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  #51  
Old May 25th, 2004, 04:45 PM

guybrush threepwood guybrush threepwood is offline
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Default Re: Improving the Arena Death Match event

A simple way to make the deatchmatch slightly more relevant in the long run, might be to make the powers of the trident become dependent on the number of past deathmatches.

So first time: 200% quickness.
Second time: 200% quickness + 5 reinvig.
third time: 200% quickness + 5 reinvig + standard (+15).

And so on (those are just examples of course).
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  #52  
Old May 25th, 2004, 07:29 PM
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Default Re: Improving the Arena Death Match event

Quote:
Originally posted by Cainehill:
...especially against human players, it's worth risking a friar, a sage, an onyx priestess or some such. I've had at least one of each of those win (sometimes by default) against humans.
If you're playing against only 3 human players then sending someone can look promising. If you're playing against 8 other human opponents and 6 computer opponents sending someone is suicidal/wasteful and the prize is definitely not worth it.

Also look at the long-term results of sending people into the death match. A simple game of 4 humans and 5 computer opponents.

Lets say some miracle happens and you win 30% of the matches. Then after 10 death matches you've lost 7 commanders... now how valuable does that trident and experience boost look now ?

Everyone should look at the long-term effects of how many times they have won and lost in death matches. Right now the death match should have a much bigger prize for risking the life of a good commander.
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  #53  
Old May 25th, 2004, 08:04 PM

Cheezeninja Cheezeninja is offline
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Default Re: Improving the Arena Death Match event

In the game im currently playing i didnt send anyone to the first couple (its a 16 ai impossible game) but when the third one came around, and i was playing mictlan, i had an extra ice devil sitting around (that i could summon again for a few blood slaves) i decided to send him in with a hell sword. I didnt win, but i came damn close. I like to send someone just so i can try and kill the souped up ai pretender that usually wins, i dont think the opportunity to kill a pretender should ever be passed up.
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  #54  
Old May 25th, 2004, 08:30 PM
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Default Re: Improving the Arena Death Match event

Quote:
Originally posted by Cheezeninja:
I like to send someone just so i can try and kill the souped up ai pretender that usually wins, i dont think the opportunity to kill a pretender should ever be passed up.
The pretender(s) already have a very good chance of dying because they're fighting strong prophets and necromancers. Secondly everyone in the death match is dying except for one, sometimes they all die. Whether its a bane lord or ice devil... I have more use for them alive then dead... and sending them against 15 AI impossible computer opponents in the death match has almost a 100% guaranteed death sentence.
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  #55  
Old May 25th, 2004, 08:37 PM
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Default Re: Improving the Arena Death Match event

Quote:
Originally posted by NTJedi:
... and it may be the Last patch ...
Are you sitting on some kind of knowledge I'm not privy to
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  #56  
Old May 25th, 2004, 08:40 PM
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Default Re: Improving the Arena Death Match event

Quote:
Originally posted by Kristoffer O:
quote:
Originally posted by NTJedi:
... and it may be the Last patch ...
Are you sitting on some kind of knowledge I'm not privy to
I have no idea whether or not the next patch is the Last... that's why I said "may be the Last patch".
I also don't recall seeing a date or deadline for how long patches will be provided.
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  #57  
Old May 25th, 2004, 11:35 PM
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Default Re: Improving the Arena Death Match event

Especially for multiplayer there are only three results for the Arena Death Match:

1st Place: Some Experience and the Trident
2nd Place: You get nothing no change
Last Place: You lose the commander you sent


To get second place is easy... just don't goto the death match arena. In a game where 10 human players are playing let 8 of your opponents send a commander to death... while you take 2nd place and not send anyone !!

Another idea came to mind is that the prize should be increased based on the number of players in a game. Example: 50 gold prize per player which goes to the deathmatch. 10 commanders attending means the reward is 500 gold... and worth risking a good commander.

[ May 25, 2004, 22:45: Message edited by: NTJedi ]
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  #58  
Old May 26th, 2004, 12:08 AM

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Default Re: Improving the Arena Death Match event

Quote:
Originally posted by Catquiet:
In addition to improving the prize, you could attack the problem from another direction as well.

1. Each nation can choose a National Champion the same way they choose a Prophet. The Champions get Standard (+10), Recuperation, and Sacred. All National Champions must fight whenever the Arena event comes up.

2. All fighters entering the Arena auto-berserk (+1)

3. Prize is a Cursed misc. object Heart of a Champion that gives 30 morale and 5 reinvigoration.
This is brilliant.

Please consider implementing something like this.

A monetary reward for the winner dependent on the number of entrants might also be a good idea if the above is regarded by the devs as too elaborate.

Would the champion have a 6 turn hiatus, when killed, as with a prophet?


Rabe the Bloodthirsty
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  #59  
Old May 26th, 2004, 01:35 AM

Norfleet Norfleet is offline
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Default Re: Improving the Arena Death Match event

Quote:
Originally posted by NTJedi:
1st Place: Some Experience and the Trident
2nd Place: You get nothing no change
Last Place: You lose the commander you sent
Actually, there's an outcome better than 2nd place, possibly even better than 1st: You curse the crapola out of some hapless schmuck's contender, which may have been his pretender, and lose possibly your commander, which may even be intentional if you then unload some choice items on the hapless sod, or even nothing. It's entirely possible to gain a positive outcome while deliberately playing to lose.
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  #60  
Old May 26th, 2004, 07:30 AM
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Default Re: Improving the Arena Death Match event

Quote:
Originally posted by Norfleet:
Actually, there's an outcome better than 2nd place, possibly even better than 1st: You curse the crapola out of some hapless schmuck's contender, which may have been his pretender, and lose possibly your commander, which may even be intentional if you then unload some choice items on the hapless sod, or even nothing. It's entirely possible to gain a positive outcome while deliberately playing to lose.
In a game of few human players it may be worthwhile to send a cheap scout with a totem shield... but thats sacrificing an entire totem shield for a single curse on an opponent which has a good chance of dying anyways.
In a death match of 12 players the chances of your commander meeting the the winning commander are pretty slim. The chances of meeting a pretender sent by a human player are even more rare.
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