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12/24/2012

Wrong play, crazy luck

The same report is up on bgg.
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I have been playing mahjong for 10+ years. Now I play Japanese or Zung Yung mahjong for 10 hours on a Sunday every month in a local clubhouse with my friends. I usually play my hands optimally because I play money, I care about winning, and I do not have much luck with those rare hands. I took Economics and Mathematics, too, in university so I care a lot about optimal play. Most importantly, these are really some good players. If you know about the Japanese mahjong Tenhou, we are at least about 5 dan, which is about top 5% of the society. But some of us had been to 7 dan, which is the top 1%. So if one do not play try his best playing optimally, he bleeds money really fast like CPR isn’t going to save your ass although the rate is actually quite low. For the record, we are playing 1HKD/10 points or 1HKD/5points sometimes, where 7.8HKD=1USD. Healthy rate but a highly competitive environment. I would only try my luck having fun playing sub-optimally sometimes but with 7000+ sets I haven’t seen such crazy thing once.

I started with a hand filled with terminals, some 2378s and a couple of middle cards. It is a typical standard hand where one could not go out fast as a chicken hand so one is likely to go for terminal hands. Lucky enough I had enough cards for Three Similar Sequences. So it is natural to go that way. Even if it doesn’t turn out good, it still serves as a nice bluff and a hand to retreat.

With a bit of luck, I managed to get 113b1123a1178c with 999b exposed by turn 5. I looked at the discard pool. The players ‘behaved’ and didn’t look like they are going for big hands obviously and aggressively, i.e. they discarded honour tiles first. I thought that no one would get into my way so I decided to take a bit of risk and try to get Three Triplets as it seemed like they are going to discard terminals soon™. It turned out good. I punged 111a and 111c. The hand became 11b78c with 111a111c999b exposed. A not-quite-often but obviously scary expose.

When they saw such 9 scary cards lying down there, we started trash-talking in a friendly manner like usual. At first, one raised about the obvious guess that I have Similar Triplets. So if someone is so retarded to discard 1b, he doesn’t have to come next time. Then, one raised about chances of having a YAKUMAN, or a limited hand in Zung Yung. And it is natural for me to think that no one would discard 1b except if he at least has an 80 points two-sided waiting hand standing there. Chances of completing the Triplets are slim. No one is that stupid to discard the obvious 9c either as if even it doesn’t involve Triplets, a Terminal hand would be damaging also. So I decided I would go out with a 6c also with Small Three Similar Triplets.

Now, the crazy moment. Turn 12, I draw a 1b. What would you do?
The hand before was:
11b78c with 111a111c999b exposed

30 Small Three Similar Triplets
50 Pure Lesser Terminals (Perhaps)
80 points max, likely 30 points

Now it could become

100 Three Similar Triplets
30 All Triplets
130 at least

Cards available to win goes down from 8 cards to 3 cards. A more than 50% efficiency drop in the intuitive sense. But no one gonna deal 9c anyway, the only chance to win with a 9c is to self-draw. Hence, the drop isn’t more than 50% but less than 50%. With more than 3x bump in points, it seemed a good trade. Even better, I thought of not being greedy. I will wait for a middleish card with least availability. As the wall was becoming short, the optimal strategy here is to play somewhat close to defensive if you have a small hand as the chance to self-draw on anything would become very slim. The middleish cards with least availability are those easiest winning cards given a situational of the 9 scary laid cards as they are the seemingly safest cards. So I would counter-spell them with their optimal play. In another sense, I am pretty much satisfied with a 130 hand. Adding another 100 points for Mixed Greater Terminals isn’t a nice trade as no one gonna discard terminals anyway unless they have something as scary as said. So this was the strategy I would be taking.

But then I made a mistake here. I wasn’t satisfied of how ‘middleish’ and ‘unavailability’ the cards I am waiting. So at first I discarded a 7c. Then I discarded a 8c. I drew a 3b, not satisfied as it would involve people thinking that 3b would be part of the lesser terminals. I discarded and settled with a 5b, the least available and the most middleish card. But it was too late, not in time or turn sense. By that time, something wrong was figured out. The players realized that I kept picking out cards from my hand. And those are not terminals. My hand doesn’t seem like a bluff either. Something must have been very wrong. So they started to think very carefully and play even extra extra extra attention. Now I regret that I keep changing but whatever. Too late.

Then, miracle happened. I drew a 9c. DAFUQ

I wasn’t and am not regretting that I didn’t kept 1178c because THAT WAS WERTH IT. I am just so surprised that I am now waiting on a 400 points hand! Of course, no one is gonna ever discard a 9c but I decide I just have to go for it. It is quite a fail already, so if its gonna fail, MAKE IT A EPIC FAIL. One may not have even once going out with such a hand in their entire life. Even waiting on such a hand is extreme rare.  I would regret if I didn’t go for it. So I decided to gamble with the last 3 draws. Well, the player to my right discarded 6c and one went out with a 15 point hand. They were happy and more than welcomed to pay that 15 points as they are out of the inferno of trouble. They are also interested in my hand so I opened it. A huge surprise as this is something you don’t see every day, thank god. I am not disappointed either. Although it didn’t go out, which was expected, this is moral victory already. 

10/28/2012

麻雀筆記(一)

(1) 麻雀是一個順子的遊戲.

無他的, 順子跟刻子的比例大約是9:1. 有錯請指正, 數字是不重要的, 要重的是順子比刻子多很多. 順子也比刻子靈活度高. 最少你234567 摸酊1/8 都可以順移順子避銃. 刻子要不開槓, 要不拆掉變成對子. 一但拆掉就很難變回刻子了. 刻子本身也比順子難做得多, 而且也沒什麼技術可言,  看平和跟非平和出現比例就大約知道了, 留意平和已經包括4個順子, 而非平和則最少有一個刻子而已(不算特殊和牌型的話). 刻子役也是運氣居多, 很難是做出來的. 刻子之前最少要有對子才可以碰, 要摸到特定兩隻一樣的牌是不容易的. 但是要摸到特定的順子搭最多有8個機會, 順子歪了還可以修正. 所以, 一般的麻雀的是順子麻雀. 除非規則或分數非常扭曲, 如"愛國"碰槓麻雀, 一般都是順子麻雀較有利

(2) 在中庸麻雀中, 讀捨牌跟看抽出摸打行為是很重要的

一般露骨的MISBEHAVIOUR 很容易發覺.
(a) 如對手第一二巡已經拆搭45s, 明顯他很難索子一通一色或者是3456三色, 大多是其他色的一色系或者是機會頗高的全帶系. 留意如果仍然是3456三色的話, 他大可以不拆45s, 留作345/456煙霧或三色四順之用
(b) 對手不斷打索子萬子, 明顯他在做波波池.

我不是想講這些簡單讀牌, 而是可能有時我自已都會大意走漏眼的. 如以下東家兩個捨牌, 下面捨牌全部從手中抽出

(c) 南北白東9s1m
(d) 1m9s南北白東
(e) 1m9s南東北白

在日麻中基本上分別不大. 那些門斷平麻雀這些都是廢牌, 而且因為門前濫賞取材自由, 讀牌困難, 不需要浪費時間去慢慢研究, 一般狀況做好自己搶和本份就好, 搶不到就棄胡落牌求過莊, 這就是日本麻雀.

但是在中庸就好大分別了. 當然看的方法有很多, 但是如果我面對有水準的對手一般我會這樣看.

唯一一個要留意的是面對東南西北中發白這些doremifaso 單獨配牌, 不想用字牌而有效牌數相等的話一般會先打下家的門將, 再打對家的門將, 再打上家的門將, 最後打公將跟自己的門將. 先打公將再打門將很容易理解, 因為公將每個人都容易用得到, 門將只有自己加分比較安全. 先打下家再打對家再打上家則比較少人留意跟理解. 最後打上家的門將是因為希望他多點機會摸到自己的門將. 摸到的話他碰牌自己就可以立即再摸一隻, 自己是順子系的話速度上是差很遠的.

明白的話就可以再分析

(c) 的話的目標是順子型. 一般是三色一通, 有一定機會門斷平般高. 如果是一色么九系的話, 一般都不會打那麼多字牌跟么九. 對手筒子移往是後話
(d) 跟(c)不同, 混一色帶么九機會較(c)高, 但是仍然是三色一通系列壓倒地高. 如果是`帶么系的話他應該用不著123m789s, 其他字牌一但碰出就要特別留意, 尤其是他家門將
(e) 如果字牌有效牌數一直不變或者對他來說沒分別的話, 留意他打出字牌的次序反轉了. 一般自家門將應該會留後, 但是白變成了最後才打. 有機會是三元牌齊二搭, 想淫小三元大三元但是淫不起來了, 才打出白版. 再來就是故意把北後打出, 想加大上家摸到北的機會碰牌, 以提昇自己手牌的進度. 無論如何, 這手牌很大機會已經齊搭, 而且背後有一個建國大業, 需要提防一下.

當然, 以上的是almost theoretical, 用處不大, 我亦無辦法列出無限那麼多個捨牌, 但是如果以上的捨牌可以令你有所思考, 則本人深以為幸

最後的就是, 看人家他人抽出牌是很累的. 自己小賭怡情的時候有閒情就看看, 只想打一下牌消磨時間可以少費神一點. 但是在有一百萬放在自己面前的時候, 還是注意一下好一點. 試想一下, 對手在第三巡的時候在手中抽出一隻7p. 在第七巡之後小考一下又在手中抽出一隻7p, 除非他真的那麼"幸運"摸到那麼多7p在裝模作樣, 否則這個動作是有背後動機看得出來的. 這個就交給聰明的讀者自己想了.

10/07/2012

刀劍神域SAO篇 中二病感想


好的是他故事底子好, 要不只看戰鬥真的只會扣到零分. 落得MUNDO 那些下場

最想說的, 是剛剛看第二次#14 才靈機一動. 雖然沒可能被證實, 但是要是真的話我一定寫個服字.

SAO 裡面很多地方作畫實在差到不行, 真的有點不像2012年的水準, 看上去像是2007年的再加一點現代電腦背景. 故事也免不了有些不完整交待. 好在SAO已經有一班十年的忠實粉絲. 他們不斷在網上面討論, 不斷婊, 最近一集SAO在2CH怒婊的情況下可以有7秒一條THREAD 的流量, 其他人看到了也來八卦一下有什麼發生. 面對支離破碎的資料, 有興趣的人等得不耐煩了, 就跑去買原著看, 結果原著就好像一般當造高級產物一樣大賣.

如果製作商是故意這樣做的呢? 如果是真的話就會是我所見過的最大最成功的TROLLING了. 低成本超高效益. 最少我自己也因為SAO砸了快一千大元. 也從來沒試過在一個月之內看9本小說.

10/04/2012

Princes of Florence Note




  1. PLAY EVERY PROFESSION POSSIBLE: they are the most efficient income and PP.
  2. play inconsistent work at the beginning of the game or when you are completely not confident to win the best work. They are still PP and income
  3. try to gather the same freedoms and landscapes: efficient action spent. Buildings could be a bit flexible as it is 3PP each. If you plan to play a lot of buildings, the first builder might be useful
  4. 2nd and 3rd builders are not quite useful unless you plan to spam buildings
  5. Bonus are almost useless but to win best work. But 1 bonus card serves to be a good threat to others as it is an uncertainty to them.
  6. PP card are good towards the end. You do not need much of them as they are mostly unique. Get one or two early if possible which will help you shape your strategy
  7. pay attention to others profession played. Get recruitments when needed
  8. if you are short in 1 WP to pass the border in the beginning of the game and plan not to get best work, get professions
  9. optimal money needed should be 5000 with 3500 in the beginning. You would need more if you play a pure jester strategy but make sure it worths it
  10. jester price should be capped at about 1300 as each jester would yield 200 per turn if played. Assuming you play 6 work it would be 1300 and you could do an average of how many times best work you would have each game. The price should go down by about 220 per turn unless someone is stacking jester hard.
  11. you should not get double landscapes+ unless you are obligated to do so
  12. big buildings are not as effective as the small ones as you plan to get least landscapes and freedoms.
  13. aim the score at 60 if it is 5er. 70 if it is 3er. the score will not fluterate a lot as the resources available is roughly the same.
fast blog is fast

6/21/2012

backup: THE TRUTH BEHIND 1.0.3 - HIDDEN FOOTPRINTS!


philwinkel#1808
http://us.battle.net/d3/en/forum/topic/5890100318

First off, I'll give you the TLDR:

Patch 1.0.3 = damage control in an attempt to fix D3's economy and keep you playing.
Nephalem Valor guaranteed rares = Smoke Bomb, blinding you from the truth. The rate at which high-end (high iLvl) items drop has been nerfed to the point where the game is no longer rewarding or fun to play
Nerf drops from vases, pots, and dead adventurers = stop gold find bots, the easy way, punish everyone, and kill a cool part of diablo.
If you were farming acts 3/4 prior to 1.0.3, you will probably notice and either give up or give in. It doesn't matter, because you're the minority.
If you were stuck in acts 1/2 prior to 1.0.3, you have no idea. This does matter, because you're the majority, and the patch makes things "seem" better on the surface. You're more likely to continue playing.


And onto the conspiracy theories:

Patch 1.0.3 looks great on the surface, but it was really a huge nerf - obviously damage control in an attempt to repair D3’s economy. Many players who have been stuck farming act 1 and 2 inferno have no idea what really happened. I’ll break it down from the beginning for you.

Originally (pre 1.0.3), Inferno was designed to be a huge grind where it was very difficult to progress. The gear that dropped in act 1 was mostly garbage. It was designed to take a while farming act 1 in order to get geared to the point where you could start farming act 2. And so on for act 2, and 3, etc. Each act was significantly harder, and there was a “wall” in difficulty between acts. You had to really, really farm one act, get the best possible loot from that act, before you had any chance (or reason) to play the next act.

However, a number of things happened that caused this to backfire and players were able to progress through acts faster than blizzard had anticipated:

Bots were crushing jars and looting dead adventurers making 500k + gold / hour
Players were skipping into later acts using bugs – no legitimate progression required
Certain class / build combinations (namely, glass cannon DH / wiz) were able to farm high end gear efficiently
Treasure goblin farming
Clever use of checkpoints to farm the same elites over and over very quickly and efficiently
Insert [easy way to farm gear better than you're supposed to be farming] here


Gold and high end items were being brought into the game economy faster than blizzard had anticipated. On top of that, the vast majority of people were stuck in act 1 (as intended), but Blizzard realized many people were getting sick of the gear check / “wall” between acts. Many people don’t want to grind act 1 inferno over and over for a month just to tackle act 2 inferno. They’re seeing a lot of players leaving the game, and they need people farming inferno so they can continue make money from the RMAH.

So, people are sick of inferno and dropping like flies. Blizzard has to keep people interested and playing, so they make a big beautiful promise in the form of patch 1.0.3. On the surface, patch 1.0.3 looks like this:

Nephalem Valor guarantees rare drops! Players are able to loot rare items consistently! High end items will now drop from lower acts! You can farm the best gear in the game in act 1!
Slight fix to attack speed! Don’t worry, it’s cool guys! We’ll figure something out! We are going to listen to your input!


The announcement of 1.0.3 was like Blizzard shining some light of hope down the dark tunnel at us. It made us feel reassured – the game was a little rough around the edges, but it has a lot of potential. We’ll wait it out and keep playing, because 1.0.3 is going to make things way better.

1.0.3 rolls over like a !@#$ storm. What did 1.0.3 REALLY do? What is the TRUTH behind 1.0.3? I’ll tell you:

Instead of going directly after bots and banning botters via anti-cheat measures (Warden), they figured out what botters were doing and put an end to it by nerfing it to the ground. Presto. You can’t loot valuable items from jars, vases, dead adventurers anymore. They got rid of gold find bots, which is great, but at the same time those bots ruined it for everyone and now you can’t loot anything valuable from jars, vases, etc anymore.
They made it possible for higher level gear to drop from lower acts in inferno, BUT they ninja nerfed the drop rate of high end gear in later acts. Prior to 1.0.3 a small minority of players were able to farm acts 3 and 4 very effectively – too effectively. Players were farming the best high end items in the game at a rate that was causing the economy to tank. Nothing you could farm in act 1 or 2 was really worth anything, because blues from acts 3 and 4 were so common and significantly better. Blizzard ninja nerfed drop rates of high iLvl items in acts 3/4 order to make high-end loot more valuable.


The majority of players think 1.0.3 is a good thing, and they have no idea. They were stuck in act 1 looting a bunch of level 50-59 garbage and they weren’t getting anywhere. Now we can kill elites in act 1 and get fill our inventory with rares easy as pie!

A number of players who were farming acts 3 and 4 prior to 1.0.3 have made threads regarding this issue. I understand that random loot is random – sometimes you get lucky, a lot of times you don’t get lucky. I realize the patch has only been out a day. But if you’ve been farming act 3 for the last month, you’re kind of used to it and have a good idea of what kind of loot you’ll typically get.

You don’t have to believe me, I mean you can keep farming and farming and get there and see for yourself, but the rate at which high end (high iLvl) loot drops has been severely nerfed overall. This has been done to make these items more valuable and hold over the end game of diablo 3 (and the RMAH) for a while longer.

People are farming tons and tons of rares now, going back to town every 5 minutes and identifying a bunch of stuff. They’ve been stuck in act 1 and 2 for a month, and they don’t know any better. Unfortunately, they’re blind to what really happened here – blinded by all of the guaranteed rares dropping all over the place. Most of which are complete garbage.

Blizzard hasn’t and won’t release the drop rates prior to 1.0.3 because they actually nerfed them overall. Sure, you might be getting tons of rares, but overall the high iLvl items are much more rare now and are being introduced to the economy at a lower rate - per player. EXCEPT... more players are looting them. So I guess overall, loot is probably coming into the game at the same rate, except as a player on an individual level, it's just much, much less rewarding. Basically everything is garbage.

Thanks to lowered drop rates (not so obvious) and crazy repair bills (obvious), the price of gold has stabilized and is no longer dropping in value. The value of gold actually appears to be slightly increasing since 1.0.3 was released. Working exactly as intended. In order to alleviate the complaints about repair bills, blizzard will probably slightly reduce the rate at which durability is lost, or something along those lines. They’ll do something to make it “seem” better, but it’ll most likely remain rather expensive to repair. The repair bills, in combination with the IAS DPS nerf, and re-tooling of certain boss mechanics (reflect damage on siegebreaker, etc) make farming later acts with glass cannons no longer viable.

I know it sounds like a conspiracy and you don’t have to believe it. There's no way to really PROVE it, because it is random. I understand that. If you were regularly farming acts 3 and 4 prior to the patch, you’ll see what’s been done here - in the form of a "gut feeling". If you were stuck in acts 1 and 2 like most people, you won’t know any better. And more power to you! I wish Diablo 3 was still fun.

EDIT: My main point here I guess, is basically the game is now less rewarding for the individual player. I don't know what the drop rates were previously, but once you got to act 3, you'd get some good items and it was fun. It was rewarding to play. Maybe a bit too rewarding. Now, it's just not even remotely rewarding unless you're incredibly lucky.

I could go on about this forever, and give you my opinion regarding how things are being handled in this game, but there's plenty of that garbage on the forums already. I just wanted to throw out my opinion regarding how this patch was handled, because seriously - there are some hidden footprints taking place.

Don’t get me wrong. I’ve always been a huge Blizzard fan. Diablo 3, while kind of disappointing at the moment, is a great game with lots of potential.

Best of luck to everyone playing! I cashed out on the RMAH and I’m done until they iron it out, add some PvP, and so on. It’s kind of funny when you think about it actually – it’s absolutely brilliant that Blizzard made quite a bit of money just because I quit playing! What kind of a game MAKES MONEY when you quit? That’s absolutely brilliant. I truly hope they can take all the money they’re milking out of the RMAH and turn it into a game that’s worth playing.

http://cdn.memegenerator.net/instances/400x/22281194.jpg

diablo 3 post back up. for the love of god


UriahHeep#1809

http://us.battle.net/d3/en/forum/topic/5889900222

We loved you. We still do - that's why we're upset. Please come back. The following is one player's plea.

Love at First Sight

The first Diablo 3 teaser video I saw showcased the barbarian in what appears to be an early rendition of the Cathedral outside New Tristram. Something was said within the first few minutes, "There's no such thing as too much power..." Granted, the rest of the sentence was something akin to "as long as you know how to use it," but that's irrelevant in this post, because only the first part stuck.

"There's no such thing as too much power."

Those words, coupled with the following footage of a near-naked barbarian destroying monsters in unrivaled awesomeness is what hooked me. A lightning enchanted weapon threw chunks of meat all over the screen, tethered by flickering blue arcs. A frost weapon froze and shattered enemies. This wasn't some contrived hack-n-slash medieval game. This was fun incarnate. And I'm glad to see you kept the effects.

In one scene, a single chest dropped a full set of armor. I know... I know... you told us up front that wouldn't happen in game. This was all for show. But I promise you, everyone who saw that scene immediately gasped. That's the reaction you've been wanting from us all along.

And yes, I realize test monsters with 1 HP explode no matter what attack you use. But again, this is what we saw, and this is what we fell in love with. If my barbarian charged across a bridge, blew apart 50 monsters, and all the resulting carnage and gore being rendered crashed my computer, I'd laugh maniacally and reboot just to do it all again. Why? Because it's fun.

The Deluded Fantasy

Fun is a subjective thing. I've never cared about competing. And I know many people who live for it. I'm fine with that. But this was my sanctuary. The sports-lovers played Starcraft. The gear-mongers played WoW. Diablo was never a sport, it wasn't about "progression" in a rigid structured sense. Diablo existed for 1 reason... to beat monsters until they exploded like blood-filled loot pinatas. That's all. And if you should so happen to set foot outside town, and look at someone the wrong way... maybe you'd be the blood-filled pinata. But in the time I played D2, it never happened unprovoked.

There's another forum warcry. And the Mephisto Runners roared, "Loot Pinata!"

The video I saw those few years ago led me to believe this was still the case. That integrity remained. I've always thought of Diablo as the more loveable step-sibling of the three. Starcraft was for sport. It had balance and individual perfection at its forefront. Warcraft was for raiding and posturing, with balance for pvp and arenas, and group perfection for raids at its forefront. Diablo was... for macabre mexican party games.

Diablo didn't care about balance. There was no competition. Who was going to challenge something like that? You paid for the game, you played it. There was no sanctioned pvp, there was no monthly fee, there was no intended way for anyone to benefit in any way from this game beyond the point of sale. As long as the players bought it, and liked it, Blizzard would build a legacy.

Again, it's my dead horse, and when I beat it, the hollow thumps play the rhythm to the world's saddest song... but this preview movie reminded us why we loved that red-headed gothic step-child.

Broken Dreams

The forums bleed hatred every day because the things that the fan base called "fun" were taken.

By all means, make the game challenging. But don't squelch the loopholes players find. Legitimate players enjoy finding "exploits". And you will never stamp out the plague that is gold-farmers. If you burn the fields because of the weeds, you'll lose your crops in the blaze. As it stands, there's little to no reason to bother breaking a pot. Breaking a pot isn't fun. Never at Blizzcon has someone taken a mic to ask, "When will we be allowed to smash empty things?" Breaking 20 pots, and seeing gold fly out is fun. Pinata.

By all means, randomize the loot, make us hunt for it. But don't put in filler stats to hinder and hurt us. Nobody is excited to find a rare item with Wizard only stats and Strengh instead of Intellect. Likewise, Damage to Life scales terribly in later acts, and Chance on Hit effects have such a low chance to proc that they serve only as filler and variety. (I did, however, read some exciting posts on WD's Snake to the Face and stacking Chance to Stun + IAS... but that is no more.)

We were told all builds would be viable. We understand that you can't put 4 mantras in your keybound slots and 2 heals on your mouse and expect to win. But if something is well thought out, and played accordingly, it can work. However, the Wizard Force Armor / Regen build was quickly crushed. Snake to the Face / Stun / IAS has been broken. I even lament the loss of the Boon of Protection Spam build for Monk. I'll admit, I originally stopped playing my Monk in protest until Boon of Prot was "fixed", because the whole idea tasted of cheese. But in retrospect, it was the beginning of the end of innovation and playing the game. Not just playing the game, but truly cunningly... playing... the game.

And don't forget. "There is no such thing as too much power."

With every patch, the little shiny things are broken. The game is "balanced" more and more inspite of the repercussions. Inspite of the fact that Diablo was never meant to be balanced. Inspite of how it ruins players' enjoyment.

I'm finding it hard to keep writing and, at the same time, hold back the bitterness. I'll forego the itemized list of griefs, and instead push forward.

Final Thoughts

Treasure Goblins are, in my eyes, the last glimmering hope. In the middle of all this, there's a nasty little psychological gimmick. How great is my greed? And with child-like glee, and mindless recklessness, I plunge headlong into a group of monsters to chase down a goblin with a bag of goodies, so I can beat him mercilessly to death. The most innocent and innocuous of monsters. He counts his gold, and runs away, because he doesn't want to fight. Yet we slaughter them amid laughter and cheers. This, my friends, is Diablo.

We don't want balance. We don't want to be held by the hand and shown how to play. We don't want safe secure new ways to burn real money. We want to be unleashed on a world full of evil, demonic, hellish-looking sacks of blood, guts, and gold... and we want to be encouraged to play it exactly as we want and find fun for ourselves. We want to feel this intangible, non-existing "too much power." We want the Blizzard and the Diablo we know and love back.

Thank you.

6/17/2012

Eridani Empire: not so handicapped as you thought.


Eridani Empire is easily viewed as handicapped or hard race to play as it has two discs taken away. i doubted it as i enjoy winning the game epically while i see people right here on bgg saying eridani is handicapped, i tried it out a few times, managed to win a few games with quite a solid start in my honest opinion - i am just not good at making decisions late game and somehow throw away games easily.

Here are some of my thoughts.

Before-game: do not pick the race early. Dun worry, no one will pick your race early as they are still 'somewhat handicapped' and hard to play with. They situationally do really well. Pick them if
1. the last pick or
2. the second last when hydran is picked (and see below)
3. pick it when you are just between humans/mechanema/orion meaning that you just have to fight.
Pay attention if advanced robotics is available (or 2 are available when there is a hydran as they are somewhat likely to take it early). Eridani would a nice pick as you are likely to get it turn 2. Thanks and due to the draft system, you are likely to make first passes if you go first because you picked last or almost.

In the marco-sense: with 3 techs, eridani is definitely a rush race. Encounter aliens early for bonus. You should always align hexes towards some other SimCity players if available so in case the draws go bad that it isn't really useful, you can still use it as a step stone to claim his hexes.

I would aim for 4 mineral productions in turn 1 although unlikely, it doesn’t really hurt to trade it with 3 money. Explore sector 3 as there are 8 hexes i could use it for minerals. 2 hexes with discovery tiles ONLY but you still won’t dismiss it. If aliens hex is drawn, still accept it as you can always come back next turn. This would leave you 14 out of 18 'useful' hexes.

For actions below -13, you are effectively trading money for minerals with 3:1 or rates below, effectively equally better off/worse off with what  you are allowed in this race.

One science early is also handy where you can exactly get a disc with no trades at turn 2 if it is available.

Alternatively, sector 2 is also considerable with 3 mineral hexes and 2 purely discovery tiles. 3 aliens are also here which when you draw it you could leave it alone. But after all, the goal is to have 8 minerals by turn 2 with least trade. Hence discovering sector 2 really depends on how the deck is drawn by others.

For sector 1, it is quite undesirable as it only has two 2 out of 8 mineral placable planets. While the ancients are also good, they are abundant (1/2 chance) and hence not so urgent.

While attacking with gauss shield equipped interceptor and cruiser turn 1 is do-able, i do not like the idea as it is quite unlikely to sustain mineral production as i am likely to lose the interceptor and burn down money.

Now for turn 2. Discover sector 1 depending on how much alien left in the deck. In my opinion, eridani do not really need science early and advanced mineral is just not in fit with advanced mining due to starting hex, i tend to discard 102 and 107 accepting all others. In case the odds are bad in multiplayer settings, go for sector 2. Do not worry about double ancients. Build a dreadnought with gauss shield and plasma cannon and you have a mighty 80% win rate. If you still feel unsafe, send the interceptor as kamikaze and you have a 90% win rate as long as you think that is just not useful anymore.

That’s all i really want to say as it really varies after turn 2. Keep on discovering sector 2 and 1 and destroy everything in your way. You do not really need friends mid game. If you manage to make an ally early, feel free to become a traitor early so that someone can pick that away from you. Eridani only has 4 spaces for reputations, dun waste it for ambassadors. Be confident with your early dreadnought and harass aggressively. Hey, this is a dead empire, you have nothing to lose! But likely i would aim for GCD whenever possible. Harass your (SimCity) neighbors when you just can’t go for the center.

feel free to add points or challenge, if eclipse manage to make it #5, i dun think that the developers would 'carelessly' put a highly unplayable race in it..

BTW, do not forget about the drive! Yes, it sucks early. But in the late game it might be useful if you decide to do the pinning strategy  You have the little energy bonus to do it.



just sharing a nice photo we playing eclipse, since may 2012

6/03/2012

new hideout

自二千年起, 從七樓common room 到飯堂, 最近大伙再移動了. 偶然來一次玩的人可以留意一下新的地方. 基本上就是從飯堂開始再向泳池方向走至教學樓(2),s 到3樓新飯堂而已. 地方低調遠離人煙而且新淨, 請大家保持環境以及大伙的聲譽

以下看圖識字, 不明罷就














4/08/2012

非傳統的防守方法

上星期日剛打完日麻, 在場很多人都對我其中一手覺得非常奇怪. 親立後一發位我居然紅五筒, 這裡我解釋一下.

其實這個是一個很簡單的狀況. 親立自家沒現物. 連那些看4打7的危險筋牌都沒, 自家手牌門斷dora1 完全一向聽, 當然是進攻. (SINGAPOREAN: CHIONG AH!!!!) 但是一向聽居然摸入一隻完全用不著的紅5筒. 要打嗎?

一發位摸入紅5筒沒安全牌, 當然會面容扭曲一下, 但是看一下親的河面之後我就立即打出去了.

當時親河面的狀況:
1. 第4,5巡親分別打出7, 6p
2. 親曾經打出2p
3. 親立直前沒多久打出生章字牌dora
4. 自家3p 對子

首先是理由#1,#4. 親早巡打出76p 原因應當是塔子over. 叫58p 機會降低. 而且如果親先打出7p的話, 其中一個可想的情況就是親第4巡完美一向聽667p. 但是下一巡立即打出6p 來, 明顯不是.

那麼會不會是3467p有效牌重覆呢? 從#2, #4看機會減少, 如果是刻子則幾乎可以消滅其機會.

剩下的就是5p對碰或者單騎. 尤其是5p七對單騎. 但是留意如果親要5p對碰, 最少是因為要後來摸到隻紅五筒, 再摸5p 才可以有機會吧, 機會本來已經少, 更何況r5p 在我手.

再來就是親都有機會是七對單騎, 5筒都有機會和紅5筒都是一個可行的選擇, 七對立直都是一個, 但是因為之前親有打出生章dora, 有一對實在的dora 不要為什麼要用5pr5p和了?

五點, 可打也.

順帶一提這個亦是一個從中庸麻雀逆輸入的技術. 中庸是一個沒振聽, 甚至連同巡現物都可以和了的怪物. 要在中庸在沒振聽規則的支援之下不放大銃, 同時又放小銃以避大牌, 因而要依賴讀牌. 是一種日麻不會太重視的技術. 只打日麻是比較難發現這些小技巧.

這個亦跟starcraft 2 有名的commentator day[9] 所搞的funday monday 背後理念差不多. 現家會在進行funday monday 加入一些不太現實的限制, 以做出一些有趣的效果. 但是是歡樂之餘, 又會因為這些限制而發現一些平常不容易發現的東西. 因此我鼓勵想日麻進步的人多試不同的規則以及遊戲, 尤其是是中庸麻雀, 有助開發不同的技巧.

最後的問題是, 這個技術會不會有例外? 當然有. 很明顯, 如果那位對手是:

1. idiot
2. retarded
3. 平澤唯,
4. random variable
5. 美樹沙耶加
....

等等, 當然不會那麼容易成立.

1/04/2012

三段地獄

最近跟朋友聊起, 發現原來三段上特上都可以不容易的.

原因不是段數不足, 而是R不足. 把上級三段跟特上六段比較, 特上六段跟三段不同的地方就是, 在上級鮮有見到三段R18xx的玩家, 而在特上, 有蠻多機會看到一些六段R20XX 甚至鳳凰級數等得不耐煩或者不想付費的玩家. 因此, 上級的rating distribution 是向下傾的, 而特上的則比較接近normal distribution. 在特上r 提昇的機會比較多, 但是上級的因為特上r1800的下限, 機會變少. 因此, 在上級打滾了一陣子的玩家, 局數已經有一定的消耗, 令R補正減低, 在少撞到R1800以上玩家而多撞到比自己R低的玩家情況下, 經常會出現四段R17XX 的現象.

因此, 如果三段的你發現自己贏的時間只多個1, 2R, 但是輸的時候輸上7, 8R, 而你又相信自己不應如此(或者已經有所進步), 可能是一個開新帳號的好時機.

counter intuitive? yes, it is.

另外最近新開的帳號305戰五段了, 以此為記. 如果天鳳有付費更名服務, 我倒是很願意給錢的.