Quote:gordonm888I am generally a fan of your games, but if you try to address this problem with the payouts and probabilities then you are left with a Keno game where the player's EV depends on the spatial pattern of picks that they use. For players who don't realize this, they will be at a disadvantage.

Maybe you can scheme your way out of this - but . . .

Gordonm88 do you think we can somewhat eliminate this problem by limiting a slide award to a max of 3 or 4 per ball and then allowing more than one ball per round?

So technically the game will still have plenty of slide action, but now it could be sliding up for one ball and another ball is going in a different direction. This would create a more diverse game.

Quote:JoemanOne thing that I notice is that if you hit a number with a regular ball, and then the bonus ball 'slide' covers the same number, it is counted twice. Not sure if this is by design, but you could have a situation where you get more hits than the numbers picked.

Thanks for catching this error.

Any thoughts?

The easiest way to see this is to assume the 20th number hits and then slides one way (eieher N, E, S or W) to another number. (It doesn't matter if you pick a different "slide" method, e.g. knight moves, the same logic applies, although there would be 8 knight moves!)

With two far apart numbers if you haven't had a winner within the first 19 picks you can't win. Admittedly if you've had one winner then you have a slightly better chance the slide catches your number (X X+1N X+1E X+1S X+1W). (With nearby numbers and one hit already, the slide cannot start from your hit number, so you only have four chances not five as one of X+1N X+1E X+1S X+1W will be your hit number and already gone.)

With nearby numbers you still have the chance to win on the 20th turn if either of your numbers is the 20th pick and, for slides, a 1 in 4 chance that the slide catches the other one.

btw there was a "fruit machine" that used a logic of lucky more picks and just picked more random numbers.

Quote:RealizeGamingGordonm88 do you think we can somewhat eliminate this problem by limiting a slide award to a max of 3 or 4 per ball and then allowing more than one ball per round?

So technically the game will still have plenty of slide action, but now it could be sliding up for one ball and another ball is going in a different direction. This would create a more diverse game.

1. As long as you have a mechanism, such as the slide, that chooses extra numbers that are adjacent, there will be an advantage to the player to clump or spatially pattern his picks. For better or worse, you will have altered a fundamental premise of conventional Keno -that all combinations of n picks have an equal chance of winning.

2. Your idea of using, say, two balls (at randomly selected locations) that each slide a smaller number would be a lot better, especially if they are made to slide orthogonally (at right angles to each other) -if one ball slides East perhaps the other ball should slide either North or South.

-this would avoid the high frequency of large payouts.

- but you will still need to account for "optimal" player strategy when jiggering your payout tables to achieve a target RTP; and its not immediately clear what the optimal player patterns may be.

Quote:RealizeGamingHere is another option that we think we could use to eliminate the strategy of playing all the numbers in a row. I don’t believe it solves the problem, but it helps.

Any thoughts?

This will certainly reduce the advantage to the player of spatial patterning. But of course, they would then choose spatial patterns of picks in response to this slide method. So, its like you said -it helps but doesn't eliminate.

However you slide, the worst pattern for the player will always be to pick numbers that are not adjacent to any other numbers in any direction - i.e., to pick widely spaced numbers. And clumping and spatial patterning of picks will always give some advantage.

Give it a try and let me know what you think.

http://realizegamingllc.com/dev/slideKenoV2/

I'm back to building a 12 number cluster in the center hoping that the "snake" will slither in and coil around. As predicted in posts above, this does happen on occasion and I'm always having winning sessions but the wins don't come as quickly.

While the bonus numbers might still be a issue, I think the bonus multiplier is a problem too. Even without the snake's help, I'm typically losing 4-6 games in a row and then getting a catch worth $5 with x3 multiplier (or a $3 catch with a x5 multiplier et al). If the snake shows up big I might get a $40 or $60 dollar win.

So it's not there yet but it certainly can be tweaked into balance.

Quote:GialmereFor starters, if you keep this current version, you should rename it to something like Snake Keno as the bonus numbers now travel in a serpent-like fashion across the board (as opposed to sliding in a straight line).

I'm back to building a 12 number cluster in the center hoping that the "snake" will slither in and coil around. As predicted in posts above, this does happen on occasion and I'm always having winning sessions but the wins don't come as quickly.

While the bonus numbers might still be a issue, I think the bonus multiplier is a problem too. Even without the snake's help, I'm typically losing 4-6 games in a row and then getting a catch worth $5 with x3 multiplier (or a $3 catch with a x5 multiplier et al). If the snake shows up big I might get a $40 or $60 dollar win.

So it's not there yet but it certainly can be tweaked into balance.

It's funny you also call it snake keno. We have also been using that terminology with this version.

Would the strategy be to just cluster numbers together regardless of location on the keno board? You mention you have been clustering in the middle, but could you use other locations with the same basic results?

We may have to find ways to limit the multiplier. Maybe charge a higher wager, severely limit the multipliers appearance and greatly reduce the multiplier. Just some things we are thinking about at this point.

Demo:

http://realizegamingllc.com/dev/slideKenoV2/

In terms of the preliminary math on the game, just randomly choosing numbers results in a RTP of around 70%. The number increases quite a bit when using the strategy of clustering the numbers you choose near the middle of the board and jumps the RTP to around 99%.

No strategy

Strategy of clustering near the middle of the board