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I just shut my game off for about the billionth time versus losing my Alexandria card to a freaking Flan. I'm done playing the card game except the part of the story that requires it. Randomness in Tetra Master isn't fun or exciting. It's idiotic. If I could I would punch the ***hole who put that in the game.
Each card has for digits/characters. The very basic looks like this:
0P00
Let me break this down:
The first value represents the cards Attack Power. The higher that goes, the more powerful your card. In the above example the first value is 0.
The second value represents what type of Attack the card does. In the above example the second value is P. The values here can be P, M, X, or A. I'll get into this second value more in depth, but first let's talk about the last two values.
The third value represents physical defense. The higher this value, the more likely you are to defend against a physical attack type card (value 2 that will be discussed below). In the above example the third value is a 0.
The fourth value represents magical defense. The higher this value, the more likely you are to defend against a magical attack type card (value 2 that will be discussed below). In the above example the third value is a 0.
Here is the breakdown for the second value:
P - Physical attack type cards will target the third value of the defending card.
M - Magical attack type cards will target the fourth value of the defending card.
X - A card with an X is neither Physical or Magical. A card with an X will attack the lowest value between the third and fourth digits. Example: I use a 3X60 card to face a 2P21 card. My card will target the fourth value as this value (1) is lower than the third value (2).
A - Assault attack type cards will target the lowest value on the card. Example: I use a 3A60 card to face a 1P62 card. My card will target the first value as this value (1) is lower than the third value (6), and the fourth value (2).
No, the cards don't have HP. The flan used its 0 Magic attack on the Cactuar's 0 Magic defense. All other numbers on the cards were irrelevant there. Since the modifiers used were equal, it was pretty much a 50/50 chance of who would win.
It sounds like what you're saying is my point. I know how the game works (as stated above), but the random factor is ridiculous in the Steam version. A 3P60 Cactuar card should NEVER lose to a 0P00 anything in an ideal world. With the random factor it should lose every once in a while (which in-and-of itself is stupid). The issue is that the random factor that makes the 0P00 card beat my 3P60 Cactuar card is ridiculous. More than 50% of the time my 3P60 Cactuar card loses, and that is defying the odds to a ridiculous degree.
Its just your imagination mate, my cactuar is doing pretty good, maybe yours got broken get a new one
That doesn't explain me losing to 0P00 cards on a fairly consistent basis with my Cactuar card. Also, my Alexandria card that a 0M00 Flan beats is a 0P64, so a Flan shouldn't consistently beat that.
I didn't imagine the statistics. I played the game over and over to come up with the statistics. I could have been off a few in counting, but roughly 50 games were played, and more than half lost when they shouldn't have. The idea that I just daydreamed it all is ludicrous to me.
I really wanted to make Tetra Master more like Triple Triad on the PSX version, but there's so much to hack... static values, static arrows, no randomness, ability to convert X cards into: +Frog/Steal/Dragon count, Max Character Y Trance, Freeze Timer for Z minutes, get A Item, convert B Amount to C Card. Learn D blue magic, and so on, but I'm only one girl who already has so much to hack in FFT, so this is the most I achieved:
https://dl.dropboxusercontent.com/u/89448064/game_hacking/FFIX/SLUS_012.97_08052014_125119_0437.png
As you can see, I converted the first number to the number needed to perform a conversion to "buy" something. It was also working with L1/L2 to increase the quantity for the conversion (for stuff that could be converted to a quantity. I changed the max amount of cards to 255 per card (or 100, whatever), and the amount of points per rank (or did I code it per type? I forgot, it was almost 2 years ago). As you can see, I had a pretty good plan, and I was doing well... I stopped because I couldn't find RAM for all my custom strings and so on. Because a LOT of strings were unloaded when the card game loaded. :/
I just figured maybe I'd give it another try for the Steam version... maybe eventually. I'm not too good with PC ASM though... even if I can make great PSX hacks.
Gwent and Tetra Master are nothing alike. Apparently you don't know how to read. The thing we're upset about is the random factor of Tetra Master. A powerful card should never lose to a weaker card, but with the random factor it happens. And it isn't even just that it happens... it's the frequency that it happens. It has gotten so much worse in this Steam version than I ever remember it being on the Playstation (but it's possible both were equally bad and 10+ years of not playing Tetra Master have made me forget).
Again, I KNOW the rules. I know how it is played. But RNG means that literally every "battle" in Tetra Master is just random luck unless you're hitting an empty side (e.g. you aren't battling arrow to arrow).