RollerUpdate 3: Rollin’ With It

RollerUpdate 3: Rollin’ With It


This RollerCoin update is like the Krampus that keeps on cramping.

In my first article I discussed the wide breadth of changes to the RollerCoin ecosystem that were implemented for the Season 2 event.

In my second article I reported on adjustments the RollerCoin admins made in response to the feedback they had gotten about the overwhelming difficulty of the event.

And now, after playing with the new update for three days, it’s becoming clear that I overlooked the part of this update that will change the way I play the most.

Not-so-Cool Down

I don’t know the exact details of how the cooldowns for games were structured before, but it went something like this:

  • Win a game 3 times to raise the level.
  • Increased levels had increased difficulty, and longer cooldowns.
  • After 10-12 hours, the wins expired and the levels would revert. (According to the text on the site, this was supposed to be after X hours of inactivity, but in reality it was common to have the level (and hash power earned from previously played games) drop as you were playing, which often left players wondering if the games were removing power instead of adding it.)

Then the updates descended on us unsuspecting folks, and we focused on all the wrong things and totally overlooked this rebalance:

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If each level takes 3 wins to raise, after the first 20 plays a game would in theory be at level 6. After 29 it would be level 9. And level 10 would be after 30 plays, and it wouldn’t really matter.

That’s the best case scenario, but in reality the cooldown timer changes after plays, not wins, so if you’re struggling to win a game after a certain level, the cooldown for that game might end up astronomically long. 

Imagine how difficult it would be to get in the zone & win a game if you had to wait six minutes… ten minutes… Forty One Minutes(???) between plays!

The saving grace here is that you don’t have to allow this to happen.

The Workaround(s)

When you don’t win a game you’re presented with a few options. You used to get some points dependent on how much of the game you completed, but now your choices are to try again or quit:

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Firstly, if you just restart the game directly from this screen and don’t quit or let it reload, it doesn’t count as a play. As long as you are willing to play the same game repeatedly without switching to the other games to actually earn some actual points, you can lose and lose and lose forever, and it would be counted as playing “once.”

The up-count happens when you see this animation:

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As a point of interest, is “PoF” supposed to stand for “Proof of Fun”?

There isn’t a way to get around having a win contribute to your count, but as we already established, even the highest level of wins would only be a two and a half minute delay, and if you’re winning at levels 9 and 10, 2.5 minutes isn’t going to affect your skills much.

But even if you get tired of repeatedly losing a game and want to switch to a different one, you still don’t have to let this cooldown thing into your life.

How?

Avoid the “quit” button like the plague. (Too soon?)

Select instead, literally any other button on this page:

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I would imagine this is even easier on a desktop/non-mobile interface, where there are a ton more options.

Instead of “loading” an up-count, you and the game just quietly go your separate ways.

So what’s the problem?

Yeah, consecutive wins run the cooldown count up. Even after however many hours when the levels decrease, the count stays up. So playing every game multiple times a day frequently results in having nothing to do. This is the new limiting factor on hashrate.

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If you’re not already getting paid in crypto for your casual gaming habits, you can grab a quick thousand sats by using my link to join RollerCoin. Adopt your own Mr. Goxx and get that wheel rolling! 

If you’d rather not play games with your crypto, check out one of my other favorites and faucets.

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Silfra
Silfra

“What happens in crypto stays in crypto.”


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