Gentlemen, Ladies and those otherwise addressed - we know you've been waiting for a good thing, and the survey results are finally ready!
The answers were collected from you all during August 2020 with 1428 unique replies. That's a participation of 0.5% of all subscribers! That's really not too bad, when you keep in mind how popular these kind of surveys are. But we here at /peloton
want to show you that this is all about presenting the information in the subreddit to cater better to our audience! Updated after a few hours to include some
more historical data the final edit that for some reason wasn't copied properly
|Year ||2013 ||2014 ||2015 ||2016 ||2018 Mar ||2018 Aug ||2019 ||2020 |
|Results ||2013-06-12 ||2014-06-25 ||2015-08-07 ||2016-11-17 ||2018-03-06 ||2018-08-20 ||2019-07-22 ||2020-10-12 |
|Replies ||351 ||598 ||1395 ||892 ||630 ||928 ||986 ||1428 |
Without further ado, let's get cracking on the response
You and Cycling
1. Where do you live?
|Country ||2015 ||2016 ||2018 Mar ||2018 Aug ||2019 ||2020 |
|USA ||32% ||28.3% ||22.84% ||25.32% ||20.23% ||24.59% |
|UK ||18.6% ||17.6% ||14.70% ||20.13% ||15.48% ||14.80% |
|Netherlands ||6.4% ||9.4% ||11.50% ||11.58% ||10.01% ||11.01% |
|Germany ||3.73% ||3.4% ||4.95% ||6.39% ||7.84% ||6.65% |
|Denmark ||3.9% ||3.6% ||4.31% ||3.79% ||7.64% ||5.79% |
|Belgium ||3.8% ||2.7% ||8.15% ||3.57% ||5.78% ||5.36% |
|France ||2.01% ||1.08% ||2.88% ||2.27% ||5.26% ||3.50% |
|Canada ||4.9% ||7% ||6.39% ||4.22% ||4.95% ||4.50% |
|Australia ||5.2% ||4.7% ||3.83% ||4.00% ||4.33% ||3.93% |
|Slovenia || ||0.73% ||0.32% ||1.30% ||1.14% ||2.14% |
|Norway ||2.58% ||1.8% ||1.60% ||1.95% ||2.58% ||1.86% |
|Sweden ||1.08% ||1.09% ||1.44% ||1.41% ||1.75% ||1.43% |
|Ireland ||1.00% ||1.09% ||1.44% ||1.19% ||0.72% ||1.36% |
|Portugal ||1.65% ||1.8% ||2.40% ||1.52% ||1.34% ||1.14% |
|Italy || ||1.45% ||1.44% ||0.65% ||1.03% ||1.07% |
Largely the same picture as ever, with the US leading the way, the UK in second and then a sliding scale of Europeans countries. Slovenia continues to pick its way up the pile for obvious reasons! World Map to demonstrate
2. What's your age?
| ||u17 ||17-19 ||20-25 ||26-30 ||31-35 ||36-40 ||41-50 ||51+ ||Total |
|2015 ||2.22% ||12.04% ||41.51% ||24.66% ||10.68% ||4.87% ||2.94% ||1.08% ||1395 |
|2016 ||1.5% ||8.9% ||40.8% ||24% ||12% ||5.4% ||5.2% ||2% ||887 |
|2018 Mar ||1% ||7.1% ||33.5% ||27.4% ||16.2% ||7% ||5.7% ||2.1% ||617 |
|2018 Aug ||1.7% ||9% ||33.9% ||26.4% ||15.5% ||7% ||5% ||1.5% ||905 |
|2019 ||1.5% ||6.6% ||33.2% ||27.5% ||16.4% ||7.1% ||5.8% ||2% ||972 |
|2020 ||1.3% ||6.8% ||31.7% ||28% ||16.6% ||7.2% ||5% ||2.5% ||1420 |
Pretty much the same as last year, with the usual reddit demographics of majority 20 somethings dominating.
3. What's your gender?
| ||'13 ||'14 ||'15 ||'16 ||'18 (1) ||'18 (2) ||'19 ||'20 |
|Male ||97.2% ||97% ||94.9% ||93.4% ||93.3% ||93.6% ||95.1% ||94.9% |
|Female ||2.8% ||2.7% ||4.8% ||5.3% ||5.3% ||5.4% ||3.7% ||4.8% |
|Other ||- ||0.33% ||0.29% ||0.78% ||0.76% ||- ||- || |
|Non-Binary ||- ||- ||- ||- ||0.64% ||0.99% ||1.2% ||0.4% |
More normality here for reddit.
4. How much of the men's season do you watch/follow?
|Type ||March '18 (%) ||August '18 (%) ||2019 (%) ||2020 (%) |
|Grand Tours ||84.7 ||92.0 ||90.2 ||87.3 |
|Monuments ||79.1 ||74.9 ||79 ||75.9 |
|WT Stage races ||67.4 ||62.4 ||70.5 ||71.7 |
|WT One day races ||73.3 ||59.8 ||62.3 ||60.7 |
|Non WT Stage races ||32.6 ||16.7 ||17.4 ||25 |
|Non WT One day races ||34.8 ||13.7 ||17.4 ||20.7 |
|Literally everything I can consume ||35.9 ||18.1 ||21.1 ||27.1 |
Whilst GT following may be down (somehow), all the lower level stuff is up, which makes sense considering how desperate we have been for any
racing during the season shutdown.
5. Do you maintain an interest in women's professional road racing?
|Do you maintain an interest in women's professional road racing? ||'19 ||'20 |
|Yes ||49.8 ||49.2 |
|No ||50.2 ||50.8 |
Still very much a half/half interest in women's cycling on the subreddit.
6. How much of the women's season do you follow?
The following is true for the half of you that follows womens cycling.
|How Much ||% |
|Just the biggest televised events ||63.15% |
|Most of the live televised/delayed coverage stuff ||29.08% |
|All televised racing ||5.09% |
|Down to .Pro & beyond ||2.69% |
7. How long have you been watching cycling?
|How Long ||% |
|Under a year ||2,95% |
|1-3 years ||19,50% |
|4-6 years ||19,85% |
|7-9 years ||14,10% |
|10-12 years ||13,81% |
|13-15 years ||7,15% |
|15-20 years ||10,73% |
|20-25 years ||6,17% |
|25 years + ||5,75% |
Simplified the years a little this time, but whilst we have a fair number of newbies, most people have picked the sport up since around 2013/14.
8. Do you have like/dislike feelings about WT teams?
Once more, 14.4% of people really don't have feelings on the subject.
Of those that do:
| ||AG2R ||Astana ||Bahrain ||Bora ||CCC ||Cofidis ||Quick-Step ||EF ||FDJ |
|Like ||352 ||213 ||127 ||770 ||156 ||116 ||847 ||724 ||423 |
|Meh ||775 ||620 ||773 ||415 ||889 ||896 ||310 ||448 ||700 |
|Dislike ||52 ||356 ||263 ||31 ||112 ||141 ||71 ||37 ||53 |
|Karma ||300 ||-143 ||-70 ||739 ||44 ||-25 ||776 ||677 ||370 |
| ||Israel ||Lotto ||Michelton ||Movistar ||NTT ||Ineos ||Jumbo ||Sunweb ||Trek ||UAE |
|Like ||135 ||364 ||517 ||231 ||101 ||304 ||925 ||279 ||383 ||118 |
|Meh ||740 ||764 ||626 ||646 ||931 ||414 ||282 ||805 ||765 ||734 |
|Dislike ||302 ||40 ||52 ||326 ||121 ||562 ||53 ||97 ||42 ||331 |
|Karma ||-167 ||324 ||465 ||-95 ||-20 ||-258 ||872 ||182 ||341 ||-213 |
So, the most popular team this year is Jumbo-Visma, followed by Quick-Step & Bora-hansgrohe. Least popular are Ineos & UAE.
As per usual, no one cares about NTT & CCC, with nearly 81% of users rating NTT as meh. Pretty damning stuff.
Lastly, we have the usual historical comparison of how teams have fared over time, normalised to respondents to that question on the survey
Things to note then, firstly that the Astana redemption arc is over, seeing them back in the negative, maybe Fulgsangs spring issues helped aid that? The petrodollar teams of UAE & Bahrain are stubbornly negative too, with Israel keeping up the Katusha negative streak. Meanwhile, at the top end, EF & Jumbo go from strength to strength, whilst some others like Sunweb are sliding over time - their transfer policies no doubt helping that.
10. Do you ride a bike regularly?
|Answer ||2018Mar ||2018Aug ||2019 ||2020 |
|For fun ||61.5% ||63.4% ||59.9% ||62.9% |
|For fitness ||59.3% ||59.6% ||54.8% ||59.8% |
|For commuting ||46% ||46% ||45.6% ||40% |
|For racing ||20.6% ||20.6% ||15.9% ||17.7% |
|No, I don't ||14.2% ||12.9% ||14.8% ||13.6% |
Still a fairly small group of racers out of all of us
11. Out of the sports you practice, is cycling your favourite?
A new addition to the survey prompted by a good point last time, just over half of us rate cycling as the favourite sport we actually do.
12. What other sports do you follow?
|Sport ||# |
|Association Football / Soccer ||50.78% |
|Formula 1 ||35.81% |
|American Football ||26.27% |
|Basketball ||22.46% |
|Track & Field ||17.58% |
|Esports (yes, this includes DotA) ||17.30% |
|Rugby ||14.27% |
|Skiing ||14.12% |
|Ice Hockey ||13.63% |
|Baseball ||12.15% |
|Motorsports (Not including F1) ||10.59% |
|Cricket ||10.52% |
|Tennis ||9.53% |
|Chess ||8.97% |
|Triathlon ||8.69% |
|Biathlon ||8.12% |
|Snooker ||7.06% |
|Golf ||6.92% |
|Swimming ||6.85% |
|Ski Jumping ||6.78% |
|Climbing ||5.72% |
|Martial Arts ||5.65% |
|Handball ||5.44% |
|Darts ||5.01% |
|Speed Skating ||5.01% |
Football always tops the charts, and Formula 1 continues to rank extremely highly among our userbase. Those who have a little following below 5% include Sailing, Fencing, Surfing, Boxing & Ultra-Running. Other cycling disciplines
|Sport ||# |
|Cyclocross ||22.10% |
|Track Cycling ||14.34% |
|MTB ||8.97% |
|BMX ||1.20% |
13. Out of the sports you follow, is cycling your favourite sport?
Good. Makes sense if you hang out here.
14. How often do you participate in a /Peloton Race Thread whilst watching a race?
| ||2015 ||2016 ||2018Mar ||2018Aug ||2019 ||2020 |
|I always participate in Race Threads during races ||2.8% ||2% ||2.2% ||4% ||2.5% ||3% |
|I follow Race Threads during races ||41.7% ||36.7% ||38.1% ||42.1% ||42.5% ||38.9% |
|I often participate in Race Threads during races ||16.8% ||19% ||16.5% ||18.9% ||15.2% ||13% |
|I rarely/never participate in Race Threads during races ||38.7% ||41.3% ||43.1% ||35% ||39.8% ||45.1% |
Slightly less invested than before, reverting back to an older trade.
15. How do you watch Races?
|Method ||2018Mar ||2018Aug ||2019 ||2020 |
|Pirate Streams ||62% ||46.5% ||50.2% ||47.9% |
|Free Local TV ||55.7% ||64.5% ||59.6% ||53.9% |
|Desperately scrabbling for Youtube highlights ||37.9% ||30.2% ||28.2% ||24.9% |
|Paid Streaming services ||32.3% ||35.4% ||38.3% ||46.3% |
Year on year, paid streaming services go up - the increasing availability of live content legally continues to improve, and so do the numbers on the survey.
16. Where else do you follow races live (in addition to watching them)?
|Type ||2018Mar ||2018Aug ||2019 ||2020 |
|/Peloton race threads ||86.2% ||83.4% ||80.2% ||76.9% |
|Twitter ||30.5% ||34.7% ||33.3% ||38.3% |
|PCS Liveticker ||- ||- ||30.2% ||32% |
|Official tracker (if available) || || || ||24% |
|The Cyclingnews liveticker ||26% ||23.5% ||21.5% ||18.9% |
|Sporza (site/ticker) ||1.89% ||9.5% ||10.8% ||10.8% |
|NOS Liveblog ||- ||6.8% ||7% ||9.2% |
|Steephill ||0.52% ||13.5% ||10.2% ||8.2% |
|/Peloton discord ||6.5% ||5.4% ||7.5% ||7.2% |
|Other cycling forums ||15.1% ||8.1% ||7.6% ||7% |
|feltet.dk ||- ||2.2% ||5.4% ||5.2% |
|Facebook ||3.8% ||5.4% ||4% ||4.2% |
|BBC Ticker ||- ||3.5% ||2.1% ||4.1% |
|DirectVelo ||- ||1.3% ||1.6% ||1.8% |
|Non Cycling Forums ||- ||1.3% ||1.2% ||1.2% |
|/cyc/ ||- ||1.3% ||1% ||0.6% |
|/peloton IRC ||~0 ||0.8% ||0.4% ||0.5% |
The PCS liveticker continues to have a strong following, whilst the cyclingnews ticker slowly slides into less usage over time.
17. Do you use /Peloton mostly in classic reddit or redesign when on the desktop?
|Type ||2018 Aug ||2019 ||2020 |
|Classic ||75.1% ||67.2% ||46.2% |
|Redesign ||24.9% ||32.8% ||53.8% |
Time to abandon ship. The end has come.
18. With what version of reddit do you browse the sub?
|Version ||2019 ||2020 |
|Official App ||17.9 ||31.1 |
|Desktop Classic ||37.8 ||25.8 |
|3rd Party App ||18.3 ||17.2 |
|Mobile Web ||12.4 ||14.7 |
|Desktop Redesign ||13.7 ||11.2 |
Phone browsing is very much in vogue.
19. How did you find the sub?
|How ||% |
|Through other forms of reddit, f.e. /bicycling ||48.33% |
|Too long - can't remember ||38.65% |
|Google search ||9,11% |
|My friend told me ||2,28% |
|I wanted to talk about my exercise bike ||0.78% |
|Twitter ||0.5% |
|Lantern Rouge Youtube ||0.28% |
Other bits and bobs
20. Did you think back in March we would see any more racing this year?
Despite the threat, we have seen racing again
21. Will we manage to fulfill the rest of the UCI calendar without further Covid-19 issues postponing more races?
Sorry to you 25%, Amstel, Roubaix & a bunch of other races have falled foul of COVID-19 related cancellations.
22. When did you become aware of Alexander Foliforov?
|When ||% |
|Before the 2016 Giro ||3,25% |
|22nd May, 2016 ||15,55% |
|On /pelotonmemes in 2020 ||21,13% |
|Who? ||60,07% |
If you didn't know of the man, watching him demolish the Giro field in 2016 on the stage 15 ITT should help to gain understanding
23. Who will win the 2020 Tour de France?
|Rider ||% |
|Roglic ||52,12% |
|Bernal ||16,57% |
|Pinot ||9,24% |
|Dumoulin ||7,9% |
|N.Quintana ||2,82% |
|Pogacar ||1,41% |
|Richie Porte ||0,35% |
We can safely say that most of us were wrong about this one.
That's not a lot of confidence in Richie Porte either, the man who was to finish on the third spot of the podium. Alexander Foliforov (0,23%) had just a tiny number of votes less, and that man wasn't even in the race.
24. What for you was the defining cycling moment of the previous decade?
We had a lot of brilliant suggestions, but these were the clear five favourites when we tabulated the results.
- 2018 Giro - Chris Froome Solo Attack
- 2016 TDF - Chris Froome Running up Ventoux
- 2019 TDF - Landslides, First Columbian Winner, Pinot's bitter abandon - This was one race for the ages
- 2016 Paris-Roubaix - Mostly known for Tom Boonen losing. Also, some guy called Mat won.
- 2019 AGR - MvdP with his incredible catch-up for the win.
Honorable mentions go to the Giro 2018, which had Tom Dumoulin winning, and of almost identical fascination to many of you - Tom Dumoulin going on someones porta-potty in the middle of the stage.
Little bit of recency bias perhaps, but that's better than ignoring that this was for the last decade and firmly insisting Tom Boonens 2005 WC win was the biggest thing. Special shoutout to almost all the Danes present in /peloton
who voted for Mads Pedersens WC win last year. It's an understandable reaction.
25. Any suggestions for the Survey? New Questions
- Could you add a section on rider popularity, same as for the teams?
- Ask how people became interested in cycling
- Ask how people watch cycling (e.g. TV Channels/Streaming etc.)
- If you could be an animal for one day, which one would it be?
- Would you wear a facemask while watching a cycling race live?
- Which race do you look forward to see the most every year?
- Favourite riders of your own country?
- How many bikes do you own?
We promise to feature one of these suggestions in the next survey Suggestions
- Always have a “no” or “not interested” option
We will try to implement this. But it will also skew results. About the Survey
- More questions about womens cycling would be nice.
- Less questions about womens cycling
The subscribers are torn on Women's cycling, nearly a 50/50 split there as the survey showed - The moderators at /peloton
are firmly in the "more cycling is better" basket, and we will continue to get as good coverage of womens cycling as possible.
Are you trying to give the moderators PTSD? Because this is how you give the moderators PTSD.
26. Any suggestions for the sub?
- More stationary fitness bike related content
ALSJFLKAJSLDKJAØLSJKD:M:CSAM)=#/()=#=/")¤=/)! - Your moderator seems to be out of function. Please stand by while we find you a new moderator
The Weekly threads are great for these types of questions, where several people can contribute and build up once it is understood which information is relevant.
- Allow limited doping talk in result threads.
Our experience is that "limited" will never be so, if we're going to moderate it fairly. Moderating is not a popularity contest, but believe it or not, we're actually trying to be as fair as possible. and for that, we need rules that are not subjective. Unless you have a stationary exercise bike.
- Written original content is always great - recaps, old race reviews or interesting rider bios, etc.
- More non-race threads
- Podcast discussion?
- Try and do some AMAs with pro cyclists, coaches, trainers, etc
All of these are good suggestions, but remember that all of you can also contribute - The mods are sometimes stretched thin, specially in the middle of hectic race schedules. It's easier if one of you has a way to contact a rider or a person of interest and can facilitate the initial communication.
- Standardize major event thread titles for better search.
We've worked on this! The Official Standard is now as follows: [Race Thread] 202x Race Name – Stage X (Class)
- A wiki that explains how races work. Roles of diff riders/support staff. History of racing.
This sounds as a nice community project for the after-season, and hopefully many of you subscribers can contribute.
Come with suggestions on how to tidy it up!
- Don't assume everyone reading is a man, "thanks, bro". But that goes for all of Reddit. I know you can't fix that.
We have chastised all the mods. They are now perfectly trained in gender-neutral pronouns. Be well, fellow being.
- Have a buy you a beer link for the mods for all the work you do.
If we can implement this for hard liquor, you know we will.
- Remove the spoiler rule during grand tours. It kills the hype.
The spoiler rule is one that is discussed frequently - in general - some users absolutely hate it, but a majority love it. Perhaps we'll include a question in the next survey to see how this divide is exactly.
- Lose the spoiler tag when it is for serious things; Lambrecht death, Jakobsen fall.
We actually do - whenever there is a matter of life or death, we think public information is more important than a spoiler rule. But at the same time, we try to collect all the different posts into one main thread, so to keep things focused and letting very speculative posts meet with hard evidence from other sources.
- Less downvoting of opinions that differ from the fashionable consensus.
This is a tough ask of the internet. While we can agree that voting should be done accordingly to what insights they bring, not subjective opinions, it is very hard to turn that type of thinking around. We can ask of you, our subscribers, that you please think twice about hitting that downvote button, and only do so because of you think a post is factually incorrect, not because it differs with your own subjective opinion.
That's the primary analysis of the survey! Feel free to contribute with how you experience things here!
greetings, i'm bones, the aggro/midrange player of TESL and i have a few things i wanna talk about. They directly correspond to, like, practically every complaint i hear recently, especially in relation to gameplay. It's worth noting that some of these can't be blamed on our current developers, Sparkypants, because they come from darker times of neglected client, so don't go shopping for pitchforks for the amount of stuff that'll be covered in this post, but with that said, let's go through this stuff, one by one.
I want to divide this post into 3 sections:
- Client design (where i'll also put UI related nitpicks because there's a few of them)
- Core mechanics design
- Card design
i'll make the subsection names pretty bold so if you're interested in only one specific part feel free to scroll down to the section of your choice
1. CLIENT DESIGN
I can't say anything objective about aesthetics
- to each their own. Personally, the game looks much better now than it did in the old client. Loading times have been overall much shorter and that applies both to transitions between menus and switching pages in collection. Clickables on the board, while completely unnecesary, are a nice addition to the overall "feel" the game gives. The way cards look now in comparison to the old client are, again, a subjective matter, but I've grown to like them quite much, especially things like Premium Legendary Guards, they look stunning on the board. Long story short, the game LOOKS damn fine, at the very least for me. That includes the animations that cards have.
However, the speed of these animations
, not all of them - mostly ones that occur multiple times per turn, depending on the deck, like Fifth Legion TraineBruma Armorer buffs on creatures played in quick succession, Bruma ProfiteeNecromancer's Amulet in similar instances, Galyn/Ungolim/Therana shuffling cards to the deck, Relentless Raider dagger (in Wispraider), cost reduction animation (for abomination scout and leafwater OTKs), Piercing Twilight banish (control decks), even something as recent as multiple instances of Training Grounds - is abysmally slow, they make the whole game feel like it's covered in some gluey substance or, in case of the new playmat, that the action takes place underwater. I know that devs are aware of it, because it's been pointed at several (dozen) times already and in Patch 2.7 they have taken a step towards fixing it - namely buffs/heals happening for cards that summon multiple creatures occur at the same time. Baby step in what to us feels like an easy solution (just replicate what was happening on direwolf's client), however i can't discredit a step being taken. Some of the decks are practically unplayable on the ranked ladder because of the animation speed, like the old terror called Nix-ox Telvanni. Figured I'd put it here mostly to keep everything I hold against the game altogether contained in one spot.
Then there comes the issue of when a card becomes interactible
(for a lack of better word). By which I don't mean how good the card is, but rather the timing in between what occurs in the game. Here are two examples that I know of to illustrate the issue better:
- affects my stupid deck but bear with me - if you have an Orc on board and at least one Fifth Legion Trainer, play Wood Orc. Only when he gets Charge he's able to be selected.
- in Leafwater OTK, you cannot play the Leafwater until it ends showing you the discounts from either Thieves Guild Fence or Gates of Madness.
In first case the problem is minimal, but there is a tiny chance to screw you over. In second case, it's actually pretty big, because that and animation speed makes this OTK (and many others) much slower.
Amongst other things that devs know is the issue of not being able to check your discard with a selection box present
(like the one Mudcrab Merchant, Merchant's Camel, Indoril Mastermind, etc. give) which is pretty important for control decks, especially considering deck tracker is still absent. But while we're at clicking discard pile icons... How about being able to click the Deck icon to see what's in your deck? An option to view your deck is already there in Laaneth, so I can't imagine there's too much coding that needs to be done to actually implement being able to view your deck's contents.
Halfway through Heroes of Skyrim, for some reason we got buttons to remove and copy a deck in the collection menu... while simuntaneously the same options were taken away from the specific deck's menu. It's a very tiny thing, but I reckon it'd be nifty to have deck code, copying and removing deck button somewhere on the deck screen
as well. By no means a high priority thing, but i thought i'd mention it nevertheless.
There have been personal issues with TESL i've been facing on both Steam and Mobile clients. On steam the game slows down a LOT just before the game starts, while server registers i'm in a game. This causes me to, often, miss mulligans. It's more likely to be on my end, but no clue what causes it. On mobile, when building a deck, clicking on an attribute once only highlights said attribute for some reason. Again, nitpicks, but I want everything gathered in one spot.
This is something that I'd call more of a wishful thinking than an actual complaint - Something as simple as being able to highlight
(just to keep tabs on it) a card
in opponent's hand, without revealing it obviously. This would be helpful with things like remembering Galyn target, a card that Thieves Guild Shadowfoot stole or just keeping a tabs on Tome from Daggerfall Mage or Dagger from Crown Quartermaster. With this inclusion, an option to sort cards in your hand would become available. Necessary? Nah. Priority? Fuck no. Would it be welcome? Maybe? Idk, that's more like a personal suggestion.
I feel like there should be more options for friendly matches
. Since there's no reward for winning or losing them (at least not in any internal way), these would be very welcome for customization - Picking lane effects, who gets the ring when challenging, some sort of toggle for an option that allows you to draw specific cards to make testing interactions or bugs far easier, something that lets a player (or both players) see both hands to make coaching/explaining much less of a hassle in a stress-free environment - just to name a few things that come to mind.
Last, but not least, very undertalked issue. Logs. They are very uninformative.
I don't think I've ever seen worse logs, sorry guys. Being limited to only 8 last events, which includes minor things like a buff happening is seriously terrible. Not only does it keep information away from each player, it comes with incredibly small amount of information. For example, when your opponent plays an item, you don't get the information whether it's from their deck or was it an item obtained via Gardener's Harvest. Another example is the card Shadowfoot stole - because it's not a copy generated by anything, logs leave no indication about the card's origin. But that's not all the issues this uninformative log causes - bug reports are much harder to actually verify! We're not ideal, we sometimes misremember things. Or sometimes things can't be logically explained. Take this
for example - I somehow kept the ward on a creature after attacking with it. I have no bloody idea how did that happened and logs only tell you as much as you can see - Ordinator was placed down and opponent passed the turn, then I equipped Battlemace on Wardcrafter, swung into the Ordinator and was left with a 6/1 with Ward.
Keep in mind, I don't even wanna mention things like Decktracker and such. They'll be there when they'll be there. However, there's something that rubs me the wrong way about... Tournament Mode
. You know, this thing
. It's been 9 months since we've seen these two teasers, but ever since that it's been radio silence about Tournament Mode. I can understand priorities like honing the client and stabilizing expansion releases, but to tease something that community has anticipated for a good while and not have anything to show to us other than "we're working on it" is really a big let down that is worth pointing out. On a similar note, we really could use Gauntlets and Chaos Arena. Not only because they add tons of variety to the gameplay, but... um, i'll mention why a bit later.
I know I pointed fingers at plenty of issues, but this is still tons better than what direwolf offered, because we see improvements to the client done at a much faster rate, so kudos to the team and here's to hoping that whatever problems we have with the game right now are going to get solved relatively fast. So far I can't say the quality of the client has disappointed me. In contrary to...
2. CORE MECHANICS DESIGN
TESL's main stand-out mechanics are rather easy to spot. Let's go over them one by one:
One a field line, the other's covered in shadows. At the point of me writing this, there are only three
(soon to be four HOPEFULLY) means
for someone to actually play around with more lane conditions than the default two.
These being Solo Arena, Story Mode and recently added Syl, Duchess of Dementia and Thadon, Duke of Mania. With how fresh in our collection these two cards are, I'm fairly certain Sparkypants will start slowly introducing more intricate lane conditions or maybe possibly using some of the existing ones. Here
you can find all the conditions available in game, in case you're curious.
With two lanes come options to move between them. This, I'd say, is one thing that TESL nails. Moving
is a strong mechanic and cards that enable the move are similarly potent. If a moving card isn't utilized, it's most likely due to the card itself, not because of it having means to move - Riverhold Escort, for example, isn't played because you want your guards, for the most part, to protect the lane they're in. Cliff Strider's problem is its text that prevents it from ever going face, etc. If there was one problem someone could point out with moving mechanic, it'd probably be a very small pool of cards (a total of 1!) that lets you move opponent's cards. That, however, is probably even stronger in a vacuum and should be made extremely carefully. So yeah, overall, kudos to design team, past and current (Mad Dash is very, very good as a 1-of surprise card).
Strictly attacking between lanes
seems to be kept to minimum, which is fine - the lanes are there for a reason, elevating in-between lane combat to a much higher power level is a cool idea. However, there's also... idk how do I put it better, attacking creatures not strictly
? This exists in two forms. Since this part is about mechanics, i'm going to focus on only one of these here - Battle. Battle allows the creature with it to trade blows with any single one of the enemy creatures on the board. Until very recently, Battle was... actually kept in a rather nice state - cards with it saw either very limited play in some decks (Ashlander Zealot in Doomcrag, Fighters Guild Steward in Rage Warrior shortly before Isle of Madness) or were solid arena picks (Cliff Hunter, Skyborn Dragon). Some were incredibly unique, like Dragon Aspect, where you battle with your face! Had we kept it that way, no one would probably notice an issue with this mechanic - it allows a creature that has just been placed on the board to instantly attack. This includes the health it gains from its Drain, any Slay effects, Breakthrough damage, and so forth. Until Isle Battle was strong, but its strength was kept on cards that required plenty of work put in to dish out results or weren't strong in a vacuum.
Then Squish the Wimpy happened.
That card is what happens when you don't realize how powerful giving any card Charge and Bushwhack effect is. And, let's be honest, it's not exactly it - you can't battle your opponent's face - but even that has workarounds nowadays, like Flesh Atronach OTK. Between Flesh Atronach OTK (cards needed in it aren't necessarily always useful, but Squish is never really bad and Flesh Atronach can be brought back from Discard Pile with Odirniran Necromancer if need be) and the amount of ways you can use Squish in Rage/Ramp Warrior (from just removing creatures, to ramping while removing creatures, to healing and stealing creatures, just healing, dishing out insane damage with breakthrough, etc.) this card elevated Battle onto godlike status. However, if you take a gander at how good Battle was prior to Isle and how good it is now, it's easy to figure out that the culprit is one very strong and flexible card that gives interaction to a class with no interaction prior to this. Because of how much power this action carries, I don't think keeping its text the way it is and just fiddling with cost is going to make it any less powerful - even Duel Atop the World, which costs 5 magicka more and its only difference is +3/+3 to the target of the action, has seen some fringe play, mostly in decks that also ran Morag Tong Nightblade.
There's one more big thing that happens between lanes that, at least I, didn't put too much attention in when looking at mechanics. Summon effects.
We don't have too many cards whose summon effects affecting opponent's cards are limited to the lane they're played in (Skaven, Tiny Dragon, Cradlecrush Giant, Knight of Order, Giant Snake, Sanctuary Pet, Belligerent Giant, Mantikora... total comes to maybe 20 cards at best) and... I'd say that's not really a good thing. I think more creatures should have its summon effects limited to the lane they're played in, both positively and negatively, however, quite frankly, I have no idea how to approach that kind of balance change for all of the cards in the game, so I'm going to refrain from in depth means of changing this. My only idea was changing Camonna Tong Heavy's Plot effect to affect the whole board, given how little play he sees. But yeah, Summon effects have gotten sort of problematic, with their instant value that's only stoppable by "silver bullet" cards. More on these later.
If utilizing two lanes in card design would get a B- from me, then utilizing Runes
would get an E-. Sure, there are some interesting cards that even to this day some of the best players can't quite agree on (Wilds Incarnate being the best one), for the most part anything that isn't a Prophecy and does something with Runes themselves was very mediocre. Morokei in Singleton decks is a great card, but... it's also a Singleton card. That's not gonna bring you tons of playability. He's gonna be an auto-include in Singleton decks, but Singleton decks aren't going to top the tierlist because of built in increased variance and an unsufficient reward for gimping your deck (only three singleton cards). Mechanical Heart is the other card that brings back a rune, but it's also relatively easy to deal with, a huge tempo loss on play and unique legendary, meaning only a singular card in 50 or 75 of them in your deck. The fact that Runes have been this unexplored for the longest time is a sin, especially because coming up with things to do with them is actually very simple and straightforward.
- Replacing runes with other effects upon reaching health threshold.
- Using up a rune to pay for an additional effect (ala' Exalt)
- Forcing a rune break of your own.
- Cards that punish opponent for breaking runes for a turn
- Changing conditions for rune breaks (amount of creatures removed, amount of extra cards drawn, etc)
- Cards that let you select a card from your deck to be a guaranteed draw when the rune is broken (possibly more late-game).
The list really does go on. Even on this list alone you could probably make a split for offensive and defensive options.
The reason I gave Rune-related mechanics E- and not F is completely on the cards that reward you for breaking a rune
- These I find for the most part very well done. Simply put, high risk, high reward cards that present a fair deckbuilding challenge to the ones willing to take it. Playing with these cards is also handled really well - they are prime targets for removal with their low health or other vulnerabilities, so it's quite easy to punish playing, for example Haafingar Marauder or Relentless Raider at a wrong moment.
This sentiment doesn't quite extend to Beast Form.
By themselves, most of these cards are alright, similarly to how "rune break" cards perform. However, with Companion Harbringer and Skyforge, there was a clear attempt at introducing something ala' a Werewolf deck or a Beast Form deck. Without alternative means of destroying opponent's runes, there's not much reason to go full werewolf, sadly, and without Beast Form these cards are nothing more than understatted creatures with no weight on them. Similarly to other very fringe and not played mechanics, only the most swingy of representants see play, like Circle Initiate (for very average statline at its cost and Prophecy tag), Aela's Huntmate (draw) and Whiterun Protector (just a solid body in a midrange deck post-Beast Form). Still, probably more blame lies on underutilizing means of breaking runes rather than Companions themselves.
So let's talk Prophecies
... However, not in the way people would probably think about them. Instead of trying to describe in my own words how do they feel, I'll try and draw links between them and mechanics in two other, seemingly completely different games - Team Fortress 2 and Wargroove, starting with the former Between Prophecies and Critical Hits, there's plenty of similarities.
So in TF2 Critical Hits are Random. Matter of fact, they are very similar in its randomness to Prophecies in TESL in that you can technically influence the percentage (in TF2 by dishing out damage, in TESL by... adding more Prophecy cards to your deck), but regardless of percentage, you can go several seconds with nothing but crits or you can never see a critical hit in the round. Random critical hits remove a lot of decision making from the player, as this little tidbit styled after Pokemon battle explains really well
, lasts about 3 minutes tops. Now, TESL doesn't have it quite as terrible, because the "critical hit" that happens does actually end up teaching you the essentials of when to play your cards, the ordering of your actions and whatnot, however what holds true in both cases is that it feels just as bad to die to a random critical hit as it is to losing to a random Prophecy that stops your lethal. I think these Prophecies in particular are the biggest offenders - things that create insane swings capable of changing not only the way you play out the remainder of your turn, but flip the entire game upside down essentially. Your Cloudrest Illusionists, Mystic Dragons (at least early game), Lightning Bolts, Piercing Javelins, Shrieking Harpies, Golden Initiates (to an extent) and many others all affect the game state significantly the moment they are played. Again, you can (and you should) play with a possibility of these cards popping in on your turn in the back of your head, and admittedly aren't executed in the worst way because you are capable of playing around them, however losing to one of the big prophecies from first rune or dying to a prophecy lightning bolt don't feel fun, matter of fact they're pretty frustrating to lose to.
Then there's Wargroove, one of the recent games, turn based strategy (if you liked Advance Wars I highly recommend you pick Wargroove up!). The reason I'm mentioning this game is its way of handling critical hits. Instead of bigger and smaller random percentages, which no doubt would end up being frustrating to deal with, the game has conditional critical hits. For example, your cheapest infantry unit only does critical hit when the army's general is standing on a tile next to that unit. This adds a lot of depth to the gameplay and feels very rewarding to pull off successfully. As for TESL, I don't know how could you introduce something that gives you similar feeling - whether introducing conditions that one must meet in order to be able to play the card for free or just making it so that when the conditions are met that one card is guaranteed to appear during the breaking of your next rune. Maybe there's a way to somehow utilize leftover magicka from your last turn during opponent's turn. I want to just present how other games handled something that's widely considered frustrating. The details of execution I'd rather leave to card designers.
I'll explain my last pet peeve with rune-related mechanics in next sub-chapter. Conveniently, we're done with what TESL does differently to other card games, so let's move on to:
First of all, I have nothing against your Treasure Hunts, Exalts, Betrays, Assembles and the like, however I can't help but feel that all of the "new mechanics" are only here to make expansions sound better.
Whenever a big release was coming to TESL, be it a story or a new set, one of the main advertising points were new mechanics. They were one of the first things we heard about the set as well, for example in case of Houses of Morrowind, for which the very first announcement covered Rally, Plot, Exalt, Betray and "5 power or more" condition. Then there was nothing new that came for these mechanics. The reason this makes me miffed a bit is twofold:
- We could've gotten mechanics that no other game but TESL can pull, especially anything involving Runes.
- If the mechanics I mentioned in the first point are too complicated to just introduce, then at least take proper care of the things you do introduce.
Things like Factotums, Beast Form, Shouts, Exalt all are probably around a card or two away from being very much viable. I don't see much reason to keep them hanging. Treasure Hunts and Rally desperately crave for more, at least from Constructed point of view. Ironically, I think the most recent monthly card, Training Grounds, together with Ring of Lordship, are... perhaps not viable, but definitely a step in the right direction, especially compared to Singleton. These two present specific deckbuilding challenges that grant you plenty of cool perks and flashy plays should you overcome them. Not only that, playing against decks built with these two cards doesn't feel unfair, because you can see the synergy coming if you're observant enough.
I'm not sure, however, what to think about Supports and Support Removal.
This interaction feels very binary and, similarly to prophecies, not really fun for either side of the interaction. You're going to feel just as bad when your opponent has a few supports on their side of the board that you can't deal with as you'd feel when your freshly played support you didn't quite reap benefits from gets instantly removed by Dushnikh Yal Archer, Shadowfen Priest or Edict of Azura. I'm not sure how can this be designed in a better, more fair for both sides, way - perhaps make it so that supports have health, but can be targetted with creatures to deal 1 damage to them if guards aren't on the way, while reducing the support's cost all around, dunno really.
Other mechanics that we had since the dawn of TESL time, namely Pilfer, Slay and Last Gasp
, have been for the most part kept safely tame. Last Gasp has maybe two problematic cards at best (Haunting Spirit and Balmora Spymaster, for different reasons), but at the same time I can't help but feel that the whole Last Gasp bundle is being really overlooked by all of us. Pilfer is kept at VERY safe levels, probably because of how dedicated Tier 1 Pilfer deck would negatively affect newer players - they'd feel cheated by the Master of Thieves combo, which to them would have no counterplay what so ever, especially if another card that gives any creature pilfer gets printed for Monk. Finally, Slay in a vacuum is also more or less fine, but in tandem with Squish the Wimpy and battle tricks like Sword of the Inferno, Archer's Gambit and Crusader's Crossbow starts raising a few issues, the last three specifically with creatures that have both a Slay effect and Lethal. I also think that Slay and Drain shouldn't affect your own creatures if you end up killing them with Unstoppable Rage or any of the pings mentioned above. The possibility to turn one lane with one big creature in it into almost 30 health or an OTK in one turn is rather disgusting, especially the latter, since you can just place Child of Hircine in shadow lane against an empty board and use your next turn to add a Brotherhood Sanctuary and a bunch of Firebrands, Rage and attack a total of 7 times.
There's also this elephant in the room... you know, Tricolors.
What initially was perceived as a fun little gimmick (after all, why give up consistency for increased variance?) turned out to be the most viable way of building your decks. The results speak for themselves
. Turns out that increased variance isn't really an issue for the tricolor player, because of several things:
- Deck that they play can't really be shut down by anything - your class lacks support removal? Third color has you covered. Short on pings? Good thing extra 25 cards can fix that. What in 50 card decks could be called "identity", a set of strengths and weaknesses, is gone with transition to 75 cards. Every tricolor deck has access to everything, in smaller or bigger amounts.
- The only conditions one needs to meet to play a tricolor deck are the deck size and having at least one tricolor card in its deck - That's... not really a setback. Sure, you increase the variance, but that variance often gets lost with how the deck gets built. Tempo Scout has proportionally less reach in its deck than Tempo Telvanni, for instance. As for the second condition... name a single deck in which tricolor card is a detriment to that deck.
- With increased variance comes increased unpredictability. As someone facing a tricolor deck, I can't reliably play around its weaknesses, because they can have a multitude of different things. The only safe 2 magicka cards that one can play against Tribunal are Siege Catapult, Mournhold Traitor, Snow Wolf and Steam Constructor. Everything else dies to Negation, Execute or Firebolt.
- Because of Tricolors, previously balanced cards start becoming a problem - the nerf of Goblin Skulk could be mostly attributed to Hlaalu and Telvanni with their Firebrands and Fireblooms respectively. If we were to favor classes over houses, Hlaalu Oathman and Cruel Firebloom would become more likely nerf targets than the Skulk itself. Similar things could be said about Tullius' Conscription.
- Even with increased variance, tricolor decks can contain a bigger amount of more powerful cards. Telvanni is probably the biggest offender, with Negation, Black Hand Messenger, Emeric, Queen Barenziah, Thorn Histmage, Scout's Report, Telvanni Catspaw and Sun-in-Shadows all being a part of their control lineup. 18/75 is more than class' highest ratio of 1/5th.
Practically every possible group of people, Timmys, Johnnys, Spikes and everyone in between, have at least a few people admitting that the introduction of tricolor decks changed the game for worse for various reasons. The stats we have are definitely in favor of their strength. But at the same time there's a group of people who consider tricolor fun and different enough, which is perfectly fair. There isn't a lot i can think of in terms of solutions - rotating tricolors out first would need to happen, because honestly the design itself requires plenty of tweaking to make the games with it fun and that's not really something i know how to achieve. All of different solutions i've heard haven't really been elegant. But yeah, following rotating out the tricolor I'd either make an expanded queue for ranked/casual or run some tricolor gauntlets, should they make a comeback.
don't think there's tons of things to say about specific cards that I feel like should be adjusted or cards whose design philosophy ought to be changed, but i still feel like giving 'em a section of their own.
3. CARD DESIGN
Starting off with something that was already talked to death by other people, most notably mr Ian Bits in his video here
, namely heavy RNG cards
. Now, it's understandable why are they made - giving fun to Timmys and some Johnnys, but i don't think power level of some of them is in the right spot. Biggest offenders of course being Suran Pawnbroker, Mudcrab Merchant and Manic Jack/Mutation (although i feel like Barilzar's Tinkering and Desperate Conjuring are also worth looking at). Still, this issue is explained in the video I linked far better than I would be ever able to explain it. There is, however, other type of rng cards that i feel like wasn't mentioned and is arguably a problem of similar size - Ring cards. By that I mean cards that are extraordinarily good on curve, but only with ring. When played without ring on curve, these cards have a lot more answers than with ring. Pre-nerf Goblin Skulk was very much a ring card, but even currently we have Cornerclub Gambler, Fifth Legion Trainer, Mournhold Traitor, Withered Hand Cultist to an extend belongs there too, East Empire Crafter has potential to land in this spot soon, although on a much smaller scale. Granted, when playing against control decks a lot of these become non-issues, as they have sufficient amount of early game removal to be able to deal with them swiftly, but for aggro mirrors these may as well be winrate swings.
For all the things bad about Mudcrab Merchant there's one positive - Crabo has let us play more than one 1 drop that still holds its value during mid-game
. I'd say this is worth looking at closer, because if there's something to fix the issue of Ring of Magicka in Aggro mirrors, it's decently powered 1 magicka creatures. Currently 1 drops fall into one of these categories:
- Insane on turn 1, quickly lose value - Sarethi Scion, Palace Prowler, Ungolim, Deathless Draugr
- Offer an unsufficient value across the entire game - Aldmeri Patriot, Blood Sorceress, Descendant of Alkosh, Blackreach Rebuilder, Covenant Marauder and many others
- why are they still here? just to suffer? - Enraged Mudcrab, Niben Bay Cutthroat, Prophet of Bones (sorry my prophet), Voracious Spriggan
- actually viable, as they are alright on turn 1 and their value is still solid mid-game - other than Mudcrab Merchant and Crown Quartermaster there's Deepwood Trapper, Gearwork Spider, Shadowmere, Marked Man, Karthspire Scout and, arguably, Scroll Seeker.
Even in the last category, only some decks really want these cards over others at a different point of the curve. Giving people a tad more incentive to go for Scroll Seeker or Karthspire Scout could potentially improve the means of fighting in Aggro mirrors or maybe bring back Midrange out of the sorry state it's been in.
Endurance in its current state from aggressive point of view is an ideal color - comes with a lot of overstatted creatures
, perfectly pairing up with other colors, either with enabling plenty of trades or supplementing big bodies with smaller, but Warded bodies (Willpower and Intelligence) or with buffing these creatures even further and abusing movement (Strength and Agility). At this point of time we're like 99% sure that Catapult will receive a nerf, if anything then because of community issues with the big body, now made much harder to punish with Skinned Hound, but to ignore Haunting Spirit, Young Mammoth, Dragontail Savior, Corrupted Shade and Bleakcoast Troll would be similarly unwise. The problem is, I suppose, in the fact that it's really hard to balance something out regarding these 5 cards without wrecking Endurance. I have faith that our card designers will be able to overcome the difficulties currently caused by this attribute.
On the other side of the board we have cyclers and recyclers
. Granted, it's safe to say that in a vacuum cards like Merchant's Camel or Indoril Mastermind are, for the most part, fine as is. Enter houses and Odirniran Necromancer, however, and we end up with cards that absolutely neglect the negatives of tricolors (reducing the increased variance) and, because of constant milling, allow these decks to find an answer to opponent's gameplan much more reliably while simuntaneously progressing forward with the board state. Don't get me wrong, it's not a problem that's only restricted to control - cards like pre-nerf Ash Berserker and Cornerclub Gambler should land here just as well. The amount of milling we have is one of the likely reasons the meta is in its extremes - it's either extreme aggro, extreme control or extreme swings/cycle. The solution sort of comes naturally - slow down! Less mill makes for a smarter game to play for both players.
The second part of "Indirect card combat" that we call pings
, also belongs here. However, by that I don't necessarily mean actions that just deal damage, like Firebolt, Rapid Shot, etc. These are necessary, fair and harmless. The only problematic cards are Archer's Gambit, Sword of the Inferno, Crusader's Crossbow and Unstoppable Rage. The first two, even at their low cost of 2 magicka, are almost always used on lethal creatures to act as a hard removal with benefits - in case of Archer's Gambit it's the ability to trade the lethal creature into an enemy creature on the same lane and potentially reap benefits from Astrid's effect, for Sword it's proccing Slay twice (on enemy creature and on itself), especially on lethal creatures, on top of just being able to remove two creatures with one so long as the wielder has 3 or more health. Crossbow feels the least problematic of all of these, mostly due to its cost, but also due to lane limitations - in Shadow Lane you can't quite always deal with two creatures at the same time, due to cover. It also doesn't give Guard to the wielder, so it doesn't force 2 for 1s with benefits. Unstoppable Rage is a whole different story. It's perfectly fine as a lane clear, but becomes unfun to play against when paired with a Drain creature or a creature with Slay effect, mostly due to these two things proccing off your own creatures too. This results in even 50+ health swings on top of the lane clear. Of course, there's a difference between feeling bad and being badly designed - I don't think the card itself is problematic, you can play smart to deal with Rage for the most part, but I can't deny its demotivating effect.
Finally, there's silver bullet cards
. You know, ones that are useless for all but one matchups - Grummite Magus, Memory Wraith, Piercing Twilight and Cast into Time (sort of, they're helpful everywhere to an extent), Garnag, Bedeviling Scamp and Withered Hand Cultist. These ones are probably the things I hate the most about card design. We're playing a Card Game. You can eliminate the problems by tweaking cards or card interactions in order to help players make punishing certain plays easier. Printing a card that answers the problem for you is an insult to card player's intelligence. It's the equivalent of giving a worse of two chess players an extra handicap piece that can move on any tile of the chessboard - why improve your play, when you can just play an easier game? If your goal is to welcome more casual players easily with these cards, then consider making something along the lines of an advanced tutorial. These could be a series of puzzles for free that any player can partake that would teach them the most important essentials of playing smart and playing to win. Not only that, these would play well into a marketing strategy - you can then direct someone done with advanced tutorial to the store, where he can find more puzzle bundles. It's really worth putting more effort into the game than just creating an easy answer for a card - it makes for a more compelling card game, a more satisfying esperience when you do overcome this one strategy you had troubles with in the past. Don't take this joy away from new players by giving them the middle finger card. Please. And if you're truly set on introducing hate cards to the game, at least split them into several smaller cards that affect different aspects of an archetype. Cultist, for example, should probably receive a big nerf in tandem with introducing cards that affect Summon effects, ability to be shackled, damaged by lethal creatures, affected by actions, etc.
The very last thing I wanted to mention, more as a closing note, is the speed of making changes. Hearthstone recently went on to create drastic changes to the card game, mostly in the amount of nerfs/buffs but also in changing the base set. I mentioned a lot of things in this word wall of mine and I believe introducing even half of them from section 2 and 3 would greatly increase the quality of gameplay TESL definitely deserves. But in order to get there, serious changes need to be made, for we've kinda dwelled a bit too far into some of these problems. For an example of a game that undergoes gigantic changes with every patch to keep the experience fresh and enjoyable, look no further than Dota 2. The game has balance patches which are about as long as half of this article of mine, affecting various little tidbits of gameplay. While TESL by no means has as many gameplay intricacies, it still has cost, attack, health, card text, starting hand, interactions, etc. This game has tons of potential for really compelling games across all kinds of players and between all kinds of players, but a serious amount of effort and dedication needs to be put in in order for us to get there. Passion is what got us some of the all-time great games in the past, like Chrono Trigger, for example.
But I direct this not only to design team and developers at Sparkypants, but to each of you reading this. First of all, thanks for making it to the end. I hope I didn't cause ya to fall asleep. I also hope that what you read helped you understand that not all of the enjoyable things are really good for the game and that, vice versa, there are still tons more enjoyable things to TESL that we haven't gotten yet. I don't expect for you to agree with all that I have written here - we're all humans (hopefully) and we're going to have our different points of view and different preferences. I encourage you to discuss things in the comments, for fruitful conversations help immensely in more means than one. If you come up with an idea to fix things better - post it! Sparkypants devs have been reading our feedback much more often than Direwolf devs and we should seize the opportunity to hopefully change the game for the better. In the end, if you've made it to the end, I'm rather certain that you do love this game. If a piece that takes almost the entirety of symbols on reddit is any indication, so do I. Regardless of how cheesy it sounds, this love for the game and this passion is what will make the game a better experience, and, eventually, us - better players. Whether you're a fun-loving person who cherishes all of the huge flashy plays above everything else (Timmy), a guy/gal whose primary interests lie in deconstructing the game's interactions and trying to discover more of the interesting combinations, treating the game like a box of Legos (Johnny) or you want to be the very best at everything the game offers and for your game sense and game knowledge to thrive (Spike), in the end we're all a part of this big family.
thanks and goodbye
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News and Awards
• Announcement on the WTC Wallet Android Release • Blockchain + Retail: the Product of the New Era • Waltonchain Brought You Smart Heated Insoles — the Most Eye-Popping Futuristic Tech • Waltonchain Invited to 2018 China IoT CEO Thousand Conference as China’s №1 Blockchain + IoT Company • Representative Director of NIDS (Korea) Professor Hwang Hak In Visited KEDIHENG • Organization Chart Update! • Waltonchain Provides Global Leading Blockchain + Cross-Border Logistics Solution • Citylink Awarded the Best Application Solution Award at the Annual IoT Star Award 2017 • Waltonchain Progressive Mining Reward Program • Waltonchain Initial GMN Airdrop • Good things comes to those who wait • Waltonchain Mainnet Official Launch • Waltonchain CEO Mo Bing announcing the official launch of Waltonchain Mainnet • Waltonchain Co-organized the Cross-Strait IoT Summit & 2018 Workshop on Advanced Wireless Communications, Networks, and IOT Applications • Waltonchain subsidiary, IOT Technology, Received Support Fund for Jimei District Xiamen City • Waltonchain’s First Child Chain Freyrchain Debuted at the 2018 TokenSky Blockchain Conference • Waltonchain Project Director Elected the Vice President of Fujian IoT Industry Association • Smart City Founders, Alibaba Cloud & Waltonchain Subsidiary Zhongchuan IoT, Sign Strategic Partnership • Waltonchain Affiliate, Citylink, Joins Hands with China Telecom to Promote the Xiamen Smart Community Pilot Project • Waltonchain Invited to attend 2018 IoT Industry Outlook and Policy Forum in Korea • Waltonchain Partners with Loci • RFID + IoT Global Leader, Waltonchain To Partner With Loci • Waltonchain to co-host Tokensky event • Waltonchain Affiliate Xiamen Citylink Technology Signed a Partnership with Zhangzhou Branch of China Telecom Corporation Limited • The summary for Waltonchain Annual Meeting — Blockchain Application Trends Forum themed “IoT Revolution, Common Future in the Chip Era” • Waltonchain CSO Mr. Huang Weihua signed a strategic agreement with SWFTCOIN CTO Mr. Ma Zhanlei • Announcement of the 2018 Waltonchain Annual Meeting with a Strategic Agreements Signing Ceremony • Waltonchain Won the 2018 Outstanding Blockchain Company Award of the 1st Summit Forum of Blockchain in Southeast Asia • Waltonchain is pleased to announce that we will be working with China Mobile IoT Alliance on a global initiative to incorporate Waltonchain IoT in 2018! • Waltonchain Project Director Lin Herui was Invited to Attend Beidou IoT Global Launch Conference & IoT Innovation and Development Conference • Waltonchain reaches strategic partnership with Coinnest to boost blockchain industry development • Nanjing Sleewa Information Technology Co., Ltd. Grand opening • World's First One-Click PoS + PoW Wallet/Miner • The Interview with Waltonchain CEO Dr. Mo Bing by Coinnest CEO Mr. Kim Ik Hwan Winded up with Great Success • Waltonchain Awarded the “Outstanding Blockchain Technology Service Provider in 2017" in China BTAS 2017 • Waltonchain was the feature presentation at the first-ever Coinlink investor meetup, Seoul • Professor Kim receives “Double-Hundred Project” Award • CAST-USA Members Visit Citylink • IOT Technology and Taiwan Cloud Service Association Signed a Cross-Strait Cooperation Agreement on Blockchain Talent Bases • Waltonchain joins hands with Coinlink to Promote the Development of Blockchain Industry • WTC is celebrating our 100th day of trading by introducing something revolutionary：Guardian Masternodes • Citylink wins the Outstanding Product award at the Global IoT Summit 2017 • Silictec (Quanzhou) Settled In Three Chuang Yuan, and Won the Start-Up Capital 3000000 Yuan • The Preliminary Results of the 2nd Session of China Blockchain Technology Innovation Application Competition Are Officially Released • Waltonchain Awarded a "Strait Elite Talents" award by the Fujian Provincial Government • KEDIHENG, a cooperative enterprise of Waltonchain project appeared in the Third China PoC Industry Chain Conference • Xu Fangcheng, the principal of a subsidiary of Silike Group- Jinjiang Silicon which is the Chinese technical support party of Waltonchain Foundation, participated in the microelectronics project docking meeting, and Deputy Mayor Wang gave guidance • Mr. Li Dejin, Vice-Governor of Fujian Province, Visited Chenglian and IOT (Walton chain Project) Booths • Waltonchain project team and Korea Korea University Engineering Department reached a cooperation intention • Waltonchain team entered into a strategic cooperation agreement with Guangdong Original Clothing Trading Center (OCTC) • Waltonchain circuit roadshow second station - Shenzhen station was successfully held • Invited to and attended CIFIT to display their IoT solutions - CIFIT is an international trade and investment showcase fair ran by the National Chinese Government
Ran out of space. See link to Press Coverage List.
• Waltonchain Annual Meeting Presentation Video • Waltonchain Introduction Video • Waltonchain Visit and Product Demo! (Part 1 of 2) - Boxmining • Waltonchain Interview and Demo (Part 2 of 2) - Boxmining • Waltonchain Coinnest Meetup with Mo Bing • Dr. Mo Bing's First Live Interview with Coinnest CEO • Waltonchain CEO Mo Bing announcing the official launch of Waltonchain Mainnet
List of AMAs
• First Reddit AMA - October 1, 2017 • Technical AMA - October 9, 2017 • Hardware AMA Summary - October 17,2017 • Extended Hardware AMA - October 24, 2017 • Retail Demo AMA - November 27, 2017 • Masternode AMA - December 7, 2017 • Slack AMA Live Thread - January 3, 2018 • Waltonchain Beta Release AMA Part 1 - January 5, 2018 • Waltonchain Beta Release AMA Part 2 - January 15, 2018 • Waltonchain February Q&A - February 18, 2018 • Waltonchain March AMA Part 1 - March 19, 2018 • Waltonchain March AMA Part 2 - March 27, 2018
• Waltonchain Work Progress in Q2 2018 • Waltonchain Work Progress in Q1 2018 • Waltonchain: New Logo · New IC strategy ·New Journey! • The Summary of Waltonchain in 2017 • Waltonchain Project Progress Report (Nov. – Dec. 2017) • Professor Kim Suk Ki Arrived at Xiamen for Project Review and to Provide Guidance • A letter to the waltonchain family • A Letter from Waltonchain Foundation • Waltonchain Alpha Version Internal Testing
• Waltonchain’s Bigger Picture: OBOR • Waltonchain: Ushering an Era of IoT Mass Market Adoption • What is Waltonchain and Why Should We Care? • Waltonchain and the Chinese Government: Cooperation, Collaboration and a Bright Future • Top 5 Cryptocurrencies Set For Success In 2018 - Invest in Blockchain
• Binance • Coinnest • HitBTC • LATOKEN • OKEx • Kucoin • COSS • Coinlink • Allcoin • Coinrail • Cobinhood
Frequently Asked Questions
Q：What's the Total Supply of Waltoncoin (WTC)? The Total Supply is 100 million coins with no further issuance in any case. The Max Supply is currently 70 million coins, with the remaining 30 million left to be mined over the course of many years. Currently, the Circulating Supply is around 25 million.
Q：I hear Walton is moving to its own blockchain? Main net has just been launched. Stay tuned for details about the token swap and transition to the new chain!
Q：How do I convert my ERC20 WTC tokens to the real thing? You can either leave your coins on the exchange, and they will take care of the switch for you, or you can leave them in your MEW wallet, and the team will provide details on how the tokens will be swapped over. Just sit tight! Details are coming.
Q: How do I move my WTC to MEW (or the new Walton Wallet)? For MEW: I. Send your WTC to your wallet address. II. Add a custom token using the information below: Address: 0xb7cb1c96db6b22b0d3d9536e0108d062bd488f74 Name: WTC Decimals: 18
For Walton Wallet: Do not send ANY coins to this wallet yet. Wait for instructions from the team. Once everything is safe, you will be able to just create a wallet on the Walton Wallet and send your coins to the public address generated.
Q：What if I want to keep them on my Ledger Nano? You can do that, and the team will still snapshot your wallet and copy it along with your coins; however, the the Ledger may not support WTC currently. Don't fret. Your coins are 100% safe. What that means is, if there is no Ledger support, the only way to transfer your coins out of the wallet will be to expose your Ledger's private key. I don't recommend doing this, as it will make the ledger no more secure than a paper wallet (still very secure, but a waste of money now). So basically, your coins are safe. You can still mine to the address. You just won't be able to move them until Ledger support comes. But if you really need access to the coins, you can break out the Ledger's private key on MEW and log into your wallet. Ledger support will come, we just don't know exactly when. Walton is also making their own Walton hardware wallets.I'll update this with more information as it comes.
Q：My GMN is on MEW. Will I ever be able to secure GMN in a hardware wallet? As you know, moving your GMN will void your Guardian status because it is attached to the wallet containing at least 5000 WTC; however, the team has stated that they are working on a solution for this and have reassured us that our coins will be safe. We will have to wait for more information regarding whether the transferring of a GMN to a new address will be possible in the future.
Q：What is the utility of WTC? What gives the coin value? In the WaltonChain Ecosystem WTC will have multiple functions: • Issuing sub chains • Dividend interest • Credit and mortgage system • Distributed asset exchange • Distributed voting and governance system. More in depth coverage of each point here
Q: Is Waltonchain a platform? Yes. Waltonchain is a smart contract platform that will have ICOs and dApps.
Q: But I thought Walton just tracked clothing in the supply chain. What else can it do? Walton is capable of implementation in smart cities, smart waste management systems, and things of that nature. That's certainly beyond supply chain. Walton isn't so much a "supply chain" coin as it is a Big Data coin. The RFIDs are used to gather data, which is very useful in supply chain management. But it can also be used to combine with smart devices and make an Internet of things network.
Q: Why does this need a blockchain? "It is difficult for the Internet of things under the current central structure to accomplish real autonomous cooperation and effective transactions, because the relevant parties of such cooperation and transactions often belong to different stakeholders with complex and uncertain trust relationships. Therefore, the collaboration and transactions of the current Internet of Things devices can only be carried out under the same trust domain. That is to say, the devices to collaborate and trade must be provided or verified by the same Internet of Things service provider, which significantly reduces the true commercial value of the Internet of Things applications." (Page 2 of the Whitepaper) To expand, counterfeiting is an obvious answer to this question. There needs to be a way to truly authenticate an item. Blockchain is that answer. Walton's blockchain also removes data silos. Companies won't have to manage any database anymore. Everything is handled by Walton. Walton uses child chains which are separate from the parent chain. Companies can keep proprietary information secret and private on their child chain, and only broadcast necessary information to the parent chain for public viewing. Blockchains make the sharing of info between companies easy and fast, too. And then obviously, blockchains have perfect transparency and are immutable. Smart contracts are also extremely useful. In the supply chain industry, after perfectly counting and storing inventory, things can be auto-ordered and paid for simultaneously with wtc, just as an example. Your mind can come up with a whole host of other ideas related to automation. Furthermore, decentralized, transparent, and immutable data for things like smart waste management systems, which Walton has designed, and air-pollution monitoring systems in smart cities would benefit greatly from the blockchain, for reasons explained in the first point from the whitepaper. You could also imagine on the customer end that wanting to know where all their goods come from is important. This is in line with counterfeiting, but also with things more benign. Imagine wanting to return an item to a store, but can't remember which grocery store it was from. Lots of simple improvements like that are all use cases for blockchain.
Q: What are the 6 child chains rumored to launch around Main Net? One is a Smart City contracted by a local Korean govt. monitoring air particles (no further specifics). Another is based in the agriculture industry (no further specifics), and another is Freyrchain, a culture and arts chain. The other three have not been revealed yet.
Q: I heard Waltonchain has patented technology. What are the patents? The Walton team has filed filed for 13 patents, 7 of which have been approved so far. The patents cover many inventions in chip design, but the main one of interest is the Transaction ID-reading RFID chip with memory storage. This allows the blockchain to be implemented in the Foundational layer through the RFIDs themselves. The chips can generate their own random ID hash within a secure Key Generation Center within the chip, and the hash along with the data are uploaded simultaneously to the blockchain via their RFID reader. This makes WaltonChain fully decentralized and secure.
Q：What are the advantages of the RFID IC tag chip designed in this project? Existing RFID chip industry cannot meet the development of Internet of Things applications, especially applications for the Value Internet of Things: • There are few options available while the prices are high • The transmission power and stability need to be improved • The reception sensitivity is low • The anti-interference ability is poor and the transmission power is low • The existing RFID ICs have many problems such as high power consumption, poor matching with antennae, and difficult system integration, etc.
The project’s IC design has the following significant advantages: • High security: The chip integrates asymmetric random password pair generation logic, uses a core asymmetric encryption algorithm with independent intellectual property rights, and an optimized design without increasing the cost and power consumption of the chip, enabling higher communication security • Tamper-resistant: A dedicated storage space is integrated into the tag chip for the storage of hash value of tag status and key information • Optimized anti-collision design: The chip uses a binary tree anti-collision algorithm with independent intellectual property rights and a time division multiple access design, significantly improving the tag recognition success rate and the number of identifiable labels at the same time • High sensitivity: The chip uses an optimized noise suppression technology to improve the noise figure at the receiving end and the overall receiver sensitivity, which plays an important role in increasing the recognition success rate • Good compatibility: The chip can achieve high-frequency and ultra-high frequency functions at the same time, so the end customer can read the information through their smart phone and inquire about reliable product information • Long lasting: The chip adopts a low voltage and low power-consumption design, allowing the chip to last more than 20 years
Q：How much do the chips cost? Waltonchain in a nutshell with COO Monitor Chan: "We develop and produce hardware such as chips ourselves. This really differentiates us from other companies at the moment. Basically, Silitec, our technical support company, was founded in 2015 and is specialized in manufacturing chips. They already have a R&D team of around 20+ people, so in that way we are not 'increasing' cost. Next important detail is that Waltonchain’s blockchain technology is written into our chips. This means that unlike traditional RFID chips that have their own specific ID and cost around $0.15 to $0.20, the chips we develop will be below 5 cents. With the volume of sales increasing, the overall cost will spread over many units, and the system's cost and ID’s cost will go down consequently, or simply put, economics of scale will do the work."
Q：I need help with mining. What resources are out there? WaltonchainMining
is for this purpose. Community members here have done testing with many different configurations and have provided ample information for anything you need with setting up your cpu/gpu rig.
Q：How many GMNs are left? The Waltonchain Explorer now tracks these addresses.
Q：Who are the Knights? • u/fent11
• Crypto Buff (telegram)
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