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On February 05 2015 18:32 Benawii wrote:Do you guys usually try to deny ippatsu when someone riichi near the end of the round (and you have enough safe tiles)? It's just that the thought never crossed my mind, so I thought it was interesting when it happen to me. Here's what happened: + Show Spoiler +![[image loading]](http://i.imgur.com/uhzZl07.png) North called chii on my discard and discarded 1p. East then discarded 1s. At first I was kind of angry that I couldn't get ippatsu, but thinking back, if North didn't call, I wouldn't have won that hand, so I guess it's okay. Whether I have the presence of mind when the situation arises is questionable. But ideally you'd first assess what the result of an ippatsu would be. It might be good for you. It might be bad for you.
In your case it seems like an easy decision because a big win from you would have threatened north's position.
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I assume small details like that are one of the thing good players know to do, because tile efficiency can only get you so far.
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I usually deny when i get the chance and its safe enough for me to do so.
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Whelp. Pick up mahjong again. Last game was sometime in October. Seems like I left off at ~300points 5dan.
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Performing terribly recently, I might drop down to 3 dan before WAML at this rate. I think it's because I am unconsciously playing more aggressive to "recover" the points lost in this slump, which in turn puts me at greater risk of 4th place, yada yada one of those common negative feedbacks which are present all the games that need mental fortitude to play well.
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Yeah I've been having hard time playing multiple games "Bad luck and good luck" should balance out, but when that bad hand happens, I get really discouraged So I end up playing only 1 or 2 at a time
It really is hard to be strong mentally in this game  Maybe I'm viewing the game all wrong hmm
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On February 23 2015 09:08 JSH wrote:It really is hard to be strong mentally in this game  Maybe I'm viewing the game all wrong hmm Only winning about 1 in 4 matches can be really rough. Hands where you literally couldn't have won are rough. You have to find satisfaction in aspects of the game other than winning. Which seems especially hard if you have a starcraft background.
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im at the point where im satisfied when i dont come last
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Yeah, with how the points work I'm happy as long as I get 3rd and above, but it's absolutely soul-crushing when you get 4th place because you know it's going to be so hard to recover from > 4 dan.
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+ Show Spoiler +
Not sure what I should've done @ 0:22 I'm guessing I should've just dropped 5s or the 1p, and stuck with the original plan for sanshoku? I dunno if it was "smart play" I think I was just trying to maximize chances for number of outs? Like 3m only wait wouldn't be too good
And then I just tilted at the end rip
edit: Looking back I think I should've dropped the 5s and kept the 3p earlier?
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1234 is a bit of a crappy combo to improve on. It does look nice, but in reality, you only benefit from a 3p or 5p draw. If you pick up a 2p, your gonna have a crap wait, or fall further behind by discarding it. You want to avoid these types of situations if you can. Compare this to the 2345s run. 1s, 3s, 4s, 6s draws all improve your hand and you can't end up with those single end waits. So in this scenario, it should be a 1p discard.
The sanshoku here also allows you to open your hand AND since it's an middle wait, you also do not have to worry about fuuriten. This is a very good for you to make a quick win, especially when your already in the lead.
As for the 5s/3p decision, both shapes have the same number of outs. But since there's already four s tiles discarded (that help improve the shape), discarding the 5s will give the your hand more outs to improve.
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On March 09 2015 22:59 Rhaegar99 wrote: 1234 is a bit of a crappy combo to improve on. It's pretty much just a single 4 (and a random completed shuntsu). 2 less tiles to draw around the 4, but it's more likely to form a pair than a lone 4.
Also: The shuffler really likes to rub it in.
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Pretty much what Rhaegar said. You're more likely to get sanshoku after discarding 1p than get ittsuu after discarding something else (2-shanten vs. 1-shanten).
With regard to 3p vs 5s, I ran it through my AI (designed to play against tsumokiri bots) in two setups: a) going for a quick win, and b) (winning and ) maximizing expected hand score. Both setups give 5s as the definitive answer, even when I remove all the sousu discards and keep the 58p discards. I'm not sure why though. I would expect 3p to be a better discard since otherwise we could end up with 34 67p competing for the same 5p. Maybe my program is just wrong.
Edit: I think I know why. It depends on whether you will riichi later on if you can, and how much you are penalized for losing that riichi stick. If I play around with these settings I do get 3p as the answer sometimes.
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Yeah makes sense Thanks for all the advice
I feel like a scrub now lol Atleast I made the guy to the right ragequit with a direct hit huehuehue
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First completely lucked out yakuman. Now 2 more to go before I get one of every type of yakuman possible in Tenhou.
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hahahah that ura dora Also that kan for quad  I get pretty upset when people get that actually lol
Which ones are you missing? I've only gotten one Yakuman ever
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let me guess, tenhou and suu kantsu?
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I am not too sure what the Japanese terms are for them but I am only missing the yakuman where you start as East (ouya?), with 14 tiles and that is already a completed hand. I have already gotten one where you reach in turn 1 and ippatsu(?). I have also yet to win with pons of all four winds.
Something that happened as I was checking on this thread. Lucky day today haha.
Edit: I forgot to ask, but does Tenhou allow double/triple yakumans?
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All those Kans lol
The East starting win is called Tenhou, which the client, I assume is named after And the Four winds is Daisuushi
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On March 13 2015 07:11 Pocom wrote: First completely lucked out yakuman. Now 2 more to go before I get one of every type of yakuman possible in Tenhou Here's a list of all the possible yaku with the frequencies at which they occur: http://www2.odn.ne.jp/~cbm15900/html/y99.html
The chance of getting one of each yakuman except for tenhou and daisuushi is in the range of 10^-20. Give or take a couple of digits. What the hell have you been doing to get that many?
Though from the screenshots one might imagine that you've been bruteforcing yakuman hands at low ranks, abusing the bad tile efficiency and thus lack of speed of bad players? That probably changes the odds a great deal, considering how often I've been close to a yakuman just before someone won a hand.
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