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.
Waster, that's a good argument.... Except as usual, it is not logical.
First of all, an average is utterly useless in this case. You're taking an incomplete set of data and drawing your own assumptions. The player in question heavily favors the ELO mode, to the extent that he rarely plays other modes. As this player has no interest in gaining levels, he (as a rule of thumb) withdraws as soon as it becomes obvious that he is defeated or is very unlikely to win... He also plays against a large population with the same philosophy. As a result, almost half of this player's games on a typical day result in one side resigning in 30-45 seconds of play. Furthermore, you failed to factor in things like Training matches, and matches that end in an early KO, that also tend to have a very short playtime.
Let's say about 50% of this player's games take 4 minutes, and the rest take... for argument's sake, let's call it 1 minute even. That puts him at 8 hours and 45 minutes of playtime per week, on average, with some weeks getting much less playtime.
Now, if that player wanted to get credits from DTs, he should NEVER resign while playing in a DT, and his opponents would almost never resign as well... In which case, your estimate would be correct -- the player would be spending close to 20 hours a week instead of close to 10.
So, long story short: If you're playing for credits, we agree that you need to spend around 20 hours a week.
So, we've established that the only reasonably efficient mode of gaining credits, at this point in UR's history, is to pay for them.
Now, imagine a new player entering UR. He is probably on the fence about spending money at this point, since he doesn't know if he will be playing over a long period of time or not. He can go to the DT rooms, where he is facing powerful, expensive cards in every format, and every player who has expensive cards has a big advantage over him. Or he can go to the ELO rooms, where gameplay is balanced and rewarding, and a 10,000 clintz deck can perform very well... But unless he reaches a very high rating, the rewards are minimal!
Do you think he is more or less likely to hang around than before?
How do you think getting 15 free video credits per week would effect his decision?
Ghelas what you fail to observe is that there are many people who may have played TCGs before, and as such know about these issues (ones where you go and get smashed cos your cards suck), and often will dump a small amount of money into the game for the sake of it. An individual on a salary could probably afford to spend (let's use dollars since I see an american flag) $10, buy some packs, and then make a better informed opinion about the game.
of course, this doesn't work if this person is someone who likes going around trying out multiple games trying to find the right one, since he likely won't dump money in to each one, but I think UR has a lot more 'freebies' than most games anyways, with missions, DTs, guild bonuses and such. you even get money just for playing the game!
and everyone knows even ELO games which end up being left after the first round don't take 30 - 45 seconds. players struggle to get a 1 min game in DT, let alone a 30 second in elo.
I really don't understand why people think that because something is their opinion, it's right. I'm not out to ride my high horse. I'm out to present well-thought out arguments, and I am flexible in my beliefs here. I would be happy to be proven wrong and know that UR's future is secure.
With so many free online card games that have interesting mechanics, high-quality art, and decent player bases available, do you really believe that a significant number of newcomers drop $10 on this game? I work in the game industry, I'm somewhat familiar with typical conversion rates, and I find that notion absurd. In my experience, the typical player is not willing to do that, whether he's a CCG fan or not.
I'm basing the 1 minute for ELO games with an early resign/KO on my personal experience, but even if I was a good bit off, that argument is not pertinent. You don't have the option to bow out early in DTs, not if you want to be competitive... And there are enough spiteful players in DTs that will drag a lost match out as long as possible. A skillful player that doesn't mind resigning lost ELO games will spend less time earning his 10 credits than someone trying to earn the same 10 credits through DTs, and that's a fact no matter how you spin it.
I'm not trying to say that the game is impossible for newcomers. I am trying to say that the game is less attractive to newcomers than it has been in recent months. I think taking such a big step backwards is definitely bad.
Oh wow.. did they change the rules of - power?
fought opp with el gringo and eyrik
I thought leader's ability always activated first?
I used askai and he becomes 3 power..
this is sucks.. I should have win, but I lost because of this..
before, leader ability is absolute (it is tested)
it will always be the first one
so eyrik ability activated, reduce askai power to 6 (and el gringo ability has no effects, then -2 min 1 all stars bonus)
they change it without telling us a thing..
The game is not impossible for newcomers to get into but UR needs to continue to make its case that the game is worth the new players time and money.
Getting back to the point of the thread, the new tourney rules seem to be designed to enhance the new players experience by protecting them from the more experienced players. The problem is that the system doesn't work.
I applaud the intentions behind setting up the star count+win rate+global winrate system but its just too complicated to work right and it makes the whole experience even more confusing for new players.
The better way would be to simply go by star count only for the tourney. If we want to give newbies more incentive, then give them more missions to get their initial credits and clintz and maybe add another room.