dsds wrote: The decimals on the color attack values on characters that resolve a tie are really a bug in the system. There is no way for a player to see the decimal value or to determine who breaks a tie unless they come to the forums. When explaining this, it should state that this isa bug because there has got to be a better way to tweak the system. I understand that this bug is not easy to fix, but don't explain as something that is working and done on purpose. A bug is a bug. Also I think we should put in the FAQ what current bugs there are in the system, so people don't keep asking and pointing to it and being surprised by them in game.
stochasticism wrote: Here is an FAQ kind of question I have always wondered What level will characters be boosted to with different boosts? I can think of 4 different boosts that are applied. 1) Featured PvP/Essential PvE boost: varies by character * rarity. Not sure of the function applied. 2) Weekly boost: Again, varies by * rarity, a different function as compared to 1) 3) Lighting Round boost: featured characters get 50% of their current base level tacked on. 4) New character boost: Again, different than the first 3. Anyone know exactly how these all work?
Quebbster wrote: dsds wrote: The decimals on the color attack values on characters that resolve a tie are really a bug in the system. There is no way for a player to see the decimal value or to determine who breaks a tie unless they come to the forums. When explaining this, it should state that this isa bug because there has got to be a better way to tweak the system. I understand that this bug is not easy to fix, but don't explain as something that is working and done on purpose. A bug is a bug. Also I think we should put in the FAQ what current bugs there are in the system, so people don't keep asking and pointing to it and being surprised by them in game. I don't think it really is a bug but a remnant of the old system where you could apply up to 20 covers in each color. There are hidden decimals, and they can affect the game even if they are not displayed.
Lemminkäinen wrote: How does match damage get lowered in cascades (if you make more than one match in a move, match damage per match goes down but I'm not sure of the formula)? Anyone know?
colwag wrote: Lemminkäinen wrote: How does match damage get lowered in cascades (if you make more than one match in a move, match damage per match goes down but I'm not sure of the formula)? Anyone know? It goes down 20% per match, like first match does 100 damage, second does 80, third does 64, and so on. However, this does not effect tiles, so a long cascade with them out can really destroy a player. If you got a strength 100 tiles out, that 3 match combo above would do 200, 180, 164, and so on, never going below 100.
rossmon wrote: Why do countdowns vary or give wrong numbers? Countdown tiles trigger in a left to right, top to bottom manner. Starting at the top left, each tile in the each row is checked, and the countdown is lowered by 1, triggering if it reaches 0. After it triggers, this process continues. If the effect of a trigger lowers another (already checked and lowered) countdown tile to a position that hasn't been checked, it can lower again. This is frequently seen with Daredevil's stun, as it activates and creates another countdown tile from a random tile. If that tile is located lower than the first, it will get checked immediately. How did Hood (or Gorgon, or others) get his ability so fast? (goes with cheating) A character paired with the right goons (non-moving characters) can gain AP very quickly. Goons gain AP each turn in their specific colors. When they have enough, they cast their ability. If there is more than one character who uses a color then it can be up to the RNG which power is used. If hood is paired with muscle, or Gorgon with his red ninja, they develop AP very quickly; and if the goon doesn't use their power then Hood or whoever can use his power very quickly.
PeeOne wrote: rossmon wrote: Why do countdowns vary or give wrong numbers? Countdown tiles trigger in a left to right, top to bottom manner. Starting at the top left, each tile in the each row is checked, and the countdown is lowered by 1, triggering if it reaches 0. After it triggers, this process continues. If the effect of a trigger lowers another (already checked and lowered) countdown tile to a position that hasn't been checked, it can lower again. This is frequently seen with Daredevil's stun, as it activates and creates another countdown tile from a random tile. If that tile is located lower than the first, it will get checked immediately. How did Hood (or Gorgon, or others) get his ability so fast? (goes with cheating) A character paired with the right goons (non-moving characters) can gain AP very quickly. Goons gain AP each turn in their specific colors. When they have enough, they cast their ability. If there is more than one character who uses a color then it can be up to the RNG which power is used. If hood is paired with muscle, or Gorgon with his red ninja, they develop AP very quickly; and if the goon doesn't use their power then Hood or whoever can use his power very quickly. I just noticed you signature - wasn't sure how to ask so threw this into the thread - you ditched the silver surfer to make the game more playable?? I'm running the gauntlet and my node are 3 times higher than others in my alliance - is having the surfer why??? I was under the impression the game was rebalanced because of the legendary covers - anyone have the same impression??
fight4thedream wrote: 43. How does match damage get lowered in cascades (if you make more than one match in a move, match damage per match goes down but I'm not sure of the formula)? It goes down 20% per match, like first match does 100 damage, second does 80, third does 64, and so on. However, this does not effect tiles, so a long cascade with them out can really destroy a player. If you got a strength 100 tiles out, that 3 match combo above would do 200, 180, 164, and so on, never going below 100.
PeeOne wrote: So I read the FAQ's and then all the posts in this thread... The is a question about vet brackets and noob brackets.... But what is a bracket - I've noticed other threads devoted just to counting bracket sizes... What's it all about??
drcassino wrote: PeeOne wrote: So I read the FAQ's and then all the posts in this thread... The is a question about vet brackets and noob brackets.... But what is a bracket - I've noticed other threads devoted just to counting bracket sizes... What's it all about?? When players join an event (either by entering an event already in progress, or pre-registering, by selecting a time slice for an event that has not yet started), they are grouped based on the time at which they entered. Typically, events have 500 or 1000 players in a bracket, and these brackets fill sequentially as new players enter. As such, when one bracket reaches 1,000 (or 500) players, the next player to join becomes the first player in a new bracket, which will hold the next 1,000 (or 500) players. This process is complicated somewhat by the distinction between veteran and starter (noob) brackets: to avoid unfair competition, players with less developed rosters are bracketed separately from those with more developed rosters, meaning that there may be two brackets for any slice of an event filling at any one time. For players concerned with placement rewards, there are sometimes benefits to joining brackets strategically. By waiting for a new bracket, players may avoid stiff competition for top placement rewards. Additionally, brackets that open up towards the end of an event may not fill, giving players a much better chance of receiving placement rewards (if there are only 50 players in a bracket at the end of an event, all 50 would receive the top 50 placement reward). Such brackets also give early joiners in them a head start on gathering points. These potential benefits lead top players to pay close attention to the current size of brackets, using forum posts of out of game communication to share information about them. Note that some brackets may have slightly more than the normal number of players (1001, or 1002, for instance) if some of the players in them have been "sandboxed," or removed from the general population because of actual or suspected cheating.
PeeOne wrote: Another question - about shielding in versus... What is the cool down period about?
morph3us wrote: PeeOne wrote: Another question - about shielding in versus... What is the cool down period about? Why are there cool down periods on purchasing shields in Pvp? The cool down period was implemented to try and limit excessively high scoring in PvP. Prior to the implementation of shield cooldowns, there was no limit to the number of shields you could purchase within a given timeframe (which lead to terms such as the 2 cent shuffle, where a person would repeatedly cycle through 3 hour shields to try and climb as fast as possible). The other reason provided by the devs with regards to the shield cooldown periods was that the original intention of shields was to provide players with a break from gameplay in PvP, whilst protecting their scores, and the cooldown period is in keeping with this. Since this is an FAQ thread, I'm going to refrain from adding my own personal commentary about the effectiveness of shield cooldowns in achieving those goals. Edit: Found the original post from the devs stating the reason behind the cooldowns:Some of the thinking behind this change: • "Shield hopping" is still possible but very limited. High-scoring is fun, but Shield hopping generally requires a large amount of out-of-game communication that not all players have access to. We asked ourselves this question: "Would you Shield hop if you didn't need to in order to reach a high score? If not, that's a sign that a change is probably needed." • This change helps level the playing field. Players that don't have the Hero Points to spend on Shields, either through being in a top 100 Alliance or purchasing currency, will not need to worry about someone simply outspending them by using hundreds of Hero Points to Shield hop for a win.
PeeOne wrote: Thanks for this but what specifically does it do - does it mean I can't buy another shield in that cool down time??