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Messages - Mike A.

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1
Tips, polls, updates / Most Wins
« on: 09/09/23, 06:49pm »
It would be nice to have a list of most wins by game for the site.

2
Keltis the card game / Re: Strategy?
« on: 11/01/23, 09:45pm »
Unlike most games, endgame isn't overly important. Luck of the draw is huge, which is rare for this brilliant game designer. If you can't pair numbers for stones very early, you're probably going to lose. It's maddening. Keltis Or is far superior, IMO.

3
Gold, Magic potion / Re: Tips to get more gold
« on: 27/01/22, 10:13pm »
That's roughly what I have. When I have enough for a year of free play, I'll cash them in for that.

4
Gold, Magic potion / Tips to get more gold
« on: 25/01/22, 08:10pm »
The obvious, easy way to get gold is to complete daily challenges. That's a smooth, painless method of getting a dozen+ a day.

Here's my tip to getting more that most of you probably aren't doing: When you win magic potion, use it to get two game win streaks in as many different games as possible. When the magic potion runs out, play the games with the two game win streaks. Every win will earn gold.

Another tip: Don't play games that you have active 3+ winning streaks when you have magic potion. You don't earn gold when you have magic potion, so don't play your streaks after they get to two games. If your magic potion is an hour or less, play and win games to get your food maxed out with the non-streak games. It's also a good time to play the solo games, training and tutorials because they normally cost food and you never gain food back by winning those, unlike the match games.

Happy playing, meeps!

Any other gold collecting tips?

5
HexRoller / Re: Hex Roller Highest Score
« on: 03/10/21, 02:46pm »
With 453 games played, my top score in Hex Roller is 90.

6
All the games here have a substantial amount of luck involved. That's why we play them and not chess. Anyone can win any of these at any time. That's especially true of Finito, which I surprisingly still enjoy even though it's maddening.

Regarding Lost Cities, as has been said, part of what makes it fun and exciting is trying to figure out how much you should give up in some expeditions to go for the big bang ones. The Happy Meeple version plays a bit different than the official game because it's one hand instead of three. That makes luck much more important here.

7
Happy Meeple community / Re: Feature requests
« on: 02/06/21, 06:53am »
It would also be nice to have all-time high ratings for each game listed, both for the individual and site.

8
Happy Meeple community / Re: Feature requests
« on: 25/05/21, 12:24pm »
Please come up with a way that allows players back in games that they get booted from. It's really, really frustrating when it's the site's problem and not on my end. We have ten minutes per turn, so why not allow players at least half of that to close out, sign back in and get back in the game? It's maddening to lose food and rating when the site gets stuck and forces a loss.

9
I'm not a fan of the game, so I only play it when it's involved in the daily quest. I'm sure I've never been anywhere near that many, though. Well done!

10
Hahaha. Isn't that the way it goes? I was just feeling the same thing with Keltis Or when I lost something like 6 out of 8. Then I won 15 in a row, lost one, won 21 in a row (my best streak ever) to get me to the highest I've ever been.

You rock at Level X. I'm always happy if I win 7 out of 10. 

(Update: And now one of the worst streaks of all-time to plummet 100+ points. Hehehe.)

11
HexRoller / Re: HexRoller strategies
« on: 26/04/21, 08:04am »
It has been a while since I played Hex, but I imagine we probably all have ways to attack the board. Then, as you say, we deviate as necessary based on early rolls.

I'm curious, though, how do you check out games from other players?

Regarding your skill/luck, 68 rated games is a decent sized sample. It could still be off some, but that's always the case due to the importance of the last 20 games.

12
I'm afraid it's called luck. I seriously doubt any programming is created to give someone an advantage or disadvantage for their rolls. I recently had three out of four games of Keltis Or where the opponent rolled triple stones to win in the last turn. It was infuriating, but luck happens.

13
Cartographers / Re: Why is there no tie breaker?
« on: 24/03/21, 11:54am »
There are many excellent games that don't have tie breakers. I've never played the game in question, but many games are more satisfying with ties than declaring a winner due to some arbitrary rule. I look at it this way, if I can't clearly and obviously defeat an opponent, I don't deserve a win.

14
There are a couple of different issues here. To the original post, we need to be penalized (given a loss) if we leave because games against bots matter with rating. If players weren't penalized, we could just leave instead of losing to improve our rating.

That being said, as Blackshift said, it would be nice to be given 10 minutes or whatever to get back to the game in case the "leaving" is actually a disconnect.

15
Love the magic potion idea.
Do you think the reward for the daily quests could be displayed? That would be great.

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