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Issue 290: Quest Rewards Based on Deck Difficulty

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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby Doublestrike » 28 Sep 2011, 08:21

Cheers Max, hell of a vision - that's a bigger challenge than I had in mind, but I'll try, slowly and carefully. And yes, clicking through 5 or 10 messages does get tiring.
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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby friarsol » 29 Sep 2011, 02:16

Just got this error when receiving Quest Rewards for a normal Duel.

QuestRewards | Open
Detailed error trace:
java.lang.NullPointerException
at forge.Gui_WinLose.giveQuestRewards(Gui_WinLose.java:432)
at forge.Gui_WinLose.quitButton_actionPerformed(Gui_WinLose.java:377)
at forge.Gui_WinLose$3.actionPerformed(Gui_WinLose.java:152)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)


Looks to be at the line:

// Set repeatability
if(!model.qc.getRepeatable()) {
model.quest.addCompletedChallenge(model.qc.getId());
}

You might be able to just move it into this section:
// Rewards from QuestAssignment
if (wonMatch && model.qc != null) {

Edit: I'm gonna push these changes since it's a crash, but be careful with accessing pointers without knowing if they exist.
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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby Doublestrike » 29 Sep 2011, 02:23

OK thanks friarsol. Sorry 'bout that.

Grrr, I know exactly the cause of that. I've got to improve my testing to catch this stuff. :(

Edit What? Sorry is a card? What a ridiculous card!
Last edited by Doublestrike on 29 Sep 2011, 03:28, edited 4 times in total.
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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby slapshot5 » 29 Sep 2011, 02:42

Doublestrike wrote:Edit What? Sorry is a card? What a ridiculous card!
And that's why we don't include anything from Unhinged/Unglued.

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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby moomarc » 29 Sep 2011, 13:20

slapshot5 wrote:
Doublestrike wrote:Edit What? Sorry is a card? What a ridiculous card!
And that's why we don't include anything from Unhinged/Unglued.
Unglued did have one of the most effective counterspells though. But saying the whole I'm Rubber, You're Glue speel was a bit tedious :mrgreen:
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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby Forger » 02 Oct 2011, 06:03

I hope you guys dont remove the quest.preferences file and the option for us players to adjust it to our liking, just a lot easier than to change it in the code, which most people wont be able to do anyways. :?

You could also look into the card shop, it offers less and less cards the more you win, becoming pretty much useless after a bit. I changed it for myself, but is that how its supposed to work?
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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby Doublestrike » 02 Oct 2011, 06:16

Thanks for the feedback on the prefs file, Forger - I personally won't be removing it anytime soon; I was surprised that was permitted is all.
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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby Forger » 02 Oct 2011, 06:40

Doublestrike wrote:Thanks for the feedback on the prefs file, Forger - I personally won't be removing it anytime soon; I was surprised that was permitted is all.
That is good to hear, I just like the options it gives you! For example, I prefer to have a stronger starting deck and go against the medium and tougher AIs right away. The easy one is just too easy. :wink:
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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby friarsol » 02 Oct 2011, 12:39

Forger wrote:You could also look into the card shop, it offers less and less cards the more you win, becoming pretty much useless after a bit. I changed it for myself, but is that how its supposed to work?
The Card Shop was changed for a more interesting challenge. It used to work linearly (very few cards offered early on and more and more as you play on), and now it works in an inverse bell curve (a lot available early on, less as you reach the absolute minimum, then back up until you reach the maximum). This change was made due to the fact that early on there wasn't enough ways to fill out your deck with useful commons and cheap cards, when only getting 1 booster at a time. In the middle (where it stretches to the bottom of the bell curve) it was fairly easy to get too far ahead of the AI with deck strength, so card availability is a bit more limited. Then as the AI starts to use the stronger decks, your card selection goes back up.

I play a lot of Quest Mode, and restart my Quest a lot, and I don't find the Card Shop to be useless. In fact, I find it much more useful as a whole than it used to be. Sure hitting level 3 or 4, with only 10 wins gives you a smaller window, but in actuality it isn't really smaller compared to the old system. It's just smaller compared to the initial offering that has been raised dramatically.
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Re: Issue 290: Quest Rewards Based on Deck Difficulty

Postby Forger » 04 Oct 2011, 05:44

I see, with me often skipping at least the easy AI the curve was a bit off for myself and I suppose I just enjoy a larger shop. Luckily the shop size was adjusted easily. ;)
But I definitely see how it is supposed to work and it makes sense, thanks for explaining it.
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