After the (chaotic) release of the Standard mode and the first feedbacks, we have taken decisions on several things we want to let your know. We think you will be satisfied with the future improvements we will add first.
• Improvement of the quickbattle system in DTs.
We already made corrections, it seems that the small decks vs big decks problem is far less met. We will keep on working on it until the partition T1/T2 is not a problem any more.
• Penalties on some characters in DTs.
The first 2 points penalties per character are already operational and you can find the list here: http://www.urban-rivals.com/help/?category=9-0
Except for Leader, for the moment there are no penalized Standard characters. It may change, we give ourselves time to analyse DTs.
• DTs divided in two.
Finally we won’t alternate DT’s. We will let you have two DTs at the same time, 1 Standard, 1 Extended. With two different rankings.
• Length of a DT shorten but increase of its frequency.
DTs length will decrease from 1 hour to 45 minutes with a 15 minutes break between each tournament and then you can play again. It means there will be 24 Standard DTs and 24 Extended DTs per day.
To prevent abuses, a limitation of 8 DT credits per day and player will be added (you will receive all other rewards if you play more than 8 DTs).
• Survivor Standard and Deathmatch Standard rooms.
They will be open soon, we are working on an update of the flash game.
Questions you may want to ask:
• The number of CR remain at 5. It might change in the future.
• A PM will be sent to you each evening if you made a top 150 during the day so as to inform you if you have won a collector (or not).
• The timer will be reduced from 60 to 50 seconds again.
People are really quick to defend their opinion instead of considering another person's point of view around here.
@Waster -- If I'm not mistaken, 30 credits a week means 1300 + ELO rating, then 20(!!!!!!!) hours per week (the equivalent of a part-time job!) spent just on DTs? I play this game as an alternative to some more demanding MMORPG, and almost everyone in my guild is in the same boat. They are working or trying to perform well in school... I can only imagine you inherited the family fortune.
@DustStorm -- We're not talking about how things were back in the day, we're talking about how accessible the game is to new players right now. Besides, if I'm not mistaken, when leaders weren't free cards like Mort Bax didn't seem so bad, am I right?
TLDR: Too many free credits is bad, I completely agree. But a huge part of the fun offered by any collectible card game is the excitement of being able to open a brand-new pack, which maybe holds just the card you need to make your collection much more fearsome. Why not just cap "free" credits at some reasonable number per each week, one that would allow new players to compete? Is it really reasonable to ask a new player in what's ultimately a web-based game to spend money before they're sure if they want to stick around or not? To me, that just seems like a horrible business strategy.
And one final moan - do the developers of the game really think it is a good idea, that in order for their established players to continue to play this game with any enjoyment, they have to spend hours trawling message boards, trying to work out what the heck is going on, what the changes are and what the new maths is. judging by the comments the developers don't know themselves and are still tinkering.
Why was this not tested - maybe with a high level room to test it out running in parallel with the old rooms. All these problems should have been sorted out before this went live - total disaster - send me an email when you have sorted it out and can explain clearly how it works - without using meaningless phrases like globalwinrate.
oh you can't send me an email - because you won't let me change it without writing an essay on my life and others have used this computer to play
Umm 1 DT for 1 credit doesnt take 1 hour mate. i credit could be had in as little as 4 games during a DT, probably 5 now.
DT have always been the money making format. ELO was never about the clintz reward... people do it for the credits then the chance at the Cr if top 100. Survivor was something you tried you luck with and hoped to get into top 10 daily/weekly/monthly for some big credits. and DM... well, that format never really quite took off... but good for people who want to rack up BPs
the game is probably a bit less accessible to noobies now compared to when i started. But it is still quite noobie friendly in that relatively new people can compete with veterans who have spent real money in SOME formats. Creating complete parity between the new who have spent $2 and the veterans who have spent hundreds would be broken.
giving the starting deck a boost is a start
another is to follow the way of successful TCGs out there.... make a rewarding format for the new cards that makes them more relevant. So buying a NB pack or a Standard pack instantly gives you access to cards that are playable and should be at least competitive with the existing meta
@Waster: Let's look at things realistically.
You're describing a best-case scenario where a player plays 5 games in each DT and wins them all, ideally beating a hand with a higher star count, I guess. But I'm not interested in what's possible, I'm interested in what's probable. Consider an ordinary above-average player, who will sometimes draw bad hands or make bad plays, and will sometimes have some pressing matter come up in the middle of a DT, so occasionally has to quit before getting their 5 wins. We also have to assume that sometimes a player will want to play a little bit longer than their 5 games so that they can have a shot at the bigger prizes, right?
How many hours are we talking per week? Let's low-ball it and say 10 for DTs.
Maybe 5 to get an ELO of 1300+.
Maybe 1-2 more, at least, for social interactions with your guild and/or friends.
To get 30 credits a week, you are STILL looking at a part-time job, brother. A reasonable player who's not a kid and did not inherit the family fortune should just get a part time job and buy packs, right? That way at least he will have money left over.
I am a relatively new UR player. UR won me over by offering a competitive gaming environment that didn't take an absurd amount of time to maintain. As I said, many players I know feel the same way.
Now that it's getting more difficult to compete without a roughly 20-hour-a-week time investment, especially for new players, what is going to happen to UR?
Also, as far as the match up goes. Playing in extended, i seem to be getting some nice matchups, though i haven't tried Standard.
It could be that, due to the lack of players in Standard, the quickbattle is spiralling ever outward looking for another opponent, thus the really bad matchups. Though this is just a theory, does the no matchs available message still pop up?
Ok ghelas ill bite and play along
you said you dont want to what is possible and you want to discuss probable..
ill do you one better.... ill give you actual
a player who will remain unnamed:
Is a member since Monday 07/02/11.
so up to this day he has been playing the game for 445 days
13 604 fights including 6 934 wins
averaging 30.57 games per day... thats if he plays every single day. some days i imagine he plays zero games and some days quite a bit
duration of a game??? in a DT 3 minutes per game is pretty darn good... in ELO probably 4-5 minutes is average with some going much slower and some being immediate resigns. So for the sake of argument we can establish a range of 3-4 minutes per game
so this said player is averaging anywhere from a low of 91.7 minutes of game time per day all the way to 122.3 minutes per day
in a week this person is on UR from 641.98 mins up to 856.1 mins per week
So 10.7 to 14.3 hours per week of UR. we can add 1-2 hours for socializing
so 11.7 to 16.3 hours per week on UR is a fair estimate of this players activity...
so these ACTUAL numbers are actually pretty close to your probable low ball of 17 hours.
even based on these numbers, it should be easy to see this person raking in 10-20 credits per week plus all the clintz he would win from DTs and battles.
this is a decent UR income.
but yeah getting a real job and buying credits is probably a better use of time if the priority is to buy creds and get more cards. if the priority is to play UR, then playing UR is the better plan
free credits would be even better i suppose... for the noobies ofcourse
I have a suggestion for standard. Just a minor step I think could help with one of the complaints against it, the unbalanced card pool. I understand the idea for standard is to push players toward newer cards (that's why the three year limited was created), but that leaves newer clans with a massive advantage over older ones. Here is where my idea comes in: a card minimum for each clan, say 18-20. Most clans are already near that point, so it wouldn't add too many cards, but it would keep a few clans from looking dead in the format and the staff already has made exceptions to the three year rule (starter cards). Whether the cards were selected special by the staff or if they were just the newest cards outside of standard, doesn't matter to me. I know this wouldn't solve the balance issue, but I think it would be a small step forward.
Unbalanced card pool will become balanced in the future. Of course that now, in the beginning it will be unbalanced. But have in mind that this step is the one that will make this game balanced in the FUTURE.
I have another issue though... In Standard/Extended rooms, it is said that you will be paired with the opponents with similar star decks... However, in the last couple of days, I can say that most of the time I am facing an opponent with much more stars than my 25* deck... I don't know how that matchmaking system works, but I think it needs some fixing...