THEMAGICkMAN wrote: Well done on this event overall, a few requests for next time this event is run to make it much better 2: 4 hour recharge timers, this goes for all events not just this one, there was never any problem with 4 hour timers, and with the maximum size of node charges increased changing this back shouldn't be a problem.
losdamianos wrote: 8 hour recharge timers is arguably the best feature of the recent update, some of us cant really play in work hence 8 hour recharge time eliminate this issue and puts everyone on the same level.
Morphis wrote: If say more important is to fix the energize making the game lagging like you were trying to run battlefield on it with ultra details. Any match that goes long enough will make iPhone 8 crash (no that's not a typo, I bet in the current state even the next iPhone would crash)
Yvendros wrote: Morphis wrote: If say more important is to fix the energize making the game lagging like you were trying to run battlefield on it with ultra details. Any match that goes long enough will make iPhone 8 crash (no that's not a typo, I bet in the current state even the next iPhone would crash) i gotta chime in... iphone 6s here. the last crash i had was about 3 updates ago. and it was only my 2nd crash ever. it seems as if the high-end phones don't have much issue. That's NOT to say that it's okay for the devs to recommend everyone get the newest/bestest devices. I just don't like the argument that ALL devices are crashing.
Morphis wrote: Yvendros wrote: Morphis wrote: If say more important is to fix the energize making the game lagging like you were trying to run battlefield on it with ultra details. Any match that goes long enough will make iPhone 8 crash (no that's not a typo, I bet in the current state even the next iPhone would crash) i gotta chime in... iphone 6s here. the last crash i had was about 3 updates ago. and it was only my 2nd crash ever. it seems as if the high-end phones don't have much issue. That's NOT to say that it's okay for the devs to recommend everyone get the newest/bestest devices. I just don't like the argument that ALL devices are crashing. I HIGHLY doubt the fact that your phone did not crash has much to do with its performance. I don't have risks in most games. People with much older devices also don't. Because the issue is related to specific things. Try playing a 20 minute game where there is lots of fetch/energize/whatever is now slowing this game.... The game WILL CRASH. Maybe it will take even 5 more minutes in your case, but it will.
losdamianos wrote: THEMAGICkMAN wrote: Well done on this event overall, a few requests for next time this event is run to make it much better 2: 4 hour recharge timers, this goes for all events not just this one, there was never any problem with 4 hour timers, and with the maximum size of node charges increased changing this back shouldn't be a problem. 8 hour recharge timers is arguably the best feature of the recent update, some of us cant really play in work hence 8 hour recharge time eliminate this issue and puts everyone on the same level. Instead of making timers shorter solution is to throw at the start 10-20 more charges so overall there will be the same amount of games as if the timer would be 4 hours but everyone can play at their own time
madwren wrote: 1. Planeswalker requirements are stupid 2. The 8-hour timers are awesome. It's really leveled the playing field across time zones and life restrictions. 3. I think that the 3-day length and difficult objectives *is* their way of reducing ties.
span_argoman wrote: I'm personally liking the 8 hour recharge cycle and the half-filled nodes at the start. It's less restrictive on my schedule so I don't have to worry about missing out nodes. However I guess for those who feel there isn't enough matches played. Perhaps an option would be for the node max capacities to be doubled and for each 8 hour cooldown to give 2 charges instead of 1, especially with the 1 day events nowadays. Though I must say personally I prefer things as is. The tie issue goes deeper and should be solved through deeper changes in the game system.
Ohboy wrote: span_argoman wrote: I'm personally liking the 8 hour recharge cycle and the half-filled nodes at the start. It's less restrictive on my schedule so I don't have to worry about missing out nodes. However I guess for those who feel there isn't enough matches played. Perhaps an option would be for the node max capacities to be doubled and for each 8 hour cooldown to give 2 charges instead of 1, especially with the 1 day events nowadays. Though I must say personally I prefer things as is. The tie issue goes deeper and should be solved through deeper changes in the game system. I think 8 hour cool downs are great. The partially charged starting nodes is awesome. It's the lack of games which is the problem, which I feel should be rectified by making each event last at least 3 days, overlapping as they start new ones. This way we get to play at our pace, have more games, and still have more events.
span_argoman wrote: Ohboy wrote: span_argoman wrote: I'm personally liking the 8 hour recharge cycle and the half-filled nodes at the start. It's less restrictive on my schedule so I don't have to worry about missing out nodes. However I guess for those who feel there isn't enough matches played. Perhaps an option would be for the node max capacities to be doubled and for each 8 hour cooldown to give 2 charges instead of 1, especially with the 1 day events nowadays. Though I must say personally I prefer things as is. The tie issue goes deeper and should be solved through deeper changes in the game system. I think 8 hour cool downs are great. The partially charged starting nodes is awesome. It's the lack of games which is the problem, which I feel should be rectified by making each event last at least 3 days, overlapping as they start new ones. This way we get to play at our pace, have more games, and still have more events. Just my thoughts on the reasons why events can feel lacklustre with the 8-hour timer: Let's look at the ratio of starting charges to games we get from the cooldown timer. We'll treat the starting charges as Day 0, the next 24 hours as Day 1, and so on. 1-day event (3 nodes, 3 starting charges, 5 max charges) [Terror, EC] Ratio: 9:6 (60% : 40%) 1-day event (5 nodes, 1 starting charges, 3 max charges) [NoP] Ratio: 5:10 (33% : 66%) 2-day event (1 node, 8 starting charges, 10 max charges) [Holiday Showdown] Ratio: 8:3:2 (62% : 23% : 15%) 2-day event (3 nodes, 2 starting charges, 3 max charges) [*Closest fit: Fateful Showdown] Ratio: 6:9:6 (29% : 43% : 29%) 3-day event (3 nodes, 5 starting charges, 7 max charges) [Inventor's Fair] Ratio: 15:9:9:6 (38% : 23%: 23% : 15%) Do correct me if any of the numbers are off, whether starting charges or number of nodes. I firmly believe the 1 day events are fine as they are in terms of the number of games and being only 1 day are short enough that the ratio of games hardly matters so I will not comment on them. I am also appreciative of the fact that you can join the 1-day event at any time of the event and not lose nodes. This is a great improvement for people with less flexible schedules or other work/life commitments. Coming to the two day events, Holiday Showdown has a terrible ratio. You play 3/5 of the total event games at the start, leaving you feel like nothing is left to play in the coming 46 hours. An alternative distribution using the same total games would be 3 starting charges, with 2 charges given per 8 hours making the ratios 3:6:4 or 23% : 46% : 31%. That way people still feel like the meat of the event is ahead and the progression more closely follows the duration of the event. Although Fateful Showdown isn't exactly a time-restricted event but it comes close to 1.5 to 2.5 days to finish. But to me, that ratio of starting charges to cooldown games doesn't feel as lumpy as Holiday Showdown. And for Inventor's Fair, the distribution means that you'll be playing the same number of games at the start of the event as the last 46 hours(!), which once again front-loads the experience and (imo) generates less excitement during the event. If we instead changed it to a 2-day event with 2 charges per 8-hour cooldown and the same number of starting charges, we get 15:18:12 (33% : 40%: 27%) which is 6 more matches, 1 day shorter and has a more balanced ratio. I personally think this would be a more favourable distribution. The point of the stuff I typed is that I think it matters more that the matches are well distributed over the course of the event than the actual number of matches. I think while there are those who actually want more matches per event, many of us are not that keen to go back to the old days where we had to play up to 70 matches over 48 hours to compete.
Steeme wrote: Or they're non-event decks with one card replaced in order to fulfill the energize requirement.
span_argoman wrote: The point of the stuff I typed is that I think it matters more that the matches are well distributed over the course of the event than the actual number of matches. I think while there are those who actually want more matches per event, many of us are not that keen to go back to the old days where we had to play up to 70 matches over 48 hours to compete.
madwren wrote: Steeme wrote: Or they're non-event decks with one card replaced in order to fulfill the energize requirement. I'm not trying to sound like a troll here, I promise, but what makes it a non-event deck, if it has the ability to fulfill the requirements mandated by the event? It would seem to me that powerful decks that can still manage to fulfill both requirements are the epitome of event decks. I'm just curious where the line begins and ends for you. In the past, I've supported the introduction of block tournaments, for example, but a number of these cards are low-powered enough that meeting the secondary objectives would be difficult with only Kaladesh cards, and block restrictions would skew the tournament towards those fortunate enough to attain the few powerful rares and mythics in the set.
THEMAGICkMAN wrote: Wow you really spent time and crunched the numbers on this one, all spot on man.
losdamianos wrote: span_argoman wrote: The point of the stuff I typed is that I think it matters more that the matches are well distributed over the course of the event than the actual number of matches. I think while there are those who actually want more matches per event, many of us are not that keen to go back to the old days where we had to play up to 70 matches over 48 hours to compete. there is also another solution If you dont feel like someone is holding a loaded gun to your forehead when event starts You can simply not play and enjoy other things in your life knowing that you can just jump in for a 10-20 minutes burn few nodes and carry on with important/less important stuff. That is the real buty of it, game is no longer holding you hostage with TICK TOCK TICK TOCK, (should I go to bed now or should I set my alarm clock in the middle of the night so I wont loose my charges...)