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Celebrating my first DefCon with custom Poker chip (PNG and Final Picture)

Celebrating my first DefCon with custom Poker chip (PNG and Final Picture) submitted by ar7is7 to Defcon [link] [comments]

After 2 years, I've finally launched Deadly Desserts! You guys have been an awesome help and I'd love to give back to this community. I tested with over 150 people before launching. Here is a post detailing my process prototyping, testing, and iterating the game.

After 2 years, I've finally launched Deadly Desserts! You guys have been an awesome help and I'd love to give back to this community. I tested with over 150 people before launching. Here is a post detailing my process prototyping, testing, and iterating the game.
Deadly Desserts game
Hey everyone, several days ago I posted asking whether people would find value in my detailed process developing and testing Deadly Desserts and it seems like there’s some appetite. I’ve found this community incredibly valuable and would like to give back by hopefully helping some of you.
I’ll be focusing on game design as that’s this subreddit’s focus. Just one point on publishing as it relates to design: if you plan on launching on the website that rhymes with TrickFarter (trying to get past auto-mod), your game design should ideally be expandable so that you can offer meaningful campaign exclusives.

Background
Around 2 years ago, some friends introduced me to Hearts, a classic card game. It seemed pretty basic during my first playthroughs. After playing more and adding my own rules, I loved how strategic this simple game was. Surprisingly, Hearts had been around 100+ years, yet very few people I knew had played it. I wanted to play Hearts with more people, but they kept losing interest. The problems I ran into were people being turned off by playing cards and the new player experience being unwelcoming. I wanted to fix these problems so that I could play this game more. Here are some of the biggest problems and how I solved them:
  • Turned off by playing cards - solved with food-themed cards and game
  • Memorizing card point values - solved by printing points on cards and having table on player aides
  • Adding points on paper and not knowing how many someone else has - solved with food-themed health tokens
  • Limited to 3-4 players - solved:
    • 2 players - created new mechanic of playing 2 cards each, 1 at a time
    • 5 players - used 60-card decks to normalize hand size and game pacing
    • 6-10 players - added a 2nd deck and cancellation rules
  • Additional cards to double effects, scoring changes, and other changes related more to strategy and game pacing

Feedback loop
When I first started, I approached game development as a linear process. I realize now that it’s a continuous loop. The three steps I continuously cycled through are:
  • Testing - playing with people and measuring success of changes
  • Synthesizing - analyzing testing feedback and deciding changes for next iteration
  • Iterating - implementing changes based on feedback

Testing
I tested with 150+ people before launching Deadly Desserts. Although the entire game development process is a continuous loop, I took a fairly linear approach as to who I tested with. I’d loosely recommend you use the following playtester order. I didn’t strictly follow this recipe because sometimes the opportunity presented itself to test with certain people.
Myself
I’d say 50% of implemented feedback came from self-testing. I genuinely had a blast with it, too. Here are the main reasons I recommend starting with self-testing:
  • Fastest feedback cycle and iterations
  • Catch low-hanging fruit changes before using valuable testing time
  • The game needs to be fun for me before it’s fun for anyone else
As an example, I tested a 5-player game myself. I used a typical 52-card deck, removed 2 cards, and dealt 10 cards to each player. I felt annoyed when a player started with no cards of a certain suit (e.g. no hearts in starting hand). I also didn’t like the pacing, as I was used to 13-card hands. I did math and found that 12 card hands (60-card deck) decreased the probability of no cards of a certain suit from 16% to 8%. This was a problem I didn’t have to spend valuable playtests to figure it out.
Another example, I wanted to figure out how to play with 6+ people and found this bgg thread. It adds a 2nd deck and a new rule in which copies cancel one another out. I tested it and was simmering with how fun the cancellation mechanic was. It created a new strategy where I could lead a hand with an undesirable card, hoping the other person with said card would play theirs and cancel both of ours out. I tested out different hand sizes myself, so I could focus playtests on more impactful gameplay attributes.
The best part of self-testing is you’ll always be available during a pandemic!

Board game developers
I started testing at board game dev meetups after fixing what I could through self-testing. I recommend testing with board game devs 2nd because:
  • Board game devs exposed to many mechanics and will have great feedback
  • Useful and fun learning opportunity from people who have launched board games
  • Learn how to give and receive valuable feedback before testing with others
My first tests didn’t yield much feedback and I couldn’t figure out why. When testing another dev’s game, I noticed he received much more feedback than I do. Whenever I or the testers (other game devs) gave feedback, the game dev simply wrote it down. I wondered why he didn’t respond to any of our comments and finally realized that feedback isn’t meant to yield rebuttals. During my own playtests, I kept on responding to feedback, trying to explain things. Other people saw this and likely were dissuaded from contributing. I learned that feedback is feedback - don’t refute or comment on it, just write it down and ask for clarification if necessary.
I remember during a particular playtest, me and other testers glazed a game dev with a wide variety of feedback. He felt overwhelmed and wasn’t sure how to proceed. A tester asked what he changed from the previous iteration. The game dev said that in his previous iteration, all players met their win conditions at similar time-frames, despite all of the decisions made to get there. Essentially, he didn’t want the game to be as luck-based. Providing valuable feedback was much easier when focusing on a particular goal. Here’s what I learned:
  • The best way to learn how to receive valuable feedback is to learn how to give valuable feedback
  • Define goals for playtests, primarily how well the new iteration’s changes produce the intended outcome
  • Testers won’t know what I’m testing for unless I tell them
I tried to test others’ games before asking them to test mine. I also noticed that people tried much harder to provide valuable feedback to me after I had to them. It’s in your best interest, and is more life-fulfilling, to help others before asking for help.
The meetup I used to go to is currently frozen, but hopefully there are virtual meetups out there. You can also try a gaming simulator. This subreddit is also a great place to find other board game devs!

Friends and family
Here’s why I recommend testing with friends and family 3rd:
  • Start testing game’s entertainment value with a broader audience (game devs are more hardcore)
  • Loved ones are much more collaborative than strangers
  • Fine tune game before testing with strangers
I conducted my first blind test with family, where I asked them to read the instructions themselves and play while I quietly observed. I noticed their feedback was more focused on making the game fun, whereas game devs' focused on competitiveness.
Once when visiting my parents, my mom wanted to play Deadly Desserts and I told her that I hadn’t figured out 2-player rules. Since she’s the best mom ever, she spent several hours with me experimenting with different ideas, until we came up with the 2-player variant that’s in the current game. Thanks mom!

Strangers
This was the most important test group because these are the people I would eventually want to buy my game. They didn’t know me and didn’t have sympathy from being a fellow game dev. They had no reason to care about my feelings and consequently gave critically honest feedback.
One of my biggest challenges throughout this project was finding playtesters. I didn’t want to pay and didn’t have a big following. Here were my main sources for testing with strangers:
  • Sat outside high-traffic areas (e.g. Peet’s Coffee) and offered free cupcakes or cookies to playtest
  • Board game cafes
  • Other board game devs’ game nights
Other game devs said they tested with dozens a day at board game conventions. I didn’t try it because I thought Deadly Desserts would be too light for a convention, but in hindsight it’s worth a try before writing off. Either way, your game is hopefully light enough to do what I did outside of coffee shops, or heavy enough to test at board game conventions. Both of which are sadly not too feasible during a pandemic.

Synthesizing
My general approach to synthesizing feedback was:
  1. Filter feedback for which problems need to be solved
  2. Solve problems
  3. Self-test before iterating game
I found it imperative define my game’s value proposition. One of my biggest challenges was figuring out how to sift through feedback. I pushed the game in many different directions by addressing every comment. Without a value proposition, I had no structure to decide which changes to implement and how to measure success of said changes.
Board games differ from other businesses in that they provide entertainment, rather than solve problems. Consequently, it’s not as obvious as to how to measure progress for a board game.
  • Let’s say we’re trying to solve the problem of water bottles not keeping water cold
  • Our value proposition, the reason why people would buy our bottle, is fluid staying cold
  • This can easily be measured by comparing water temperature in our bottle vs Bottle X after a certain time period
  • Let’s say a customer thinks the bottle isn’t stylish and we find a stylish material that reduces insulation by 25%
  • Since we have a clearly defined value proposition, it’s obvious that this feedback would diminish it’s intended value
One of the most common pieces of feedback I received was people wanting more complexity. I spent a lot of time going back and forth between complicating and simplifying the game. After enough noodling around, I remembered that I originally sought out to be able to play my version of Hearts with more people. After defining my value proposition, I stopped bouncing around and was able to push the game in a certain direction.

Iterating
Team
In the past, I had launched a product that I had paid a contractor to develop. I had many issues with deadlines and quality because the contractor wasn’t tied to the product how I was. It also wasn’t as fun because the relationship felt too professional. For Deadly Desserts, I wanted teammates instead of contractors. I recruited a designer and animator as equity partners. Working with teammates is boat loads more fun than working with a contractor.
Implementing
I spent a ton of time theorizing how much fun certain changes may or may not be. I made progress faster by iterating and testing quickly, rather than spending too much time planning.
Prototyping
I tried not to spend capital unless I needed to, both financially and temporally. My first prototype was index cards and poker chips. Once the card designs were more finalized, I used Print & Play to create more legit-looking prototypes. Get creative and spend only on what you need. In my case, card design was a huge value proposition, so I wanted to test it. Over time, I also improved at not asking my teammates to create something until I had it finalized in my head and self-tested.

End
Thanks for reading and hope this helps someone. At the end of the day, don’t forget that you’re creating something that brings fun to peoples’ lives. Have fun yourself and enjoy the process. Here’s Deadly Desserts if you’re interested in checking it out. Feel free to ask me anything. I’m also happy to test a few games for people.
tl;dr: define a value proposition, test, synthesize, iterate, nice
submitted by DeadlyDesserts to tabletopgamedesign [link] [comments]

JoJo's Bizarre OC Tournament #4 - Round 3 Match 4 - Cabernet Sauvignon and Inch Nine vs Byte and Fira B

The results are in for Match 2.
Jade had been building, and building, managing to shrug past the bullets sent their way and just eating the chips in their quite literal armor, able to easily replenish it with yet more mud. The mud had stopped Dread from chasing them, and she had gone off and burned the place to scare the people off. Whatever. It complemented what it was they had desired…
All it would take now was this finishing touch, this last gesture of nonaggression towards Sentient Oona, who they were certain simply wished not to be bothered, did not care for any of this commodification of its very existence.
It was crass. It was sickening. It drove Jade, who just wished to live their own life, mad to think about, and now, nobody would follow, soon as they were a short swim through the basin away. The shrine itself would be a sinking island of concrete silk soon. All that would be left then was to use the cover of the dirtying water to avoid the bullets of the fan club, the last guard unit perched within the shrine.
Yet bullets never came, and above them, Jade felt instead a terrible heat, noted the appearance of spiked rubber on their mud-caked back. Something with an exoskeleton like an insect’s stood above them, they careened their head to see who was above them. It was Dread, barely swerving her body past dragonflies which had caught on to her malicious intent and meant to fry her.
“You again… I said fall down… Off.” They spoke with guttural contempt. “How did… You even…”
“You ruined my new boots, Antlerhead, but I am afraid that as much as the ground by which we did our battle had been soiled… You miscalculated in, I think, a fateful way, to utilize that ghastly terminology.” Briefly, indicatively, she looked to her side, and Jade understood as their opponent continued. “You didn’t destroy the bridge first. All I needed to do was walk across, watch your movements… And hop on.”
“You... still talk… too much.” Jade grunted, then, and spat at her, putting on their strongest face.
Then they saw so many dragonflies, flying towards both of them as fell bladed arms raised and descended.
The winner is Dread, with a score of 73 to Jade’s 71!
Category Winner Point Totals Comments
Popularity Tie 15-15 The first two matches in a row, up to the final moments, saw decent turnout while resulting in a tie by deadline.
Quality Red Carpet Renaissance 24-21 Reasoning
JoJolity Black Hill Estate 24-25 Reasoning
Conduct Tie 10-10
After a few futile moments trying to commune with the alien, Dread stepped over that bridge once more, back onto land and stood over the lake where they had left Jade. After that final confrontation, the dragonflies had all dissipated, Sentient Oona either sated or exhausted after that final exchange of blows, and for a few days, slumbering.
Both of the fighters had been covered in blood, covered in gore, covered in wounds. The fire raged on even as the trapped god’s rage quelled, heat counteracted by the cool of the muddy, bloody lake, which Dread, feeling theatrical, turned herself away from.
“How quaint! A beast such as yourself thinking you had a chance beating a woman of my stature. Cute, really. Your malodorous challenge was something indeed, and I will admit that you… That you…”
Dread’s lip began to quiver. Her trip was RUINED!
She didn’t even get a single souvenir! Her train of thought lost, tears well in her eyes. Joywave fell, and she turned away from Jade, beginning to sob. She needed to go hug someone.
To this end, then, she ran and ran, tromping across the edge of the marsh towards the direction of the evacuating town she’d last seen her friend head, who surely would be not judgmental over such a platonic request as consolation. Mr. Jones was surely-
Ah. He’d already left, huh?
All he had left behind, then, was the Green Flying Man, clutching a massive gash in his flickering, transformed torso, hand feebly fumbling with a rotary phone in one of the few buildings not on fire yet.
“H… H-hello? Matilda? It’s… Nngh, it’s an emergency situation! The… The Estate is empty, and the closest member’s here with me in Sentient Oona and I’ll try and get back with them, but a guy cut his own leg off and died and everything’s on fire and Memory… He grabbed Memory Management, and said he knew how to kill her, that he would if she doesn’t-”
Click!
A fell claw hung the phone up, then severed the line, and Green collapsed, having been tripped and sent to the floor.
“Y-you! But if you’re here, th-that means-” Green whined. “No… No, no, no…”
“Do not irritate me with your whining!” The crying Dread, using Joywave, brought her hand down, then the other, then raised them, then brought each down again, and repeated this, and repeated this. “I! Am in! A very bad mood!”
The Green Flying Man was not long for the world anyway thanks to the distinctive sabre wound which had gouged him (a normal man would have been dead already), despite what he had said to assure whoever he was on the phone with, already fading from being, but he practically disintegrated seconds into Dread’s onslaught, and she hardly registered this until she stood, breathing heavily in the aftermath of her tantrum.
If… If what he said was true, then the reason Mr. Jones has left me here, messy and with no souvenirs to my name… Still sniffling pathetically, Dread quivered, trying to stiffen her posture. Then he, at least, had his success…
There’s only a few hours left, as of posting this match, to vote in its predecessor, a duel between a cactus-mancer and a clone-summoner in a clock tower.
Scenario:
Elephant Bones 2 - Afternoon
The empty former diner and tax shelter, adjacent to the legitimate restaurant to which it was a sequel, had constantly had people watching after it since the incident before, when ANVIL militia members had occupied it with the intention of using it to raid and capture the restaurant proper. For Fira B, the place made for a fine space to do paperwork and generally not be easily found when she wasn’t outright needed, also serving double duty in how it kept hooligans from their hooliganry.
“I raise you better dental. It’s a top-secret dental plan - people like us normally don’t get to know about it. But... you gotta risk 8% of the raise you earned so far.”
Byte, sitting at the table opposite her, pondered it over, not typically the type to end up in poker games, but having wanted a raise and found himself very easily swayed by Fira, basically, implying he was afraid to handle it this way, worried he would lose. Sure, Fira was probably blatantly cheating, but hey, so was he, and as it was, his pay was about to go up 10%.
Thanks to his Stand, he already had everything he needed to make a perfect game… All saved in spades, card-counted to hell for the perfect moment, and this forbidden dental plan for teeth beyond compare had been his ultimate goal this entire time.
“Alright, I’ll call.” The final hands were dealt and played to, then, tensely, before he declared, putting it all down on the table, “royal flush, all spades! Those secret teeth are as good as-”
Fira, grinning, displayed her own hand, then, having prepared her own forbidden technique for this exact eventuality, this moment. Not one, two, three, or four Aces in her hand, nor even something so hackneyed as an errant fifth Ace. She had gone beyond Poker, and displayed a devastating, never-before-seen six Aces technique, all in different suits. Everyone in real Poker knew that that was even better.
“No way… Dammit, that’s cheating! No way you seriously got-”
“So were you. Don’t forget this loss, Byte. Work hard, and maybe one day you’ll be able to get any teeth you want. Even mine, if you’re ruthless enough.”
He was about to raise an objection, then, when another figure walked through the faux-restaurant doors, carrying with them a face-obscuring massive gift basket full of assorted soaps and candies that look like soaps. More troublingly, as both parties present immediately narrowed their eyes at, though, was the uniform the figure was wearing.
They were clad in body armor, aqua and blue with white accents, the unmistakable colors of VALKYRIE and its members, complete with the sidearm all were known for carrying idly resting at their side.
“What do you want.” Fira asked sternly, about to stand up.
“Oh, the boss asked me to drop these off to sweeten the deal!”
“Deal?” Her voice lowered, and she stood tall, Byte almost wanting to grin at the sight of what was to come. “I don’t know anything about a ‘deal’.”
“Oh, right, uh, probably should’ve led with that!” Awkwardly, the recruit, young-looking, Byte surmised, put the gift basket down on the table. “See, uh, he wants you to swing by the address on the card later, says he’s sure you could help with-”
Effie Linder was sitting outside, fiddling frustratedly with the wi-fi as she tried to remember exactly what the new password was, only to see the man who’d walked in in a VALKYRIE uniform literally thrown out, crying out and hitting the pavement like a ragdoll. It made her smirk, despite herself and her contempt for the boss.
Fira brushed her hands off, seething and staring before letting the doors shut. Byte, meanwhile, looked over the gift basket, smelling one of the soaps, and one of the candies, within.
“Not bad, actually… Whoever picked this out has some taste. Always bugged me how soap doesn’t taste like it smells…”
“Eugh, I swear… VALKYRIE is acting chummy with us now... It’s one thing for their enemies to fight us because of some bad timing, but we are not people VALKYRIE sends gift baskets to!”
“Never even heard of Ugo McBaise sending gift baskets to anyone…” Byte quipped, curious.
“Exactly. It’s a passive-aggressive thing, clearly. They’re trying to tell us to play nice.” Fira cracked her knuckles, turning to him then. “You can admire soaps later. What’s the address on that card? Let’s go there and beat the hell out of Ugo. Send a message that we’re not friends, and his bones should be broken right now.”
“Hey, alright, I’m down,” Byte said, finding some amusement in the situation as he stood, slowly, opening up the card. “Besides… I know, different branches and all, but you know what happened to Zebra… All because he was backing Peres up in her fight against this company. Like, dammit, I was on that trip, too… Like half of us were, and people risked their lives and died trying to get that Ocean Soul caught alive in the first place, and then some guys from this company show up and then it’s all for nothing. Maybe I’ll feel better calling this a sort of revenge.”
The Black Hill Estate - Afternoon
Inch Nine paced around her room rubbing her temples. Ever since the fight she’d had with Byron Oxbow, everything in her life had gotten more complicated. She’d brought it up with Klein once, and the conflicted expression in his face had stuck with her. Pretty much any friends she had made with connections to the Industrial District reacted that way, to various extents. Inch was a cool headed person, but even though she struggled to show it, it affected her.
Thoughts rushed through her head on who was at fault for this… Cairo, Fira, Byron, that commander of his. Even with all of that a thought kept flowing through her head. Maybe herself, even. If she had only been able to talk Byron down, been more forthright about where she stood, it might have been avoided. She could have worked something out and her relationships would all be fine and so much hurt could have been avoided.
No. No, that was stupid, too.
It was that bastard, Ugo McBaise, and that horrible company he ran. He couldn’t help but keep pushing and pushing forward, turning a security company into a household bogeyman. Of course everyone would have been less on edge, never would have been at war in the first place, had it not been for that lot.
Yes, saying that, Inch felt at peace again, if only for a moment.
As that thought finished a small knock came at the door. Soon enough, she heard a voice she recognized well - that of her teammate, Cabernet Sauvignon, who came through the other side of the door. “Hey, we just got a letter and a gift basket from these VALKYRIE guys… Actually quite a nice fellow at the door, said it was specifically for us.”
“Hm.” Inch tilted her head. It had an… Assorted smell to it, and everything did look quite delicious. To test the mettle of this goodwill, she thought to grab something, take a bite…
She was glad that nobody could see the lower half of her face, the expression on it, at the random item within that she had taken, the soapy taste overwhelming her senses now. With a continued coolheadedness as Cab sat there surely unawares, she asked, “did he say what occasion this was for? I am to understand that this is not a company known for actions such as this, even if many of us have helped ODIN.”
“Said he had somewhere to be, then ran off before I could possibly entertain him,” Cab answered, “though I suspect perhaps that he was intimidated by my attempts to strike up a conversation about the exotic cheeses and scented candles which would best pair with the provided basket…” His face darkened a moment, then, as he added in a suspicious, perhaps self-importantly quiet tone, “and aside from that, probably whatever this is is suspicious as hell.”
“We are in agreement, then. No matter how polite they act towards us,” Inch said, her eyes narrowing at the deceptively tasty looking contents of the basket, towards the letter within, apparently from the head of the company urging them to come, “we can not abide by working with a man like that, or even being seen as his allies.”
“You know, I don’t know much about this Mcbaise guy, except by the reputation you all gave him, and this may be an old hobby of mine talking, but…” Cab gestured for the card, then, to glance, for himself, over the address. “If they’re going to roll out the red carpet for us, what do you say we head over there just to knock some heads?”
“I could not have thought of a better message myself. Perhaps you are not all culinary knowledge and trivia, Cabernet.”
Business District, Noon
As one would naturally do when receiving a “suspicious as hell” gift basket, Inch and Cab soon decided to investigate further, going to the address mentioned in the card the next day, driving Cab’s truck over there.
That was a mistake; the two of them must have spent almost an hour trying to find any available parking spot afterwards. The odds were stacked against them, but they eventually managed to find an overpriced spot fifteen minutes from their destination that they could stay in for a while, and went on their way.
Inch and Cab made their way through the hustle and bustle of the district, but after a couple minutes of walking, Inch spotted something out of the corner of her eye that gave her pause - a teal-haired woman walking angrily through the street, whom she’d fought for her life alongside not long ago. Fira.
Inch casually walked over, Cab following along behind her, and made her way to Fira, waving. “Hello there, Fira!” She said, actually sort of pleased to see her.
She didn’t expect to see a friendly-ish face here, so it was a welcome sight. Per usual Fira’s expression right now wasn’t one many people would call “friendly,” which is to say that she seemed even more pissed off than she usually did.
“Oh, Inch. You’re here. Hello.” Verbose as ever, Fira B.
“I am. What brings you here, Fira? You live and work quite far west of here, non?”
Before Fira said anything, Byte stepped in, taking over from there. “Those VALKYRIE assholes sent us some kind of gift package filled with soap and candy... wanted to win us over, I guess, make us do something for them, so we’re heading over to tell them to fuck off and beat that Ugo asshole up.”
“Oh! We received a similar package too... I had just thought of what candles I might buy while out here to combine with it all, offer the perfect ambiance for some aged Caciocavallo Podolico, but we agree - something’s suspicious about this…” Cab said, Inch nodding along.
Inch spoke up again then. “If all of us are heading towards the same place… I suppose it is best for us to all go together, non?”
“Guess so.” Fira, though not exactly overjoyed at the idea, seemed receptive enough to it, and neither Byte nor Cab objected either, so the four stand users went on their way. Each, though imagining different melodies, were totally all picturing the scene as being paired with some kickass background music or another.
Making their way towards the address, they noticed that there seemed to be less and less of the tall skyscrapers common to the district surrounding them, and more and more buildings directly associated with VALKYRIE - that made sense, given that this was their part of the district.
As they went along, Byte kept looking around, even more so than the rest of them, always looking and commenting on whatever came to mind for him - “hey, that building seems like a pain in the ass to work in,” “oh, that dude actually looks kind of strong, I bet he could take those other guys over there. Not me though, obviously,” and other inane comments. Soon enough, everyone else simply started tuning it out, paying them no real heed and going on along their way.
Eventually, they reached the address - a building, larger than most others in the area, marking the entrance to a VALKYRIE training ground. Getting near the building, Byte noticed something - a man in a VALKYRIE outfit, walking towards them. He seemed quite well built, enough so that Byte figured he might even have to use BRB to beat him were things to come to that. “Hey, that VALKYRIE guy over there seems like he wants something with us, no?”
No response. The man got closer.
Byte wondered to himself how he could get the attention of Fira or the other two without pissing them off. Eventually, he decided to give Cab a light slap on the shoulder to grab his attention - he didn’t seem particularly threatening, especially when compared to Fira or Inch.
Cab, who seemed to be lost in thought looking at the building, turned to Byte with a sour expression. “What do you want, and why would it necessitate hitting me?!”. He seemed angry, but Byte simply shrugged in response. “Well, you weren’t responding to what I said, and-”
“Uh… excuse me? You’re the ones we called over, right? Inch Nine, Cabernet Sauvignon, Fira B, and-”
“What do you want from us.” Before the man, who seemed to be surprisingly docile considering his build and appearance, could finish, Fira interrupted him, and he found himself angrily stared down by all four of the stand users. The man stammered for a bit, unsure of how to respond or what to say...
“Hey, hey, hey, hey, hey… let’s all calm down, yeah?” The intense staredown was interrupted when a voice came from afar, one that was familiar to Fira.
“Hey, wait a sec…” She cocked an eyebrow in disbelief, grunting and adding as she turned, “no way… Is it seriously-”
A man clad in a dark suit colored like VALKYRIE’s armor, adorned with cute shapes had emerged now, clad professionally head-to-toe, dress shoes to black sunglasses, and lord, that hair.
Such long hair, vertical and striped.
Rushen Smith stood before the lot of them, strutting around like he’d owned the place or something. She’d beaten him once, but hadn’t been expecting to cross paths with him again.
“What do you want.”
“No need to be so hostile, yeah? We’re not calling you here to start trouble or nothing, so-”
We’re?” Fira interrupted him. “You’re with VALKYRIE?” Well, if he was with VALKYRIE, at least Fira knew very well that she could still beat the shit out of him, given that she already had a good track record against him. Then, she’d move on to Ugo.
“So you’re like a… Miniboss, now.” Byte interjected, disappointed, yet ready to fight nonetheless.
“If I may finish.” Rushen sounded impatient
“To make a long story short… Ugo’s out. CEO fired him for everything he’s done. You’re not talkin’ to some crony to an NFL reject. You’re looking at the new head of VALKYRIE. For security and PR reasons, Allday has been been keepin’ quiet about it for now, preparing for just the right moment to tell the public, make sure I get revealed to the public with a good positive splash, but it is what it is. So… ready to talk now? Because I’m thinkin’ we can use your help, and we can definitely make it worth your while.”
Deeper within the premises - An Open-air training facility
Everyone had been disarmed by their confusion, and by Rushen’s goodwill, and by the thought that, just like that, one of the most threatening people in the city could just be fired like it was nothing, which made for Rushen a convenient situation. They were in line, following his lead, and as he did so, he brought them to a state-of-the-art training facility, one wherein dozens upon dozens of security officers in armor were walking around, shooting the shit, running, chatting by vending machines stocked with overpriced health food and sports drinks, and almost always giving Rushen a respectful nod and salute as he passed by, always meeting it with a cool, “at ease.”
“I still do not understand why we are here…” Inch, after some time being led around, spoke up. “I assume you sent those gift baskets to us, but even then, beyond wishing us here quickly, you did not say what you expect of us. Or even sign your name, beyond ‘the boss of VALKYRIE.’”
“Yes, like I said, my step into the private sector ain’t public knowledge yet… Trying to keep a lot under lock, ‘cuz I’ve inherited a backlog of things to take care of. Need-to-know basis… You know how it is.”
Fira nodded, saying bluntly, “so you’re planning something big. Want us to have a part. What? And why? Better not be wasting our time…”
“All Ugo ever taught people far as tactics went was a bullheaded, aggressive push forward… Rush, and rush, and rush, and just overwhelm opponents before they can think their way out.” Rushen explained. “It hasn’t been working, it got a lotta people on all sides or no sides hurt and killed who didn’t need to be, and while he used to have a man for handling stuff that took a brain, long story short… He’s no longer with us either. We’re trying to work on a way to save the people of this city from what’s up ahead, and no point in doing that if there’s no one to save, yeah? VALKYRIE needs to be better… We need to reorient, pick and choose better battles, get better at fighting them. No more bullcrap about raiding bars or stealing cows, yeah?”
“So you want us to… Help you retrain this security company?” Byte asked. “Why us?”
“The four of you felt right for it,” Rushen answered, looking each of them over in turn, “Byte, I know the part you played in that shipyard incident, and while I still ain’t pleased at what you were working for then, and it really messed Jesse up in a bad way, that’s all over now. The Ocean Soul business is done and in the past, and you’re real good at what you do.”
He was quiet, then.
“Fira,” he continued, “you’re another career criminal in this city, and you and I both know it, but we need someone who can think like that, someone with fight in her, for what I’m trying to get these guys ready for. Now ain’t the time to get picky… Long as you keep minding your business.”
“I try. Some people make it so hard.” Fira snorted, folding her arms.
“Inch, you used to be seen with Cairo a whole bunch, until right around when a certain incident happened… You know what I mean, don’t you?” She and Fira sneered, and Rushen raised a hand. “I’m not here to criticize, mind. I like your style, and that cool gator power thing you got going for you, hear you’ve got some real good learning techniques, and most important of all, I hear the two of you managed to survive bein’ in the dead center of Byron Oxbow at his angriest in thirty years.”
“You are… Praising me. It is appreciated, thank you.”
“And Cab,” Rushen continued, “you are the whitest man I have ever met, and I’ve got family in the same neck of New York as Douglas Jones. But hey, you’re a friend of Jesse’s, and these guys around here, they remember you at the battle on Capital Island, hurt and just popped outta this magic bottle, and still fighting with ‘em and helping people escape. You’re good people, and you got a particular edge to you I need too.”
“I saw I think a better side of VALKYRIE than most, by good circumstance,” Cab started, flattered by the mixed praise, ultimately happy to recognize it as stroking his ego, and a part of him warmed up for what was being praised turning out to be something besides the hobbies with which he’d filled the void. “Though I was just as willing to knock these guys’ heads in as everyone else here, you know… I certainly don’t mind this turnaround, though. And I think I’m starting to guess who it is you want to fight here, why you want a group like this in on it… Might you be planning to stake out the-”
“Not a word. Can’t let this get leaked.”
“Of course, of course,” Cab answered, quite confident in his mental answer nonetheless. “You mentioned this being worth our while… Can I ask what you mean by that?”
“The CEO’s gonna be watching this training sesh too, if you didn’t already guess… We’ll make sure all four of you are rewarded handsomely for this, of course, but if you really go above-and-beyond, she’s said she’ll throw even more bonus on top of all the dough. I recommend you shoot for that.”
“So we need to help train your guys better than these two, huh?” Fira answered, jerking her thumb at Inch and Cab.
“I mean, it probably is better for you to work with the person ya know primarily, but it’s not really a comp-”
“We are gonna blow whatever you guys are doing out of the water,” Byte interrupted, looking towards the Estate residents with a fiery look in his own eye. “We’ll show you the kind of training you can normally only see for a total premium at Dukes!”
“Yes, let’s one-up each other,” Cab agreed with an amused smirk, well aware that this competitive streak was unnecessary, but beginning to feel a certain fire in him, “what do you say, Inch? You up for the task of whipping these guys into crimebusting shape?”
“I suppose I am.” Inch herself was beginning to feel the air of competition, feel her blood pumping, “no hard feelings to either of you, if you are not selected for this… But we are simply going to do a phenomenal job.”
Rushen sighed, shaking his head. “Least you ain’t trying to kill each other… Alright! I’ll roll with it.” He clapped his hands, perking up quite a bit. “Both of y’all are in charge of sixteen recruits who need retraining fast, and we’re gonna compare what you did at the end. Just don’t kill ‘em or nothing, or do nothing stupid, and for four hours, soon as you got a plan together, what you say goes. Got it? Good.”
Man, now I’m feelin’ the competitive spirit a bit… Really is contagious, huh? Probably gonna make ‘em do a better job… Ah, hell, now I’m feelin’ a certain urge. I’m gonna say it. I’m gonna!
“Open the game.”
(credit to magistelles for the awesome art!)
Location: A VALKYRIE training facility in the middle of the business district.
The area consists of track fields, indoor gymnasiums, shooting ranges, training equipment storage, training towers and practical training buildings as well as other training sites. There is also general equipment storage and a small infirmary on site.
Essentially any sort of equipment or facilities you’d expect to find in a military style boot camp can be found here. Things like body armor and helmets, large tires, guns (both handguns and rifles), training dummies, etc. If you aren’t sure if something can be found here, just ask the judges.
There is also a large amount of spare wood used for building obstacle courses.
Goal: Train your group of recruits better than your opponents in a 4 hour training session!
Additional Information:
You can assume there is minimal downtime from getting area to area within the full facility.
Each team has a group of 16 VALKYRIE recruits to be trained. Each of them has 333 physicals and a 2 in gun handling and a 2 in hand to hand combat. While your session is a full 4 hours, you may still need to consider the stamina of the recruits and schedule breaks for them accordingly. They are in full uniform, with helmets, combat boots, and body armor as well as a pistol and baton each. They also have equipment that lets them see stands. They each have spare uniforms and can be refitted with training equipment from the equipment storage as needed. They also have assault rifles and walkie talkies in the equipment storage.
For the purposes of training they will generally agree to whatever you put them through short of anything that has significant risk of resulting in actual harm.
Teams are allowed to use/take anything from the facilities for the purposes of training.
In terms of Voting and Quality we are looking for a few different things:
  • Having effective training: This can mostly be boiled down to how well their training either strengthenings their bodies or helps them learn muscle memories or techniques that improve fighting.
  • Using your time effectively: Similar to having effective training, minimizing wasted time that could have been otherwise useful is also important.
  • Having your recruits last for as much of the training as possible: Having guys needing to be sent to the infirmary for injuries or overworking them before the 4 hours is up will affect your score negatively. While accidents can happen through say sparring or other mishaps, you should try to minimize any lasting damages to the recruits.
  • Having varied and well rounded training: Having them build skills in multiple areas, full body exercise over focusing on one or two muscle groups, and preparing them for a variety of scenarios.
  • Discipline: While your recruits will be following your orders for training, being able to command their attention and respect can go a long way on making an impression and bolster training effectiveness. On the flip side, doing things that make the recruits not take you or training seriously can defeat the purpose of training.
In terms of training, you can also consider anything security personnel should be trained in, not just strictly combat. That can include rescuing, defending people, perceptiveness, team coordination, etc.
Team Combatant JoJolity
The Graveyard Shift Fira B. “This pain-in-the-ass pillar is a reflection on that woman's personality...” You know, if you are going to be training these people, might as well make this fun for yourself. Personalize your training regiment as much as you can to make it unique with your abilities!
The Graveyard Shift Byte “Climb to the top of the pillar with just your hands. That's the only exit. If you can't climb out, you'll stay there until you die.” Anybody could just sit back and train people, that’s why you can’t bring yourself to do that. Be active and hands-on in your training!
Black Hill Estate Inch Nine “Climbing with something other than the ripple is not appreciated by the pillar... This "Hell Climb Pillar" only likes the ripple and knocks down everything else... Don't forget that.” No point in relaxing while they do all the training, might as well brush up on your own skills. Be active and hands-on in your training!
Black Hill Estate Cabernet “Cab” Sauvignon “It's the fault of the person who built that trap... whoever built this was really fucked up! Making me fall for that” While you could have them do just normal training, that is defeating both the point of the exercise and would be a complete waste of everybody’s time. Personalize your training regiment as much as you can to make it unique with your abilities!
Link to the Official Player Spreadsheet
Link to Match Schedule
As always, if you would like to interact with the tournament community and be among the first to get updates for the tournament, please feel free to PM a member of our Judge staff for an invite to our Official Discord Server!
submitted by boredCommentator to StardustCrusaders [link] [comments]

just a couple of changers, up to no good

IPAWN was operating as usual, they'd made a sale on a hunting rifle, a paintball gun, and had traded in a nice gold pocketwatch for a good price, coming out ahead in the deal.
Thoughts of profits exited the managers mind as he looked up from his phone to witness a pair of capes? golem? whatever the fuck they were, the one in front is made of rebar? metal pipes? is that aluminim siding?
Whatever they were, he'd instinctively pressed the silent alarm under the counter, he'd only needed it one or twice for disgruntled customers, and a methhead that one time.
Patchwork rubbed his hands together at the bounty of junk before him, eliciting a scraping of metal on metal, Pawnshops were one of his favorites, right below Antique malls, and above storage yards.
His form of choice for the day consists mainly of metal piping, he'd copied from the homedepot, lengths of chain and barbed wire trim, His torso made of a chunk of concrete with aluminum siding like a chest and back plate.
His head a roundish bit of concrete crammed inside a chrome-colored Motorcycle helmet, some red poker chips for 'eyes'.
submitted by Magos_Nashoid to wormrp [link] [comments]

Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.

Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.
THE COMEBACK FACTOR: AN INTRODUCTION
There’s no question that one of the most exciting and exhilarating things that can occur in any game is pulling off an absolutely epic comeback. This is true no matter the game or the sport. Just the simple fact of knowing that a comeback is possible is enough to keep both players and spectators captivated and engaged throughout the entire duration of a game no matter what the deficit might be.
Comebacks are responsible for some of the most powerful emotions that someone can experience in a game, whether you're on the winning end or the losing end. And that's what people remember the most about games – not necessarily what happened, but how it made them feel.
Making sure that the comeback element is present is going to be IMPERATIVE for Frost Giant to not only implement, but absolutely NAIL if they plan on creating a game that stands the ultimate test of time.
What I aim to do is to explain the importance of the Comeback Factor, show the Comeback Factor’s relation to RTS and its history, and then propose game elements in terms of economy and unit balance that can ensure that comebacks play a pivotal role in Frost Giant’s mission to create the next great RTS!

SPORTS & THE COMEBACK FACTOR
To emphasize just how important the comeback element is, let’s just take a look at the top 25 sports in the world and their estimated global following:
  1. Soccer / Association Football (4 billion estimated followers)
  2. Cricket (2.5 billion)
  3. Basketball (2.2 billion)
  4. Ice Hockey, Field Hockey (2 billion)
  5. Tennis (1 billion)
  6. Volleyball (900 million)
  7. Table tennis (875 million)
  8. Baseball (500 million)
  9. American Football, Rugby (475 million) -----------------------
  10. Golf (450 million)
  11. Motorsports
  12. Boxing
  13. MMA
  14. Athletics
  15. Cycling
  16. Badminton
  17. Swimming
  18. Snooker / Billiards
  19. Gymnastics
  20. Shooting
  21. Handball
  22. Wrestling
  23. Skiing
  24. Horse Racing
  25. Bowling
Take a look at the top 9 sports on this list. You know what element they share? The Comeback Factor!
If you are a fan of any of the top 9 sports on this list, I am positive that you have multiple memories burned into your brain of absolutely incredible (or heartbreaking) comeback games, and you’re probably replaying some of those memories in your head right now as you read this. Comebacks create memories that stick with us forever, both for better and for worse (if you’re on the losing end), and these memories are what keep us wanting more and keep us coming back.
But it’s not even the comebacks themselves that create this phenomenon. It’s the fact that we know in the back of our minds that even if the team we’re cheering on gets soul-crushingly behind in a game or even gets ridiculously far ahead, a game is never over until it’s over. That’s because in all of the games at the top of this list, at any given moment the players have the power and the ability to completely turn things around, take control of the game, and have a direct impact on your opponent’s failure or success. In these games, even if your opponent gets a decisive lead – and even if he keeps up the exact same level of performance – you still have the opportunity to either step up your game and go above and beyond your opponent's level, you can drastically change up your approach to totally disrupt your opponent’s gameplay, or you can also take a series of high risks that might result in a complete change of momentum in the game.
This isn’t the case for nearly all the sports at the bottom.
In golf, if you get significantly behind halfway through a match and your opponent is scoring birdies on every hole, what are you going to do? Rack up consecutive hole-in-ones? Not gonna happen.
In bowling, if you get significantly behind in the first few frames and your opponent keeps bowling strikes, what are you gonna do? Bowl even bigger strikes? Keep dreaming.
In racing sports, if your opponent is a lap ahead and they’ve been consistently maintaining the same speed throughout the race, what are you going to do? Hope you roll a blue shell on your next power up? Ha!
The only way that a possible comeback can occur in nearly all of the sports at the bottom of this list is if your opponent just happens to make a disastrous blunder (like missing a pivotal shot in billiards) or suffers an unforeseeable misfortune (like pulling a muscle in swimming or clipping another bike in cycling).
Having to be 100% dependent on your opponent making mistakes or suffering a misfortune in order to win is simply NOT FUN. There’s nothing exciting or exhilarating about it at all!
The interesting thing about RTS games is that they share elements with sports on both the top and the bottom of this list. RTS games have both the direct offensive and defensive aspects of the top 9 sports (attacking your opponent, defending your base) and they also share the same indirect, passive aspects of most of the sports at the bottom of the list (building your army, growing your economy, developing your tech). The challenge to ensuring that comebacks are possible will be finding a happy balance between the two.
But before we get more into RTS, let’s briefly take a look at two other games that have stood the test of time due to their Comeback Factor: Chess and No-Limit Tournament Poker.

CHESS & POKER
RTS games often get compared to Chess and No-Limit Tournament Poker due to their emphasis on preparation, coming up with a game plan, executing different strategies, reading your opponent, adjusting to your opponent, and taking risks. But there are also many elements in Chess and No-Limit Tournament Poker that allow ample opportunity to pull off a comeback, and because of these comeback elements, Chess and No-Limit Tournament Poker are games that will more than likely live on forever.
In Chess, if you’re behind in material, it is very possible to still win if you can coordinate your pieces, give yourself a positional advantage, and execute different tactics to either checkmate your opponent, trap your opponent’s majominor pieces, or promote your pawns. Even if these options aren’t readily available, it’s still possible to cleverly weasel your way out of defeat and force a stalemate. Yes, at the very highest of levels of Super Grandmaster (top 30 players in the world) these comeback possibilities are extremely rare and very blundemiscalculation-dependent since Super GMs nearly always play perfect chess (which is a big reason I feel that chess will never gain mainstream spectator popularity despite having been such a popular game for centuries). But for players of all different levels ranging from just the casual player to even players at the Grandmaster level, the opportunity for a comeback is almost always present and happens in games all the time. In chess, you can also even intentionally give your opponent a material advantage in exchange for a positional or tactical advantage, and these tend to make for the most interesting games in chess! These kind of sacrifices happen regularly at all different levels of chess, including the Super GM level.
In No-Limit Tournament Poker, there is a common term that every poker player knows: “Chip and a chair.” For those who aren’t familiar with NLTP, “chip and a chair” basically means that as long as you have a single chip and a seat at the table, there is still a chance that you can actually comeback and win an entire tournament. This element alone is exactly why so many players are attracted to NLTP, because just like in the top sports mentioned above, a game is never over until it’s actually over. But even before you’re down to your last chip, if your chip stack is dwindling and you’re starting to lose hope, you can decide to risk your entire stack and go all-in and take a shot at a doubling up and giving yourself new life. Not only is this kind of risk taking a possibility, but it’s also REQUIRED if you actually wish to have any kind of long-term success. And on the other end of the spectrum, even if you are the dominant chip leader and have triple the amount of chips as the next biggest chip stack in the tournament, you can go from Hero to Zero and get knocked out of the tournament in just a matter of a few hands if you get unlucky or take a number of unnecessary risks. This dramatic level of constant uncertainty is undoubtedly the element that keeps people playing and also why people will always enjoy watching streams and broadcasts of No-Limit Tournament Poker.
But it’s also very important to keep in mind the difference between No-Limit and Limit Tournament Poker. While both games definitely require a lot of skill and understanding of the game, Limit Tournament Poker almost completely lacks the Comeback Factor. If you are ever down to your last chip in LTP, there is literally close to a 0.00% chance for any sort of eventual comeback. And on the other end of the spectrum, if you’re way ahead of the rest of the field in LTP it’s basically guaranteed that you are going to be there for a long, long time and will have an almost definite chance of placing high in the tournament – of course, that is unless you recklessly make a long series of blunders or get really unlucky back-to-back-to-back-to-back-to-back. There’s nothing exciting about any of that. This is why Limit Tournament Poker isn’t popular at all whatsoever. There actually was a brief period of time when LTP was relatively popular during the Poker Boom of 2003, but after the player population really got a good grasp of the game, that popularity fizzled out pretty quickly, because the game is redundant and simply isn’t exciting or interesting.
We want to create No-Limit Poker, not Limit.
(Note: I am not saying that all of these sports/games are perfect by any means and I believe that there are actually some game balance issues in nearly all of them, but that’s a subject for another time.)
So how can we use all this information and implement the Comeback Factor into the next great RTS?
Before we get into what we can do, it’s very important for us to first take a good look at the economic systems of three of the most successful RTS games of all-time: Brood War, StarCraft II, and yes… WarCraft III.

THE OVERLOOKED INNOVATION OF WARCRAFT III
Now, I have to give credit where credit is due. WarCraft III put forth an honest effort to TRY to get this comeback element right, and while I don't believe that they were successful in really accomplishing it, I do think that it would be a mistake to overlook the innovation that WarCraft III actually did manage to bring to the table.
While developing WarCraft III, Blizzard was well aware that a big reason for Brood War’s success was because even if your opponent got a significant lead, players could still stay in the game and perhaps eventually pull off some sort of a comeback. While the comeback element was definitely present in Brood War, it still wasn’t nearly at the degree of any of the sports/games discussed earlier. Blizzard aimed to change that in WarCraft III by implementing upkeep with the goal of encouraging engagement and aggression while also allowing players who get behind to have a higher flow of income than their opponent so that they can build themselves up and get back into the game more quickly.
For those who are uninitiated on upkeep or just need a reminder, upkeep is basically a tax bracket based on active food supply that essentially punishes you for building an army beyond certain points of supply. The three different levels of upkeep are:
- No Upkeep (0-50 Food: 100% income)
- Low Upkeep (51-80 Food: 70% income)
- High Upkeep (81-100 Food: 40% income)
Unfortunately, the implementation of upkeep made the game very unenjoyable for a large percentage of the RTS player base and you can still find WarCraft III players – both loyal fans and players trying to give War3 another shot – complaining about upkeep to this very day! The different levels of upkeep are so punishing that it discourages players from even building up an army much larger than their opponent’s, as their economies would suffer dramatically and it would give their opponent a significant and completely game-changing economic advantage. As a result, at the top levels of play, you basically never see players go above 80 supply and they are even hesitant to even go above 50 supply until they feel the time is right.
So how on Earth are you supposed to have a comeback when the game is systematically designed to prevent players from even getting ahead?
https://preview.redd.it/xdatdlb7x9x51.png?width=292&format=png&auto=webp&s=4d60b32bc0e7bda9560319a1ecbbe414ee35356f
With all that said, it would be extremely shortsighted for us to only look at the flaws of upkeep without acknowledging what it actually did accomplish. The number one thing that the idea of upkeep got right is that it was successful in encouraging aggression. When a player approaches the maximum threshold in an upkeep bracket (50/80 supply), it’s almost immediately necessary for them to attack their opponent in order to either gain an advantage or keep any advantage that they already have – which ultimately also puts that advantage at risk – and there’s really only a small window of time to be able to do that, because if you don’t, your opponent can quickly and easily equalize. When a player is forced to put his advantage at risk, in theory it should create a perfect opportunity for a possible comeback. However, since the possibility of gaining a significant advantage at all is basically non-existent in the first place due to upkeep, the theory doesn’t really perform well in actual practice in terms of an RTS game. This causes the game to place a much higher emphasis on gaining an advantage through hero development rather than unit, economy, and tech development which are basically the three main elements of all RTS games. And in WarCraft III, once a player’s heroes become significantly more powerful than their opponent’s, the possibility of a comeback is nearly completely lost as there is no opportunity to set back any progress that a hero has already made in leveling.
Now what Blizzard seemed to have possibly overlooked when developing WarCraft III was that Brood War already had a form of upkeep innately implemented into the game that they may not have even realized they already had!

UPKEEP, BROOD WAR, AND WORKER VALUES
Brood War has an economic system that is extremely unique and very different from any game that has ever been made and this system is a huge reason why comebacks are more possible in BW than other RTS games. To further explain this point, it’s important to first compare its economic system to WarCraft III and StarCraft II.
In WarCraft III, each worker holds the same amount of value and this value remains the same throughout the entire course of the game unless it’s affected by upkeep, in which case every worker’s value is affected all at once. In terms of income, each base only allows a maximum of 5 workers to mine gold at a time. If workers that are mining are killed, all the races have a pretty easy time immediately replacing them with very little impact on the economy. Of course, it’s slightly more difficult for Undead, but you can still replace Acolytes relatively quickly without much of an economic effect since you only need 5 for 100% mining efficiency.
In StarCraft II, the first two workers per mineral patch all hold exactly the same value. The amount of minerals that 16 workers can mine per minute is roughly double the amount of minerals that 8 workers can mine per minute on a base that has 8 mineral patches (ever so slightly less than double actually, but not significantly enough where “double” isn’t fair to say in terms of game balance). After 16 and up to 24 workers, each additional worker adds value approximately 40-45% of the income value as each of the first 16. After 24 workers (or 3 workers per mineral patch) there is practically no value at all in having any additional workers. This is why expanding in StarCraft II is so incredibly beneficial and has such a high reward. As a result, expanding is always done as early as possible in nearly every single top-level game, because the value that you get from your first 16 workers at every base is just so ridiculously high.
In Brood War, mining works very similarly to StarCraft II except for one MAJOR difference. The rate of minerals mined per minute IS NOT doubled when you have 16 workers mining as opposed to 8 on eight mineral patches. In fact, all the workers between worker 9 and worker 16 only have about 55-60% of the income value as the first 8 workers, then workers 17-24 only have roughly 35-40% of the income value as the first 8 workers. Like StarCraft II, additional workers after the 24th worker have practically no value. These elements of mining are a big reason why Zerg players in BW can equalize their rate of income with other races despite having a lower worker count because their workers tend to be distributed among more mineral patches at more bases.
So what does all this mean in relation to all 3 games?
In WarCraft III, it means that it’s basically impossible to have a major long-term impact on your opponent’s economy unless you take out an entire base.
In StarCraft II, it means that killing just a handful of workers can be a total economic disaster for a player. For example, if you and your opponent both have 16 workers mining and you kill half of your opponent’s workers, you now effectively have an income rate TWICE that of your opponent.
In Brood War, it means that the effect of killing your opponent’s workers isn’t nearly as punishing, because if you kill half of their 16 workers in Brood War, you have only given yourself a 55-60% economic income advantage, which gives your opponent much more of an opportunity to get back into the game!
“But what if I lose ALL of my workers in BW and SC2?”
This is just ridiculously more punishing in SC2 than in BW because now you have to make 16 workers to equalize your opponent’s economic advantage instead of just having to make 8 to at least somewhat get back into the game.
These reasons are also why Drone kills in Brood War are often considered way more valuable than Probe or SCV kills, however this is compensated by Zerg’s ability to be able to produce many workers at once. If Zerg didn’t have this compensation, then killing Drones in BW would be just as punishing as killing Probes or SCVs in StarCraft II.
Because of the economic comeback elements that Brood War somewhat possesses, it's far more difficult for both players and spectators to ever really have a clear idea exactly who is going to win until the game is all but over, and I believe this plays a huge role in why an ASL quarter-finals match can still attract nearly a quarter-million live viewers 22 years after Brood War's release.
So how can we take what we know about the economy of these games and implement them into the Comeback Factor moving forward?

THE ART OF THE COMEBACK: THE ECONOMY
I’m not going to sit here and act like I’m some sort of creative genius and spitball ideas of whether or not the economy should involve mining minerals, collecting coins, soaking energy from the sun, or picking turnips. I mean, I can if you want, but that’s not what this proposal is about. This is about how to create a fair and effective economic system that finds a good and fair balance between allowing players who are behind to get back into the game while also not too harshly punishing players when they are ahead.
While there was a pretty effective form of economic income control through worker values in Brood War and a somewhat effective form of income control through upkeep in WarCraft III, I believe that both forms of control are still far too dramatic and too immediate (albeit much less immediate in BW since only one worker loses value at a time whereas all the workers lose their value at once in War3).
But there is one thing that both games taught us: Income control is necessary.
I would like to propose a simple idea that can be implemented in a variety of different ways whether it’s through gathering gold, mining minerals, or (ideally) picking turnips from a garden.
What if ONLY the first worker got 100% value from gathering resources at a single location? What if the 2nd worker got 95% value, the 3rd got 90% value, the 4th got 85%, so on and so forth...? Of course, these are arbitrary gradients that mean absolutely nothing right now and we don’t even necessarily have to use workers as our means of getting income, but the idea behind it is that if your early workers have more value and your later workers have proportionally less value but still SOME value, then you aren’t as severely behind when you just have a few workers and you also aren’t drastically punished when you have a lot of workers.
If this were implemented into any RTS it would effectively do three things:
  1. It would encourage engagement and aggression just like upkeep did in WarCraft III.
  2. It would encourage expansion and growth just like in StarCraft II.
  3. It would allow even more of an economic opportunity for a comeback than Brood War.
Q: How would it encourage aggression like in WarCraft III?
-- Because once you reach various levels of economic growth, your opponent will be able to equalize with you much more quickly unless you stop him from doing so.
Q: How would it encourage expansion and growth like in StarCraft II?
-- Because once you reach a certain level of income at one base, it becomes more beneficial to establish another base in order to gain higher value from your workers.
Q: How would it allow even more of an economic opportunity for a comeback than Brood War?
-- Because your earlier workers will have an even higher value compared to your later workers than in Brood War.
In order to give you an even better idea of how earlier workers will have a much higher value and allow for a better chance of a comeback, here are a couple of graphs so you can see it for yourself.
But so that we can compare the worker values in my proposed model to the worker values of StarCraft II and Brood War, I reduced the value of each additional worker in 4% increments rather than the 5% in my example earlier, since we will be using 24 workers to reach maximum saturation. Like I said, the actual numbers are pretty arbitrary anyway. It's the idea that I'm trying to get across. This will allow us to visually compare what it looks like going from 0% to 100% mining saturation in SC2 and BW and it shows what my model would look like in comparison.
https://preview.redd.it/yw8o6jxcx9x51.png?width=2392&format=png&auto=webp&s=81da3bd8b9a2c3d063d9bfe785a03a5f3837b5a9
This graph makes it clear why earlier workers in Brood War are far more valuable than in StarCraft II in the big scheme of things, which is why coming back after taking an economic hit is so much easier in Brood War. But as you can also see, my economic model for Frost Giant takes it a step even further, which would make it even more economically easier to recover should you take a big hit, or any degree of a hit for that matter. But at the same time, it's also not so way over-the-top that it makes it completely unfair to the player who holds the economic advantage either.
I've also included this bar graph if you wanted to take a side-by-side look at the difference of values the workers would have at each level.
https://preview.redd.it/4mpzaptex9x51.png?width=2636&format=png&auto=webp&s=36570527f2781788c5be42cd0bb552606ba4cf89
And here are the raw numbers if anyone wants to take a look and check my math for me...
https://preview.redd.it/s8ingv5hx9x51.jpg?width=435&format=pjpg&auto=webp&s=8781e32c8dd1d410b36e13ba09a6dfa6bd49f9b2
If you want to know exactly how I got these numbers, you can find the explanation HERE, because it's annoyingly tedious and it really messes up the overall flow and pacing of this proposal.
From an economic standpoint, I don’t see any downside to this if it is implemented to the primary source of income. Plus I’m just going to assume that there will be at least one additional type of secondary resource that players have to gather that could have a more stagnant and consistent gathering rate, so that can also be a way to kind of balance the flow of income between the resources.
(Edit: I wanted to avoid throwing out specific ideas, but quite a few people have commented and messaged me that this would be difficult to realistically implement. I don't see why workers wouldn't be able to extract resources from a single source that loses extraction efficiency the more workers you have on it. There are probably even far more creative/simple ways to accomplish this.)
But while implementing an economic system like this would be very effective, the Comeback Factor cannot be solely dependent on the economy. It will be very necessary to also implement other game elements to allow comebacks to be possible.

THE ART OF THE COMEBACK: UNIT & BUILDING QUALITIES
Now that we can finally push economics completely aside, there are many unit/building qualities that will be necessary in order to ensure that comebacks are possible. The main ones that come to mind are:
  1. Unit and building fragility
  2. Unit fortification advantage
  3. Units that dramatically hard-counter other units
  4. Efficient static defense
  5. Accessible and completely momentum-changing units
  6. Units that can quickly exploit different specific weaknesses
WarCraft III, StarCraft II, and Brood War all have some of these qualities to varying degrees, but it will be very important to put an emphasis on these particular unit/building qualities and make sure that they have a strong, discernible presence in order to ensure that comebacks are more of a possibility. And again, I’m not going to act like I’m some sort of creative genius, so I’m not going to try to tell some of the best professional game developers in the world how they should design their units. If you can find a way to implement turnips, cool. If not, too bad. But I do feel that these six qualities are all absolutely necessary for comebacks, nonetheless. They are mostly all self-explanatory, but I did want to elaborate a little on the importance of the first three.
1.) Unit and Base Fragility is probably the most important quality on this list. Having an opportunity to find weaknesses and deal damage to your opponent quickly can be extremely critical when trying to make a comeback, and this will only be possible if units and buildings have an exploitable level of fragility. If units and buildings are too difficult to kill, then it becomes impossible to do any kind of serious, game-changing damage to your opponent if you’re trying to equalize. It won’t matter that you snuck a covert task force into your opponent’s undefended expansion if it takes 5 minutes to kill a building. It won’t matter that you caught reinforcements on their way to join the main army if you can’t kill them before they get there. It won’t matter that you just built a direct counter to your opponent’s army if you can’t do any damage before he builds a counter to your counter. The lack of unit and building fragility in WarCraft III is also a big reason why it’s so difficult to ever rally together a comeback. In War3, if you have a bigger army than your opponent, it’s just incredibly easy to pull back weakened units to ensure they don’t die because of how long it takes to kill them. And because it takes so long to kill buildings in War3, it’s also very difficult to just run a few strategical units into a base, do some meaningful damage, and get out before your opponent’s army gets there, especially with Town Portals being a factor.
2.) Unit Fortification Advantage is a pretty big quality that I think took a hit with StarCraft II due to the implementation of unlimited unit selection and units being able to move in swarms, which led to the inevitable evolution of death balls. This made it extremely easy to get all of the units in your attacking army to all fight at once. In Brood War, it’s a lot riskier and more punishing to send your army into a fortified group of units since it’s way more difficult to keep your army close and have them all attack together. Another reason why unit fortification is stronger in Brood War is because the units and spells that work best in stationary, defensive positions (such as siege tanks, reavers, dark swarm/lurker, psionic storm) are far more powerful than those in SC2. I am by no means saying that one game’s mechanics and unit makeup are superior to the other, but it is important to acknowledge game elements that offer either more or less opportunity for a comeback.
3.) Units that Dramatically Hard-Counter Other Units will be an absolute MUST if we want to give players a good opportunity for a comeback. And I’m not talking about $1,000 worth of unit “A” will always beat $1,200 worth of unit “B” kind of counters. I’m talking about counters like $500 worth of unit “A” will embarrassingly DESTROY $2,000 worth of unit “B” kind of counters! It might not be necessary to be THAT dramatic, but you get the idea. These kind of dramatic hard-counters are definitely something that will help make it possible for a player who is behind to effectively defend or pre-empt an oncoming attack if they know what’s coming. (Edit: I'm NOT saying that every single unit should have a super hard-counter, just that dramatic hard-counters should play a clear role in the game.)
I really don’t think that I need to touch on the last three qualities at all, as the importance of those are very easy to see and understand. So in terms of units and buildings that haven’t even been invented yet, I think that’s all I got for that.

THE COMEBACK FACTOR: FINAL THOUGHTS
I really hope that I was able to help you understand the vital importance of having comeback elements in a game. And if I did, I really hope that some of the ideas that I proposed help you guys develop a game that makes comebacks possible and results in an RTS that lives on for generations.
I want to thank everyone who took the time to read this, as I always try put a lot of thought into analyzing any game that I really enjoy playing whether it’s a sport, board game, card game, or a video game. I am very passionate about balance and fairness, particularly in games of course, and I especially have a deep affection for RTS games, so even having you just read this really means a lot.
Thanks again for reading. Take care!
https://preview.redd.it/przhw77nx9x51.png?width=77&format=png&auto=webp&s=0acca35bcbaa0c9fe176ed179f629039f45f184c
submitted by Ted_E_Bear to FrostGiant [link] [comments]

Tales from 2+2: The Biggest Loser at Microstakes of All Time, A Story of Struggle

Link to Previous Tales From 2+2: Poker player steals $1m+ chips and tries to sell it on 2+2 poker forums
More Tales From 2+2: A Very Controversial $70k prop bet
Tales from 2+2: Homelessness, Grinding and the Biggest Shot of a Grinder’s Life: The Jared Huggins Story

The Blossoming of TV Poker

The Year is 2006. Online poker is thriving. Partypoker has the highest traffic of any poker site but Pokerstars are gaining new players quickly with aggressive marketing strategies. Lots of poker sites are investing heavily into marketing and one key place to channel their advertising budget is TV. New innovations, improved graphics and increasing funding meant that poker TV is at an all-time peak of popularity.
40% of the the 2006 WSOP Main Event’s attendance is from online sites and poker sites are offering large amounts of cash for players on TV to wear an advertising patch. According to Dan Goldman’s blog, Pokerstars spent over $730,000 on WSOP players’ gift bags. The WSOP is seeing more TV time and this year the $50k HORSE event is added to the TV schedule alongside the WSOP main event. This year’s $50k WSOP HORSE final table saw some huge names including Chip Reese, Phil Ivey, Patrik Antonius and Doyle Brunson.

The Path of a New Player

In Finland, Mikael Paisting is watching the 2006 WSOP on TV. He enjoys watching poker broadcasts and is fascinated by the game. It’s a very common story for players to catch an interest by watching poker TV and sign up with to one of the many poker sites available. He chooses to deposit on Partypoker. Mikael is a committed learner and player. He reads several poker books from well-known authors such as Dan Harrington and David Sklansky. He also watches many training videos. Like many players starting in online poker he begins at the microstakes cash tables.
Microstakes are a rite of passage for many online poker players. The limits range from 2nl to 10nl, so the standard buy in is $2-10. Some will play microstakes for weeks, months or even years improving their game and increasing their bankroll so they can move up to small stakes, 25nl and above. Some players see the microstakes as a job and play as many tables as they can to eke out a living wage. Some players have never played microstakes and skip it entirely for higher stakes. Mikael starts to play and doesn’t do well, this is normal for many beginners, even those who study. However, over the next few weeks Mikael continues to lose. Months go by and Mikael still hasn’t turned a profit. He discovers problems with tilt and often takes his frustration out in the chat box. An example of his rage:
Paisting:THAT IS NOT NORMAL OMG!! JUST UNBELIEVABLE
Mikael doesn’t play 10nl very often and spends the majority of him time playing 2nl and 5nl. He continues to multitable cash games on Partypoker but he just can’t win. He starts to lose big, thousands of dollars, mostly at 2nl which is known as the softest cash game on the internet.

Getting Noticed

Mikael continues to play long sessions over the next five years, he claims to play 5-7 days a week for 4-8 hours a day. By 2011 he had played 2 and a half million hands while playing 6 to 9 cash tables at one time. Mikael is still mostly playing 2nl and is down a colossal amount: $7000. Mikael has been suffering from major tilt problems and has a very wild and noticeable style of playing microstakes. He starts to get noticed on 2+2, a very popular poker forum. A player posts a link to his PTR graph, a site which tracks online cash games. They are shocked at his losses over so many hands:
yegor: wow such a massive fail
he played 2.5m hands at 2nl and 5nl and he's losing
Donkey111: I remember him from my 2NL days.
often goes on some massive tilt sessions and spews like 20 BI in 500 hands by shoving any 2 cards preflop.
He even gets hate from his PTR account where he is ridiculed on his profile comments, he also replies:
VELAir26: Spend your time with family, friends or other hobbies instead
Paisting: im fine with this you stupid idiot
Mikael continues to play his reckless and tilting style over the years. By 2014, he has been playing for 8 years and is down five figures at microstakes; he starts to look for excuses for how much he has lost. He posts a thread on 2+2 detailing how he feels that he wins at the start of the month and then inevitably starts to lose. He asks how he can take legal action against Partypoker. His fellow posters tease him:
5thStreethog: Did the thought ever cross your mind that it might be possible that the reason you cant beat NL2 in over a million hands might be because you arent very good at poker?

An Attempt at Redemption

2019 comes and Mikael Paisting has been playing microstakes for 13 years, and steadily losing a lot of money. He got a new computer in late 2018 and has been grinding away on it. Mikael is getting mentioned more on 2+2 and he is well known on the tables of Partypoker as he drops stack after stack. Many players on Partypoker furiously try to get on his tables to call his tilt shoves; when Mikael is present other player’s stacks can get as high as $100 at 2nl as he shoves buy in after buy in to button steals. Some were said to be using seating scripts to instantly be placed on a table with Paisting. At this point he is feeling very low. But despite years of losing money and insane tilting he is determined to improve. Mikael is aware of his losses and has a fierce desire to make back the money he has lost since he’s started tracking on his new PC.
He decides get help and he looks to 2+2, the very same forum that had mocked him over the last decade. He logs in as Paisting, his last name. He starts a new thread, types out a post and chooses a title: 'Biggest loser in online poker history wants to grind $16k'. He posts this thread in the sub-forum Poker Goals & Challenges, a place where players post their goals and try to update their thread with their progress. He posts graphs of his losses from his database on his PC. He starts the thread by posting some shocking graphs of $8700 lost at 2nl, $6000 lost at 5nl and $800 lost at 10nl. At 2nl he had an incredible rate of -170BB each 100 hands. The final graph of his microstakes losses posted show $15,000 lost over 365,000 hands. An average loss of $75 a day.
The 2+2 poker community are stunned by the graphs:
HorseofHell: I'm actually shocked it's possible to lose this much at 2nl
Mahsjdj: This can't be real can it?
Mikael posts about the hard work he’s put into poker and mentions that has watched videos, read many instructional books and is honest with his astounding losses:
Paisting: I've lost literally all my money including all my life savings to online poker. I want to try one last time to win those money back and little bit of extra. That's why $16k. What I need is support and guiding.
The community react to his plan to grind all the money back at microstakes:
Fodersneso: This is really disturbing.
Why on earth would you try to grind this all back? Losing at this rate is traumatizing. You're going to grind out 3000 BIs @nl5 now or what's the plan? Really curious how you think you can turn this pile of insanity around...
The community show disbelief and doubt that his story is real but several posters claim that what he says is true. He has been active in Finnish forums for more than 10 years and players starts to share hand histories and stories about his playstyle. He posts about his regret of picking the game up:
Paisting: Never had a winning week in 13 years.
If it were possible to go back ten years I would say to myself "Do not never play single one hand!"
He then goes on to tell 2+2 posters a disturbing source of his funds for his staggering 2nl losses:
Paisting: I've taken huge amount of fast loans.
He sheds a little light into his personal life:
Paisting: My age and relationships has nothing to do with this. But not working, no kids or wife and middle aged. What I have is time to play.
I get a little unemployment benefit that goes straight to the rent. My eating costs are very little because I'm only eating one meal per day. There are times when I must take more fast loans if need of clothes, unexpected bills, sickness etc. That's why getting back those $16k is so important to me.
No disability, never played anything else than poker or lottery when pots are bigger, maybe 5 times in year. Playing poker does not give me any excitement or I'm not cheering won pots.
Posters try to give him strategy advice, they try to persuade him time and time again that shoving 100+ blinds to a minsteal isn’t a good idea. Some others question his sanity and tell him to quit:
FazendeiroBH: Not trolling, I´m actually serious here. You lost an absurd amount of money playing the easiest stake in the world (nl2). You keep losing doing the same faulty strategy. No book ever said you should jam 100 bb preflop rfi. It´s quite obvious there is something wrong with you and your brain, and the more you delay seeking professional care for your mental problems, the worst it´s gonna be for you.
Paitsing updates his thread with highlight hands from his cash sessions. He seems to cherry pick hands to post and will only post hands where he loses all ins as a 70-95% favourite. He delusion leads him to blame the site, his luck and the other micro grinders. He often writes about specific players and gives his opinion on how badly they play. He often quotes their HUD stats and wide calling ranges while ignoring that they are probably adjusting heavily to his own playstyle. Some time passes and he discloses that he has lost almost $500 at 2nl since starting the thread three weeks ago.
He updates his followers with the first monthly graph of the thread from his 2nl play in April 2019. He plays for 90 hours in April and his average daily loss is $50, 25 buy ins each day. 2+2 players start to analyse the graph. They notice that there are several breakeven spots where he may be playing reasonable poker but also huge 150 buy in downswings, some drops in the graph are so steep that he is losing about a buy in every 5 hands for periods of hundreds of hands. He says:
Paitsing: Only trying to get my money back from guys who are playing nl2 forever and never moving up. When I started poker long time ago I tought it's exciting to read watch videos if it gives me more money. After 2 years figured out it's just sitting on computer like in work and if I'm someday +-0 never ever playing this stupid game. This is like war.
The thread goes on like this for almost a year. The thread repeats itself over and over. He will post a few selective bad beats, ignore good advice and berate his microstakes tablemates. A fellow microstakes grinder makes his first appearance in the thread: 6betpot. 6Betpot would play at Paisting's tables and often win many buy ins, 6Betpot would go on to post highly contrasting hand histories to the bad beats that Paisting posts, he would also reveal Paisting’s preflop 3 bet is around 30%. Some players would criticize 6Betpot for predatory behavior but 6Betpot would maintain that he would try to persuade Paisting to stop playing in a spewy manner. Someone asks to see the hands and 6Betpot posts some, here is one:
888 Poker - $0.02 NL (6 max) - Holdem - 6 players
BTN: 250.5 BB
SB (Paisting): 425.5 BB
BB: 101.5 BB
UTG: 100 BB
MP: 106.5 BB
CO: 84.5 BB
Pre Flop: (pot: 1.5 BB) BTN has AdQs
fold, fold, fold, BTN raises to 2 BB, Paisting raises to 425.5 BB and is all-in, fold, BTN calls 248.5 BB and is all-in
Flop: (502 BB, 2 players) Kh4s4c
Turn: (502 BB, 2 players) 3h
River: (502 BB, 2 players) Jc
BTN shows AdQs (One Pair, Fours)
Paisting shows 5s Js (Two Pair, Jacks and Fours)
Paisting wins 471 BB<
Later in the thread Paisting would reveal his line of thinking during hands like these; a poster asked why he though 3 betting hands like J5 was a good idea. Paisting replies:
Paisting: If you don't want them to run over you, you must do something. Blind play is very important and you can't let them run over you. When 80+ habit stealer gets shoves straight to his face he must learn at some point that I'm not giving blinds.
Many tried to reason with him and show him clearly why this was wrong, he not only refuted their strategy but would argue against them, often citing his opponent’s HUD stats.
Later on in the thread Mikael posts horrifying news. He explains that he didn’t transfer hands from his old computer to his new computer. The graphs he posted at the start of the thread only showed the tip of the iceberg. He reveals that $16k loss from the graphs was from just 7 months of play!:
Paisting: That 16k is in 209 days and in about 1 year as you can see from the first post. Big part of my losings has left to hard drive of my old crashed computer. That's past and I don't wanna think about it anymore. Main goal is this database I have here in my computer. But yes what I have been repeating many times, moving to 888 poker has sky rocketed my losses although I can play only 6 tables compared to party's 9 tables.
Posters speculate that his lifetime microstakes losses probably amount to six figures:
SpinMeRightRound: I mean if he's lost $20k in the last year, and he's been doing this for more than 10 years, he may have lost $200k or more.
In late 2019, Paisting claims that there was a ring of players were colluding against him. He goes on to say that the new site he plays on, 888, were asking for hand histories from certain players. He showed emails of his communications and posted that 8 players had had their account frozen. He also shows screenshots that his account is temporarily frozen during the investigation. Posters speculated:
CrunchyBlack: Pretty sure they think you're chip dumping lmao
.isolated: They think you're chip dumping to him. Funniest. Thing. Ever. The irony here is nearly palpable.

2020: The Struggle Continues

At the end of the year Paisting posts his 2019 graphs. He says that he hasn’t had a winning week yet and he’s still committed to making back 2019’s losses. His graphs show down 12k from 320k hands of 2nl in 2019.
In January 2020 he continues to post regularly and makes comments about him hunting down players worse than him:
Paisting: When you hunt really bad player (yes enzet there are plenty of worst player than me on 888 look those hand histories really carefully) hours and hours and wait good hand just to site let them to suck out it is affecting your game really badly.
He posts about his continuing struggle to win back the $16k:
Paisting: I have years dedicated for this project and anything back from that amount is winning to me. At this point it’s impossible to make any profit because of horrible suckouts.
He also posts about the high interest loans he’s taken out:
Paisting: I have huge amounts of loans that are basically all taken for poker. I don't eat much and all my other costs are very low.
And because of those loans I must get back so much money that is possible and these suck outs must stop.
February 2020 arrives and he posts his January chart, the worst posted yet. He takes a gigantic loss of $1,550 at an eye-watering rate of 210bb/100 hands. Often when he posts monthly graphs he would highlight that he ran a few buy ins below EV when he would be down hundreds of buy ins for the month.
The months pass and the cycle continues. Paisting posts the usual bad beats, posters berate him and try to give him advice and Paisting resists their efforts. Here is one of many similar hands posted in February:
888Poker, Hold'em No Limit - $0.01/$0.02 - 6 players
UTG: $1.46 (73 bb) Paisting (MP): $7.45 (373 bb) CO: $15.44 (772 bb) BU: $2.00 (100 bb) SB: $3.47 (174 bb) BB: $2.00 (100 bb)
Pre-Flop: ($0.03) 1 fold, Paisting(MP) raises to $7.45 (all-in), CO calls $7.45, 3 players fold
Flop: ($14.93) 6c7c4d (2 players, 1 all-in)
Turn: ($14.93) Ts (2 players, 1 all-in)
River: ($14.93) 8h (2 players, 1 all-in)
Total pot: $14.93 (Rake: $0.93)
Showdown: Paisting (MP) shows 7dTc (two pair, Tens and Sevens) (CO) shows JsJc (a pair of Jacks) Paisting (MP) wins $14
March comes and the regular monthly graph is posted. The uploaded graph shows is he down $1900 or 950 buy ins for last month. Mikael refutes that he is a gambling addict:
Paisting: 888 has given many 10 dollar bonuses to me play slots. I have never played them and in fact my account has 20 dollars freeplay bonus to play their slots. I will not use those money now or in future. So that's gambling addict to you.
April and May roll by and the monthly graphs are posted. He played fewer hands than normal, 43,000. But is down $1,250, all at 2nl.
In June he posts the usual monthly graph with -$1900 and it’s the lowest win rate he’s posted before, a colossal -335b/100hands, the graph has some alarmingly steep downswings with one section where he loses $500 in 1000 hands. That’s a loss of one buy in every 4 hands. Getting these monthly updates shows how quickly he loses money at 2nl and collaborates with earlier estimations that he is likely down more than $100k at microstakes over the past 14 years. Approximations indicate that Mikael has paid over $20k in rake to poker sites over the years.

The End, for Now

Mikael is still playing microstakes to this day. His poker story isn’t over yet but so far it is a sad one. My previous two Tales from 2+2 stories had mostly happy endings but not this one. This story is like a car falling down a cliff and it hasn’t hit the bottom yet.
Let this story be a lesson that poker isn’t for everyone. Players with addiction or mental issues should reconsider if the game is best for their lives. Serious poker players should consider bankroll management and how tilt affects their winrate if they do choose to play.
Seek help if you think you or others need it.
Original thread (Still active)
submitted by GiantHorse to poker [link] [comments]

[Online Poker] The Biggest Loser of All Time at the Lowest Online Stakes, a Story of Struggle

Link to my online poker HobbyDrama posts: Poker player steals $1m+ chips and tries to sell it on 2+2 poker forums
A Very Controversial $70k prop bet
Poker Forum Help Homeless Player Attempt The Shot of a Lifetime

The Blossoming of TV Poker

The Year is 2006. Online poker is thriving. Partypoker has the highest traffic of any poker site but Pokerstars are gaining new players quickly with aggressive marketing strategies. Lots of poker sites are investing heavily into marketing and one key place to channel their advertising budget is TV. New innovations, improved graphics and increasing funding meant that poker TV is at an all-time peak of popularity.
The World Series of Poker (WSOP) is the biggest event in the poker calendar, it features many poker tournaments culminating in the prestigious $10k Main Event tournament. The Main Event is a popular televised tournament. 40% of the the 2006 WSOP Main Event’s attendance is from online sites and poker sites are offering large amounts of cash for players on TV to wear an advertising patch. According to Dan Goldman’s blog, Pokerstars spent over $730,000 on WSOP players’ gift bags. The WSOP is seeing more TV time and this year an extra event is added to the TV schedule alongside the WSOP main event.

The Path of a New Player

In Finland, Mikael Paisting is watching the 2006 WSOP on TV. He enjoys watching poker broadcasts and is fascinated by the game. It’s a very common story for players to catch an interest by watching poker TV and sign up with to one of the many poker sites available. He chooses to deposit on Partypoker. Mikael is a committed learner and player. He reads several poker books from well-known authors. He also watches many training videos. Like many players starting in online poker he begins at the microstakes cash tables.
The standard buy in for microstakes online is $2-10, if a player plays microstakes for an hour they would probably win or lose a few dollars. 2nl means the big blind is 2 cents and standard buy in is $2, the standard buy in at 5nl is $5 and 10nl is $10.
Microstakes are a rite of passage for many online poker players. Some will play microstakes for weeks, months or even years improving their game and increasing their bankroll so they can move up to small stakes, 25nl and above. Some players see the microstakes as a job and play as many tables as they can to eke out a living wage. Some players have never played microstakes and skip it entirely for higher stakes. Mikael starts to play and doesn’t do well, this is normal for many beginners, even those who study. However, over the next few weeks Mikael continues to lose. Months go by and Mikael still hasn’t turned a profit. He discovers problems with tilt (when players get angry and it negatively affects their play) and often takes his frustration out in the chat box. An example of his rage:
Paisting:THAT IS NOT NORMAL OMG!! JUST UNBELIEVABLE
Mikael doesn’t play 10nl very often and spends the majority of him time playing 2nl and 5nl, buying in for $2-5 at a time. He continues to multitable cash games on Partypoker but he just can’t win. He starts to lose big, thousands of dollars, mostly at 2nl which is known as the softest cash game on the internet.

Getting Noticed

Mikael continues to play long sessions over the next five years, he claims to play 5-7 days a week for 4-8 hours a day. By 2011 he had played 2 and a half million hands while playing 6 to 9 cash tables at one time. Mikael is still mostly playing 2nl and is down a colossal amount: $7000. Remember that he is mostly playing 2nl, with a buy in of $2, even losing $1000 at 2nl is unheard of. Mikael has been suffering from major tilt problems and has a very wild and noticeable style of playing microstakes. He starts to get noticed on 2+2, a very popular poker forum. A player posts a link to his PTR graph, a site which tracks online cash games. They are shocked at his losses over so many hands:
yegor: wow such a massive fail
he played 2.5m hands at 2nl and 5nl and he's losing
Donkey111: I remember him from my 2NL days.
often goes on some massive tilt sessions and spews like 20 BI [buy ins] in 500 hands by shoving any 2 cards preflop.
He even gets hate from his PTR account where he is ridiculed on his profile comments, he also replies:
VELAir26: Spend your time with family, friends or other hobbies instead
Paisting: im fine with this you stupid idiot
Mikael continues to play his reckless and tilting style over the years. By 2014, he has been playing for 8 years and is down five figures at microstakes; he starts to look for excuses for how much he has lost. He posts a thread on 2+2 detailing how he feels that he wins at the start of the month and then inevitably starts to lose. He asks how he can take legal action against Partypoker. His fellow posters tease him:
5thStreethog: Did the thought ever cross your mind that it might be possible that the reason you cant beat NL2 in over a million hands might be because you arent very good at poker?

An Attempt at Redemption

2019 comes and Mikael Paisting has been playing microstakes for 13 years, and steadily losing a lot of money. He got a new computer in late 2018 and has been grinding away on it. Mikael is getting mentioned more on 2+2 and he is well known on the tables of Partypoker as he drops stack after stack. Many players on Partypoker furiously try to get on his tables to call his tilt shoves; when Mikael is present other player’s stacks can get as high as $100 at 2nl as he shoves buy in after buy in in bad spots. Some were said to be using seating scripts to instantly be placed on a table with Paisting. At this point he is feeling very low. But despite years of losing money and insane tilting he is determined to improve. Mikael is aware of his losses and has a fierce desire to make back the money he has lost since he’s started tracking on his new PC.
He decides get help and he looks to 2+2, the very same forum that had mocked him over the last decade. He logs in as Paisting, his last name. He starts a new thread, types out a post and chooses a title: 'Biggest loser in online poker history wants to grind $16k'. He posts this thread in the sub-forum Poker Goals & Challenges, a place where players post their goals and try to update their thread with their progress. He posts graphs of his losses from his database on his PC. He starts the thread by posting some shocking graphs of $8700 lost at 2nl, $6000 lost at 5nl and $800 lost at 10nl. At 2nl he had an incredible rate of losing an average of $75 a day. The final graph of his microstakes losses posted show $15,000 lost over 365,000 hands.
The 2+2 poker community are stunned by the graphs:
HorseofHell: I'm actually shocked it's possible to lose this much at 2nl
Mahsjdj: This can't be real can it?
Mikael posts about the hard work he’s put into poker and mentions that has watched videos, read many instructional books and is honest with his astounding losses:
Paisting: I've lost literally all my money including all my life savings to online poker. I want to try one last time to win those money back and little bit of extra. That's why $16k. What I need is support and guiding.
The community react to his plan to grind all the money back at microstakes:
Fodersneso: This is really disturbing.
Why on earth would you try to grind this all back? Losing at this rate is traumatizing. You're going to grind out 3000 BIs [buy ins] @nl5 now or what's the plan? Really curious how you think you can turn this pile of insanity around...
The community show disbelief and doubt that his story is real but several posters claim that what he says is true. He has been active in Finnish forums for more than 10 years and players starts to share hand histories and stories about his playstyle. He posts about his regret of picking the game up:
Paisting: Never had a winning week in 13 years.
If it were possible to go back ten years I would say to myself "Do not never play single one hand!"
He then goes on to tell 2+2 posters a disturbing source of his funds for his staggering 2nl losses:
Paisting: I've taken huge amount of fast loans.
He sheds a little light into his personal life:
Paisting: My age and relationships has nothing to do with this. But not working, no kids or wife and middle aged. What I have is time to play.
I get a little unemployment benefit that goes straight to the rent. My eating costs are very little because I'm only eating one meal per day. There are times when I must take more fast loans if need of clothes, unexpected bills, sickness etc. That's why getting back those $16k is so important to me.
No disability, never played anything else than poker or lottery when pots are bigger, maybe 5 times in year. Playing poker does not give me any excitement or I'm not cheering won pots.
Posters try to give him strategy advice, they try to persuade him time and time again that his strategy isn't working. Some others question his sanity and tell him to quit:
FazendeiroBH: Not trolling, I´m actually serious here. You lost an absurd amount of money playing the easiest stake in the world (nl2). You keep losing doing the same faulty strategy. It´s quite obvious there is something wrong with you and your brain, and the more you delay seeking professional care for your mental problems, the worst it´s gonna be for you.
Paitsing updates his thread with highlight hands from his cash sessions. He seems to cherry pick hands to post and will only post hands where he loses all ins as a 70-95% favourite. He delusion leads him to blame the site, his luck and the other micro grinders. He often writes about specific players and gives his opinion on how badly they play. Some time passes and he discloses that he has lost almost $500 at 2nl since starting the thread three weeks ago.
He updates his followers with the first monthly graph of the thread from his 2nl play in April 2019. He plays for 90 hours in April and his average daily loss is $50, 25 buyins each day. 2+2 players start to analyse the graph. They notice that there are several breakeven spots where he may be playing reasonable poker but also huge 150 buy in downswings, some drops in the graph are so steep that he is losing about a buy in every 5 hands for periods of hundreds of hands. He says:
Paitsing: Only trying to get my money back from guys who are playing nl2 forever and never moving up. When I started poker long time ago I tought it's exciting to read watch videos if it gives me more money. After 2 years figured out it's just sitting on computer like in work and if I'm someday +-0 never ever playing this stupid game. This is like war.
The thread goes on like this for almost a year. The thread repeats itself over and over. He will post a few selective bad beats, ignore good advice and berate his microstakes tablemates. A fellow microstakes grinder makes his first appearance in the thread: 6betpot. 6Betpot would play at Paisting's tables and often win many buy ins, 6Betpot would go on to post highly contrasting hand histories to the unlucky hands that Paisting posts which shows the hands Mikael was not posting. Some players would criticize 6Betpot for predatory behavior but 6Betpot would maintain that he would try to persuade Paisting to stop playing in a crazy manner.
Many tried to reason with Mikael and show him clearly why this was wrong, he not only refuted their strategy but would argue against them.
Later on in the thread Mikael posts horrifying news. He explains that he didn’t transfer hands from his old computer to his new computer. The graphs he posted at the start of the thread only showed the tip of the iceberg. He reveals that $16k loss from the graphs was from just 7 months of play!:
Paisting: That 16k is in 209 days and in about 1 year as you can see from the first post. Big part of my losings has left to hard drive of my old crashed computer. That's past and I don't wanna think about it anymore. Main goal is this database I have here in my computer. But yes what I have been repeating many times, moving to 888 poker has sky rocketed my losses although I can play only 6 tables compared to party's 9 tables.
Posters speculate that his lifetime microstakes losses probably amount to six figures:
SpinMeRightRound: I mean if he's lost $20k in the last year, and he's been doing this for more than 10 years, he may have lost $200k or more.

2020: The Struggle Continues

At the end of the year Paisting posts his 2019 graphs. He says that he hasn’t had a winning week yet and he’s still committed to making back 2019’s losses. His graphs show down 12k from 320k hands of 2nl in 2019.
In January 2020 he continues to post regularly and makes comments about him hunting down players worse than him:
Paisting: When you hunt really bad player (yes enzet there are plenty of worst player than me on 888 look those hand histories really carefully) hours and hours and wait good hand just to site let them to suck out it is affecting your game really badly.
He posts about his continuing struggle to win back the $16k:
Paisting: I have years dedicated for this project and anything back from that amount is winning to me. At this point it’s impossible to make any profit because of horrible suckouts.
He also posts about the high interest loans he’s taken out:
Paisting: I have huge amounts of loans that are basically all taken for poker. I don't eat much and all my other costs are very low.
And because of those loans I must get back so much money that is possible and these suck outs must stop.
February 2020 arrives and he posts his January chart, the worst posted yet. He takes a gigantic loss of $1,550 at an eye-watering rate.
The months pass and the cycle continues. Paisting posts the usual unlucky hands, posters berate him and try to give him advice and Paisting resists their efforts. Here is one of many similar hands posted in February, this hand shows him making an awful play and raising huge with a weak hand:
888Poker, Hold'em No Limit - $0.01/$0.02 - 6 players
UTG: $1.46 (73 bb) Paisting (MP): $7.45 (373 bb) CO: $15.44 (772 bb) BU: $2.00 (100 bb) SB: $3.47 (174 bb) BB: $2.00 (100 bb)
Pre-Flop: ($0.03) 1 fold, Paisting(MP) raises to $7.45 (all-in), CO calls $7.45, 3 players fold
Flop: ($14.93) 6c 7c 4d (2 players, 1 all-in)
Turn: ($14.93) Ts (2 players, 1 all-in)
River: ($14.93) 8h (2 players, 1 all-in)
Total pot: $14.93 (Rake: $0.93)
Showdown: Paisting (MP) shows 7d Tc (two pair, Tens and Sevens) (CO) shows Js Jc (a pair of Jacks) Paisting (MP) wins $14
March comes and the regular monthly graph is posted. The uploaded graph shows is he down $1900 or 950 buy ins for last month. Mikael refutes that he is a gambling addict:
Paisting: 888 has given many 10 dollar bonuses to me play slots. I have never played them and in fact my account has 20 dollars freeplay bonus to play their slots. I will not use those money now or in future. So that's gambling addict to you.
April and May roll by and the monthly graphs are posted. He played fewer hands than normal, 43,000. But is down $1,250, all at 2nl.
In June he posts the usual monthly graph with -$1900 and it’s the lowest win rate he’s posted before, the graph has some alarmingly steep downswings with one section where he loses $500 in 1000 hands. That’s a loss of one buy in every 4 hands. Getting these monthly updates shows how quickly he loses money at 2nl and collaborates with earlier estimations that he is likely down more than $100k at microstakes over the past 14 years.

The End, for Now

Mikael is still playing microstakes to this day. His poker story isn’t over yet but so far it is a sad one. My previous two Tales from 2+2 stories had mostly happy endings but not this one. This story is like a car falling down a cliff and it hasn’t hit the bottom yet.
Let this story be a lesson that poker isn’t for everyone. Players with addiction or mental issues should reconsider if the game is best for their lives. Serious poker players should consider bankroll management and how tilt affects their winrate if they do choose to play.
Seek help if you think you or others need it.
Original thread (Still active)
submitted by GiantHorse to HobbyDrama [link] [comments]

All-in-One Event Guide & Tips ( Beginners Edition)

Greetings Commanders!

In this thread, i shall be explaining and giving tips on what you should ideally do during event period & also during non-event-period. This guide should give you the general idea on what to do in regards to buildings related with the event as well.
Event cycle Order; Perfect Hire > Bounty > Arcade + Dawn Commission (happen at the same time)

B's Club

Basic Hire (Green token); Free 1x Pull every 8 hours. Green and Blue units ONLY
Senior Hire; Free 1x Pull every 48 hours.
Pull rate;
Unknown increase of % during Perfect Hire event
Perfect Hire; Free 1x token every 15x Senior Hire pull.
Pull rate;
Unknown increase of % during Perfect Hire event
Info;
  1. You cannot hire Orange heroes in any of the Pulls.
  2. You cannot hire the hero Arngreene (Hell Baron) because he is only available for (VIP 9 and above users).
  3. You can get Senior & Perfect Hire coins from Store, Hyperspace, Events & Map trades.
  4. Beginners will only get "Guranteed Purple" (PITY PULL) for the first 20 SH Pull they make in the game. After that its gone.
  5. Infographics version by Mamba (S2)
Tips;
  1. When to pull? = For beginners, it is recommended that you do any types of Pulls until you established a team that you can steadily progress with. If you are level 60 and below, do not bother saving for the Perfect Hire Event as you need a lot of units to build your team.
  2. When to save? = Mid to End game players who are level 60 and above. You should definitely save your coins for Perfect Hire event. Why? by this time you should have a solid line up that you just need to level up or get better equipment in order to progress. You can however use your Senior Hire coins as you please, as i personally only save Perfect Hire coins.
  3. Can/Should i reroll?! = I personally do not recommend. However you decide what you want to do! With that i provide you THIS GUIDE as the most efficient way to reroll.
  4. The dilemma between SH & PH coins! = This dilemma is very simple, if you are starting out just buy SH coins instead of PH (i.e 3k Gems for 3 PH vs 1k Gems for 5 SH). The idea is that to get more units & firm believe in your own luck over the 5 extra SH pulls (you need 15 SH coins to get 1 free PH coin). PH Coins might give you better rate but SH will give you more pulls. Since the price of PH is quite steep, F2P will find easier time to get SH coins because they come in lower prices. These lower prices will serve as a "Safety Net" for your gems, because you might find other situational deals that you need you gems on (i.e Poker Chips/ Hyperspace trade merchants). To Summarize; SH = for beginners without Solid Team & PH = for Veterans with Solid Team.

Perfect Hire Event

The first order of event in the Cycle. Its time to use all your beloved hoarded resources to good use and pray to RNGods for a miracle pull! Do not fret, you can skip the event if its not the units that you want to focus on. Save your coins for the next one!
Info;
  1. If you hire the specific "rate up" Character during the event, you will get the gear rewards during the event.
  2. You will get free daily 1x Senior Hire Coin during the event.
  3. It is best to get Yellow (suits) equipment from the gear market event, so please forge a lot of random yellow equipment from your blueprint in before the event.
Perfect Fragment Rewards (image credits; bubleround(S1)
Gear Rewards + Gear Market
Gear Market Event; You need items at Grade B and above to Exchange for the next tier blueprints.

Tips;
  1. Rate up! Should i? = During Perfect Hire event, the rate of pulling a certain heroes would increase, for Example; See Image. It is unknown how many % have increased compared to non-event time. The rate up will also apply to Senior Hire pull, sometimes both. If you reached a wall (can no longer progress in game content) and have a solid line up, i personally would recommend to save both Senior and Perfect coins to pull during the rate up.
  2. Units to look out for? = I will divide this into 3 tiers to make it easier for you to understand;
Beginner (Level 1-30)
Tanks; Caledon, Patroclus, Billy, Khun, Hanna & Rowen
DPS; Tiger, Eunice, Cassini, Christina, Naomi & Camilla
Support; Caitlyn, Arteta & Lyse
Intermediate (Level 31-60)
Tanks; Charlotte, Phoebe, Caledon & Patroclus
DPS; Harpe, Poll, Christina, Wassily, Gilbert, A Zhao, Sayung & Kratos
Support; Minamoto, Phonoi, Gassol, Lyse & Arae
Expert (End Game Level 61+)
Tanks; Arngreene, Nymeria, Phoebe & Charlotte
DPS; Poll, Gilbert, Sayung & Wassily
Support; Raphael, Samuel & Dreyfus
This should give beginners the overall idea of what units to expect and use early to end game. The units in "Beginner Tier" are more accessible earlier on and if you somehow manage to get or pull units in the next 2 tiers, replace them accordingly. Refer HERE for tier list.

B.C.P.D

You are given 4 tasks daily (free daily refresh) to send your characters away on a Task to complete to receive various rewards.
There are 4 types of tasks;
Info;
  1. You need Bullets; to refresh tasks in order to get higher tasks grade. Police Badge; to refresh tasks upon completion for a chance to complete a new task.
  2. If you run out of bullets, you can refresh by using 20 Gems (fixed)
  3. You can get Bullets & Police Badges from; Store, Map Missions, Hyper Space, Dawn-Cinema & Daily quest.
  4. You cannot gain new task without Police Badge (even with Gems).
  5. Infographics by Mamba (S2)
Tips;
  1. What should i do? = For beginners, i would highly recommend to just simply save your bullets without refreshing any of the tasks at all, up until at least you have 100 bullets in your inventory. By the time you have 100, you can decide for yourself whether you want to invest them during non/on event period.
  2. When to use? = During non-event period, i would personally refresh all the tasks until all the rewards given are gems, the tasks color do not matter as long as the rewards given are gems. This way you will gain more gems daily (extremely important for F2P)
  3. When to save? = Every-time you have the chance to, like i said; i would personally keep them at a minimum of 100 Bullets, and as for the Police Badge; only use them during Bounty Event Period.

Bounty Event

The second order of event in the Cycle. It is time to wisely use all your beloved stocked up Bullets and Police Badges to your heart's content! Like all other events, if you feel like you do not have enough resources to get even the minimum rewards for this event; DO SKIP.
During this event; you are required to collect Handcuffs in order to exchange them for valuable rewards in the Bounty Store. This is the only place for you to get certain Character's Exclusive Weapons.
Info;
  1. You only gain 1 Handcuff for Blue Task & 3 Handcuffs for Purple Task. Greens and Whites does not give you handcuffs.
  2. VIP will give you more B.C.P.D slots; refer to infographics by Mamba in section above.
  3. You can buy Character's Exclusive Weapons; the price would usually be 200 & 150 Handcuffs.
  4. Since the Bounty Event do not start right away in align to server reset; if you somehow do the tasks before the maintenance, you will still get the rewards if you meet the requirement. It is recommended that you should wait for the maintenance to finish to do the event so you do not get confused.
Bounty Store & Bounty Event Rewards (image credits; bubbleround (s1)

Tips;
  1. What to aim for? = If you are a complete beginner (first few times doing the event), and have less than 100 bullets; just refresh every task to blue (if you get purple while refreshing, then that is good for you). You wont be able to get the exclusive weapons with limited bullets and police badges, so the 2 most essential thing to buy for you will be; Senior Hire & Perfect Hire coins.
  2. Is the rewards worthy? = I cannot determine this for you, you will need to have your own goal and decide on which Character's Exclusive Weapons you want to aim for. You can find all of current available weapons HERE.
  3. What to do? = There are certain criteria that needs to be filled in order to gain handcuffs for the event (SEE HERE). I recommend; A WEEK PRIOR TO EVENT, MAKE SURE TO HAVE AT LEAST 4 UNITS IN EVERY CAMP. This is so that you wont have any problems during the event when fulfilling the requirements.
  4. Is it POSSIBLE!?! = It is possible! with the right amount of bullets and police badges, you can get both of the Exclusives Main & Sub weapons that costs 200 Handcuffs. A rough estimation; 2000 Bullets & 30-40 Police Badges. Note that the refresh is all RNG based, you might get purple task without spending any bullets OR you might spend 100 to get 1 purple task.
  5. Blue vs Purple Tasks? = If you dont plan on getting any of the exclusive weapons and by all means that you want to save up most of your bullets and police badges for the next cycle of event, just do 20 purple tasks within the whole week of the event duration (without refreshing for new tasks using police badges). Doing 20 Purple Tasks will get you ALL the rewards for WHITE and BLUE tasks, you do not need to complete the other tasks 1 by 1.

Arcade Event & Dawn Commission Event

The third and final event in the cycle within the month. Arcade Event now happens at the same time as Dawn Commission Event. Its that time of the month again! General?! Royal?! whichever it is that you have the most; DISH THEM OUT! and not to forget the Dawn Commission Boss!
Info; Arcade Event
  1. The event itself is pretty self explanatory; you play the Arcade and reach certain points to claim rewards in the event tab.
  2. There are currently no rewards from using Royal poker chips but you will accumulate extra 3 points for the event reward from using them.
  3. You can get General & Royal Poker Chips in the Store, Hyperspace, B.C.P.D, Events & Daily Quest.
  4. Click HERE to see all available units that can be drawn in the Arcade Machine.
Arcade Event Rewards (image credits; bubbleround (S1)
Tips;
  1. Should i play?! = If you are a beginner, you will find yourself lacking a lot of poker chips. Considering the fact that you may need around 400 Poker Chips to gain the max reward from the event, you have to decide yourself in which milestone rewards you would want to achieve. I will personally recommend you to play if you have more than 100 Poker Chips.
  2. What should i actually do? = This event is a good chance for you to pull some purple/blue units for fodders. If you manage to pull the Character fragments; please REFRESH for 50 gems. You can either REFRESH or WAIT for the next day for it to reset. You have 7 DAYS, if you want to save gems as much as possible, then REFRESH and decide everything on the last day of the event.
  3. Is Royal Poker Chips worth the Gems? = The ROI (return on investment) is highly subjective in regards of this matter. If you are a SPENDER, then buying Royal Chips is a viable options for you BECAUSE during the event, 1 spin will give you 3 points instead of 1. However, if you are FREE TO PLAY then the answer is NO.

Info; Dawn Commission Event & Boss
  1. The Dawn-Cinema event have been explained by Willow in our official Discord Server. Please JOIN THE SERVER to find out about this guide. It will be under Guide; # dawn-cinema
  2. You will need to play Dawn-Cinema to gain points which will unlock Buffs (very important) to fight against the Dawn Boss.
  3. The Dawn Bosses are the same as Guild Boss. I will be giving basic tips and line up recommendations for these bosses.
  4. You need Cinema Tickets to play Dawn-Cinema and Filmstrips to refresh tasks. You can get them from Store, Hyperspace, Events & Daily Quest.
  5. Dawn-Cinema has the same Concept as Bounty (B.C.P.D) event. You will be earning points instead of handcuffs. There are 3 tasks rarity;
Green; 100 Dawn Badge
Blue; 250 Dawn Badge
Purple; 600 Dawn Badge
These Dawn Badges will be converted to points during the event; in which you will need to earn up to certain milestones to unlock MAX BUFF rewards. Note that the number above are the base amount earned without any buffs multiplier. Refer this image.
Dawn Cinema Rewards (image credits; bubbleround (S1)

Tips; Dawn Cinema
  1. What should i do? = During the event; if you are a beginner just play within your boundary. Same thing with Bounty, if you have more than 100 tickets then feel free to reroll the tasks to blue OR just do the ones that gives Gems as its prize without having the need to reroll.
  2. I cant seem to breeze through, why? = Dawn Cinema is the latest addition towards the game, with its introduction; Camp Bonuses becomes more relevant. To fully understand this "playground" you will need time to learn regarding all the units in the game and what line-ups are typically good or bad against each other. I am not going to give full in-depth explanation here as it would require a lot of space BUT; Generally, its not as hard as it seems. If you are a complete beginner, just try it out and experiment with the Buffs and see whether you can get maximum rewards out of it.
  3. When to save? = When you have lower than 100 tickets. I would recommend to refresh to Blue tasks even during non-event-period because you need those Dawn Badges to buy #Rare units in Dawn-Commission-Store.
  4. Is it possible?! = It is possible to get the max reward buff, but it is not NECESSARY. Unlike Bounty Event, you don't have to stress out over getting maximum rewards as the prizepool is not really game-breaking/must-have. If you decided to play this event, 20k points would be enough. This way you will save your remaining tickets to use during non-event period to continuously refresh for Blue/Purple tasks so that you will collect enough badges to get #Rare character fragments in Dawn-Commission Store ( costs 70k Dawn Badges).

Dawn Commission; BOSS
Info;
  1. I will not re-explain the Guide made by Willow in our official Discord server. Please refer above section to join our official Discord server to find out.
  2. There are 4 Bosses; Night Shura, Silver Chariot, Dark Funeral & Sonic Tornado.
  3. These 4 Bosses comes with a fixed Mastery. Mastery = Fixed Buff that is given to them. Please CLICK HERE to find out all 4 Mastery Buff.
  4. Bosses have UNLIMITED HP and CANNOT DIE.

Tips;
Night Shura (D.O.T Mastery)
There is not much to say about this boss, expect to die within first few rounds if you are a complete beginner. You counter this boss with high tenacity & dot removal units. It is better to survive longer and deal decent damage rather than going full damage build.
Recommended Teams;
The teams that i recommend below are based on 3 tiers; Beginner (1-45), Alpha (46-End game) & Omega (End game). It also indicates what should be achievable based on your spending, most F2P should be able to reach Alpha level while Omega is reserved for The Great Nation of Whales. Note that these units are RECOMMENDATIONS & also to give you a rough ideas of teams, not a FIXED/MUST HAVE line-up. Its better to experiment on your own to achieve better understanding.
Team 1 (Beginner)
Team 2 (Alpha)
Team 3 (Omega)

Recommended Builds;
This part is really important, please read fully to understand.
  1. I will divide this section into 2 parts; Halidoms Sub Stats & Sets.
  2. I would recommend prioritizing the SUB STATS over STATS GIVEN IN SETS by Halidoms. This means that even if you dont have any SETS at all, it would be fine as long as the Sub Stats gives the exact STATS that you NEED. This is purely because you need to work with what you have, if you are starting out you wont be having full sets halidoms any time soon.
  3. The Halidoms Sets section below; 2x + 2x MEANS you can equip them in sets of 2 (For example; 4 Abyss Gems) in order to get 20% HP (+10% from 1 set of 2 + 10% from another) from the bonus set.

Halidoms Sub Stats (prioritize only if you are lacking halidoms)
Tenacity + HP Halidoms for Tanks & Full Attk% Halidoms for DPS
Halidoms Sets
Beginner; For tanks, just use 2x + 2x blue/purple Magnetic to gain 30% Damage Reduction. As for DPS, just use 4x blue/purple Coral for max Crit OR 2x + 2x Twilight for 10% Dmg
Expert; For tanks, just use 2x + 2x Magnetic/ 2x Magnetic + 2x Abyss OR just use Full Magnetic/Eye of Limbo/Ocean Core Sets. As for DPS just use 4x Coral + 2x Twilight OR Full Abyss/Coral/Twilight Sets.

Sonic Tornado (DEFENSE Mastery)
A good burst or DoT team can do well against this boss. You counter him with DoT & Burst damage. He will trigger damage immunity (reduction) per round, so it is recommended that you go full damage instead of trying to survive.
Recommended Teams;
Team 1 (Beginner)
Team 2 (Alpha)
Team 3 (Omega)

Recommended Builds;
Halidoms Sub Stats (prioritize only if you are lacking halidoms)
Tenacity + HP Halidoms for Tanks & Full Attk% Halidoms for DPS
Halidoms Sets
Beginner; For tanks, just use 2x + 2x blue/purple Magnetic to gain 30% Damage Reduction. As for DPS, just use 4x blue/purple Coral for max Crit OR 2x + 2x Twilight for 10% Dmg
Expert; For tanks, just use 2x + 2x Magnetic/ 2x Magnetic + 2x Abyss OR just use Full Magnetic/Eye of Limbo/Ocean Core Sets. As for DPS just use 4x Coral + 2x Twilight OR Full Abyss/Coral/Twilight Sets.

Silver Chariot (DODGE Mastery)
The boss that gives you ultimate shivers (ching-ching!) from the sound of his attacks, expect nothing but missed attacks when surviving. You counter this boss with high Accuracy + Attk team, but DoT teams might work decently as well. It is recommended that you focus on hybrid between damage & surviving.
Recommended Teams;
Team 1 (Beginner)
Team 2 (Alpha)
Team 3 (Omega)
Halidoms Sub Stats (prioritize only if you are lacking halidoms)
HP Halidoms for Tanks & Hybrid Attk% + Accuracy Halidoms for DPS
Halidoms Sets
Beginner; For tanks, just use 2x + 2x blue/purple Magnetic to gain 30% Damage Reduction. As for DPS, just use 4x blue/purple Coral for max Crit OR 2x + 2x Twilight for 10% Dmg
Expert; For tanks, just use 2x + 2x Magnetic/ 2x Magnetic + 2x Abyss OR just use Full Magnetic/Eye of Limbo/Ocean Core Sets. As for DPS just use 4x Twilight + 2x Coral OR Twilight Set.

Dark Funeral (CRIT Mastery)
The only boss that ganks up on you with his malicious doggies. You counter this boss with Full Attk%/Tenacity & CC team. Expect to die early on without any proper CC or builds. Characters that can do damage to ALL DAMAGE (hit every mobs) is highly favorable against this boss. It is recommended to survive and deal moderate damage to this boss.
Recommended Teams;
Team 1 (Beginner)
Team 2 (Alpha)
Team 3 (Omega)
Halidoms Sub Stats (prioritize only if you are lacking halidoms)
Tenacity + HP Halidoms for Tanks & Full Attk% Halidoms for DPS
Halidoms Sets
Beginner; For tanks, just use 2x + 2x blue/purple Magnetic/Abyss to gain 30% Damage Reduction/HP. As for DPS, just use 4x blue/purple Coral for max Crit OR 2x + 2x Twilight for 10% Dmg
Expert; For tanks, just use 2x + 2x Magnetic/ 2x Magnetic + 2x Abyss OR just use Full Magnetic/Eye of Limbo/Ocean Core Sets. As for DPS just use 4x Coral + 2x Twilight OR Coral/Twilight Sets.

THE END


Changelog;
*Updated for Game Version 1.4.0
If you have more questions regarding the game + hero line-ups + builds, feel free to add me on Discord; RockyLabu (S1)#7772. This guide was made and compiled by me personally.
submitted by Pahlawan73 to BattleNight [link] [comments]

poker chips png video

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Poker Cards - Flying Loop + Alpha

CREATE THESE FIVE EASY ANIMATIONS IN AFTER EFFECTS! We will cover five essential animations in After Effects and cover the exact techniques that will help ... Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. Hand bell ringing sound effect. Record at 24 bit 96kHz. Download free high quality stereo/mono version:https://picturetosound.com/en/c/25/bellOr see the full... YouTube's Official Channel helps you discover what's new & trending globally. Watch must-see videos, from music to culture to Internet phenomena Set of poker cards flying in loop for your gambling, commercial, dramatic, cinematic, artistic and music projects as a background or an overlay... 3D animation footage... Transparent HD PNG ... Buy this HD video background loop today at https://www.hdbacks.com/hd439/playing-cards-falling/HD video background loop of playing cards falling on a green f... Please Subscribe below Youtube channels...🌎My channel : https://www.youtube.com/channel/UCl5Ylew-NiwE9hQNmLtCqrQ?AMAZING NEW VIDEOS:https://www.youtube.com/... THE ORIGINAL CHIP BAG TUTORIAL AND TEMPLATE#chipbag #photoshop #diy Chip Bag Class, Template & Mockup: http://bit.ly/PSSChip🌟 NEW VIDEOS EVERY MONDAY & THU... BLTV Extra takes a look at the secret punch that terrified everyone, Including Mike Tyson! Drawing tutorials and real-time videos on my Patreon: https://www.jasminasusak.com/patreons/How to draw, Speed Draw, Zeichnung, pagguhit, Dessin, Dibujo, Рис...

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