Feat: Stat-based Duel Mode #14
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Reference: waifu/kemoverse#14
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We want to add a duel mode to the Kemoverse gacha game that connects directly with the gacha system. This mode will give players more meaningful interaction with the cards they collect, beyond simply rolling them.
Core Gameplay Loop (MVP)
Round Flow
"Power"
or"Charm"
as their chosen stat.After 3 rounds, the bot declares the overall winner.
Bot Messaging Flow
Optional Feature: Duel Stakes
Related Issues To Create
Power
andCharm
stats for each card.favorite
card tagging to protect them from duels/stakes.This feature ties directly into the gacha loop by making each card useful and playable. It gives weight to rolling and collecting, and encourages player interaction. Starting simple allows us to test and improve based on community feedback.
I suppose another question would be: how are stats determined?
The way I see it, we can either have stats be random or specified by users. We would also want some mechanism to stop super high-stat characters being super common in the drop pool. It'd disincentivise rolling if exodia's right arse cheek was a 1 in 3 drop chance and dominating the game.
Random Stats:
User-Specified Stats:
Other ideas:
favourite
card tagging doesn't make much sense to me when the no-stakes mode exists.My Problem With The Game as Outlined
Players not being able to see their own hand doesn't feel like a good or engaging decision.
This doesn't feel satisfying or earned as the person issuing the duel: You send a message to start the duel, the other player accepts and then you are told that you won or lost a round with absolutely no input on your end. You might as well just wager a card and flip a coin (Which could be a separate game tbh).
The game as described is essentially set up like rock-paper scissors except each round, one player's move is decided for them, entirely at random. On paper, RPS is entirely luck based: Both players have no way of knowing what the other party is going to pick, but they're the one choosing what they throw out, so it feels like you have agency and it feels like you can strategize. This is what makes RPS engaging to people.
Proposed Improvement
Below, I've detailed a proposal for a revised version of the Stat-Based Duel Mode and its' message flow that I believe to be an improvement:
Pre-Game
Alice messages The Bot with the
duel
command and tagging Bob.The Bot replies to Alice, issuing a Duel request to Bob.
Bob replies with 'accept', initiating a Duel with Alice.
The Bot picks three cards at random from Alice's and Bob's inventories.
The Bot Replies to Bob, showing both players' hands and instructing them to reply only to the direct messages that are to follow.
Play Round 1.
Round 1
The Bot sends a direct message to Alice, instructing her that she is Attacking and needs to pick one card from her hand to play.
The Bot sends a direct message to Bob, instructing him that he is Defending and needs to pick one card from his hand to play as well as a stat to assess.
Alice and Bob both reply to The Bot's direct message and make their play.
Once The Bot receives both players' responses, it replies to the main thread, detailing what cards both players played, and whose card has the highest value in the stat the Defender Chose.
The Bot assigns a point to the winner.
Both chosen cards are removed from the players' hands and put in the graveyard.
Play Round 2.
Round 2
Bob is now Attacking.
Alice is now Defending.
Another round plays.
If either player has two points at the end of Round 2, skip to the Post-Game.
Otherwise, play Round 3.
Round 3
Alice is now Attacking.
Bob is now Defending.
The outcome of the game is decided automatically, assuming ideal play from Bob.
If Bob's last card has at least one stat that is higher than that of Alice's last card, Bob wins.
Otherwise, Alice wins.
Both players' cards are added to the graveyard.
Post-Game
The bot replies to the main thread, ending the duel and announcing a victor.
If the duel was competitive in nature, the contents of the graveyard are awarded to the victor
Otherwise, the contents of the graveyard are returned to their original owners.
Summary
This proposal is admittedly more complex than the original, however I believe it serves as an improvement:
Room For Improvement:
Round 3 of my proposal is entirely automatic, since both parties only have one card left to play and the only decision the Defender has to make is trivial: just pick the higher number.
On paper, it is massively weighted in the Defender's favour, however the Attacker does have opportunities to affect how it plays out by making strategic decisions in the rounds prior. This may affect the overall balance of the game to favour the Defender, but I can't tell without first playtesting.
A couple of solutions if Round 3 ends up biasing the game:
Very nice feedback I love it!
Some comments to keep the conversation going:
I'm guessing the easier option would be going random, but then you could also flood the card system until you get a card with good stats. This would also be a question, are normal users allowed to add cards?
I think this could be a toggled mechanic if someone wants to create a chaotic server, but initially just the admins should be fine.
I just don't want to lose my Ultra Rare Pleroma-tan Pregnant cardWith my initial post I tried to place a MVP so we can direct our attention to the things we can get going regardless of how the gameplay mechanics work since they could change in the future with playtesting.
So all of these are more or less starting points since they're the basis of the card game:
But your mechanics are really good point of start, they're not that complex and people could start playing from the start if we implement a time mechanic between rolls but give people some bonus untimed rolls in the beginning, or the first roll gets 10 cards.
What I would have proposed is already proposed by VD, nice.
My additional nit
In players "idle" time (meaning time outside of duels) let players build a deck. Since we don't have complex card mechanics, by "deck" here I mean simply a poll of cards the bot will draw from.
Why?
If a player has a fixed amount of cards in the inventory and then accidentally draws several super rare cards in the row, they are not going to have the motivation to keep rolling, because every other weak common card will reduce the chance for the super rare ones to appear in their hand in a duel.
B-but so players will just fill the entire deck with ultra rare chads and new players will never win!!!
I imagine we could steal the approach from other similar games and make a "deck weight" restriction. Either by accumulative power of stats, or simply by "3 commons, 2 uncommons, 2 rares" and so on, depending on what ranks of cards the game will have.
Other than that, the gameplay discussed above looks very good.
Do you have any idea how overcomplicated the flow is going to be
Yes, this is why we put this to a backlog and never ever implement it, marking it "known issue"