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  1. #1

    How do YOU play solo?

    I have a group of friends that meet up once or twice a month to play, and 1-2 of those that meet an additional 2-3 times in a given month. However, I enjoy this game greatly - and am constantly playing story mode by myself not only to play for fun, but figure out best ways to use cards, strategies with characters, etc. Does anyone have any custom solo scenarios that seem to work out? I played with the robot posted in this forum not too long ago and it was okay, but it seems heavily favored towards getting a great rush off and then you always coming from behind. I'd like a more even experience if anyone has one.

  2. #2
    Quote Originally Posted by Mikifer Blair View Post
    I have a group of friends that meet up once or twice a month to play, and 1-2 of those that meet an additional 2-3 times in a given month. However, I enjoy this game greatly - and am constantly playing story mode by myself not only to play for fun, but figure out best ways to use cards, strategies with characters, etc. Does anyone have any custom solo scenarios that seem to work out? I played with the robot posted in this forum not too long ago and it was okay, but it seems heavily favored towards getting a great rush off and then you always coming from behind. I'd like a more even experience if anyone has one.
    The main issue that a solo play variant needs to address, in my opinion, is finding a way to provide adequate competition without creating a hassle. Without either playing multiple characters by yourself or using an AI tool, really the only variable you have to generate competition is limiting time, similar to mercenary mode. But trying to "beat your score" doesn't mean anything unless you're using the same card pool over and over again, and no one wants to do that. Some people don't mind playing multiple hands/decks by themselves, but even those people will concede that all the shuffling and numerous piles are a pain.

    That's basically why I developed the robot. You are quite right to observe that it involves the human player having to come from behind in order to win. The damage consistency and momentum of the robot serve as counterweights to human intelligence in deck building. I actually tried several versions of the robot that more closely imitated the "even" human experience you refer to (varying damage, not exploring every turn, etc.). You know what I found? The human will win every single time unless you build in other bonuses for the AI. But once you start doing that, you begin to defeat the purpose of the robot, which is to be intuitive in its design and easy to control. The final product that came out of this experiment is a tool that satisfies my needs for competition and convenience, but it may not necessarily work for you.

    Solo play is a tricky nut to crack. The closer you get to a system that directly mirrors actual game play, the more complicated it becomes and the more time it takes. You also don't want to be in a position of having to make decisions for your "opponent" ... that taints the game play. So I guess the questions I'd ask you are: (a) What competitive aspects of the game do you want to capture in playing solo? (b) How complicated do you want the variant to be?
    Last edited by The Archivist; 10-22-2012 at 11:27 AM.

  3. #3
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    basically what i do is implement a random number generator to pick my actions and weapons. then with those i play story with a counter of sorts. it starts with 15 turns and decreases by one every turn i dont explore. i add the time bonus cards into the mansion and they essentially just add turns if i happen to flip them.
    the random skills and weapons force you to think of new combinations that otherwise might be overlooked due to better weapons and or actions being available. the turn counter is enough so that you can afford some time to heal and perfect your deck but if you take too long then you just run out of turns and lose. you can easily lower or increase the starting turns to fit your personal preference on difficulty

  4. #4
    Quote Originally Posted by dolphinsays View Post
    basically what i do is implement a random number generator to pick my actions and weapons. then with those i play story with a counter of sorts. it starts with 15 turns and decreases by one every turn i dont explore. i add the time bonus cards into the mansion and they essentially just add turns if i happen to flip them.
    the random skills and weapons force you to think of new combinations that otherwise might be overlooked due to better weapons and or actions being available. the turn counter is enough so that you can afford some time to heal and perfect your deck but if you take too long then you just run out of turns and lose. you can easily lower or increase the starting turns to fit your personal preference on difficulty
    An interesting hybrid of mercenary mode with outbreak-like explore conditions. Certainly easy to keep track of. Have you been successful more often than not?

  5. #5
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    depending on the resources available i may be able to breeze through the mansion with the occasional stop to heal from running into the boss ( i leave them in) or i may be forced to explore without a weapon because im running out of turns. most runs have me nearly run out of turns only for the bonus tokens to raise me back to around 10 before i clear the mansion. however ill say maybe 1/5 games ill die because a boss attacked me too early

  6. #6
    Quote Originally Posted by The Archivist View Post
    The main issue that a solo play variant needs to address, in my opinion, is finding a way to provide adequate competition without creating a hassle. Without either playing multiple characters by yourself or using an AI tool, really the only variable you have to generate competition is limiting time, similar to mercenary mode. But trying to "beat your score" doesn't mean anything unless you're using the same card pool over and over again, and no one wants to do that. Some people don't mind playing multiple hands/decks by themselves, but even those people will concede that all the shuffling and numerous piles are a pain.

    That's basically why I developed the robot. You are quite right to observe that it involves the human player having to come from behind in order to win. The damage consistency and momentum of the robot serve as counterweights to human intelligence in deck building. I actually tried several versions of the robot that more closely imitated the "even" human experience you refer to (varying damage, not exploring every turn, etc.). You know what I found? The human will win every single time unless you build in other bonuses for the AI. But once you start doing that, you begin to defeat the purpose of the robot, which is to be intuitive in its design and easy to control. The final product that came out of this experiment is a tool that satisfies my needs for competition and convenience, but it may not necessarily work for you.

    Solo play is a tricky nut to crack. The closer you get to a system that directly mirrors actual game play, the more complicated it becomes and the more time it takes. You also don't want to be in a position of having to make decisions for your "opponent" ... that taints the game play. So I guess the questions I'd ask you are: (a) What competitive aspects of the game do you want to capture in playing solo? (b) How complicated do you want the variant to be?
    Let me just start by saying I am definitely a fan of the time and effort you put into the robot. It works very well, and does indeed give the challenge you speak of. My comments in no way shape or form should be taken to mean I don't enjoy using it, because I do. I solely wish for more variation (the robot coming from behind to beat me would be frustrating, but still a great result!). I can definitely see the issues behind creating a more simplistic robot to create so many variants, though.

    I'd like a solo mode that challenges me to build my deck perfectly, that tests my ability to play different strategies, but also rewards me for making perfect plays or creating a strategy unique to that game. I realize the majority of this is not possible with a simple robot, and would require an A.I. that can take in a multitude of variables. I was just curious if anyone had a created a mode designed around solo play, much like the Hotel Zombie mode was designed around co-op (which my friends and I thoroughly enjoy). I have found myself playing against the Robot quite a few times lately to see how quickly I can catch up and surpass the Robot.

    I will also admit to resorting to playing 2 characters at once, putting myself in both shoes and playing to the best of my abilities. I can't really "lose", so I play both equally just to see what I can do with certain characters, given the random resources I have for that game. Not nearly as competitive or compelling as the robot, but there is something fascinating about getting upset because you outplayed yourself.

  7. #7
    Quote Originally Posted by Mikifer Blair View Post
    Let me just start by saying I am definitely a fan of the time and effort you put into the robot. It works very well, and does indeed give the challenge you speak of. My comments in no way shape or form should be taken to mean I don't enjoy using it, because I do. I solely wish for more variation (the robot coming from behind to beat me would be frustrating, but still a great result!). I can definitely see the issues behind creating a more simplistic robot to create so many variants, though.

    I'd like a solo mode that challenges me to build my deck perfectly, that tests my ability to play different strategies, but also rewards me for making perfect plays or creating a strategy unique to that game. I realize the majority of this is not possible with a simple robot, and would require an A.I. that can take in a multitude of variables. I was just curious if anyone had a created a mode designed around solo play, much like the Hotel Zombie mode was designed around co-op (which my friends and I thoroughly enjoy). I have found myself playing against the Robot quite a few times lately to see how quickly I can catch up and surpass the Robot.

    I will also admit to resorting to playing 2 characters at once, putting myself in both shoes and playing to the best of my abilities. I can't really "lose", so I play both equally just to see what I can do with certain characters, given the random resources I have for that game. Not nearly as competitive or compelling as the robot, but there is something fascinating about getting upset because you outplayed yourself.
    Sounds like you're looking for all the right challenges. Dolphinsays suggested an interesting mode of playing in this thread that's certainly worth checking out. It's interesting how combining different elements from the various play modes/mods can create satisfying new modes on their own especially for solo. Playing two characters by yourself is definitely a great challenge; wish there was a way to play four, but I'm sure my head would explode and I'd have cards falling off the table.

    And thanks for your positive feedback about the robot. I'm working on a partner mode version at the moment that is showing promise. The robot damage has to ramp much higher, much faster though so that it can actually take out those uber Los Illuminados Monks during the end game!
    Last edited by The Archivist; 10-24-2012 at 11:36 AM.

  8. #8
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    Oct 2012
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    little advice for anyone who considers my play mode.
    If you either dont get an action that lets you trash cards or are using a character with a trashing ability
    add one before starting
    unless you like torturing yourself with 7 ammox10, 2knives and a handgun.
    makes it almost impossible to play if your stuck with stuff all the way through

  9. #9
    I've been playing with the idea of creating a proper campaign for the DBG. It would include moving on a board of sorts, where each space is either an ammunition card, which gives you a gold bonus on top of what you have in your hand for buying, or the space is a small selection of mansion cards. The idea with the mansion cards is you generally know the range of the monsters you're going to fight, so it's a proper way of building up experience. Though, there are a few differences:
    -Any ammo cards used for weapons are trashed.
    -You get two Actions per turn
    -Actions can either be used to play action cards, or move on the game board.
    -If you are on a Mansion space at the beginning of a turn, you must fight an infected there.
    -I also had the idea of special spaces which are guarded by the mini-bosses. These spaces would either give you a free, random powerful weapon, an additional, activated skill, a random selection from a deck of yellow herbs and the kevlar jacket, or a partner. The partners would work slightly differently in that it is a separate character with a separate hand, but can choose to use healing items or actions on the main player. The working idea is that both players can battle infected using both hands if they are on the same space, but only one character gets the decorations.

    Once I iron out the details, I can post it.
    Last edited by Chud_Munson; 12-10-2012 at 12:44 PM.

  10. #10
    Junior Member
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    Nov 2011
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    28
    I play the chris mode (after my name) I have to use someone I never use before(with thier custom invernty) I play story mode with the following modes added; outbreak, and skills.(no matter what i can't have more then 4 abiltys) a custom massion set up(loses base on re 1/0)

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