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30% for each (perish, rent, eternal) is way too high when all 3 stack up, that simple. It leaves 1/3 of the jokers clean.
Suggestions:
Either the shop jokers or the packs jokers have to be clean. If you want to pay to risk the other option, then that's on you. I'd prefer a clean shop, to make joker tags worth something.
or
Bring the 30% down to 15%. That way 60% of jokers are clean, less are rental + eternal (aka useless), etc. It would make it manageable.
Also, so many things would be instantly fixed if the ante 1 reroll cost started at $0 and ante 2 at $2. No need to add or remove game mechanics, just do that and all games beginning would be much smoother, at any stake. It could make things a bit too easy at high stakes, then make it $1 and $3 for high stakes and voila. Two numbers changed, impact everyone's game in a positive way, making early game less RNG heavy.
Overall I'm actually a big fan of the updates in the beta, personally. And for the record I find it much easier than it was previously on gold stake. The pack costs made so many strategies problematic, and the -1 hand size made almost every hand based option besides pairs and high card pretty bad, and was just generally awful for consistency, both in the early game and later on.
That being said, one thing that I feel is kinda cheap is when the updated "get a specific joker in the next shop" tags that now make said joker free hits a rental joker. If it's perishable then it can still be good temporary power that you can ditch later for its sell value, and if it's eternal it can make for an interesting choice of whether it's worth the slot (negative jokers notwithstanding), but when it's rental and would've only cost 1 anyway it just feels bad imo.
Each eternal, perishable and rental have a 30% chance, from the patch details.
So a joker would have to dodge all 3 to remain clean. 0.7^3 = 0.34 of being clean. (that number probably isn't correct, keep reading)
I don't know in what order those 3 status are checked. But the same joker can't be eternal and perishable at the same time. So say the game checks for eternal first, it means that 30% of all jokers don't even have the possibility to be perishable. So 0.7*0.3 would be perishable, 21%. If the game checks in the reverse order, then it's the opposite, 21% of eternal. From my experience, the eternal rate and perishable rate are higher than 21%, but I have no real data, sorry.
Or the dev went all in. In which case he would have the game check for eternal (or perishable) first. Then if not eternal, it would check for perishable (or eternal) with a 43% chance. Since only 70% of jokers would even have a chance to be perishable, 0.7*0.43 = 0.30, which would mean that yes, 30% of the jokers you see will be perishable.
In that case 0.7*0.7*(1-0.43) = 0.28, and that's where the 28% comes from. 28% of jokers would be clean.
I can say, idk if it's 28% of clean jokers, or 0.7^3 = 34%. Judging by the crap I get when opening a 4 joker pack, it could very well be 28%, I wouldn't be surprised at all. It would also mean that the patch details are accurate. A real 30% of each status on all jokers you see.
EDIT: turns out, it's 34%, not 28%. See @Goblin post below.
EDIT 2: Or maybe not, see @Aw3som3 post below, 24%.
This is the same issue as before, too much garbage that causes bloat and leads to massive RNG - especially at high stakes. High stakes runs are obnoxious because of the low-ante game (bad joker RNG leads to run end by ante 2). This essentially just exacerbates the problem.
I am still a huge fan of going to a 3-item shop size. I like the new joker tags, but it really blows to use a skip tag and get a garbage rental-joker, etc.
Thank you.
So the patch description's wording, 30% of each status, is misleading. As some cards' text are. Why am I even surprised?
Okay, so that's actually what the code is? Because that's what I was going with as well, based on a reddit post. But in that case this is what it's *actually* doing:
1. Generate a "random" number between 0 and 1. If it's greater than 0.7 (30% chance), the joker is eternal.
2. If a joker is not eternal, then generate a new random number between 0 and 1. Divide by 0.7, and check if that value is above 0.7 (51% chance), the joker is perishable. This is conditional on *not* being eternal, resulting in a 0.7*0.51 = 35.7% chance the joker is perishable, and a 34.3% chance of being neither eternal nor perishable.
3. After all that, generate a new random number between 0 and 1. If it's greater than 0.7 (30% chance), then the joker is a rental. This stacks with eternal, perishable, and normal jokers.
Final odds:
No modifiers: 0.343*0.7 = 24.01%
Only rental: 0.343*0.3 = 10.29%
Only eternal: 0.3*0.7 = 21%
Eternal and rental: 0.3*0.3 = 9%
Only perishable: 0.357*0.7 = 24.99%
Perishable and rental: 0.357*0.3 = 10.71%
Very interesting, to me at least.
Perishable in theory forces you to find a pivot away from these pieces but you kind of want to be pivoting away to improvements in most contexts anyway? And at worst you end up with a Perishable scaling joker like Ride The Bus or something and you might as well not even offer the joker at that point, there's no possible way to really use that? Which doesn't feel great.
also yeah they spawn really often which kinda sucks given how Perishable is almost always just bad