, if i have a switcheroo, and if i have the time to collect many powers around with it(either because my opponent has nothing and/or does not push the front), and if between those powers there are 2x and "destroy half of the opponent's army", then I get a big advantage. But it's 3 if(s), not just switcheroo ruining the game.

cinder wrote:And of course a double-switch can make a game unwinnable in an end game (like if bankrupt has been used).
This is a combo, and it is rarer than GQ + pwn r/c/r.
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