Occult mahjong: Difference between revisions

Jump to navigation Jump to search
m
mNo edit summary
Line 9: Line 9:


==Occult mahjong takeaways==
==Occult mahjong takeaways==
The use of the term "occult" can be seen as pejorative - saying "occult" dismisses the entire thing as bogus. It's true that there were many silly superstitions, such as "calling discards to shift the tile luck to you". However, there are a few takeaways that can prove useful when playing.
The use of the term "occult" can be seen as pejorative - saying occult dismisses the entire thing as bogus. It's true that there were many silly superstitions, such as "calling discards to shift the tile luck to you". However, there are a few takeaways that can prove useful when playing.
 
More specifically, it can be useful to '''read players'''. It is possible to gain information by knowing players' habits, behaviors, and/or subconscious cues. These things are hard to reproduce - behaviors change from player and player. Thus, a "purely digital" player may disregard the players themselves, only focusing on the gamestate.


More specifically, it can be useful to '''read players''' (and sometimes, the room's atmosphere). It is possible to gain information by knowing players' habits, behaviors, and/or subconscious cues. These things are hard to substantiate, so they don't really fit into a "digital mahjong" mindset.
*For a more obvious example, if you know a player tends to discard [[hatsu]] after [[haku]]/[[chun]], then that is useful.  
*For a more obvious example, if you know a player tends to discard [[hatsu]] after [[haku]]/[[chun]], then that is useful.  
*Emotions can be read, just like in poker. Players could be visibly excited/anxious when they have a big hand and show it through the behavior, or annoyed when they have a bad hand.
*Emotions can be read, just like in poker. Players could be visibly excited/anxious when they have a big hand and show it through the behavior, or annoyed when they have a bad hand.
Line 18: Line 19:
As you may surmise, these tips are more useful when playing with physical tiles or with a specific group. In online clients, you'll often encounter a player once and never play them again, and reading emotions is impossible.
As you may surmise, these tips are more useful when playing with physical tiles or with a specific group. In online clients, you'll often encounter a player once and never play them again, and reading emotions is impossible.


Also, playing like this should be reserved for players with lots of experience (and thus have a sense of what people act like). New players should focus on digital concepts, like [[tile efficiency]] and tile safety - they are the "baseline" all players should know, because they can be applied to just about any situation.
Also, playing like this should be reserved for players with lots of experience (and thus have a sense of what people act like). New players should focus on digital concepts, like [[tile efficiency]] and tile safety. Knowing them is the "baseline" that all players should know, because they can be applied to just about any situation.


== References ==
== References ==
1,765

edits

Navigation menu