However, adding many tokens to the PEPE frog game might make it too complicated. π€π€―
Do you also mean that Xylon the melee frog should also be able to attack away from the front? π€―π
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However, adding many tokens to the PEPE frog game might make it too complicated. π€π€―
Do you also mean that Xylon the melee frog should also be able to attack away from the front? π€―π
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On one hand yes. Maybe some that are functional. Some games have a variety of tokens while adhering to a particular purpose. For example the next introduction will be the of "gems" granting +X to stats. These have been used and tested in the previous sister Meta Robots game. !BBH !DIY !DOOK
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I might test the #MetaRobots game too, though I already had a hard time finding powerful Zander the magic frog cards on your game and climbing the Level leaderboard as well as the Volt Power leaderboard. π€π€―π !DIY
MetaRobots is moar basic without the adventure aspect. You'll just need some cards and battle by level. Have many robot and frog cards I can trade with you too. !BBH !DIYY !DOOK
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Do you mean that there are also frog cards on the #MetaRobots game? π€π€―π !WEIRD !INDEED !DIY
Yes. There was a very first alpha version there with very limited cards and packs. May be good to get some man. !BBH !DIY !DOOK
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Your words "very first" and "very limited" indeed makes me think that I might be missing out on the #MetaRobots game. π€―π !BBH !DIY
It's a 2D world adventure game that just happens to have the per-Alpha Pepe frog game battle cards in it. !BBH !DIY !DOOK
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Hi, @pepetoken,
This post has been voted on by @darkcloaks because you are an active member of the Darkcloaks gaming community.
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Perhaps, but each token could fulfill a unique purpose in the game.
Yep, every type of card in any spot. Melee should be able to go in the back, but that doesn't necessarily mean that such a placement would be very effective or useful. Only allowing certain card types in certain positions is kind of like game guard rails. Some people like myself don't like guard rails...lol! π π π β¨ π€
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While there are !INDEED advantages to having many tokens on a single game (or app in general), the drawbacks would likely outweigh those advantages. π€π€―
I know that any frog can be used at any position, though what I mean is that frogs should at least be able to do something when at a position that is unfavorable for their attack (such as Xylon the melee frog at the back position or Yarrow the ranged frog at the front position). π€―π
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Good points to consider going forward to adjust the game design.
I wonder if those (good) ideas can get voted upon using GOV tokens on your game, where ideas with less votes will eventually get implemented but after a longer time than those with more votes. π€π€π !LUV !DIY
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That may be true. I haven't fully explored the possible ramifications of multiple tokens in a game or app yet.
Ah, yes, I like that idea. A primary and secondary skill for each class, depending on placement. Perhaps, @kenny-crane might be interested in it. π π π β¨ π€
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Something may be introduced with game mechanics that makes sense and flows well and balanced.
Excellent, that sounds great to me! Making sense in terms of the whole game and flow therewithin is necessary indeed! π π π β¨ π€
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The #Splinterlands game used to have only DEC as its only tradeable fungible token, but then SPS, VOUCHER, and other tokens emerged which most players say complicated the game which took away the focus from battling itself. π€π€―
That sounds fun !INDEED, but kenny-crane is already busy developing the gems mechanic for the PEPE frog battle game. π€―π
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OK, I see what you mean. The focus was taken off the main purpose of the game by an excess of tokens to use.
Yep, I know that he's already working on the gems, but this idea might be explored and added at some point later. π π π β¨ π€
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If either one of us plays the #MetaRobots game, then we would have already gotten a good idea of what the gems will do once they get implemented to the PEPE frog battle game. π
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Indeed, true, though since I have no cards, I probably won't do so anytime soon. π π π β¨ π€
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You guys @tydynrain and @savvytester had a great convo that I am just seeing!
Generally speaking, this Battle Card game is designed to be simpler to play than something like Splinterlands which in my opinion has gotten difficult to keep up with its increasing complexity. But we still use the basic Splinterland rules where Melee is face to face and Range is from a distance.
In the 6 cards vs 6 cards format, coming "soon", there are 2 rows of 3 cards on each side, to start. A Range in the front row CAN attack but it attacks diagonally to the Other Row which is in its nature to attack at a distance with its arrows.
Also, Gems are coming to PEPE Game, and have been in the Battle Game at MetaRobots for years. Gems add stat boosts and potentially new abilities to existing cards.
We already have multiple tokens. The second token is GOV and it is, you guessed it, a governance token like SPS in Splinterlands. And like Splinterlands it is airdropped based on your VOLT Power once a week. You'll need at least 1000 VP to get 1 GOV. The GOV token will be tradeable and will not be pegged to anything so it will find a price based on supply and demand.
Thanks for the mention so I could chime in on your various topics of interest in this awesome thread!
Sounds like a good game mechanic. Next will be to balance things.
We !HOPE that when the 6v6 frog battles get implemented, it won't replace the current 3v3 battles (such that both games can be played side-by-side). π€
Also hope that more types of tokens won't make the PEPE frog game too complex! π
Have some !LOLZ with !LUV! π
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The Adventures in PEPE Game are grouped into 4 set game loops. When you're in an Adventure loop you have the ability to play in your current Adventure game or the one before it. After the 4th game you find yourself back home among the lily pads again. From there, you can repeat the same loop or move to the next one.
The first loop, which we are all in now, is a 3x3 battle game. The second loop is 3x3 with Gems that boost stats. Third is 6x6. Fourth is 6x6 with Gems.
PvP and Arena battles coming "some day" :D
I do want to keep PEPE Game simple in all aspects. I think the existing tokens of VOLTs, staked VOLTs (VP) and GOV will be all we need. Maybe a staked GOV (GP) but not sure yet.
Thanks for the tokens!
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Don't think GOV need to be staked. However then vote of X GOV at time Y must compare to other votes, and changes in GOV balance. So staking can have some advantages in the sense of being "locked". Key in design as always. !BBH !DIY !DOOK
Gems are sort of like game tokens, but with game mechanic function.
I wonder how often the battles on the Adventure game become available for free again. π€ As soon as I unlocked the second campaign, it looked like I needed to wait for 2 hours to have another free battle for the first campaign (while it is still 1 hour for the second campaign). π€―π
!HOPE that the gems don't make your game more complicated than it should be! π€
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Thanks so much, @kenny-crane, I'm happy to hear that you appreciated our conversation! I'm grateful for your in-depth explanation of the present and future game dynamics. I agree that Splinterlands is overly complex. I'm so curious how the 6x6 matches will go. Yep, I got my first GOV token just after I reached 1,000 VP. I'm interested to see how I'll be able to use it.
You're most welcome, absolutely! I had a feeling that you'd find it interesting. π π π β¨ π€
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Looks like you were able to determine that the #Splinterlands game is "overly complex" without actually playing it yet, just by reading posts (and comments) about the game. π€π
I became curious as to what aspect in the PEPE frog battle game players would be able to vote for the first time using their GOV tokens. π€π
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Yep, indeed, I looked into the game a fair bit to understand it better. That's another reason that I haven't felt very inspired to invest in it, as it will take time to learn.
Yeah, I'm rather curious about that myself. π π π β¨ π€
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Whatever you like sort of. Then we'll have to position things within reason given state of game and capabilities of such proposal. !BBH !DIY !DOOK
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Guard rails may make since in the form of game mechanics for (better) game flow. Such as cards in relation to attacking ability positions. !BBH !DIY !DOOK
Yep, I get it, and it makes sense. This is where secondary abilities could come into the picture, to be used outside of the primary position. π π π β¨ π€
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Wouldn't call them secondary. Each class is still going to be the game. Where the stats tier up by class and thus position in play-ability. Maybe to adjust stats by (different) position. Much to think about with the present of such thoughts about classes and positions within the game.
OK, fair enough. Yes, there is much to consider and think upon moving forward. There are lots of scintillating possibilities, though! π π π β¨ π€
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Sort of a second ability if introduced being able to attack from where on does not currently, but introduced as a mechanic such as half combat (value) stats to flow as the same ability presented slightly differently. !BBH !DIY !DOOK
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Yes, that's what I'm thinking. The half value makes sense for a non-specialized abilities. The '**as the same ability presented slightly differently' has me intrigued! π π π β¨ π€
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Yes, such as "gems" that will give stats +X.
Yep, I like the gem idea, and I look forward to getting some to try out! π π π β¨ π€
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