Card types

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Re: Card types

by stinkomank » 22 Jun 2016, 12:28

wintermute wrote:
stinkomank wrote:Yeah, I don't know how often it would come up, but it might be useful in case of something like delusions requiring something specific to break them, or C2Cs needing pictures of something specific, I guess?
I actually design those type of Cards to be restrictive, there's always a chance that the image required won't show up before the end of the tease.

If the type of image required is automatically added to the tease when the card is, then the card loses some of its appeal.

I agree, but I think it could be nice to give people the option. I don't think it should be a high priority function, though, in the scheme of the project.

Re: Card types

by Inside7shadows » 22 Jun 2016, 04:08

I still think I'd be cool to automatically image match your collection to sankaku complex and download the tags.

Re: Card types

by wintermute » 21 Jun 2016, 19:52

stinkomank wrote:Yeah, I don't know how often it would come up, but it might be useful in case of something like delusions requiring something specific to break them, or C2Cs needing pictures of something specific, I guess?
I actually design those type of Cards to be restrictive, there's always a chance that the image required won't show up before the end of the tease.

If the type of image required is automatically added to the tease when the card is, then the card loses some of its appeal.

Re: Card types

by 0131 » 21 Jun 2016, 18:46

Rothaon wrote:I once thought about this using the api of sites like sankaku complex or e621, forcing slides of some theme to appear
Yes i thought about that too and it would be possible indeed but then you have no control over the images (random images from the web) and you need a good online connection to download & display the images in realtime.
Maybe we can make an experimental card set using some tags from websoruces in the future. (but i doubt that it wuld be better than a normal tease)

Re: Card types

by Rothaon » 21 Jun 2016, 17:16

I once thought about this using the api of sites like sankaku complex or e621, forcing slides of some theme to appear

Re: Card types

by 0131 » 21 Jun 2016, 15:12

Well pictures is one of the things which is not possible to work with cards there is no way to determine if a picture displays for example tits or something like that.
There are some algorithms who can describe images but i doubt that they are good enough for this ^^ + they need alot of time and not available for simple software.
We need user input for such cases.

(I know tags could help, but no one uses tags for his porn collection^^ would be too much work)

Re: Card types

by stinkomank » 21 Jun 2016, 15:06

Yeah, I don't know how often it would come up, but it might be useful in case of something like delusions requiring something specific to break them, or C2Cs needing pictures of something specific, I guess?

Re: Card types

by 0131 » 21 Jun 2016, 15:01

stinkomank wrote: Which brings me to the question, is there/will there be a way to flag individual cards as must-include, or cards that must always both be included (e.g., though this would be a terrible card, one that says "enter chastity until you get specific card B")?
Hm never tought about such a case but it should be possible. 8-)

Re: Card types

by stinkomank » 21 Jun 2016, 13:44

wintermute wrote:
0131 wrote:Time Lapse and Special are my favorite card types =D
I think special is the most powerful card type.
I like most of them, ok Delusionals are sometimes a bit stupid because there are no or very few cards which break delusions, but this is our fault as we made these cards.
.
At one point there was a rule for delusional that stated that the effect ended with the next rough Mistress of the next slide featuring a nurse.
I always treated keys as delusion removal, though I don't think that was ever official.

In general I've been against cards that have a time limit based on cards other than rough or nice mistresses, or keys. I believe there are keys or nice mistresses that remove delusions, so it should theoretically be on the player to include those if you're including delusions.

Which brings me to the question, is there/will there be a way to flag individual cards as must-include, or cards that must always both be included (e.g., though this would be a terrible card, one that says "enter chastity until you get specific card B")?

I personally don't especially like delusional or mind control cards either, for what it's worth, but it's one of the few types that I think we could actually benefit from getting rid of. The others I think have their own purpose, for the most part.

Re: Card types

by Rothaon » 20 Jun 2016, 21:31

Inside7shadows wrote:Sorry, Engineer brain stays awake when rest of brain tries to sleep.

The idea is - if some cards are more likely to come up during specific conditions, is there a chance that the cards will create that condition indirectly? It get a bit complicated because I don't know all the rules. But say all your Stroke It! range from 1-10, and have the same amount for each rate.. Once you're at 10, drawing another 10 is less likely (per your example?). Does this extend to 9? 8? Is your next Stroke it! most likely 1? Is your most likely Stroke it! after that 10 again? By the end of each tease are you more likely to have seen more 1s and 10s than 5s, even though you started with the same amount?

Index of Coincidence (IC) is used in Cryptography. If a jumble of letters has an IC of 1.0, the text is random and evenly distributed. If the text has more of certain letters, with an IC of 1.8, it's probably in English.

My concern is if card T makes card H more likely, then card A, and T gets a probability boost from it, you get a bunch of THAT (otherwise known as an Ngram) in what should have been random data.

TL/DR; If something bad happens randomly - too bad, it's random.
But what if it's not random?

If you do it in general it should tend to even out as you are lowering chances of cards you already drew.

Anyway this system, lowering the chances of all cards equally, should behave like a system of permutation with repeated items in general terms.


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It is obvious that it can get wild if a card boosts another cards chances to appear, but if used correctly yao can use that to force some combos to appear, or to block cards until something happens, like having some toy already.

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