Dominion Strategy Forum

Dominion => Dominion Online at Shuffle iT => Dominion General Discussion => Goko Dominion Online => Topic started by: DavidTheDavid on June 23, 2015, 07:33:09 pm

Title: Latest Release
Post by: DavidTheDavid on June 23, 2015, 07:33:09 pm
I thought a new thread might make it easier instead of posting in the beta thread. Hope that's okay with the moderators. I don't have release notes yet, but those will post on our forum hopefully soon.

Anyhow, 2.0.31 is out a day earlier. I do know it takes care of a couple of the nastier bugs, along with some relatively smaller ones.

Thanks!
Title: Re: Latest Release
Post by: Schneau on June 23, 2015, 08:35:36 pm
Here are the release notes, copied from the MF forums (http://forum.makingfun.com/showthread.php?7056-Release-Notes-v-2-0-31):

Quote
Again, we have another upgrade in less than a week's time. This release fixes a lot of major issues, some long-standing, some recent. Here are the changes since v.2.0.30:

NEW FEATURE

Moves the resolution settings and full-screen option from a start-up dialog to a new main menu options dialog. Not only can you change the resolution without restarting the app, you can try out different resolutions quickly to see which one fits you the best! Now only resolutions that truly are compatible with what your monitor supports are given as choices.

FIXED

* Fixes a bug where, after disconnecting, re-opening the app, and starting a game, you ended up playing a different game than the server thought you were! This caused bizarre behaviors such as freezing in games, "Play All" not playing all or playing different cards, opponents buying things that aren't in your kingdom, etc. (1077, 1089)
* Fixes a bug where sometimes the game would show only the backs of kingdom cards and you could not proceed (1213)
* Fixes a number of reported freezes, such as with Wharf + Throne Room/King's Court, Prince + Beggar/Storeroom, playing a coin token, etc. (1087, 1141, 1142)
* Fixes a bug where, in certain resolution settings, clicks on buttons or campaigns would not to select the right thing and roll-over highlights would roll-over at the wrong time (1054, 1197, 1199)
* We believe we've fixed the bug with card text sometimes disappearing; however, we don't know for sure, because we never experienced the original bug (892)
* Fixed the following campaign map problems:
- You can't progress in the Tutorial (1222, 1223)
- Clicking in a campaign map takes you to some other campaign map (1243)
- When a guest clicks on a locked set, it takes him back to the main menu (1205)
- When a guest clicks on Base Act 2 or 3, it gives an unfriendly error (1206)
* Fixed: Spoils giving 6 coins instead of 3 (1219)
* Fixed: opponent trays behaviour (1231)
* Fixed issues with Social to Email/Password webpage
- Can't Add Email/Password Login to Twitter Accounts (1169)
- Entering an existing email while trying to add a social account (1163)
* Fixed: Bad behavior if attempting a sign up with a username that already exists (1221)
* Fixed: Bad behavior if attempting to change email to somebody else's (1209)
* Fixed: a player could login without verifying email (1202)
* Windows installer now makes desktop shortcut optional (1097)
* Backend improvements or unreleased features (588, 589, 725, 750, 806, 1179, 1216, 1217, 1218, 1236, 1241)

IN PROGRESS

Fixed issues with initial kingdom layout, such as Ruins pile on the 2nd page, prize on the first page, and only showing 10 cards on the first page when there was room for more. (1015, 1066, 1082) However, there are known bugs with the current implementation which we will have to address with the next release.
Title: Re: Latest Release
Post by: DavidTheDavid on June 23, 2015, 08:58:29 pm
You may want to clear you cache before going to playdominion.com, especially if you don't see the new webpage there. Or you can bookmark http://beta.playdominion.com/. And Chrome's autocomplete gets me when I start typing playdominion and gives me the long URL for the 1.0 client instead of the truncated one which redirects to the beta. url.
Title: Re: Latest Release
Post by: rspeer on June 23, 2015, 11:11:28 pm
On the one hand, this is the first release where I've successfully played a game. I guess that's something.

On the other hand: Ewww.

Even though I'd heard it from this thread, I didn't realize the animations could be so much worse than Goko while perfectly replicating all their flaws as well. Someone spent lots of effort on making the animations strictly worse than Goko. (Yes, I said strictly worse. Someone think of the edge case.)
Title: Re: Latest Release
Post by: Cave-o-sapien on June 23, 2015, 11:14:10 pm
On the one hand, this is the first release where I've successfully played a game. I guess that's something.

On the other hand: Ewww.

Even though I'd heard it from this thread, I didn't realize the animations could be so much worse than Goko while perfectly replicating all their flaws as well. Someone spent lots of effort on making the animations strictly worse than Goko. (Yes, I said strictly worse. Someone think of the edge case.)

When playing a chain of actions my screen is a blur of sparkles sparkling brightly. Everyone loves sparkles, right?

Also, the latest version disconnected me from the campaign due to inactivity. Is that new? Why? Why is this necessary?

Finally, while playing fullscreen on my display's default resolution (1920x1080) the card art seems somehow fuzzier than version 2.0.30. But hey, who doesn't love fuzziness.

tl;dr Fuzzy and sparkly.
Title: Re: Latest Release
Post by: rspeer on June 23, 2015, 11:43:05 pm
Wait, wait, what's this about chaining actions? That doesn't sound at all to me like the thing where you play an action, wait for an animation to finish, wait for your CPU to catch up, wait for the server to confirm it, and then at last have the option of playing another action.

Nobody would design that interface in a game where you're supposed to chain actions, right?
Title: Re: Latest Release
Post by: Kirian on June 24, 2015, 10:14:54 am
On the one hand, this is the first release where I've successfully played a game. I guess that's something.

On the other hand: Ewww.

Even though I'd heard it from this thread, I didn't realize the animations could be so much worse than Goko while perfectly replicating all their flaws as well. Someone spent lots of effort on making the animations strictly worse than Goko. (Yes, I said strictly worse. Someone think of the edge case.)

It would be funny if it hadn't been a horrible waste of someone's time.  They're going to have to add a "turn this off" option (or piss off a bunch of photosensitive epileptics), and no one sane will play with all those sparkles.
Title: Re: Latest Release
Post by: iguanaiguana on June 24, 2015, 10:19:43 am
I thought a new thread might make it easier instead of posting in the beta thread. Hope that's okay with the moderators. I don't have release notes yet, but those will post on our forum hopefully soon.

Anyhow, 2.0.31 is out a day earlier. I do know it takes care of a couple of the nastier bugs, along with some relatively smaller ones.

Thanks!


Thanks for the hard work David. I think the vast majority of us out here appreciate that you guys are getting things done, keep it up!
Title: Re: Latest Release
Post by: DavidTheDavid on June 24, 2015, 11:25:41 pm
I want an option to disable animations, too, and pro players, and most likely people who start casual and then become fluent, want the same thing. There is a ticket on the issue. But if nothing else, believe me, the animations initially were much more jarring. The closed beta people got to experience that.  :-X

2.0.32 may come sooner rather than later with some more important bug fixes.

And the game will now alert you that your client is too old and to go get the new one. It's coming along.
Title: Re: Latest Release
Post by: nate_w on June 25, 2015, 05:58:19 am
I wanted to second the thanks on your parts for the work you are doing. I've been out of the country since the open beta was released and have not tried it but have been following pretty closely the reactions on this forum.

It sounds like a LOT of progress has been made and while there sounds like there is a LOT left to do to get the product to where it needs to be you guys are earnestly working on issues.  I'm looking forward to trying the beta in a few days. While I'm sure I will find in frustrating, it sounds like it will be playable! 

The one thing I would request is that you not move out of beta until you have a product people actually feel like is better than GOKO. It sounds like you maybe moved out of closed beta too quickly and supplanting a product with an inferior one would be terrible.

Anyway, keep up the work and I look forward to the final product.
Title: Re: Latest Release
Post by: Chris is me on June 25, 2015, 06:42:08 am
Something I haven't seen mentioned is that this game looks just gorgeous at high resolutions. 2880x1620 is so mesmerizing....

Game has been getting progressively more stable for me, and right now I don't mind playing it over the old version so much. Still some time before I would say it's okay to take the old version down, but progress is pretty rapid so far.

But there's *still* the deck size counting bug. How can that possibly be so hard to fix???
Title: Re: Latest Release
Post by: buggy on June 25, 2015, 10:57:41 am
I like to turn on sound effects before trying to start a game, so I get an audio notification of when the game has started.  Doing so, will resize the window to my screen size unless I reset the screen size back to my window size.

If I have the chat window open and type something, say "gg," because I know it will end on my next turn, that will automatically go out when I click the mouse.

I keep losing games.  I think the rng in the shuffler hates me. 
Title: Re: Latest Release
Post by: LastFootnote on June 25, 2015, 11:04:34 am
But there's *still* the deck size counting bug. How can that possibly be so hard to fix???

My guess is that the client is trying to keep track of your deck from "memory", adding and subtracting from the total as things happen in the game. If it "forgets" to add or subtract once (because of a coding mistake), the count is going to be off from then on. Making Fun is trying to minimize the amount of traffic between the server and the client, you see. But from a maintainability perspective, what they should be doing is having the server report the size of your deck each time it communicates with the client.

All this goes for the VP tracker too, though I have no idea if that's been fixed yet.
Title: Re: Latest Release
Post by: rspeer on June 25, 2015, 11:42:35 am
I'm curious what the plan would be for disabling animations, because from here it looks like it won't be straightforward. It looks like, just like on Goko, the animations are being used as a general-purpose timer for revealing consequences of actions and for limiting the AI's play speed. (They limit people's play speed for the same reason. This is awful, and MF can't say we didn't warn them about this.)

Hopefully the alternative to awful animations wouldn't be that everything flashes on the screen for mere milliseconds.

I'm still trying to comprehend who even took the time to implement these flaming orbs that indicate "you got a +Action!" or "something happened that affects you!". The thing that would explain it would be if these are some sort of Unity default animation that's there as a placeholder.
Title: Re: Latest Release
Post by: Mic Qsenoch on June 25, 2015, 11:55:09 am
I only thought I knew what it meant to receive a Curse. But I learned the truth when that purple flash first annihilated my mind.
Title: Re: Latest Release
Post by: sudgy on June 25, 2015, 11:57:53 am
But there's *still* the deck size counting bug. How can that possibly be so hard to fix???

My guess is that the client is trying to keep track of your deck from "memory", adding and subtracting from the total as things happen in the game. If it "forgets" to add or subtract once (because of a coding mistake), the count is going to be off from then on. Making Fun is trying to minimize the amount of traffic between the server and the client, you see. But from a maintainability perspective, what they should be doing is having the server report the size of your deck each time it communicates with the client.

All this goes for the VP tracker too, though I have no idea if that's been fixed yet.

Is it really that much work to just send one single integer for deck size?
Title: Re: Latest Release
Post by: LastFootnote on June 25, 2015, 11:59:46 am
I'm still trying to comprehend who even took the time to implement these flaming orbs that indicate "you got a +Action!" or "something happened that affects you!". The thing that would explain it would be if these are some sort of Unity default animation that's there as a placeholder.

I assume the logic went like this: They were told to achieve parity with Goko's HTML5 version, which had animations for this stuff. They couldn't carry over the old animations from HTML5 to Unity, so they had to program new ones. And since they have to make them from scratch, why not "improve" them?
Title: Re: Latest Release
Post by: Awaclus on June 25, 2015, 12:15:56 pm
Is it really that much work to just send one single integer for deck size?

If you want to optimize, sending a byte would do in most situations (i.e. all), and sending a short in the remaining situations would surely do.
Title: Re: Latest Release
Post by: Seprix on June 25, 2015, 12:23:20 pm
So things left to do:

No Animations
Computer heating overload
Friend Challenging
Private Room creating for tournaments and private play (optional)
Log
Security flaws
Adventures (:D)
Title: Re: Latest Release
Post by: Kirian on June 25, 2015, 01:13:47 pm
Is it really that much work to just send one single integer for deck size?

If you want to optimize, sending a byte would do in most situations (i.e. all)

Edge case: Celestial Chameleon buys out the entire board in a 4-player game with Ruins.
Title: Re: Latest Release
Post by: Awaclus on June 25, 2015, 01:15:01 pm
Is it really that much work to just send one single integer for deck size?

If you want to optimize, sending a byte would do in most situations (i.e. all)

Edge case: Celestial Chameleon buys out the entire board in a 4-player game with Ruins.

and sending a short in the remaining situations would surely do.
Title: Re: Latest Release
Post by: Witherweaver on June 25, 2015, 01:37:12 pm
I want an option to disable animations, too, and pro players, and most likely people who start casual and then become fluent, want the same thing. There is a ticket on the issue. But if nothing else, believe me, the animations initially were much more jarring. The closed beta people got to experience that.  :-X

2.0.32 may come sooner rather than later with some more important bug fixes.

And the game will now alert you that your client is too old and to go get the new one. It's coming along.

So why are there animations?  Is this somehow funded by Michael Bay?
Title: Re: Latest Release
Post by: Kirian on June 25, 2015, 03:21:56 pm
I want an option to disable animations, too, and pro players, and most likely people who start casual and then become fluent, want the same thing. There is a ticket on the issue. But if nothing else, believe me, the animations initially were much more jarring. The closed beta people got to experience that.  :-X

2.0.32 may come sooner rather than later with some more important bug fixes.

And the game will now alert you that your client is too old and to go get the new one. It's coming along.

So why are there animations?  Is this somehow funded by Michael Bay?

Dominion by Michael X Bay:  The same game you love, but every card is named Explosion, with appropriate card art.
Title: Re: Latest Release
Post by: Drab Emordnilap on June 25, 2015, 03:30:06 pm

So why are there animations?  Is this somehow funded by Michael Bay?

Because fancier graphics than "numbers and text" are what people expect from a game that's expected to get some mass market appeal, especially on the mobile market.
Title: Re: Latest Release
Post by: rspeer on June 25, 2015, 04:44:45 pm
Because fancier graphics than "numbers and text" are what people expect from a game that's expected to get some mass market appeal, especially on the mobile market.

Animations are not a problem in themselves.

Animations that run in serial and prevent UI interactions are a problem, although a problem we're quite used to because of Goko. Animations that are used as an ad-hoc timer are a problem. And animations that consume 100% of your CPU, block your view of the game, and range in tastefulness from "anime battle" to "trash fire", are very much a problem.

While it's true that the only good Dominion interface we've seen is Isotropic, that doesn't mean it's the only possible good interface. Somehow Prismata has done animations right and they're still in alpha.
Title: Re: Latest Release
Post by: Kirian on June 25, 2015, 06:02:30 pm
Because fancier graphics than "numbers and text" are what people expect from a game that's expected to get some mass market appeal, especially on the mobile market.

Animations are not a problem in themselves.

Animations that run in serial and prevent UI interactions are a problem, although a problem we're quite used to because of Goko. Animations that are used as an ad-hoc timer are a problem. And animations that consume 100% of your CPU, block your view of the game, and range in tastefulness from "anime battle" to "trash fire", are very much a problem.

While it's true that the only good Dominion interface we've seen is Isotropic, that doesn't mean it's the only possible good interface. Somehow Prismata has done animations right and they're still in alpha.

What Prismata calls an alpha is significantly more polished than MF's beta... but I've already covered that elsewhere.
Title: Re: Latest Release
Post by: DavidTheDavid on June 30, 2015, 04:58:45 pm
2.0.32 out

Release notes at http://forum.makingfun.com/forumdisplay.php?98-Release-Notes (http://forum.makingfun.com/forumdisplay.php?98-Release-Notes).

Quote
Updating is optional this time (although recommended). You can download the new version from beta.playdominion.com

Changes since 2.0.31:

CLIENT FIXES
  • Spoils and Ruins could appear in the same location in the kingdom (1247)
  • Adds encryption to locally stored passwords (1177, 1195)
  • Bridge wasn't reducing the displayed cost of the Knights (1265)
  • If 2 clients log in with the same username, avoid endless cycle of kicking each other out (1200)
  • Fix for a couple of special characters in usernames (692)
  • Highlight the Appropriate Ducats Package in the store (1190)
  • Removed some resolution options that a graphics card might support, but we don't
BACKEND FIXES
  • Unchecking "Allow Cards I Don't Own" didn't work (1246)
  • Memory leak in game server causing it to eventually become unstable (1203)
  • Error blocking completion of some purchases (1210)
  • Campaigns: One level gave "Unrecognized bot name: Barnabas" (1249)
  • Campaigns: The second boss fight of the Guilds campaign was on the wrong level (1256)
  • Temporary login problem for some users (1257)
  • Fix upper/lower-case of email issue preventing some signups (1245)
  • Other  (592, 1064, 1211, 1225, 1245, 1250, 1251, 1263)

You'll get the backend fixes even if you don't upgrade.
Title: Re: Latest Release
Post by: werothegreat on June 30, 2015, 05:02:31 pm
"Other"?

EDIT: Oh, and what about the deck counter bug?
Title: Re: Latest Release
Post by: LastFootnote on June 30, 2015, 06:18:47 pm
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?
Title: Re: Latest Release
Post by: Drab Emordnilap on June 30, 2015, 06:50:06 pm
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?

They say they fixed the memory leak. Only you can tell us if that's true.
Title: Re: Latest Release
Post by: LastFootnote on June 30, 2015, 07:11:38 pm
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?

They say they fixed the memory leak. Only you can tell us if that's true.

That's on the server side. I can't imagine that fixing this.
Title: Re: Latest Release
Post by: Cave-o-sapien on June 30, 2015, 07:17:13 pm
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?

They say they fixed the memory leak. Only you can tell us if that's true.

That's on the server side. I can't imagine that fixing this.

It sure doesn't seem like it would, but I can come up with scenarios where bad back-end code would cause a client to spin out of control.
Title: Re: Latest Release
Post by: SwitchedFromStarcraft on June 30, 2015, 07:20:23 pm
I can't imagine

That's a rather elegant summary of the whole fiasco.

"This is the story of the starship GokoMF.  It's 5-year mission..."

Where are we now, year 3?  I guess the burn rate of cash is really low, or somebody has deep pockets and a forgiving nature.
Title: Re: Latest Release
Post by: DavidTheDavid on June 30, 2015, 08:39:35 pm
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?

It seems to be very idiosyncratic. I've been adding specs of people who report it to the ticket on the issue. If you want to send me that, I'm happy to do the same.
Title: Re: Latest Release
Post by: nate_w on June 30, 2015, 08:42:51 pm
I will say this. I tried the beta for the first time today and was pleasantly surprised. Perfect, no, but gives me hope that they are on the right track. The deck card counting bug was super obnoxious in my ambassador game but other than that it seems a lot of things are coming along. Some things are already significantly better than GOKO.

Thanks to MF for the work they've put in so far!  That said, hopefully things will be improved a lot before it is released. The match making especially needs some work.
Title: Re: Latest Release
Post by: LibraryAdventurer on June 30, 2015, 08:45:22 pm
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?

It seems to be very idiosyncratic. I've been adding specs of people who report it to the ticket on the issue. If you want to send me that, I'm happy to do the same.

What kind of specs do you need?  (I'm using Chrome with Windows 7)
Is there anyone not having this issue?
Title: Re: Latest Release
Post by: Seprix on June 30, 2015, 08:45:38 pm
I will say this. I tried the beta for the first time today and was pleasantly surprised. Perfect, no, but gives me hope that they are on the right track. The deck card counting bug was super obnoxious in my ambassador game but other than that it seems a lot of things are coming along. Some things are already significantly better than GOKO.

Thanks to MF for the work they've put in so far!  That said, hopefully things will be improved a lot before it is released. The match making especially needs some work.

Do you want to know why people are complaining? It's been close to the state you've played it in for months.
Title: Re: Latest Release
Post by: Chris is me on June 30, 2015, 08:58:16 pm
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?

They say they fixed the memory leak. Only you can tell us if that's true.

They fixed the memory leak on the server side - no mention of anything on the client side.

Happy things are getting better, confused as to why it's taken three weeks to make the number of cards in your deck display the correct number... The beta is stable enough that I play it sometimes over the regular version, but it's still worse for now. Fix the deck card count and that will count for a lot.
Title: Re: Latest Release
Post by: Seprix on June 30, 2015, 09:01:07 pm
#SocialGoko
Title: Re: Latest Release
Post by: werothegreat on June 30, 2015, 09:06:54 pm
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?

It seems to be very idiosyncratic. I've been adding specs of people who report it to the ticket on the issue. If you want to send me that, I'm happy to do the same.

What kind of specs do you need?  (I'm using Chrome with Windows 7)
Is there anyone not having this issue?

Well, I have a super awesome desktop, so, I'm not.  :)
Title: Re: Latest Release
Post by: yed on July 01, 2015, 03:58:25 am
Level with me: what's the chance that the client will eventually run without making my computer's fans work overtime?

It seems to be very idiosyncratic. I've been adding specs of people who report it to the ticket on the issue. If you want to send me that, I'm happy to do the same.

What kind of specs do you need?  (I'm using Chrome with Windows 7)
Is there anyone not having this issue?

Well, I have a super awesome desktop, so, I'm not.  :)
I think you are. Your computer just can cool one core at 100% all the time...
Title: Re: Latest Release
Post by: markusin on July 01, 2015, 04:13:00 pm
Well, I finally managed to complete the first mission in the Guilds Campaign. In the first build, it would end up freezing from maintenance or other weird things. That's a start. It seems like V2.0 is coming along.
Title: Re: Latest Release
Post by: jsh357 on July 02, 2015, 10:39:06 pm
How are the animations?  I haven't downloaded the new version; are there any changes?
Title: Re: Latest Release
Post by: Seprix on July 02, 2015, 10:41:42 pm
How are the animations?  I haven't downloaded the new version; are there any changes?

Jsh... Your... Your avatar...
Title: Re: Latest Release
Post by: jsh357 on July 02, 2015, 10:44:20 pm
How are the animations?  I haven't downloaded the new version; are there any changes?

Jsh... Your... Your avatar...

Sorry?  This is the 2.0 version; you should start seeing an improvement soon.
Title: Re: Latest Release
Post by: Darth Vader on July 02, 2015, 10:48:49 pm
How are the animations?  I haven't downloaded the new version; are there any changes?

Jsh... Your... Your avatar...

Sorry?  This is the 2.0 version; you should start seeing an improvement soon.

They say your face becomes deformed when you turn to the Dark Side.
Title: Re: Latest Release
Post by: rspeer on July 03, 2015, 03:38:05 am
How are the animations?  I haven't downloaded the new version; are there any changes?

In case you're serious...

The animations are terrible. On top of the fact that they faithfully reimplement the unnecessary delays of Goko's animations, they slow your computer to a crawl and are bright enough to obscure your view of the game. The only thing I can think of doing to appreciate the animations is to shout "HADOUKEN!" every time you play a Village.
Title: Re: Latest Release
Post by: Elanchana on July 03, 2015, 04:10:34 am
I gotta say, there is ONE animation I genuinely want to keep, which is the trashable cards on fire. It might be obnoxious, but it's blatant enough to give you a solid "WARNING, YOU ARE ABOUT TO LOSE THIS CARD FOREVER." And if you still click on it with the intention of playing it... that's kinda your fault.

(I know I've said that before but since we're discussing animations I thought I'd mention the only good thing about them.)
Title: Re: Latest Release
Post by: pst on July 03, 2015, 06:31:59 am
Animations are not a problem in themselves.

Animations that run in serial and prevent UI interactions are a problem, although a problem we're quite used to because of Goko. Animations that are used as an ad-hoc timer are a problem. And animations that consume 100% of your CPU, block your view of the game, and range in tastefulness from "anime battle" to "trash fire", are very much a problem.

While it's true that the only good Dominion interface we've seen is Isotropic, that doesn't mean it's the only possible good interface. Somehow Prismata has done animations right and they're still in alpha.

I have to quote this for truth so it doesn't seem that everyone hates all animations. The problem is not there there are animations, but how they are. In particular it disturbs me that they so often block exactly the thing I want to see. The animation says "look here!! something interesting has happened in this spot!!" and then I have to wait until the dust settles to actually see that interesting thing. Especially when I play not very concentrated and don't track things myself this is a big problem. Exactly when I wonder how much money I have there is something obscuring that. Exactly when I want to know if I have only one action left (which will influence what I will play next) there is a pyrotechnic show obscuring that information, etc.

I think it got better in one of the last versions though.
Title: Re: Latest Release
Post by: SCSN on July 03, 2015, 06:46:17 am
I'm very tolerant towards animations that don't affect system performance and don't exceed one over my monitor's refresh rate in length.
Title: Re: Latest Release
Post by: jsh357 on July 03, 2015, 07:59:05 am
I meant how are they in comparison to previous releases.
Title: Re: Latest Release
Post by: Seprix on July 03, 2015, 10:30:25 am
How are the animations?  I haven't downloaded the new version; are there any changes?

In case you're serious...

The animations are terrible. On top of the fact that they faithfully reimplement the unnecessary delays of Goko's animations, they slow your computer to a crawl and are bright enough to obscure your view of the game. The only thing I can think of doing to appreciate the animations is to shout "HADOUKEN!" every time you play a Village.

If you're comparing Street Fighter to Dominion, you're doing something right.
Title: Re: Latest Release
Post by: DavidTheDavid on July 17, 2015, 08:53:18 pm
2.0.34 is out.

http://forum.makingfun.com/showthread.php?7288-Release-Notes-v-2-0-34 (http://forum.makingfun.com/showthread.php?7288-Release-Notes-v-2-0-34)

Inaccurate deck count is being looked at still. I know, I know.  :-[

Some optimizations have been made for CPU usage, but one important one is still being worked on. That work will continue into next week. Those optimizations are not in 2.0.34.

Sidebar game log in this version.

I have asked for a general update to the player community, and now that 2.0.34 is out, I'll raise that again.
Title: Re: Latest Release
Post by: Seprix on July 17, 2015, 08:58:44 pm
2.0.34 is out.

http://forum.makingfun.com/showthread.php?7288-Release-Notes-v-2-0-34 (http://forum.makingfun.com/showthread.php?7288-Release-Notes-v-2-0-34)

Inaccurate deck count is being looked at still. I know, I know.  :-[

Some optimizations have been made for CPU usage, but one important one is still being worked on. That work will continue into next week. Those optimizations are not in 2.0.34.

Sidebar game log in this version.

I have asked for a general update to the player community, and now that 2.0.34 is out, I'll raise that again.

I like the hot keys. L for Game Log, Tab for chat.
Title: Re: Latest Release
Post by: markusin on July 17, 2015, 09:16:11 pm
2.0.34 is out.

http://forum.makingfun.com/showthread.php?7288-Release-Notes-v-2-0-34 (http://forum.makingfun.com/showthread.php?7288-Release-Notes-v-2-0-34)

Inaccurate deck count is being looked at still. I know, I know.  :-[

Some optimizations have been made for CPU usage, but one important one is still being worked on. That work will continue into next week. Those optimizations are not in 2.0.34.

Sidebar game log in this version.

I have asked for a general update to the player community, and now that 2.0.34 is out, I'll raise that again.

I like the hot keys. L for Game Log, Tab for chat.
It looks like we're starting to see the changes we were hoping for all along. The pace at which we're seeing these changes suggests the code base is easier to work with overall.

Some of the Campaign related changes are things that were originally in the Goko version, of course without the improved Campaign experience. This all suggests to me that they weren't ready to release the Beta when they did. It's a shame that the first impression of V 2.0 had to be so distressing.

But then the closed Beta players were saying progress was slow during the closed Beta. Hrm, maybe the public outcry has put additional pressure on the development team to deliver.
Title: Re: Latest Release
Post by: werothegreat on July 17, 2015, 09:20:31 pm
The log is nice.  However, there are still lingering things (aside from the deck counter bug) that are still not addressed.
Title: Re: Latest Release
Post by: Seprix on July 17, 2015, 09:33:30 pm
I can't log in to try out the update yet :(
Title: Re: Latest Release
Post by: jsh357 on July 17, 2015, 09:33:38 pm
The log is a massive improvement.  I would recommend giving players the option to change the colors (white background is much easier to read) but make no mistake, I am grateful for this change.

My laptop is still overheating to the point where I am afraid of playing the game, though.
Title: Re: Latest Release
Post by: DavidTheDavid on July 17, 2015, 10:45:27 pm
The log is a massive improvement.  I would recommend giving players the option to change the colors (white background is much easier to read) but make no mistake, I am grateful for this change.

My laptop is still overheating to the point where I am afraid of playing the game, though.

Those are the optimizations I mentioned. It is actively being worked on, meaning it has been prioritized.
Title: Re: Latest Release
Post by: nate_w on July 18, 2015, 01:44:12 am
Again, thanks for the work you guys have been putting in, and a special thanks for you for taking the brunt of the community ire when things aren't right.

My question is: how far away are we from MF saying, "OK guys this is good enough. Scrap the old version, this is what it is now!"  I'm worried they will do this before it is where it needs to be. That's kinda how it went with the transition from isotopic to goko and it left a really sour taste in people's mouths.

Is the company's expected timeline available for public knowledge?
Title: Re: Latest Release
Post by: DavidTheDavid on July 18, 2015, 03:26:33 pm
Again, thanks for the work you guys have been putting in, and a special thanks for you for taking the brunt of the community ire when things aren't right.

My question is: how far away are we from MF saying, "OK guys this is good enough. Scrap the old version, this is what it is now!"  I'm worried they will do this before it is where it needs to be. That's kinda how it went with the transition from isotopic to goko and it left a really sour taste in people's mouths.

Is the company's expected timeline available for public knowledge?

The honest is that I don't know. I just asked for a community update, so I think that Jeff and John are crafting a statement to tell us where we're at and what's in the near future.

Just my own opinion here, but I want to see the friend finder in place before 1.0 is shuttered.
Title: Re: Latest Release
Post by: cactus on July 18, 2015, 06:56:25 pm
"Just my own opinion here, but I want to see the friend finder in place before 1.0 is shuttered."

+1 to that. I play 98% of games against one particular friend of mine (we've played at least once a week IRL or online since 2009).
Title: Re: Latest Release
Post by: iguanaiguana on July 18, 2015, 07:20:19 pm
I play on a chromebook, so if they close down 1.0 before they release the web build, I will temporarily lose my ability to play at all. That's not the worst thing ever, and I'm sure they realize some people are in that position, but it wouldn't be pleasant, at least.
Title: Re: Latest Release
Post by: microman on July 19, 2015, 03:34:14 am
Do the fine folks at MF have an idea how soon the Adventures expansion will be available after 2.0 is finished?
Title: Re: Latest Release
Post by: Seprix on July 19, 2015, 03:38:28 am
I play on a chromebook, so if they close down 1.0 before they release the web build, I will temporarily lose my ability to play at all. That's not the worst thing ever, and I'm sure they realize some people are in that position, but it wouldn't be pleasant, at least.

I'd argue there's really no need for any implementation other than a web build. I don't understand the benefits. Offline play? Who is going to play Dominion games against AI in Story mode? I certainly don't, and I know others do, but if my WiFi is down and I can't play Dominion against AIs only in an offline setting, it's not the end of the world.
Title: Re: Latest Release
Post by: Awaclus on July 19, 2015, 04:08:26 am
Well, I certainly prefer having a client that I can download, because that means

1) I can have a bunch of data on my hard drive instead of not having it there, which makes it faster to load that data
2) I can free up one browser bookmark for something else
3) I can pin it to my task bar which allows launching it with a hot key
Title: Re: Latest Release
Post by: Seprix on July 19, 2015, 04:34:27 am
Well, I certainly prefer having a client that I can download, because that means

1) I can have a bunch of data on my hard drive instead of not having it there, which makes it faster to load that data
2) I can free up one browser bookmark for something else
3) I can pin it to my task bar which allows launching it with a hot key

Mostly personal preference it seems. I am particular about what is on my computer because I only have 23 GB left of space.
Title: Re: Latest Release
Post by: ashersky on July 19, 2015, 05:33:46 am
I want an option to disable animations, too, and pro players, and most likely people who start casual and then become fluent, want the same thing. There is a ticket on the issue. But if nothing else, believe me, the animations initially were much more jarring. The closed beta people got to experience that.  :-X

2.0.32 may come sooner rather than later with some more important bug fixes.

And the game will now alert you that your client is too old and to go get the new one. It's coming along.

So why are there animations?  Is this somehow funded by Michael Bay?

Dominion by Michael X Bay:  The same game you love, but every card is named Explosion, with appropriate card art.

Not every card.  There is also Gunpowder and Bomb.
Title: Re: Latest Release
Post by: cactus on July 19, 2015, 09:22:45 am
Well, I certainly prefer having a client that I can download, because that means

1) I can have a bunch of data on my hard drive instead of not having it there, which makes it faster to load that data
2) I can free up one browser bookmark for something else
3) I can pin it to my task bar which allows launching it with a hot key

I play on a iPad - I have for the last 18 months approx - so I guess if the new version is a downloaded client that ain't going to work too well for me.  :-\
Title: Re: Latest Release
Post by: Kirian on July 19, 2015, 04:28:20 pm
Well, I certainly prefer having a client that I can download, because that means

1) I can have a bunch of data on my hard drive instead of not having it there, which makes it faster to load that data
2) I can free up one browser bookmark for something else
3) I can pin it to my task bar which allows launching it with a hot key

I play on a iPad - I have for the last 18 months approx - so I guess if the new version is a downloaded client that ain't going to work too well for me.  :-\

Yeah, they're going to need something that will run on iOS, Android, etc, or there will be a segment of very unhappy people.
Title: Re: Latest Release
Post by: thespaceinvader on July 20, 2015, 03:51:05 am
Well, I certainly prefer having a client that I can download, because that means

1) I can have a bunch of data on my hard drive instead of not having it there, which makes it faster to load that data
2) I can free up one browser bookmark for something else
3) I can pin it to my task bar which allows launching it with a hot key

I play on a iPad - I have for the last 18 months approx - so I guess if the new version is a downloaded client that ain't going to work too well for me.  :-\

Yeah, they're going to need something that will run on iOS, Android, etc, or there will be a segment of very unhappy people.

Will be?  That segment of people is either already unhappy or long since gone past unhappy into 'playing something else' territory - or they never found Dominion at all because the only version it's ever had as an app that I know of is Androminion.  But then, that's true of a lot of players of this game - I could play MF, but I find the play experience so inimical that I choose not to, even for free.
Title: Re: Latest Release
Post by: Cave-o-sapien on July 20, 2015, 11:26:06 am
Offline play? Who is going to play Dominion games against AI in Story mode? I certainly don't, and I know others do, but if my WiFi is down and I can't play Dominion against AIs only in an offline setting, it's not the end of the world.

I think you'd be surprised how many people out there would play Dominion offline exclusively against an AI on a mobile device if given the opportunity.
Title: Re: Latest Release
Post by: Seprix on July 20, 2015, 12:04:46 pm
Offline play? Who is going to play Dominion games against AI in Story mode? I certainly don't, and I know others do, but if my WiFi is down and I can't play Dominion against AIs only in an offline setting, it's not the end of the world.

I think you'd be surprised how many people out there would play Dominion offline exclusively against an AI on a mobile device if given the opportunity.

I would be.

-AI is a joke to play
-Playing AI is not a good way to get better at the game
Title: Re: Latest Release
Post by: Kirian on July 20, 2015, 12:32:24 pm
Well, I certainly prefer having a client that I can download, because that means

1) I can have a bunch of data on my hard drive instead of not having it there, which makes it faster to load that data
2) I can free up one browser bookmark for something else
3) I can pin it to my task bar which allows launching it with a hot key

I play on a iPad - I have for the last 18 months approx - so I guess if the new version is a downloaded client that ain't going to work too well for me.  :-\

Yeah, they're going to need something that will run on iOS, Android, etc, or there will be a segment of very unhappy people.

Will be?  That segment of people is either already unhappy or long since gone past unhappy into 'playing something else' territory - or they never found Dominion at all because the only version it's ever had as an app that I know of is Androminion.  But then, that's true of a lot of players of this game - I could play MF, but I find the play experience so inimical that I choose not to, even for free.

Yes, that segment is already unhappy, but I'm talking about a much more specific segment: people who have paid for sets, but play exclusively on iOS or Android.  Telling them "other people can keep playing, but you're SOL" is a really terrible business move.

For that matter, does the downloadable work on non-Windows machines?  I hope so, because that would be a much larger segment of unhappy people.
Title: Re: Latest Release
Post by: Cave-o-sapien on July 20, 2015, 12:47:36 pm
-AI is a joke to play
-Playing AI is not a good way to get better at the game

a) Not everyone is interested in playing Dominion hyper-competitively

b) Playing against a BAD AI isn't a good way to get better, but I think it should be possible to build an AI sufficient to challenge most players.
Title: Re: Latest Release
Post by: jsh357 on July 20, 2015, 12:55:29 pm
You need only look at the number of threads and comments asking for an iphone version to see how in demand offline play is.  I don't personally care about it but a lot of people do, and frankly it makes no sense that you have to be online to play the AI right now anyway.
Title: Re: Latest Release
Post by: yed on July 20, 2015, 01:19:09 pm
it makes no sense that you have to be online to play the AI right now anyway.
Not true: AI must be implemented on server side (because 3 player game of Human, Human, AI) and porting AI code (or coding portable from begining) to client side takes more time.

EDIT: There is also some game management code (for example shuffling) which right now happens only on the server.
Title: Re: Latest Release
Post by: ghostofmars on July 20, 2015, 01:39:42 pm
it makes no sense that you have to be online to play the AI right now anyway.
Not true: AI must be implemented on server side (because 3 player game of Human, Human, AI) and porting AI code (or coding portable from begining) to client side takes more time.

EDIT: There is also some game management code (for example shuffling) which right now happens only on the server.
Just because a part of the code runs on the server does not mean that it needs to run on an online server. You could run a server and client on your local machine.
Title: Re: Latest Release
Post by: jsh357 on July 20, 2015, 02:33:24 pm
it makes no sense that you have to be online to play the AI right now anyway.
Not true: AI must be implemented on server side (because 3 player game of Human, Human, AI) and porting AI code (or coding portable from begining) to client side takes more time.

EDIT: There is also some game management code (for example shuffling) which right now happens only on the server.

It might make sense from a programming standpoint, but to the end user it doesn't since a one player game should be available whether you are online or not.
Title: Re: Latest Release
Post by: yed on July 20, 2015, 02:33:29 pm
it makes no sense that you have to be online to play the AI right now anyway.
Not true: AI must be implemented on server side (because 3 player game of Human, Human, AI) and porting AI code (or coding portable from begining) to client side takes more time.

EDIT: There is also some game management code (for example shuffling) which right now happens only on the server.
Just because a part of the code runs on the server does not mean that it needs to run on an online server. You could run a server and client on your local machine.
Yes, but that is exactly what I said, it needs to be a portable code.
Title: Re: Latest Release
Post by: yed on July 20, 2015, 02:37:18 pm
it makes no sense that you have to be online to play the AI right now anyway.
Not true: AI must be implemented on server side (because 3 player game of Human, Human, AI) and porting AI code (or coding portable from begining) to client side takes more time.

EDIT: There is also some game management code (for example shuffling) which right now happens only on the server.

It might make sense from a programming standpoint, but to the end user it doesn't since a one player game should be available whether you are online or not.

Yes, I agree with this statement ;)
Title: Re: Latest Release
Post by: cactus on July 20, 2015, 07:24:03 pm
Well, I certainly prefer having a client that I can download, because that means

1) I can have a bunch of data on my hard drive instead of not having it there, which makes it faster to load that data
2) I can free up one browser bookmark for something else
3) I can pin it to my task bar which allows launching it with a hot key

I play on a iPad - I have for the last 18 months approx - so I guess if the new version is a downloaded client that ain't going to work too well for me.  :-\

Yeah, they're going to need something that will run on iOS, Android, etc, or there will be a segment of very unhappy people.

Will be?  That segment of people is either already unhappy or long since gone past unhappy into 'playing something else' territory - or they never found Dominion at all because the only version it's ever had as an app that I know of is Androminion.  But then, that's true of a lot of players of this game - I could play MF, but I find the play experience so inimical that I choose not to, even for free.

Yes, that segment is already unhappy, but I'm talking about a much more specific segment: people who have paid for sets, but play exclusively on iOS or Android.  Telling them "other people can keep playing, but you're SOL" is a really terrible business move.

For that matter, does the downloadable work on non-Windows machines?  I hope so, because that would be a much larger segment of unhappy people.

Yep. That describes me exactly. My mate and I play on iPads. I use a computer at work but at home I pretty much only use an iPad. There is an old laptop around here somewhere but I'm not going to try to resurrect it just for Dominion.
Title: Re: Latest Release
Post by: LastFootnote on July 20, 2015, 09:38:01 pm
Again, thanks for the work you guys have been putting in, and a special thanks for you for taking the brunt of the community ire when things aren't right.

My question is: how far away are we from MF saying, "OK guys this is good enough. Scrap the old version, this is what it is now!"  I'm worried they will do this before it is where it needs to be. That's kinda how it went with the transition from isotopic to goko and it left a really sour taste in people's mouths.

Is the company's expected timeline available for public knowledge?

The honest is that I don't know. I just asked for a community update, so I think that Jeff and John are crafting a statement to tell us where we're at and what's in the near future.

Just my own opinion here, but I want to see the friend finder in place before 1.0 is shuttered.

I think that before the old version disappears, you need to have a working web version and a working iOS version.

If you want a smoother transition, you should implement Adventures, giving people a reason to play and get used to the new version before you pull the plug on the old one.
Title: Re: Latest Release
Post by: Seprix on July 20, 2015, 09:44:34 pm
Again, thanks for the work you guys have been putting in, and a special thanks for you for taking the brunt of the community ire when things aren't right.

My question is: how far away are we from MF saying, "OK guys this is good enough. Scrap the old version, this is what it is now!"  I'm worried they will do this before it is where it needs to be. That's kinda how it went with the transition from isotopic to goko and it left a really sour taste in people's mouths.

Is the company's expected timeline available for public knowledge?

The honest is that I don't know. I just asked for a community update, so I think that Jeff and John are crafting a statement to tell us where we're at and what's in the near future.

Just my own opinion here, but I want to see the friend finder in place before 1.0 is shuttered.

I think that before the old version disappears, you need to have a working web version and a working iOS version.

If you want a smoother transition, you should implement Adventures, giving people a reason to play and get used to the new version before you pull the plug on the old one.

That's a good idea. Putting Adventures on the new version only.
Title: Re: Latest Release
Post by: Watno on July 20, 2015, 09:58:28 pm
How about you keep the old version up until people start to use the new instead of it voluntarily (which will probably happen with the implementation of Adventures, if ever)?
Title: Re: Latest Release
Post by: thespaceinvader on July 21, 2015, 05:35:07 am
-AI is a joke to play
-Playing AI is not a good way to get better at the game

a) Not everyone is interested in playing Dominion hyper-competitively

b) Playing against a BAD AI isn't a good way to get better, but I think it should be possible to build an AI sufficient to challenge most players.
Playing a bad AI is better than no dominion at all - as long as the implementation is decent - hence Androminion having been a thing.
Title: Re: Latest Release
Post by: Witherweaver on July 21, 2015, 09:07:43 am
Or they could buy Androminion and update that with the new sets and better AI.  That would be awesome.
Title: Re: Latest Release
Post by: Tables on July 21, 2015, 10:09:44 am
So, base set act 3 game 18 is pretty ludicrous, in a bad way. You're up against someone who starts with a Province, Duchy, Estate, Silver, 3 Coppers and 3 Witches. You have a standard starting deck but you get a free phantom Throne Room play at the start of each turn.

The kingdom is: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch

Basically, everything there just works to dick you over as much as possible. He's going to open Village or Festival, and usually play a Witch on turn 1 and 2 Witches on turn 2, and will also grab Throne Rooms to let him probably put all 10 curses into your deck by about turn 6 or 7. The only trashing is Remodel and Moneylender, and there's no defence against the Witch otherwise. After he's cursed you to death, he'll sometimes remodel the Witches, usually buys gold, and starts slamming down on the Provinces from about turn 9 or 10, during which time you're dealing with having 20 junk cards and probably only a handful of decent cards to deal with it.

So far the only even vaguely reasonable strategy I've found is to resign turn 1 until you get a 5/2 start, preferably going first (yes, that's random as well, for some inexplicable reason), and then open Witch/nothing (yeah there's nothing at $2 to help in this case either, any of the base game $2s would have been really helpful here), and hope that you can play your Witch twice before the curses run out in order to go 4/6 on the curses. If you manage that, and follow up with good play (Moneylender is great, Remodeling curses is surprisingly helpful, Thrones, Labs etc.) you have a decent chance of losing by less, and a small chance of actually winning. It took me quite a few tries to actually get through.

Edit: Thanks to the advice of PST and DXV, I've posted a strategy that wins maybe 1/4 to 1/3rd of the time, which is still frustratingly low but good enough to get through.
Title: Re: Latest Release
Post by: Beyond Awesome on July 21, 2015, 11:07:18 am
So, base set act 3 game 18 is pretty ludicrous, in a bad way. You're up against someone who starts with a Province, Duchy, Estate, Silver, 3 Coppers and 3 Witches. You have a standard starting deck but you get a free phantom Throne Room play at the start of each turn.

The kingdom is: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch

Basically, everything there just works to dick you over as much as possible. He's going to open Village or Festival, and usually play a Witch on turn 1 and 2 Witches on turn 2, and will also grab Throne Rooms to let him probably put all 10 curses into your deck by about turn 6 or 7. The only trashing is Remodel and Moneylender, and there's no defence against the Witch otherwise. After he's cursed you to death, he'll sometimes remodel the Witches, usually buys gold, and starts slamming down on the Provinces from about turn 9 or 10, during which time you're dealing with having 20 junk cards and probably only a handful of decent cards to deal with it.

So far the only even vaguely reasonable strategy I've found is to resign turn 1 until you get a 5/2 start, preferably going first (yes, that's random as well, for some inexplicable reason), and then open Witch/nothing (yeah there's nothing at $2 to help in this case either, any of the base game $2s would have been really helpful here), and hope that you can play your Witch twice before the curses run out in order to go 4/6 on the curses. If you manage that, and follow up with good play (Moneylender is great, Remodeling curses is surprisingly helpful, Thrones, Labs etc.) you have a decent chance of losing by less, and a small chance of actually winning. It took me quite a few tries to actually get through.

That sounds messed up.
Title: Re: Latest Release
Post by: Seprix on July 21, 2015, 11:29:47 am
So, base set act 3 game 18 is pretty ludicrous, in a bad way. You're up against someone who starts with a Province, Duchy, Estate, Silver, 3 Coppers and 3 Witches. You have a standard starting deck but you get a free phantom Throne Room play at the start of each turn.

The kingdom is: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch

Basically, everything there just works to dick you over as much as possible. He's going to open Village or Festival, and usually play a Witch on turn 1 and 2 Witches on turn 2, and will also grab Throne Rooms to let him probably put all 10 curses into your deck by about turn 6 or 7. The only trashing is Remodel and Moneylender, and there's no defence against the Witch otherwise. After he's cursed you to death, he'll sometimes remodel the Witches, usually buys gold, and starts slamming down on the Provinces from about turn 9 or 10, during which time you're dealing with having 20 junk cards and probably only a handful of decent cards to deal with it.

So far the only even vaguely reasonable strategy I've found is to resign turn 1 until you get a 5/2 start, preferably going first (yes, that's random as well, for some inexplicable reason), and then open Witch/nothing (yeah there's nothing at $2 to help in this case either, any of the base game $2s would have been really helpful here), and hope that you can play your Witch twice before the curses run out in order to go 4/6 on the curses. If you manage that, and follow up with good play (Moneylender is great, Remodeling curses is surprisingly helpful, Thrones, Labs etc.) you have a decent chance of losing by less, and a small chance of actually winning. It took me quite a few tries to actually get through.

The tables have turned.

...please don't kill me...
Title: Re: Latest Release
Post by: markusin on July 21, 2015, 11:54:33 am
Speaking of the Campaign, why is there no VP counter for the Campaign AI games? The AIs in 3+ player games play at a speed where the VP counter is most useful. It's annoying to not know if you have enough points to end the game on a win unless you trawl the log. Reading through a gigantic log is not what I want to do while playing the Campaign.

Also what Tables is describing is screwed up.
Title: Re: Latest Release
Post by: Drab Emordnilap on July 21, 2015, 01:32:12 pm
Speaking of the Campaign, why is there no VP counter for the Campaign AI games? The AIs in 3+ player games play at a speed where the VP counter is most useful. It's annoying to not know if you have enough points to end the game on a win unless you trawl the log. Reading through a gigantic log is not what I want to do while playing the Campaign.

Also what Tables is describing is screwed up.

Campaign VP counters is something on their update list. No idea how far down the list it is, though.

And didn't Donald X come up with the different starting variations for the campaigns? We know who to blame for that madness. :p
Title: Re: Latest Release
Post by: Rabid on July 21, 2015, 01:40:25 pm
So, base set act 3 game 18 is pretty ludicrous, in a bad way. You're up against someone who starts with a Province, Duchy, Estate, Silver, 3 Coppers and 3 Witches. You have a standard starting deck but you get a free phantom Throne Room play at the start of each turn.

The kingdom is: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch

I've not tried this but how about a workshop / feast / duchy rush?
Title: Re: Latest Release
Post by: markusin on July 21, 2015, 04:27:39 pm
Speaking of the Campaign, why is there no VP counter for the Campaign AI games? The AIs in 3+ player games play at a speed where the VP counter is most useful. It's annoying to not know if you have enough points to end the game on a win unless you trawl the log. Reading through a gigantic log is not what I want to do while playing the Campaign.

Also what Tables is describing is screwed up.

Campaign VP counters is something on their update list. No idea how far down the list it is, though.

Good to know. I haven't yet taken the plunge into MF's forum.
Title: Re: Latest Release
Post by: Tables on July 21, 2015, 06:19:07 pm
So, base set act 3 game 18 is pretty ludicrous, in a bad way. You're up against someone who starts with a Province, Duchy, Estate, Silver, 3 Coppers and 3 Witches. You have a standard starting deck but you get a free phantom Throne Room play at the start of each turn.

The kingdom is: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch

I've not tried this but how about a workshop / feast / duchy rush?

Hmm... I'm going to give it a go. I don't expect success though - between the curses and their starting deck composition, you're 17 points down to begin with.

Edit: Here's a compilation of attempts, an a short summary of each. I only kept games where I was going first but did keep a few where I opened 5/2 (and thus grabbed a Witch immediately)

https://dominion-game-logs.s3.amazonaws.com/game_logs/20150721/log.0.1437517629331.txt - I grabbed a Lab with my first Feast, wondering if it might help. Probably a bad move, should just gun straight for the Duchies. Lost 25-15 in 13 turns.
https://dominion-game-logs.s3.amazonaws.com/game_logs/20150721/log.0.1437517790212.txt - Nothing too remarkable happens. In fact this one is quite lucky, since I don't take the final curse until turn 8 and only have 3 in my deck on the 3rd shuffle. Still lose,
35-22.
https://dominion-game-logs.s3.amazonaws.com/game_logs/20150721/log.0.1437517920580.txt - I get a Witch first on a 5/2 opening, the gun straight for the Duchies. I lose 22-14. In retrospect I probably should get two Workshops before I go for Feasts, I do that in later games.
https://dominion-game-logs.s3.amazonaws.com/game_logs/20150721/log.0.1437518081218.txt - another 5/2 open. I win this one! Barely. I think getting two Workshops quickly, after slinging a few curses, and then him completely failing to get his economy going, is what won it.
https://dominion-game-logs.s3.amazonaws.com/game_logs/20150721/log.0.1437518252199.txt - this time I got a 4/3 open (it took at least 10 attempts to get a 4/3 open where I went first, 43% chance my ass). Open double Workshop, finish very quickly (turn 11), lose 25-17

So, uh, yeah. It can win, but it's certainly not a reliable strategy (that or I suck at executing it)
Title: Re: Latest Release
Post by: pst on July 21, 2015, 06:25:51 pm
I think Feast works really good on that board, with the implicit Throne Room.
Title: Re: Latest Release
Post by: Donald X. on July 21, 2015, 07:12:29 pm
So, base set act 3 game 18 is pretty ludicrous, in a bad way. You're up against someone who starts with a Province, Duchy, Estate, Silver, 3 Coppers and 3 Witches. You have a standard starting deck but you get a free phantom Throne Room play at the start of each turn.

The kingdom is: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch
I beat it on my second try. I opened Workshop / Feast, used the Feast on two Witches, only managed to give him 2 Curses, and focused on Remodel.

It's possible it should be easier, but for sure it didn't take sitting there and restarting 3/4 openings.
Title: Re: Latest Release
Post by: Tables on July 21, 2015, 08:12:15 pm
So, base set act 3 game 18 is pretty ludicrous, in a bad way. You're up against someone who starts with a Province, Duchy, Estate, Silver, 3 Coppers and 3 Witches. You have a standard starting deck but you get a free phantom Throne Room play at the start of each turn.

The kingdom is: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch
I beat it on my second try. I opened Workshop / Feast, used the Feast on two Witches, only managed to give him 2 Curses, and focused on Remodel.

So I've tried this, I'm reasonably confident it's not good to focus on Remodel, that only managed to win me one game in about 6 or so tries but focusing on the Feasts into Duchies after getting 2 Witches is definitely a good way forward, I think I won about 3 times doing that out of maybe 10 games. I completely overlooked Feast at first, since it's usually such a niche card and I'm bad at Dominion (mostly because of the latter part), but it works extremely well on this board since getting Duchies is pretty much all you can hope to do.

Still the big issue here I'd say is that whether you win or not is so dependent on what the AI does. If it grabs a Gold in the midgame, then it's usually GG since it'll have 2-4 Provinces by about turn 13-14, which is usually when you can close the game out. But if it doesn't manage to get a Gold, it starts diving for Duchies and Estates, and that usually leads to you winning since you can squeeze those points out with Feasts and Workshops faster than it can, and often only manages 1 or no Provinces. And you have so little control over this. Like, getting the Witches helps, since giving 2 or so curses makes it less likely to get that Gold, but it's not a huge amount.

Anyway for people struggling on this board: On a 4/3 open Workshop/Feast. Get 2 Witches with your first Feast (unless it drops to turn 5), and from there, buy Workshops with $3 and Feasts with $4. Turn those Feasts into Duchies and Workshops into more Feasts. Prioritise playing Feasts over Workshops, unless you're very short on Workshops (use your common sense). Probably buy Duchies or Feasts with $5+ but you won't get those hands often. From about the 4th shuffle onwards, buy Estates with $2. On a 5/2, open Witch/Nothing. Get 2 Workshops with your next $3/$4 hands, and then follow the above strategy. You're more likely to get $5 hands with this, since you have that Witch from earlier on to draw you 4 cards, when you have more copper. I would probably still suggest Feasts there, the $5's are tempting but honestly, Feasting into 2 Duchies is just 6 points, that's more than a double Festival or whatever is likely to get.
Title: Re: Latest Release
Post by: markusin on July 21, 2015, 08:45:33 pm
The advice on that act is greatly appreciated.
Title: Re: Latest Release
Post by: mail-mi on July 21, 2015, 11:26:33 pm
So just a couple basic questions since I haven't been following this at all:

Do I keep the sets I bought on goko?
Is it download only?
How much space does it take up?
Title: Re: Latest Release
Post by: jsh357 on July 21, 2015, 11:31:52 pm
So just a couple basic questions since I haven't been following this at all:

Do I keep the sets I bought on goko?
Is it download only?
How much space does it take up?

Yes
Yes
Presently around 300 MB
Title: Re: Latest Release
Post by: mail-mi on July 21, 2015, 11:36:21 pm
So just a couple basic questions since I haven't been following this at all:

Do I keep the sets I bought on goko?
Is it download only?
How much space does it take up?

Yes
Yes
Presently around 300 MB

Thanks!
Title: Re: Latest Release
Post by: LastFootnote on July 21, 2015, 11:41:27 pm
Do I keep the sets I bought on goko?

Yes.

Is it download only?

For the moment.

How much space does it take up?

Looks like about 350 MB on my Mac, but that may not include all the files.
Title: Re: Latest Release
Post by: Elanchana on July 22, 2015, 01:39:26 am
I disappear for two weeks and there's a visible log? SWEET!

Hotkeys are nice, though they'll take some getting used to. I don't really like how stuff gets squished to the side of the screen though. Is there any way that can get changed around? I guess I'm fine with just living with it.
Title: Re: Latest Release
Post by: Seprix on July 22, 2015, 01:40:20 am
I disappear for two weeks and there's a visible log? SWEET!

Hotkeys are nice, though they'll take some getting used to. I don't really like how stuff gets squished to the side of the screen though. Is there any way that can get changed around? I guess I'm fine with just living with it.

!!!
Title: Re: Latest Release
Post by: Kirian on July 22, 2015, 08:38:04 am
Do I keep the sets I bought on goko?

Yes.

Is it download only?

For the moment.

How much space does it take up?

Looks like about 350 MB on my Mac, but that may not include all the files.

Holy fuck.  350 MB?  Are they storing the card art at 2400 dpi?
Title: Re: Latest Release
Post by: SCSN on July 22, 2015, 08:53:37 am
Holy fuck.  350 MB?  Are they storing the card art at 2400 dpi?

They're just storing thousands of copies of Rats, as Lord Bottington wears them down really fast.
Title: Re: Latest Release
Post by: Deadlock39 on July 22, 2015, 10:54:49 am
Holy fuck.  350 MB?  Are they storing the card art at 2400 dpi?

They're just storing thousands of copies of Rats, as Lord Bottington wears them down really fast.

Yeah, once the edges get worn down it is totally unfair because he can see when the top card of his deck is a Rats and know he can safely play one of the 5 Rats in his hand without having to trash a c... nah, I'm just kidding... he doesn't care what the top card of his deck is. He's gotta play that Rats.
Title: Re: Latest Release
Post by: pst on July 22, 2015, 10:58:13 am
Holy fuck.  350 MB?  Are they storing the card art at 2400 dpi?

I don't know what resolution it has. Over half of it is in a file resources.assets at least. It also includes lots of stuff in text form, like map info and card descriptions. It's interesting to note that card names and descriptions are in English and German, so a German version is prepared.
Title: Re: Latest Release
Post by: Seprix on July 22, 2015, 11:00:48 am
Holy fuck.  350 MB?  Are they storing the card art at 2400 dpi?

I don't know what resolution it has. Over half of it is in a file resources.assets at least. It also includes lots of stuff in text form, like map info and card descriptions. It's interesting to note that card names and descriptions are in English and German, so a German version is prepared.

Not a surprise.
Title: Re: Latest Release
Post by: Cave-o-sapien on July 22, 2015, 11:32:35 am
I really like having the option to have the log on screen all the time. Kudos on that one. I only wish (small complaint) that the colors weren't so garish. I think it's more difficult to read having so many different colors.

As for the size of the installed app, it doesn't bother me at all. It doesn't even seem that large by today's standards. I've got much bigger apps than that installed on my phone.
Title: Re: Latest Release
Post by: werothegreat on July 22, 2015, 12:10:15 pm
Are the German versions actually correct translations?
Title: Re: Latest Release
Post by: Watno on July 22, 2015, 12:39:52 pm
They seem to be the ones from the physical German edition, so no.
Ironmonger has you getting the bonus before you put back/discard the revealed card, for example.
Title: Re: Latest Release
Post by: Kirian on July 22, 2015, 01:08:12 pm
As for the size of the installed app, it doesn't bother me at all. It doesn't even seem that large by today's standards. I've got much bigger apps than that installed on my phone.

*Pulls out cane and belt-onion*

Back in my day, entire video games came on cartridges with 4 kB of space!  Games on floppy disks with 1.44 MB total size were luxurious!
Title: Re: Latest Release
Post by: DavidTheDavid on July 22, 2015, 02:45:28 pm
As for the size of the installed app, it doesn't bother me at all. It doesn't even seem that large by today's standards. I've got much bigger apps than that installed on my phone.

*Pulls out cane and belt-onion*

Back in my day, entire video games came on cartridges with 4 kB of space!  Games on floppy disks with 1.44 MB total size were luxurious!

I loaded some of my first games from a tape player. Hit play, walk away for 15 minutes, come back, enjoy a game.
Title: Re: Latest Release
Post by: Kirian on July 22, 2015, 04:32:05 pm
As for the size of the installed app, it doesn't bother me at all. It doesn't even seem that large by today's standards. I've got much bigger apps than that installed on my phone.

*Pulls out cane and belt-onion*

Back in my day, entire video games came on cartridges with 4 kB of space!  Games on floppy disks with 1.44 MB total size were luxurious!

I loaded some of my first games from a tape player. Hit play, walk away for 15 minutes, come back, enjoy a game.

I remember the tapes we had for our TI-99/4A.  Such a horrible racket too, worse than a modem.
Title: Re: Latest Release
Post by: pst on July 22, 2015, 05:08:51 pm
Are the German versions actually correct translations?

I know of one obscure bug. The special card "Ace of Spades" is here called "Ace of Spades" in German as well.
Title: Re: Latest Release
Post by: werothegreat on July 22, 2015, 05:18:46 pm
Are the German versions actually correct translations?

I know of one obscure bug. The special card "Ace of Spades" is here called "Ace of Spades" in German as well.

I mean like card text stuff.
Title: Re: Latest Release
Post by: DavidTheDavid on July 24, 2015, 04:25:42 pm
A mandatory update this time. 

http://forum.makingfun.com/showthread.php?7335-Release-Notes-v-2-0-35&p=37375#post37375 (http://forum.makingfun.com/showthread.php?7335-Release-Notes-v-2-0-35&p=37375#post37375)
Title: Re: Latest Release
Post by: jsh357 on July 24, 2015, 05:20:31 pm
This update is running a lot better for me so far.  The CPU still gets pressured after playing a few games, but it's a dramatic step up.  Game seems to be smoother too, but I haven't played enough to get down to details.
Title: Re: Latest Release
Post by: werothegreat on July 24, 2015, 05:30:22 pm
Nice!  Haven't played with it yet, but sounds like the only remaining things are choosing who you want to play with and a Kingdom designer.
Title: Re: Latest Release
Post by: werothegreat on July 24, 2015, 05:32:06 pm
Am I... what?  Why is the first game for Act 2 of the Base Campaign have my deck filled with Smithies?
Title: Re: Latest Release
Post by: LastFootnote on July 24, 2015, 05:44:15 pm
Am I... what?  Why is the first game for Act 2 of the Base Campaign have my deck filled with Smithies?

Uh, because that's awesome?
Title: Re: Latest Release
Post by: Seprix on July 24, 2015, 05:51:48 pm
Am I... what?  Why is the first game for Act 2 of the Base Campaign have my deck filled with Smithies?

Wero: What are you doing in my deck!?!

Smithy: Did you Smith me?

Wero: That was an awful pun, Action based card.

Smithy: X.actly!

Wero: THE PREQUELS WERE GREAT
Title: Re: Latest Release
Post by: werothegreat on July 24, 2015, 05:58:02 pm
"Underrated" is not the same thing as "great".
Title: Re: Latest Release
Post by: Tables on July 24, 2015, 06:52:25 pm
One thing I'm still wondering, is why do I have to download a 100MB file every time I want to update? Is that really the best way to do it?
Title: Re: Latest Release
Post by: Joseph2302 on July 24, 2015, 07:11:49 pm
One thing I'm still wondering, is why do I have to download a 100MB file every time I want to update? Is that really the best way to do it?
No it isn't, but this is Goko/Making Fun, you can't expect them to be efficient. You should build a workable product, with not too many defects/risk of problems before releasing it. Trust me, I'm a software tester.
Title: Re: Latest Release
Post by: Awaclus on July 24, 2015, 07:25:21 pm
"Underrated" is not the same thing as "great".

Regards, werotheunderrated
Title: Re: Latest Release
Post by: markusin on July 24, 2015, 07:37:35 pm
Am I... what?  Why is the first game for Act 2 of the Base Campaign have my deck filled with Smithies?
I believe it's an intentional game variant. It's a fun one. There's another one in Guilds where your starting Coppers are replaced with Candlestick Makers.
Title: Re: Latest Release
Post by: DavidTheDavid on July 24, 2015, 07:57:25 pm
One thing I'm still wondering, is why do I have to download a 100MB file every time I want to update? Is that really the best way to do it?
No it isn't, but this is Goko/Making Fun, you can't expect them to be efficient. You should build a workable product, with not too many defects/risk of problems before releasing it. Trust me, I'm a software tester.

Goko is not involved in this effort. I think we're already doing significantly better than Goko did.
Title: Re: Latest Release
Post by: Tables on July 24, 2015, 08:07:11 pm
Am I... what?  Why is the first game for Act 2 of the Base Campaign have my deck filled with Smithies?
I believe it's an intentional game variant. It's a fun one. There's another one in Guilds where your starting Coppers are replaced with Candlestick Makers.

There's a lot of things like it. There's one game where you start with 10 Feasts. Some games you start with something like a Bridge instead of a copper or something. I recently completed a game where you start with 3 Pawns, yay for long turns.

One thing I'm still wondering, is why do I have to download a 100MB file every time I want to update? Is that really the best way to do it?
No it isn't, but this is Goko/Making Fun, you can't expect them to be efficient. You should build a workable product, with not too many defects/risk of problems before releasing it. Trust me, I'm a software tester.

Goko is not involved in this effort. I think we're already doing significantly better than Goko did.

You're safe to ignore most things Joseph2302 says. He's been a Software tester for... how many days is it now Joe? 5? I mean, I agree you're doing significantly better, but my question does remain there.
Title: Re: Latest Release
Post by: Titandrake on July 24, 2015, 08:24:19 pm
I'm very tempted to post a popcorn gif, but I won't.

Note that Blizzard forces a ~600 MB download whenever they release a Hearthstone update (even on some updates that don't include new expansions.) Update efficiency is definitely low priority to me. For the company it may be higher priority, depending on how much they're paying for bandwidth.
Title: Re: Latest Release
Post by: DavidTheDavid on July 24, 2015, 08:29:17 pm
Tables, we intend to get past the weekly updates. I mentioned download fatigue to the team in my last CS Report. Those downloads will become less frequent. Mobile will be nice in that updates are more seamless and less clicky. Many of you already know this, I'm sure, but with Chrome dropping its Unity plugin, Unity is producing a webGL exporter, which is in beta. I use my Chromebook a lot, and I was a bit surprised how many emails I got early on in the 2.0 release from other Chromebook users. Obviously, we want the game as broadly available as possible. Anyhow, I'm rambling: the web version will obviate download fatigue, and be a more welcoming environment to new players epecially. Some updates are server side, but that's essentially inconsequential as it's not user-facing, nor ever was so it doesn't really calculate in.
Title: Re: Latest Release
Post by: Tables on July 24, 2015, 08:31:34 pm
Okay, that's fair enough. It's not too big of an issue to me, 100 MB is a few minutes, but it just seems like that's a lot of space for each update. I know I can delete them after, if I remember to, but yeah.
Title: Re: Latest Release
Post by: markusin on July 24, 2015, 10:27:12 pm
Okay, that's fair enough. It's not too big of an issue to me, 100 MB is a few minutes, but it just seems like that's a lot of space for each update. I know I can delete them after, if I remember to, but yeah.
I think we're seeing enough good progress that I'm not going to complain about the download frequency that isn't going to remain an issue once the web version rolls out and presumably the mobile version. Mobile updates for apps are usually very straightforward.
Title: Re: Latest Release
Post by: LibraryAdventurer on July 25, 2015, 01:05:48 am
Yay! It doesn't overheat my computer!

I agree with werothegreat about next priorities:
...sounds like the only remaining things are choosing who you want to play with and a Kingdom designer.
Title: Re: Latest Release
Post by: Seprix on July 25, 2015, 01:17:15 am
Trying out the new version now.

Will be back with my thoughts.
Title: Re: Latest Release
Post by: Seprix on July 25, 2015, 01:28:28 am
Computer still runs like it's overworked, but it's so noticeably better that it's essentially my computer at this point. If I restarted my computer and then played this app it would be better. Huh. As I'm typing this, my computer is going crazy like it used to again. Holy cow. I wonder if it's completely fixed yet. I fear my computer may explode now...

It runs better as a system overall. The cards are still moving around awkwardly and clunky like, mainly because there are akward slight pauses. But this is the definite update. It feels stable enough to play, it can only really go up from here.
Title: Re: Latest Release
Post by: werothegreat on July 25, 2015, 02:15:42 am
Things left to do:

* Smooth out cards moving in/out of hand, kind of jerky still
* Friend maker/finder
* Kingdom designer
* Adventures
Title: Re: Latest Release
Post by: Kirian on July 25, 2015, 02:31:52 am
Things left to do:

* Smooth out cards moving in/out of hand, kind of jerky still
* Friend maker/finder
* Kingdom designer
* Adventures

Is there an option to turn of flashy animations?
Title: Re: Latest Release
Post by: Beyond Awesome on July 25, 2015, 08:17:53 am
Things left to do:

* Smooth out cards moving in/out of hand, kind of jerky still
* Friend maker/finder
* Kingdom designer
* Adventures

Is there an option to turn of flashy animations?

Has the deck count bug been fixed as well?
Title: Re: Latest Release
Post by: jsh357 on July 25, 2015, 08:50:14 am
Things left to do:

* Smooth out cards moving in/out of hand, kind of jerky still
* Friend maker/finder
* Kingdom designer
* Adventures

Is there an option to turn of flashy animations?

Has the deck count bug been fixed as well?

Yes
Here are the release notes
http://forum.makingfun.com/showthread.php?7335-Release-Notes-v-2-0-35&p=37384
Title: Re: Latest Release
Post by: Elanchana on July 25, 2015, 08:59:54 am
OH MY GAWGH. This looks too good to be true! I don't have time to play it now but I can't wait to once I'm not busy!
Title: Re: Latest Release
Post by: SwitchedFromStarcraft on July 25, 2015, 11:00:46 am
One thing I'm still wondering, is why do I have to download a 100MB file every time I want to update? Is that really the best way to do it?
No it isn't, but this is Goko/Making Fun, you can't expect them to be efficient. You should build a workable product, with not too many defects/risk of problems before releasing it. Trust me, I'm a software tester.

Goko is not involved in this effort. I think we're already doing significantly better than Goko did.
Wow.
Title: Re: Latest Release
Post by: Joseph2302 on July 25, 2015, 11:05:37 am
One thing I'm still wondering, is why do I have to download a 100MB file every time I want to update? Is that really the best way to do it?
No it isn't, but this is Goko/Making Fun, you can't expect them to be efficient. You should build a workable product, with not too many defects/risk of problems before releasing it. Trust me, I'm a software tester.

Goko is not involved in this effort. I think we're already doing significantly better than Goko did.
Wow.
True, but Goko and Making Fun are both terms synonymous with not quite being as good as they promise.

On a different note, have they fixed the rejoining problem if your Internet drops? Haven't played in a while, and this feature is basically essential for me (my Internet seems to drop for about 1 second every 20-30 minutes).
Title: Re: Latest Release
Post by: Awaclus on July 25, 2015, 03:00:17 pm
This version is actually pretty good. The CPU usage is still a lot higher than it should be and the animations are still super annoying, but the animations are still better than those of Hearthstone and the CPU usage has become a fairly minor problem as well.

It would be nice if I didn't have to restart it to switch it from screen 1 to screen 2 or vice versa though, and if it saved my automatch settings.
Title: Re: Latest Release
Post by: jsh357 on July 26, 2015, 10:52:07 am
Been playing for the last couple of days on the new client.  It feels so much better now.  I could still take an option to turn off animations, but they are pretty fast at this point.  I think my biggest problem is that the side log squishes the picture so much; I wonder why the log didn't just open in a new window.
Title: Re: Latest Release
Post by: Awaclus on July 26, 2015, 11:06:39 am
I wonder why the log didn't just open in a new window.

Because it would suck in the full screen mode.
Title: Re: Latest Release
Post by: Joseph2302 on July 26, 2015, 01:29:12 pm
I wonder why the log didn't just open in a new window.

Because it would suck in the full screen mode.
I agree, that log makes the game so small. OTOH, in generally it seems a lot better than first release, which was the last time I used it. Played 3 or 4 games, no real issues (other than animations are annoying), rematch worked well too.
Title: Re: Latest Release
Post by: GendoIkari on July 26, 2015, 01:53:14 pm
I wonder why the log didn't just open in a new window.

Because it would suck in the full screen mode.

I wonder why there's a full screen mode at all. Full screen mode makes sense for immersive games like FPSs and MMORPGs. It does not make sense for a computerized card game.
Title: Re: Latest Release
Post by: Awaclus on July 26, 2015, 02:00:55 pm
I wonder why there's a full screen mode at all. Full screen mode makes sense for immersive games like FPSs and MMORPGs. It does not make sense for a computerized card game.

I personally wonder why there's a windowed mode at all. Windowed mode makes sense for stuff that you have open 24/7 like browsers, IRC clients and bittorrent clients.
Title: Re: Latest Release
Post by: markusin on July 26, 2015, 04:20:51 pm
I wonder why there's a full screen mode at all. Full screen mode makes sense for immersive games like FPSs and MMORPGs. It does not make sense for a computerized card game.

I personally wonder why there's a windowed mode at all. Windowed mode makes sense for stuff that you have open 24/7 like browsers, IRC clients and bittorrent clients.


Ah, but we're used to playing Dominion on a browser already. They're transferring the experience over to the new version to enhance it's familiarity.

More seriously, I'm not a fan of full screen mode for most games. I like pressing that Windows key to seamlessly open another window during non-realtime games. Hearthstone has it right by including the time of day on screen at least.
Title: Re: Latest Release
Post by: funkdoc on July 26, 2015, 05:32:50 pm
I personally wonder why there's a windowed mode at all. Windowed mode makes sense for stuff that you have open 24/7 like browsers, IRC clients and bittorrent clients.

serious answer: streaming!

i *need* windowed mode for that alone, as seeing the chat is a huge part of any non-league stream for me.
Title: Re: Latest Release
Post by: werothegreat on July 26, 2015, 06:06:47 pm
I wonder why the log didn't just open in a new window.

Because it would suck in the full screen mode.

I wonder why there's a full screen mode at all. Full screen mode makes sense for immersive games like FPSs and MMORPGs. It does not make sense for a computerized card game.

Hearthstone is only fullscreen.
Title: Re: Latest Release
Post by: Seprix on July 26, 2015, 06:11:24 pm
I personally wonder why there's a windowed mode at all. Windowed mode makes sense for stuff that you have open 24/7 like browsers, IRC clients and bittorrent clients.

serious answer: streaming!

i *need* windowed mode for that alone, as seeing the chat is a huge part of any non-league stream for me.

What, no Twitch app?
Title: Re: Latest Release
Post by: AdamH on July 26, 2015, 06:17:21 pm
Hearthstone is only fullscreen.

I play Hearthstone in windowed mode.
Title: Re: Latest Release
Post by: markusin on July 26, 2015, 06:18:20 pm
Hearthstone is only fullscreen.

I play Hearthstone in windowed mode.
As do I, particularly when I'm recording my arena draft. But that doesn't mean it isn't nice to see the time when I play on fullscreen.
Title: Re: Latest Release
Post by: Drab Emordnilap on July 26, 2015, 07:04:49 pm
Hearthstone is only fullscreen.

Thirded for windowed mode Hearthstone.
Title: Re: Latest Release
Post by: Cave-o-sapien on July 26, 2015, 10:18:52 pm
First thing I noticed on this new version is that I can't Command-Tab out of the full screen version and switch to other applications. (OS X)

Additionally none of the track pad gestures seems to work (three finger swipe left/right, three finger swipe up). I'm literally stuck in the app until I quit it.

This seems like a step in the wrong direction.  :(

Edit: this only happens in full screen mode. In windowed mode it behaves normally.
Title: Re: Latest Release
Post by: Tables on July 27, 2015, 01:51:53 pm
Here (https://dominion-game-logs.s3.amazonaws.com/game_logs/20150727/log.0.1438015985361.txt)'s another fun Adventures game. Go have a look at what all three CPUs bought on their final turn. Then check what turn number that was.

Turns 7 & 8, all three went double province. Oh, and yes, I did get 4 Provinces in 7 turns. That's actually pretty normal (3 or 4 Provinces by then) on this level.

Like, I got through this one, but I don't really know what the intended strategy is. At first I went engine with Coppersmith, but the game just ends too quickly, usually by turn 9 or 10 at the latest - so you don't really have time to build up to double Province, because by the time you can manage that fairly reliably (around turn 6 or 7 or so probably) you're too far behind and only 6 Provinces remain. The only extra buy is Council Room, which speeds up the end of the game anyway. I eventually won by going basically big money + Council Room, and getting lucky that the AI didn't go too heavily into CRs itself (I know Smithy + BM usually beats CR + BM but with the extra drawing you have here I think getting the extra buys is valuable, since you start greening at about turn 4 and probably have very few non-copper treasures in your deck, so getting the occasional $11 for Province + Silver or $10 for Cellar + Province helps a lot )

Edit: Not saying this one is too hard (it did take me like a dozen tries though) but, man, some of these Adventure mode levels are way harder than the rest.
Title: Re: Latest Release
Post by: LastFootnote on July 27, 2015, 02:11:40 pm
Here (https://dominion-game-logs.s3.amazonaws.com/game_logs/20150727/log.0.1438015985361.txt)'s another fun Adventures game.

And by "Adventures" game, you mean CAMPAIGNS game. Man, don't get my hopes up like that.
Title: Re: Latest Release
Post by: LastFootnote on July 27, 2015, 02:14:01 pm
First thing I noticed on this new version is that I can't Command-Tab out of the full screen version and switch to other applications. (OS X)

Additionally none of the track pad gestures seems to work (three finger swipe left/right, three finger swipe up). I'm literally stuck in the app until I quit it.

This seems like a step in the wrong direction.  :(

Edit: this only happens in full screen mode. In windowed mode it behaves normally.

Agreed, I have this same issue on my MacBook. Please fix this.
Title: Re: Latest Release
Post by: werothegreat on July 27, 2015, 02:23:17 pm
First thing I noticed on this new version is that I can't Command-Tab out of the full screen version and switch to other applications. (OS X)

Additionally none of the track pad gestures seems to work (three finger swipe left/right, three finger swipe up). I'm literally stuck in the app until I quit it.

This seems like a step in the wrong direction.  :(

Edit: this only happens in full screen mode. In windowed mode it behaves normally.

Agreed, I have this same issue on my MacBook. Please fix this.

Weird.  Alt-tab works fine on Windows.
Title: Re: Latest Release
Post by: Donald X. on July 27, 2015, 03:42:10 pm
Like, I got through this one, but I don't really know what the intended strategy is.
I wouldn't say that there are "intended strategies." There are sets of 10 cards and sometimes special stuff.

The multi-opponent levels are painful - all that waiting, endless attacking. Nothing was originally picked out with multiple opponents in mind. Multiple opponents with Council Rooms is a bummer; things will go well for somebody, and the computer knows how to buy a Council Room and some Provinces.

Edit: Not saying this one is too hard (it did take me like a dozen tries though) but, man, some of these Adventure mode levels are way harder than the rest.
Well you are testing them, is how I see it; they weren't all tested before. I played through the main set ones, although they just set me to the end on the expansions, so I could jump to whatever level, so as a result I haven't played through them.

It's possible some levels are too hard. Mostly the hard ones have only taken a few tries for me. For the main set, the one I remember is Witch vs. Adventurer, but that still only took a few tries (and only has one opponent, phew). The ones where you get a free Throne each turn, it's such a huge advantage. And then there are levels that might be hard but there's something you can do that the bots don't know how to fight; especially, levels with alternate VP. There is a reddit question about a level now and well go for Gardens dude, it will be easy.

But really, any level you think is too hard, make a list, possibly we will make some of them easier. The goal is good times.
Title: Re: Latest Release
Post by: Tables on July 27, 2015, 09:33:45 pm
Here (https://dominion-game-logs.s3.amazonaws.com/game_logs/20150727/log.0.1438015985361.txt)'s another fun Adventures game.

And by "Adventures" game, you mean CAMPAIGNS game. Man, don't get my hopes up like that.

Ah, yeah, good catch.

I wouldn't say that there are "intended strategies." There are sets of 10 cards and sometimes special stuff.

The multi-opponent levels are painful - all that waiting, endless attacking. Nothing was originally picked out with multiple opponents in mind. Multiple opponents with Council Rooms is a bummer; things will go well for somebody, and the computer knows how to buy a Council Room and some Provinces.

In that case, this one feels like it might be worth a look at. Like, I'm no Dominion expert, I'll freely admit that, but I couldn't see anything all that strong there thanks to the four opponents. Maybe a simple fix would be to switch it with another kingdom, perhaps the one after or before it, I dunno, since this kingdom with 3 opponents is nasty. Maybe there is a good strategy that wins.
Title: Re: Latest Release
Post by: -Stef- on July 29, 2015, 04:16:06 pm
Either the automatch system is broken, or the rating system is. And then I thought, whowa, Stef, you're being narrow-minded about this. (http://dilbert.com/strip/1997-05-20)

Title: Re: Latest Release
Post by: yed on July 29, 2015, 04:23:51 pm
Either the automatch system is broken, or the rating system is. And then I thought, whowa, Stef, you're being narrow-minded about this. (http://dilbert.com/strip/1997-05-20)
I think that the rating is not there yet...
Title: Re: Latest Release
Post by: AHoppy on August 01, 2015, 08:08:30 pm
They still need to fix the chat coming up over the cards.

Also, the purchasing coming up in a webpage that just says "card number" and "expiration date" is sketchy and should be in the client.  Especially since there's no other way to make purchases at this point. (I get that it's beta, but still...)
Title: Re: Latest Release
Post by: jsh357 on August 01, 2015, 08:11:00 pm
They still need to fix the chat coming up over the cards.

Also, the purchasing coming up in a webpage that just says "card number" and "expiration date" is sketchy and should be in the client.  Especially since there's no other way to make purchases at this point. (I get that it's beta, but still...)

For me the chat doesn't even come up anymore; there is just a glowing chat icon to indicate there are new messages.  It does still cover the cards when I bring it up, but to solve this I just never chat.
Title: Re: Latest Release
Post by: AHoppy on August 01, 2015, 08:13:19 pm
Overall though, I'm very impressed.  Last time I looked at the interface, I couldn't play it, and now it's actually semi-enjoyable.

My only other complaint is the resolution of text doesn't look good.  Numbers it's all fuzzy.  Unless that's just my screen, but I doubt it since text and numbers look fine elsewhere
Title: Re: Latest Release
Post by: mameluke on August 01, 2015, 11:31:39 pm
I'm not impressed. The animations are still too much and they are not smooth at all compared to Goko. It's painful to play, even vs. the bots.

The one improvement is that there are more cards on the front page, and that is something they could have done to Goko a long time ago.
Title: Re: Latest Release
Post by: viocar on August 11, 2015, 07:18:50 pm
So, base set act 3 game 18 is pretty ludicrous, in a bad way. You're up against someone who starts with a Province, Duchy, Estate, Silver, 3 Coppers and 3 Witches. You have a standard starting deck but you get a free phantom Throne Room play at the start of each turn.

The kingdom is: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch
I beat it on my second try. I opened Workshop / Feast, used the Feast on two Witches, only managed to give him 2 Curses, and focused on Remodel.

It's possible it should be easier, but for sure it didn't take sitting there and restarting 3/4 openings.

How long did you test this game? It is harder and more luck-based than every other game before it by a very considerable margin. It does not fit the difficulty curve at all.

(Apologies for a bit of a long bump - I couldn't find any other post relevant to this game.)
Title: Re: Latest Release
Post by: GendoIkari on August 12, 2015, 08:50:19 pm
I wonder why there's a full screen mode at all. Full screen mode makes sense for immersive games like FPSs and MMORPGs. It does not make sense for a computerized card game.

I personally wonder why there's a windowed mode at all. Windowed mode makes sense for stuff that you have open 24/7 like browsers, IRC clients and bittorrent clients.

Windowed mode makes sense for anything that either:

1) Doesn't require the entire size and resolution of your screen to display the information it needs.
OR
2) Doesn't require your full uninterrupted attention to use.

Online Dominion fits both of those, and even if it only fit one it would be enough to want Windowed mode.

Obviously you and I use computer programs differently, so this is just personal preference. But to me, one of the biggest revolutions in computing from 30 years ago to today is multitasking. Back on my Apple II, if I wanted to play a game, I had to put in the disc for that game, and that was the only thing I could do until I didn't want to play the game anymore. Now, thanks to Windows, I can do multiple things at once.
Title: Re: Latest Release
Post by: Awaclus on August 13, 2015, 04:22:13 am
I wonder why there's a full screen mode at all. Full screen mode makes sense for immersive games like FPSs and MMORPGs. It does not make sense for a computerized card game.

I personally wonder why there's a windowed mode at all. Windowed mode makes sense for stuff that you have open 24/7 like browsers, IRC clients and bittorrent clients.

Windowed mode makes sense for anything that either:

1) Doesn't require the entire size and resolution of your screen to display the information it needs.
OR
2) Doesn't require your full uninterrupted attention to use.

Online Dominion fits both of those, and even if it only fit one it would be enough to want Windowed mode.

Obviously you and I use computer programs differently, so this is just personal preference. But to me, one of the biggest revolutions in computing from 30 years ago to today is multitasking. Back on my Apple II, if I wanted to play a game, I had to put in the disc for that game, and that was the only thing I could do until I didn't want to play the game anymore. Now, thanks to Windows, I can do multiple things at once.

All GUIs need as much size as they can possibly have, because bigger buttons are easier and faster to click.

Multitasking sucks, actually. After you've played some Dominion, it takes a while before you can fully focus on something not Dominion, and when you switch back to Dominion again, it takes a while before you can fully focus on the Dominion. For instance, if you're trying to read a thread on f.ds while playing Dominion, the you probably have enough time to read a bunch of text during your opponent's turn, but you immediately forget most of it because you're not paying enough attention to it. Then you play your own turn, and the same thing happens to your ability to make good plays. As a result, you probably lose the game, and afterwards, you still have to read the entire thread again anyway. It also makes your brain more worn out than just concentrating on one of these things at a time, and you probably enjoy it less as well.
Title: Re: Latest Release
Post by: GendoIkari on August 13, 2015, 11:42:13 am
I wonder why there's a full screen mode at all. Full screen mode makes sense for immersive games like FPSs and MMORPGs. It does not make sense for a computerized card game.

I personally wonder why there's a windowed mode at all. Windowed mode makes sense for stuff that you have open 24/7 like browsers, IRC clients and bittorrent clients.

Windowed mode makes sense for anything that either:

1) Doesn't require the entire size and resolution of your screen to display the information it needs.
OR
2) Doesn't require your full uninterrupted attention to use.

Online Dominion fits both of those, and even if it only fit one it would be enough to want Windowed mode.

Obviously you and I use computer programs differently, so this is just personal preference. But to me, one of the biggest revolutions in computing from 30 years ago to today is multitasking. Back on my Apple II, if I wanted to play a game, I had to put in the disc for that game, and that was the only thing I could do until I didn't want to play the game anymore. Now, thanks to Windows, I can do multiple things at once.

All GUIs need as much size as they can possibly have, because bigger buttons are easier and faster to click.

Multitasking sucks, actually. After you've played some Dominion, it takes a while before you can fully focus on something not Dominion, and when you switch back to Dominion again, it takes a while before you can fully focus on the Dominion. For instance, if you're trying to read a thread on f.ds while playing Dominion, the you probably have enough time to read a bunch of text during your opponent's turn, but you immediately forget most of it because you're not paying enough attention to it. Then you play your own turn, and the same thing happens to your ability to make good plays. As a result, you probably lose the game, and afterwards, you still have to read the entire thread again anyway. It also makes your brain more worn out than just concentrating on one of these things at a time, and you probably enjoy it less as well.

But I specifically bought 2 giant, high-resolution monitors so that I could fit more content on the screen at once. Using all that space for any 1 thing is a huge waste of space. The buttons can be plenty large enough on half a monitor for me. Plus, with a card game, unlike an action game, that's simply not as important, it's not a race to click all the buttons as fast as possible.

And I just multitask and play Dominion and read forums very differently from you. Sure if I were playing a tournament match or something I would want full focus on that game. But to just play casually; something to do to pass the time while I also watch Youtube videos or things like that, I prefer to do lots of things at once.

Again, it's just personal preference. And I guess the new implementation does give me the ability to play Windowed, but it's a pain.... I can't just resize the window however I want, I have to pick a specific resolution that I want it to run in. That just seems like bad design. I don't know anything about Unity, but I've programmed plenty of Windows and web applications before, and it's pretty simple to make it so that you can resize a window the way Windows intends you to, by dragging the edge/corner to the size you want.
Title: Re: Latest Release
Post by: pedroluchini on August 13, 2015, 12:16:38 pm
That just seems like bad design. I don't know anything about Unity, but I've programmed plenty of Windows and web applications before, and it's pretty simple to make it so that you can resize a window the way Windows intends you to, by dragging the edge/corner to the size you want.

Apparently it's possible, but it's up to the devs at Making Fun to enable this option: http://answers.unity3d.com/questions/37586/how-to-make-standalone-player-resizable.html
Title: Re: Latest Release
Post by: jsh357 on August 17, 2015, 05:18:19 pm
There isn't a full report on today's update, but I have noticed it has the option to challenge specific users now. I can't tell who's online, but progress nonetheless.

I may also be imagining things, but it seems the stretching issue with the log is less bad now.
Title: Re: Latest Release
Post by: LastFootnote on August 17, 2015, 05:25:31 pm
I may also be imagining things, but it seems the stretching issue with the log is less bad now.

I think you're imagining things.

I think squishing the screen when the log opens is a good solution, but the things on the screen (piles, your hand, buttons, etc.) should be rearranged to utilize the extra space this creates on the top and bottom of the screen. Right now everything is too small with the log open. It could be larger (but still smaller than the no-log version) by having e.g. 3 rows of piles, etc.
Title: Re: Latest Release
Post by: jsh357 on August 17, 2015, 05:42:44 pm
The notes are out now.  Looks like they did in fact update how the log and layout interact:

http://forum.makingfun.com/showthread.php?7512-Release-Notes-v-2-0-37&p=38315#post38315
Title: Re: Latest Release
Post by: LastFootnote on August 17, 2015, 05:43:42 pm
The notes are out now.  Looks like they did in fact update how the log and layout interact:

http://forum.makingfun.com/showthread.php?7512-Release-Notes-v-2-0-37&p=38315#post38315

Ah, I just downloaded 2.0.36 an hour or so ago, so I assumed that was the latest version. Whoops.
Title: Re: Latest Release
Post by: LastFootnote on August 17, 2015, 05:50:25 pm
I tried the new versions and my earlier point stands. They could (and should) be using up that extra vertical space to keep the piles bigger.
Title: Re: Latest Release
Post by: SCSN on August 17, 2015, 06:02:56 pm
I tried the new versions and my earlier point stands. They could (and should) be using up that extra vertical space to keep the piles bigger finally get rid of that horrible, horibble, horibble mechanic that precludes you from seeing your opponent's deck-size and the number of actions, coins and buys at the same time.
Title: Re: Latest Release
Post by: werothegreat on August 17, 2015, 06:03:51 pm
Sunday release!  That's new.
Title: Re: Latest Release
Post by: Awaclus on August 17, 2015, 06:08:33 pm
Sunday release!  That's new.

It's Tuesday here.
Title: Re: Latest Release
Post by: Emeric on August 17, 2015, 06:28:44 pm
Who ask for the "challenge" function ???
It's clearly not an emergency while matchmaking is so poor ! I can't understand how are make priority by MF !
Title: Re: Latest Release
Post by: Seprix on August 17, 2015, 06:29:29 pm
Sunday release!  That's new.

It's Tuesday here.

It's Monday here.
Title: Re: Latest Release
Post by: jsh357 on August 17, 2015, 06:52:45 pm
Who ask for the "challenge" function ???
It's clearly not an emergency while matchmaking is so poor ! I can't understand how are make priority by MF !

There are quite a number of posts on the MF forums asking for this from people who want to play with their friends. I think it was a good feature to get out there.
Title: Re: Latest Release
Post by: Emeric on August 17, 2015, 06:54:50 pm
It's may be a good feature, but not now when it is impossible to know who is connected !!!!

It is like building a house starting with the roof !
Title: Re: Latest Release
Post by: Chris is me on August 17, 2015, 07:57:10 pm
You're literally complaining that they implemented possibly the most requested feature too soon. It's an absolutely essential feature for any kind of organized tournament play, or for people playing with their friends. I'm starting to be convinced that someone will find a way to complain about literally anything MF does at this point.

playing friends with the old version: Contact them some other way, meet in a room, play
playing friends in the new version: Contact them some other way, type their name in, play

It's just as good as the system before, and obviously it will get better as they implement friends lists etc.
Title: Re: Latest Release
Post by: werothegreat on August 17, 2015, 08:56:24 pm
Sunday release!  That's new.

It's Tuesday here.

It's Monday here.

>.<

I'm an idiot.
Title: Re: Latest Release
Post by: Kirian on August 17, 2015, 10:18:55 pm
Sunday release!  That's new.

It's Tuesday here.

It's Monday here.

It's 5 PM Friday here.

It's always 5 PM Friday here.
Title: Re: Latest Release
Post by: Seprix on August 17, 2015, 10:29:35 pm
Sunday release!  That's new.

It's Tuesday here.

It's Monday here.

It's 5 PM Friday here.

It's always 5 PM Friday here.

And WHOSE fault is that? You just HAD to tamper with the Temporal Vortex, didn't you?
Title: Re: Latest Release
Post by: werothegreat on August 17, 2015, 11:28:37 pm
Sunday release!  That's new.

It's Tuesday here.

It's Monday here.

It's 5 PM Friday here.

It's always 5 PM Friday here.

And WHOSE fault is that? You just HAD to tamper with the Temporal Vortex, didn't you?

This is why Time Lords must choose their companions wisely.
Title: Re: Latest Release
Post by: Emeric on August 18, 2015, 02:03:14 am
You're literally complaining that they implemented possibly the most requested feature too soon. It's an absolutely essential feature for any kind of organized tournament play, or for people playing with their friends. I'm starting to be convinced that someone will find a way to complain about literally anything MF does at this point.

playing friends with the old version: Contact them some other way, meet in a room, play
playing friends in the new version: Contact them some other way, type their name in, play

It's just as good as the system before, and obviously it will get better as they implement friends lists etc.

But it is not the priority !!!

How many games are played every day on old version ? How many games are played with two friends who contact in other way ? 1% ~ 2% !!!

Currently in this new version, when a game starts I don't know the name of the player, I don't know his level, I don't know if he played 0 game or 10.000 games before.
I think for 99% of player this is the most important.

If I want to play with a friend I contact him other way saying "hey go to outpost" and we play ! The "challenge" feature is a good thing but not the priority.
Title: Re: Latest Release
Post by: Seprix on August 18, 2015, 05:55:13 am
Sunday release!  That's new.

It's Tuesday here.

It's Monday here.

It's 5 PM Friday here.

It's always 5 PM Friday here.

And WHOSE fault is that? You just HAD to tamper with the Temporal Vortex, didn't you?

This is why Time Lords must choose their companions wisely.

I imagine it's difficult to find a wedding dress for a temporal vortex.
Title: Re: Latest Release
Post by: cactus on August 18, 2015, 06:18:43 am
I wanna play Adventures on line
I wanna play Adventures on line
I wanna play Adventures on line
x1000

Oh for the good old days when Goko would release an expansion the same week as the physical version came out  :P
Title: Re: Latest Release
Post by: Lotoreo on August 18, 2015, 07:08:57 am
You're literally complaining that they implemented possibly the most requested feature too soon. It's an absolutely essential feature for any kind of organized tournament play, or for people playing with their friends. I'm starting to be convinced that someone will find a way to complain about literally anything MF does at this point.

playing friends with the old version: Contact them some other way, meet in a room, play
playing friends in the new version: Contact them some other way, type their name in, play

It's just as good as the system before, and obviously it will get better as they implement friends lists etc.

But it is not the priority !!!

How many games are played every day on old version ? How many games are played with two friends who contact in other way ? 1% ~ 2% !!!

Currently in this new version, when a game starts I don't know the name of the player, I don't know his level, I don't know if he played 0 game or 10.000 games before.
I think for 99% of player this is the most important.

If I want to play with a friend I contact him other way saying "hey go to outpost" and we play ! The "challenge" feature is a good thing but not the priority.

Emeric, you are always flaming in such a childish tone, it makes me wonder whether your profile pic actually IS you.... SCNR..
Anyway, to the topic: I am really glad there is a challenge option now, and I really wait for the friendlist feature to perfect it :)
Title: Re: Latest Release
Post by: Beyond Awesome on August 18, 2015, 07:43:13 am
I wanna play Adventures on line
I wanna play Adventures on line
I wanna play Adventures on line
x1000

Oh for the good old days when Goko would release an expansion the same week as the physical version came out  :P

That didn't happen with Dark Ages. We had to get that in pieces, and I remember the last piece took a long time to come out. Although, I can't remember how long. It's been four months now since Adventures. I would love to play it, but well, I think MF still has a ways to go.
Title: Re: Latest Release
Post by: Chris is me on August 18, 2015, 08:02:16 am
I wanna play Adventures on line
I wanna play Adventures on line
I wanna play Adventures on line
x1000

Oh for the good old days when Goko would release an expansion the same week as the physical version came out  :P

That didn't happen with Dark Ages. We had to get that in pieces, and I remember the last piece took a long time to come out. Although, I can't remember how long. It's been four months now since Adventures. I would love to play it, but well, I think MF still has a ways to go.

We also have to be a bit patient; not only are they in the middle of writing a completely new client / server setup, but Adventures adds a host of new mechanics and interactions that are going to be quite complex in terms of simulator integration.

I still like the "Pre-order Adventures and you get to play it on Isotropic before it comes out for real" idea. :P
Title: Re: Latest Release
Post by: popsofctown on August 18, 2015, 10:34:41 am
I still like the "Pre-order Adventures and you get to play it on Isotropic before it comes out for real" idea. :P

That this would even be in discussion is a big part of my apathy towards online dominion..
Title: Re: Latest Release
Post by: Elanchana on August 18, 2015, 12:46:18 pm
Oh this is AWESOME. Yay for MF for getting the player request function in! Looks like they're working on friend lists and kingdom builders as well.

Yet again I don't have time at the moment to see it for myself, but 2.0 is definitely heading in the right direction.
Title: Re: Latest Release
Post by: Beyond Awesome on August 19, 2015, 01:12:11 am
I wanna play Adventures on line
I wanna play Adventures on line
I wanna play Adventures on line
x1000

Oh for the good old days when Goko would release an expansion the same week as the physical version came out  :P

That didn't happen with Dark Ages. We had to get that in pieces, and I remember the last piece took a long time to come out. Although, I can't remember how long. It's been four months now since Adventures. I would love to play it, but well, I think MF still has a ways to go.

We also have to be a bit patient; not only are they in the middle of writing a completely new client / server setup, but Adventures adds a host of new mechanics and interactions that are going to be quite complex in terms of simulator integration.

I still like the "Pre-order Adventures and you get to play it on Isotropic before it comes out for real" idea. :P

I think if they gave us the new Summon promo card for pre-ordering Adventures that would be pretty cool.
Title: Re: Latest Release
Post by: cactus on August 19, 2015, 03:40:38 am
I wanna play Adventures on line
I wanna play Adventures on line
I wanna play Adventures on line
x1000

Oh for the good old days when Goko would release an expansion the same week as the physical version came out  :P

That didn't happen with Dark Ages. We had to get that in pieces, and I remember the last piece took a long time to come out. Although, I can't remember how long. It's been four months now since Adventures. I would love to play it, but well, I think MF still has a ways to go.

We also have to be a bit patient; not only are they in the middle of writing a completely new client / server setup, but Adventures adds a host of new mechanics and interactions that are going to be quite complex in terms of simulator integration.

I still like the "Pre-order Adventures and you get to play it on Isotropic before it comes out for real" idea. :P

Not good enough. I'm going to hold my breath until they produce the damn expansion.  >:(

That'll learn 'em.
Title: Re: Latest Release
Post by: pst on August 19, 2015, 04:59:44 am
The notes are out now.  Looks like they did in fact update how the log and layout interact:

http://forum.makingfun.com/showthread.php?7512-Release-Notes-v-2-0-37&p=38315#post38315

Ah, I just downloaded 2.0.36 an hour or so ago, so I assumed that was the latest version. Whoops.

And now 2.0.38 is already here! Seems to be a lot faster.
Title: Re: Latest Release
Post by: Beyond Awesome on August 19, 2015, 06:13:36 am
The notes are out now.  Looks like they did in fact update how the log and layout interact:

http://forum.makingfun.com/showthread.php?7512-Release-Notes-v-2-0-37&p=38315#post38315

Ah, I just downloaded 2.0.36 an hour or so ago, so I assumed that was the latest version. Whoops.

And now 2.0.38 is already here! Seems to be a lot faster.

This thing needs to seriously auto-update itself. Almost everyone I know does not manually download an update.
Title: Re: Latest Release
Post by: Seprix on August 19, 2015, 11:18:17 am
My computer is still a coal factory, but I enjoy the new game.
Title: Re: Latest Release
Post by: pst on August 20, 2015, 01:42:57 am
And now 2.0.38 is already here! Seems to be a lot faster.

That was probably just my computer being faster because of other reasons, judging by the short release notes (http://forum.makingfun.com/showthread.php?7520-Release-Notes-v-2-0-38).
Title: Re: Latest Release
Post by: Voltaire on August 20, 2015, 11:53:22 am
So it still uses 100% of your CPU?  :P That's the reason I'm not even bothering right now.
Title: Re: Latest Release
Post by: Seprix on August 20, 2015, 11:56:57 am
So it still uses 100% of your CPU?  :P That's the reason I'm not even bothering right now.

I know. It's so stupid. My computer just becomes a particle accelerator when the app is opened, and my computer is a 2014 model.
Title: Re: Latest Release
Post by: Chris is me on August 21, 2015, 07:56:53 am
So it still uses 100% of your CPU?  :P That's the reason I'm not even bothering right now.

"Luckily", I have one of those Lenovo models that throttles your CPU hard when you're running off battery, so if I'm *not* plugged in then Dominion runs at a reasonable temperature. I was wondering why I never noticed!
Title: Re: Latest Release
Post by: DavidTheDavid on August 21, 2015, 08:13:13 pm
Computer specs don't seem related. I mean, they must be somehow, but just from my non-engineer view, having a top of the line computer doesn't mean you'll avoid the issue. One of the developers has a powerful laptop but has no problem. I have one with a measley 1.67 ghz processor, and I don't have the problem. I see reports from people who have really robust machines who do have the high cpu usage and overheating. Then others don't. My laptop has some "coolsense" technology, so maybe that's what works for me? Webgl is in the works, so I'm hoping that helps some people with this issue. Unity's webgl export is in beta itself, and that's slowing the web build project down.
Title: Re: Latest Release
Post by: jsh357 on September 03, 2015, 09:42:24 pm
New release today: http://forum.makingfun.com/showthread.php?7595-Release-Notes-v-2-0-39&p=38781#post38781

Quote
v.2.0.39 has been released. This is an optional release. Changes since v.2.0.38:

LEADERBOARD AND RATINGS
Added leaderboard (726, 1478, 1479, 1507, 1508)
Added support for daily ratings (769, 1477, 1506)
Added support for stats shown on score card (826, 1224, 1486)


VISUAL EFFECTS
Animated static items: (610, 1469)
on kingdom piles: bane pile, Grand Market/Contraband lock, Trade Route token, Embargo count
in-game chat (before it was too easy to miss a new message)
Trying out replacement for orange ball effect


CHALLENGES
Fixed timing issue when a challenge is issued right when other player clicks Continue (1498)
Fixed problem occurring when Challenge button is clicked more than once
Fixed misspelling in field 3 of challenge dialog (1473)


RECONNECT AND PLEASE WAIT
Fixed a situation with reconnect that could mess up the game (1100)
Fixed: Endless wait when is no Internet connection (1432)
Don't put up the Please Wait until a second has passed to avoid flashing it (1264)
Updated Please Wait dialog (1451)


CAMPAIGNS
Changed Hinterlands Act 3 rules variant from "when you gain a non-victory non-curse card, put it on your deck" to "when you gain an action or treasure costing $1 or more, put it on your deck" (1485)
Fixed: Card counter on campaign pre-screen is misplaced for some people (1423)
Fixed: a few migrated users couldn't get passed the campaign pre-screen (1494)
Changed kingdom in Alchemy, Act 1, Level 13 (1484)
Changed bot's starting hand in Base, Act 3, Level 18


MISCELLANEOUS
Popup labels added to icon buttons
Changed user interface of Navigator so clicking on a card in the reveal area sends it to the deck rather than discards, which is what people expect. Survivors operates the same way. (1175)
Windows installer now prompts for User Admin rights upon launch rather than failing silently (1292, 1384)
Fixed incorrect result on the end-of-game screen that could occur if a player's score was negative (1496)
Fixed the "Menu" button in the "Sign Out" dialog to work (1514)
Display the shelters in the Dark Ages cards page in the store (1518)
Continued improvements to web purchasing UI (1012)
Other (1439, 1459, 1480, 1482, 1499)
Title: Re: Latest Release
Post by: rspeer on September 04, 2015, 12:23:04 am
Quote
Trying out replacement for orange ball effect

This is good news.

In all seriousness, have you tried replacing it with nothing?
Title: Re: Latest Release
Post by: SCSN on September 04, 2015, 01:31:57 am
New release today: http://forum.makingfun.com/showthread.php?7595-Release-Notes-v-2-0-39&p=38781#post38781

Quote
v.2.0.39 has been released. This is an optional release. Changes since v.2.0.38:

VISUAL EFFECTS
Animated static items: (610, 1469)
on kingdom piles: bane pile, Grand Market/Contraband lock, Trade Route token, Embargo count
in-game chat (before it was too easy to miss a new message)
Trying out replacement for orange ball effect

(http://cdn.meme.am/instances2/500x/1685708.jpg)
Title: Re: Latest Release
Post by: Kirian on September 04, 2015, 01:37:49 am
New release today: http://forum.makingfun.com/showthread.php?7595-Release-Notes-v-2-0-39&p=38781#post38781

Quote
v.2.0.39 has been released. This is an optional release. Changes since v.2.0.38:

VISUAL EFFECTS
Animated static items: (610, 1469)
on kingdom piles: bane pile, Grand Market/Contraband lock, Trade Route token, Embargo count
in-game chat (before it was too easy to miss a new message)

[xhibit.meme]

Seriously.  I saw this line and just assumed there's no point trying to give feedback any longer.  "Hey, you want to turn the animations off?  Maybe we can do that later, but first, more animations!"
Title: Re: Latest Release
Post by: SCSN on September 04, 2015, 05:15:25 am
Seriously.  I saw this line and just assumed there's no point trying to give feedback any longer.  "Hey, you want to turn the animations off?  Maybe we can do that later, but first, more animations!"

It's almost like they've given up on Dominion and resorted to trolling.
Title: Re: Latest Release
Post by: Chris is me on September 04, 2015, 06:38:16 am
Seriously.  I saw this line and just assumed there's no point trying to give feedback any longer.  "Hey, you want to turn the animations off?  Maybe we can do that later, but first, more animations!"

It's almost like they've given up on Dominion and resorted to trolling.

You know how there's that one guy in the office who is completely useless, but is somehow completely unable to be fired? I feel like in this case, that's the guy at MF who makes animations. They don't want the employee working on something important enough to screw up, but they need to keep the employee busy anyway.

Certainly no other reasonable explanation for "hey, people universally don't like a feature, let's implement more of it". Seriously, I've seen people in two camps - they either hate animations, or they tolerate them. No one is like, hell yeah, please do more of this.
Title: Re: Latest Release
Post by: SCSN on September 04, 2015, 06:51:53 am
Seriously.  I saw this line and just assumed there's no point trying to give feedback any longer.  "Hey, you want to turn the animations off?  Maybe we can do that later, but first, more animations!"

It's almost like they've given up on Dominion and resorted to trolling.

You know how there's that one guy in the office who is completely useless, but is somehow completely unable to be fired? I feel like in this case, that's the guy at MF who makes animations. They don't want the employee working on something important enough to screw up, but they need to keep the employee busy anyway.

By the looks of it that guy is the entire company.
Title: Re: Latest Release
Post by: Watno on September 04, 2015, 07:39:34 am
Quote
in-game chat (before it was too easy to miss a new message)
Trying out replacement for orange ball effect

How the hell are you supposed to miss a message that covers your hand?
Title: Re: Latest Release
Post by: Awaclus on September 04, 2015, 07:54:17 am
Quote
in-game chat (before it was too easy to miss a new message)
Trying out replacement for orange ball effect

How the hell are you supposed to miss a message that covers your hand?

Except that the chat didn't open automatically, there just was a glow in the chat icon and it was almost impossible to notice the glow.
Title: Re: Latest Release
Post by: SCSN on September 04, 2015, 07:56:22 am
Quote
in-game chat (before it was too easy to miss a new message)
Trying out replacement for orange ball effect

How the hell are you supposed to miss a message that covers your hand?

You're supposed to be watching television at the same time.
Title: Re: Latest Release
Post by: sc0UT on September 04, 2015, 08:10:04 am
Quote
in-game chat (before it was too easy to miss a new message)
Trying out replacement for orange ball effect

How the hell are you supposed to miss a message that covers your hand?

They made for sure the "new message highlight" brighter. I doubt they changed it in a favorable way by placing the chatwindow always visible below the logwindow.
Title: Re: Latest Release
Post by: jsh357 on September 04, 2015, 11:05:27 am
By the by, I played a game with Young Witch yesterday and I must say the Bane animation is excruciatingly annoying. I guess I could live with it being there, but I see no good reason for it to be constantly spinning like that.
Title: Re: Latest Release
Post by: Witherweaver on September 04, 2015, 11:06:43 am
By the by, I played a game with Young Witch yesterday and I must say the Bane animation is excruciatingly annoying. I guess I could live with it being there, but I see no good reason for it to be constantly spinning like that.

Would you say that the animation is a ... bane for you?
Title: Re: Latest Release
Post by: Seprix on September 04, 2015, 11:18:55 am
By the by, I played a game with Young Witch yesterday and I must say the Bane animation is excruciatingly annoying. I guess I could live with it being there, but I see no good reason for it to be constantly spinning like that.

Would you say that the animation is a ... bane for you?

(http://static.comicvine.com/uploads/scale_super/11111/111119363/3796296-of+course.jpg)
Title: Re: Latest Release
Post by: Seprix on September 04, 2015, 11:23:12 am
By the way, the smoke in the waiting crystal ball looks god awful.
Title: Re: Latest Release
Post by: SCSN on September 04, 2015, 01:07:35 pm
By the way, the smoke in the waiting crystal ball looks god awful.

Yes, it's far too static.
Title: Re: Latest Release
Post by: werothegreat on September 04, 2015, 04:13:38 pm
The new orange ball looks like whatever card was just played is jisming all over the board.
Title: Re: Latest Release
Post by: Awaclus on September 04, 2015, 04:16:25 pm

Tell me about MF Dominion, why does it wear the animations?
Title: Re: Latest Release
Post by: UmbrageOfSnow on September 04, 2015, 04:27:43 pm
If they installed a button to turn off the animations, would they die?
Title: Re: Latest Release
Post by: jsh357 on September 04, 2015, 04:39:09 pm
Seems like that would be pretty painful. The button is a big guy.
Title: Re: Latest Release
Post by: SCSN on September 04, 2015, 04:57:23 pm
He'd better be, considering the amount of work expected from him.
Title: Re: Latest Release
Post by: Seprix on September 04, 2015, 05:14:32 pm
Seems like that would be pretty painful. The button is a big guy.

For you.
Title: Re: Latest Release
Post by: UmbrageOfSnow on September 04, 2015, 05:38:52 pm
Turning off the animations will crash the game... with no survivors.
Title: Re: Latest Release
Post by: Seprix on September 04, 2015, 07:10:36 pm
Turning off the animations will crash the game... with no survivors.

Let's not stand on ceremony here.. MF's fire rises...
Title: Re: Latest Release
Post by: jsh357 on September 04, 2015, 07:50:58 pm
Actually I just played with Trade Route, and wow, it's like having the lousy Bane animation on MULTIPLE cards.
Title: Re: Latest Release
Post by: Beyond Awesome on September 07, 2015, 07:22:57 pm
So, I gave this a shot again. It seems slightly better than I last recall. The biggest annoyance is the speed. It's really, really slow at times, even when you have it on the fastest setting. I played a Rebuild game and the thing at the top shows it going through every card in your deck, one by one, until you hit a green card. So, that's pretty annoying, especially considering we have a side log to look up what cards are skipped. I mean, this happens on Goko, but with Goko it's just a blur.

Also, while not the biggest issue, the layout is very annoying. The kingdom cards seem small. Your hand seems kind of big. The layout of the whole thing is weird.

Also, the chat really, really sucks right now.

But, still, this is an improvement from where they were at a couple of months ago or so.

Also, while I am glad that Ruins are on the same page as everything else, where they appear is a bit weird. It would make more sense if they were in the lower left hand corner, rather than the upper right. But, that's a minor annoyance.
Title: Re: Latest Release
Post by: rspeer on September 08, 2015, 12:10:37 am
The animations continue to be utterly ridiculous. I don't know if the Curse animation is new or if I had just been fortunate enough not to see it before, but it actually gets in the way of seeing what's going on.

There are flying sparkles and beams of light that look like they belong in a JRPG. I don't even know what they're supposed to convey. They seem to mean "HEY! Stop playing Dominion and watch my shader demo! I just learned how to use shaders! Isn't it awesome?!"

If I had some way to take all the animations and turn their opacity down to 10%, I would. Or 0% if that didn't cause any problems.

I'm not content with what they've done with the side log either. Is there a designer involved in this anywhere? Shouldn't they know that the font of the title of Dominion cards is a title-text font, and it's not suitable as a body text font? And does Unity have a "normal text box" option instead of this touch-hybrid monstrosity?
Title: Re: Latest Release
Post by: Beyond Awesome on September 08, 2015, 01:01:16 am
I played my first game with YW. Oh man, the bane animation is so distracting. Also, trade route was in the kingdom and those coins are kind of distracting as well. But, man, it is hard to concentrate with the Bane animation going off all the time.
Title: Re: Latest Release
Post by: Beyond Awesome on September 08, 2015, 04:46:45 am
Okay, I think something may be wrong with the randomizer. Or, it could be my imagination. Bad shuffles do happen. But, I have been getting a lot of weird shuffles like a crap ton of hands with all three estates and other stuff like that on a consistent basis. I mean, this happens every now and then, but it felt like it was happening a lot. If I remember correctly, I think the Goko randomizer wasn't working properly when Goko first came out. This reminds me of that.
Title: Re: Latest Release
Post by: Beyond Awesome on September 08, 2015, 08:22:14 am
Another problem, it seems that all bots, even campaign bots contribute to the leader board. Umm...yah ::)
Title: Re: Latest Release
Post by: Voltaire on September 09, 2015, 09:53:11 pm
Is the animated Grand Market restriction animation new? 'Cause that's fun, having that fire in almost every buy phase... ::)
Title: Re: Latest Release
Post by: iguanaiguana on September 10, 2015, 10:15:22 am
Just imagine: trade route in the kingdom, great hall is the bane, then someone embargoes great hall and proceeds to buy one anyway, gaining a curse in the process...
Title: Re: Latest Release
Post by: buggy on September 10, 2015, 11:04:57 am
I am so glad they got rid of the +Buy, +Action, +Coin animations. They were annoying and got in the way of seeing what is going on.

The only thing I could possibly think of that would be more annoying would be continuously animating, glowing icons on cards.  But I can't imagine that Making Fun would remove incredibly annoying animations only to replace them with even more annoying animations for Bane, Trade Route, and Embargo, right?

(Also, +Victory Chips and Curses, but at least those only happen when you gain them...)
Title: Re: Latest Release
Post by: Burning Skull on September 30, 2015, 05:03:57 am
So. Three weeks passed since the last release. What's up guys?
Title: Re: Latest Release
Post by: Mr Anderson on September 30, 2015, 05:52:52 am
Btw, I would like to have the option to only join auto matches with the point counter enabled. Now you might end up in games without it which is annoying when you are not used to keep track of the score. I would post that in their forums but I can't post there despite being registered.
Title: Re: Latest Release
Post by: pst on September 30, 2015, 06:28:44 am
Btw, I would like to have the option to only join auto matches with the point counter enabled. Now you might end up in games without it which is annoying when you are not used to keep track of the score. I would post that in their forums but I can't post there despite being registered.

Agreed. The settings should be Demand with / Prefer with / Doesn't matter / Prefer without / Demand without, with Doesn't matter as the default. Now sometimes when I have to play without the counter against my will it is probable that my opponent doesn't even care about the setting.
Title: Re: Latest Release
Post by: Burning Skull on September 30, 2015, 01:34:10 pm
Hooray

(http://i61.tinypic.com/9qzo93.png)
Title: Re: Latest Release
Post by: Mr Anderson on September 30, 2015, 01:43:20 pm
Also, maybe add the feature to determine player order before the match for the challenge mode if that has not been brought up yet. You could easily decline such a match if you don't want to join it (maybe add a nice animation to show/hide the player order), and it would make tournaments so much easier, especially as long as there is no unrated mode.
Title: Re: Latest Release
Post by: Burning Skull on September 30, 2015, 02:12:28 pm
Cool!

New Kingdom generator looks great. Non-kingdom cards shouldn't be visible on cards selection page, though.
Title: Re: Latest Release
Post by: Elanchana on September 30, 2015, 03:58:09 pm
THE PROGRAM WORKS FOR ME AGAIN!!! YAAAAS

Kingdom generator = win. I love that they're basically doing what Salvager does except without the typing. There's one thing I'm missing though, which is the ability to reject certain cards - I asked on the MF forums if they'll be doing that.

Now all we need is:
-First player picker for challenge mode
-Alternatives to drag and drop
-End actions/turn button relocation
-Friendlist/blacklist
-BIG CARDS (seriously, where are they?)
-Unrated games (possibly instead of casual)
Title: Re: Latest Release
Post by: LastFootnote on September 30, 2015, 05:07:18 pm
Kingdom generator = win. I love that they're basically doing what Salvager does except without the typing.

Uh, is typing still an option? Because I usually paste a list of 10 Kingdom card names into Salvager's kingdom generator.
Title: Re: Latest Release
Post by: Burning Skull on September 30, 2015, 05:29:10 pm
Quote
In addition, 2.0.41 supports version 1's "Deck Builder" functionality under a "Choose Cards" tab, in case you ever want to set up a specific kingdom. You can select which specific cards you want to use, including picking the bane card. When selecting cards, you can choose the set and sort cards by name or cost. Or you can search all existing cards by name. You can very quickly set up a kingdom without lifting your fingers from the keyboard: type enough of the name of a card to select it, hit the return key key to add it to the kingdom, start typing the next one, and so on.

It is.
Title: Re: Latest Release
Post by: Mic Qsenoch on September 30, 2015, 06:33:23 pm
Quote
In addition, 2.0.41 supports version 1's "Deck Builder" functionality under a "Choose Cards" tab, in case you ever want to set up a specific kingdom. You can select which specific cards you want to use, including picking the bane card. When selecting cards, you can choose the set and sort cards by name or cost. Or you can search all existing cards by name. You can very quickly set up a kingdom without lifting your fingers from the keyboard: type enough of the name of a card to select it, hit the return key key to add it to the kingdom, start typing the next one, and so on.

It is.

You can't copy/paste though. You have to type each card individually. But at least the mouse pointer is now some gauntletted hand, right?
Title: Re: Latest Release
Post by: Beyond Awesome on September 30, 2015, 07:51:30 pm
Is the game still slow? How are the animations?
Title: Re: Latest Release
Post by: Burning Skull on September 30, 2015, 07:54:20 pm
Is the game still slow? How are the animations?

Delays are still there, but

Quote from: Jeff (Developer);39759
The next release (2.0.42) will be a relatively quick one, so we'll have to see how much we can get done. Things slated for this include ability to see hard-coded cards you are challenged with, improvements to the speed in-game animations happen at (especially eliminating delays), kingdom card layout improvements, fixing some crashes, upgrading our Unity core from 5.1.x to 5.2.x which will fix a number of known bugs, and migrating users to version 2 who managed to sign up to the Facebook version of the original site.

One thing we're planning to get out before shutting 1.0 down is an alpha version of a web build. Personally I'll prefer the downloadable version for quite a while though, as the web technology is not yet mature. (Unity WebGL is in "Preview" status and browser manufacturers have a long ways to go to optimize their asm.js/WebGL.)

We won't get all the features we want in before we shut 1.0 down, but afterwards we'll continue to implement features and release regularly. In fact it will be easier then, because we can focus our time on that instead of supporting 1.0. Features we desperately want like social features (friends list, etc.), the ability to play on tablets, and ones like I mentioned in the previous post will likely come shortly after shutting 1.0 down.
Title: Re: Latest Release
Post by: AdamH on September 30, 2015, 08:59:28 pm
It is my understanding that they know exactly what needs to be fixed now and it will be all better.
Title: Re: Latest Release
Post by: michaeljb on September 30, 2015, 09:27:28 pm
Looks like an iPad app is up for approval.

https://www.facebook.com/DominionOnline/photos/a.390229754447791.1073741828.250104151793686/691324951004935/?type=3&theater
Title: Re: Latest Release
Post by: SCSN on October 01, 2015, 12:45:11 am
Quote from: Jeff (Developer);39759
In fact it will be easier then, because we can focus our time on that instead of supporting 1.0.

Imagine the amount of resources that will be freed once they end their stellar support of 1.0...

We're about to enter the golden age of online Dominion.
Title: Re: Latest Release
Post by: Beyond Awesome on October 01, 2015, 08:41:42 am
Quote from: Jeff (Developer);39759
In fact it will be easier then, because we can focus our time on that instead of supporting 1.0.

Imagine the amount of resources that will be freed once they end their stellar support of 1.0...

We're about to enter the golden age of online Dominion.

All I ask is that the speed be the same as 1.0. Automatch is just okay right now, but maybe that is because of the pool of players on 2.0. I do wish bot games did not count towards the leader board though.
Title: Re: Latest Release
Post by: popsofctown on October 01, 2015, 10:30:11 am
I don't know if there is grounds for me to believe my automatches are slower than optimal on 2.0.  There's only X players, and I don't know how many of them have checked "don't put me on sets I don't own" and how many are looping rematches

Bot games counting towards the leaderboard sounds awful though
Title: Re: Latest Release
Post by: buggy on October 01, 2015, 10:32:29 am
Animations are still there for embargo, trade route, &c.  They seem subtler and I can live with them.  Curse and VP Token animations still suck.

WTF is up with the gauntlet cursor though?  It looks really ugly and jarring.
Title: Re: Latest Release
Post by: popsofctown on October 01, 2015, 11:09:21 am
Customized cursors are the hallmark of tech savviness.  Don't you remember the free ones you could get off myspace ads in the early millenium?
Title: Re: Latest Release
Post by: Chris is me on October 01, 2015, 12:15:49 pm
I really think there's just one employee at MF who is completely useless except for doing visual effects, and when they told him to stop doing ridiculous animations he asked if he could make a custom cursor instead. He probably made the weird crystal ball matchmaking screen thing too. Just a hunch.

Otherwise, looking better every day. It's almost pretty good now! Excited for the iPad app.
Title: Re: Latest Release
Post by: popsofctown on October 01, 2015, 12:26:54 pm
I really think there's just one employee at MF who is completely useless except for doing visual effects, and when they told him to stop doing ridiculous animations he asked if he could make a custom cursor instead. He probably made the weird crystal ball matchmaking screen thing too. Just a hunch.

Otherwise, looking better every day. It's almost pretty good now! Excited for the iPad app.
I want to believe this is an unlikely explanation.

I want to believe, Lord, help my unbelief.
Title: Re: Latest Release
Post by: Voltaire on October 01, 2015, 03:19:43 pm
Customized cursors are the hallmark of tech savviness.  Don't you remember the free ones you could get off myspace ads in the early millenium?

That's what emojis are. Pop-up ads from America Online from 1999.

And yet they're a thing now.

I don't understand civilization anymore.
Title: Re: Latest Release
Post by: Beyond Awesome on October 01, 2015, 05:54:04 pm
Animations are still there for embargo, trade route, &c.  They seem subtler and I can live with them.  Curse and VP Token animations still suck.

WTF is up with the gauntlet cursor though?  It looks really ugly and jarring.

Aside from animations, sifting cards like Rebuild take a long to play though because it goes through each card one by one even on the fastest mode.
Title: Re: Latest Release
Post by: pst on October 01, 2015, 06:28:03 pm
Custom cursor? No such thing in the GNU/Linux version. I guess we're too 1337 to go for that kind of thing!
Title: Re: Latest Release
Post by: popsofctown on October 01, 2015, 10:47:58 pm
Customized cursors are the hallmark of tech savviness.  Don't you remember the free ones you could get off myspace ads in the early millenium?

That's what emojis are. Pop-up ads from America Online from 1999.

And yet they're a thing now.

I don't understand civilization anymore.
Emojis are when emoticons get a fancy animation right? They are usually worse than emoticons.  I hate emojis.

I like the Rebuild's slow sifting seems evocative of its backbreaking power level.  I'm sure Fortune Teller will feel worse though.
Title: Re: Latest Release
Post by: mameluke on October 02, 2015, 12:02:18 am
I just downloaded and played to see how things were going.

The cards and their text are still blurry. The animations are still herky-jerky. The weird pace of revealing cards makes me want to tear my hair out. I still see no reason why this is better than 1.0. I urge you to go back and play 1.0 and see how smooth the interface and the card-moving animations are.

(attachments, two screenshots of Mountebank, one in 1.0, one in 2.0)
Title: Re: Latest Release
Post by: LibraryAdventurer on October 02, 2015, 12:40:59 am
I didn't find the kingdom generator at first because it's only under 'challenge other players'. Can't you use the kingdom generator with seeking? If not, that really sucks. Is it because we don't have separate rated & unrated modes?  Well, why don't we have separate rated & unrated modes?  So I can't use the kingdom generator while seeking an opponent, and I can't challenge an opponent without knowing who else is online. ugh

Also, is there no way with the kingdom generator to randomize from all except a few certain cards?  THAT'S THE WHOLE REASON I WANTED A KINGDOM GENERATOR. <headdesk>
Title: Re: Latest Release
Post by: werothegreat on October 02, 2015, 09:19:15 am
They're working on implementing a card blacklist.  Fret not, you will be able to play without Black Market/Tournament/Rebuild/Giant Foam Dildo if you so please.
Title: Re: Latest Release
Post by: Kirian on October 02, 2015, 12:05:05 pm
They're working on implementing a card blacklist.  Fret not, you will be able to play without Black Market/Tournament/Rebuild/Giant Foam Dildo if you so please.

Man, the playtesters came up with some really strange code names for cards.  "Black Market" is just ridiculous.
Title: Re: Latest Release
Post by: Witherweaver on October 02, 2015, 12:06:30 pm
They're working on implementing a card blacklist.  Fret not, you will be able to play without Black Market/Tournament/Rebuild/Giant Foam Dildo if you so please.

Man, the playtesters came up with some really strange code names for cards.  "Black Market" is just ridiculous.

I know, like, why the market gotta be black?
Title: Re: Latest Release
Post by: LastFootnote on October 02, 2015, 02:37:54 pm
Quote
In addition, 2.0.41 supports version 1's "Deck Builder" functionality under a "Choose Cards" tab, in case you ever want to set up a specific kingdom. You can select which specific cards you want to use, including picking the bane card. When selecting cards, you can choose the set and sort cards by name or cost. Or you can search all existing cards by name. You can very quickly set up a kingdom without lifting your fingers from the keyboard: type enough of the name of a card to select it, hit the return key key to add it to the kingdom, start typing the next one, and so on.

It is.

You can't copy/paste though. You have to type each card individually.

Wow, that is useless to me. Guess I shouldn't be surprised. Thanks for the info, guys.

I guess I'll still try the new version again once the animations are (finally) fixed. *sigh*
Title: Re: Latest Release
Post by: Witherweaver on October 03, 2015, 01:04:36 am
Current version is still incredibly laggy and effectively unplayable.

Scrying Pool should not take this long to resolve on fastest possible speed.
Title: Re: Latest Release
Post by: Witherweaver on October 03, 2015, 01:11:54 am
There is no reason that I should have to wait to watch things resolve.  The game state should be able to change effectively instantly.  That's the whole point of playing an electronic version; you don't have to do all the things that take time.  Why emulate taking time?
Title: Re: Latest Release
Post by: Mic Qsenoch on October 03, 2015, 02:29:07 am
There is no reason that I should have to wait to watch things resolve.  The game state should be able to change effectively instantly.  That's the whole point of playing an electronic version; you don't have to do all the things that take time.  Why emulate taking time?

You just haven't played it enough Witherweaver, your opinion is hasty and unreasonable. Your perception of time still needs to be corrected by this new and revolutionary piece of enlightening technology.
Title: Re: Latest Release
Post by: Donald X. on October 03, 2015, 05:49:01 am
I guess I'll still try the new version again once the animations are (finally) fixed. *sigh*
If you want a vision of the future, imagine a gauntleted hand clicking on a download button - forever.
Title: Re: Latest Release
Post by: Burning Skull on October 03, 2015, 08:35:40 am
If you want a vision of the future, imagine a gauntleted hand clicking on a download button - forever.

Yeah,

Animations good, more animations better
Title: Re: Latest Release
Post by: Aleimon Thimble on October 03, 2015, 06:51:23 pm
I just want to say that the Kingdom Builder is awesome! I didn't expect it would come back, but I'm really glad it did. <3
Title: Re: Latest Release
Post by: Elanchana on October 05, 2015, 09:16:21 am
I asked about misclick prevention on the MF forums and this is what I got (http://forum.makingfun.com/showthread.php?7820).

I'm still keeping a lot of hope for 2.0. Yeah, some features are no better than 1.0/Goko and some are even worse, but can be said for 2.0 is that they're still working on it. And I don't think they're gonna make it official until at least most of it is f.ds-approved.

(You know, maybe they're waiting until they implement the Adventures cards to work in misclick prevention? Adventures adds a ton of new mechanics so it's not impossible that they'd want to move around the old buttons while they're adding the new ones.)
Title: Re: Latest Release
Post by: Watno on October 05, 2015, 09:21:05 am
Quote from: Jeff (Developer);39759
The next release (2.0.42) will be a relatively quick one, so we'll have to see how much we can get done. Things slated
We won't get all the features we want in before we shut 1.0 down, but afterwards we'll continue to implement features and release regularly. In fact it will be easier then, because we can focus our time on that instead of supporting 1.0. Features we desperately want like social features (friends list, etc.), the ability to play on tablets, and ones like I mentioned in the previous post will likely come shortly after shutting 1.0 down.

This implies to me they'll shut the old version down before the new one is good enough, worst case probably being shutdown in 1-2 weeks when the iOs-App is approved.
Title: Re: Latest Release
Post by: Witherweaver on October 05, 2015, 09:24:37 am
Quote from: Jeff (Developer);39759
The next release (2.0.42) will be a relatively quick one, so we'll have to see how much we can get done. Things slated
We won't get all the features we want in before we shut 1.0 down, but afterwards we'll continue to implement features and release regularly. In fact it will be easier then, because we can focus our time on that instead of supporting 1.0. Features we desperately want like social features (friends list, etc.), the ability to play on tablets, and ones like I mentioned in the previous post will likely come shortly after shutting 1.0 down.

This implies to me they'll shut the old version down before the new one is good enough, worst case probably being shutdown in 1-2 weeks when the iOs-App is approved.

So you're saying there will be nowhere to play Dominion online?
Title: Re: Latest Release
Post by: Watno on October 05, 2015, 09:41:44 am
Well, there will be the thing that is now the MF beta client.
Title: Re: Latest Release
Post by: Kirian on October 05, 2015, 11:28:36 am
Well, there will be the thing that is now the MF beta client.

Which is, let's stress again, still less polished than the Prismata alpha client.

I suppose we shouldn't have actually expected anything better than Goko releasing what is really an alpha into the wild, just because it's now a different company.

Everyone close your eyes and imagine a past where Playdek got the Dominion license.  It's a wonderful dream.
Title: Re: Latest Release
Post by: LastFootnote on October 05, 2015, 11:33:35 am
Everyone close your eyes and imagine a past where Playdek got the Dominion license.  It's a wonderful dream.

Don't they only make games for iOS, though?
Title: Re: Latest Release
Post by: Voltaire on October 05, 2015, 11:42:08 am
And let's also remember that they spent months (MONTHS!) re-coding everything from scratch, including all the bad UI.
Title: Re: Latest Release
Post by: Witherweaver on October 05, 2015, 11:47:57 am
And let's also remember that they spent months (MONTHS!) re-coding everything from scratch, including all the bad UI.

I wonder how many months were spent making the animations...
Title: Re: Latest Release
Post by: Watno on October 05, 2015, 12:01:12 pm
Everyone close your eyes and imagine a past where Playdek got the Dominion license.
That's basically the only thing imaginable worse tahn what happened.
Title: Re: Latest Release
Post by: azadin on October 05, 2015, 07:02:50 pm
Everyone close your eyes and imagine a past where Playdek got the Dominion license.
That's basically the only thing imaginable worse tahn what happened.

Barring the limited platform support Playdek has for its games, the quality of their products is top-notch. I regularly play Agricola on my iPhone/iPad and the experience is wonderful. I've also played some Lord of Waterdeep and Ascension and had similar experiences there. If Playdek got the Dominion license, then the mobile version would likely be a pleasure to use once they were finished with it.

It's all rather moot, though, since a non-trivial percentage of players will be on desktops/laptops (or Android devices), and Playdek doesn't do those. Oh, and Goko/MF got the license anyway. So yeah, what Kirian said.
Title: Re: Latest Release
Post by: Kirian on October 05, 2015, 07:08:38 pm
Playdek did bring Ascension and Summoner Wars to Android, but I assume their lack of PC support would have kept them from getting the Dominion license, which isn't unreasonable.  Meanwhile, Pocket Tactics, who have been watching this since so long back, has this gem:

http://www.pockettactics.com/news/ios-news/nowhere-to-goko-but-up-dominion-online-submitted-to-apple/

"The entire story of Dominion on tablets is far too long and twisted to recant in its entirety here, so let me sum it up with one word: derp."
Title: Re: Latest Release
Post by: Awaclus on October 05, 2015, 07:09:13 pm
moot

Pretty sure Dominion Online would be better if moot had gotten the license.
Title: Re: Latest Release
Post by: cactus on October 06, 2015, 05:30:08 am
derp derp
Title: Re: Latest Release
Post by: Beyond Awesome on October 07, 2015, 05:27:21 pm
There seems to be a memory leak issue going on. I only play three games and my computer gets laggy. Also, lots of reports of poeple's computers overheating on their forums. MF is aware of the issue, but has not made it a priority. They are still talking of shutting down the Goko version before the memory leak issue is taken care of.
Title: Re: Latest Release
Post by: Witherweaver on October 07, 2015, 05:32:04 pm
There seems to be a memory leak issue going on. I only play three games and my computer gets laggy. Also, lots of reports of poeple's computers overheating on their forums. MF is aware of the issue, but has not made it a priority. They are still talking of shutting down the Goko version before the memory leak issue is taken care of.

The magical pixie that draws all the animations whenever anything at all happens in the game state took too much acid and is now running on hyperdrive and sloughing off heat like crazy, wrecking havoc on all the component systems, including the poor hamster running around the wheel that keeps everything going.
Title: Re: Latest Release
Post by: SCSN on October 07, 2015, 05:35:33 pm
They are still talking of shutting down the Goko version before the memory leak issue is taken care of.

If you were being outcompeted by Goko, you too would find it so embarrassing that you'd want it taken care of first.
Title: Re: Latest Release
Post by: Cave-o-sapien on October 07, 2015, 10:04:14 pm
They are still talking of shutting down the Goko version before the memory leak issue is taken care of.

If you were being outcompeted by Goko, you too would find it so embarrassing that you'd want it taken care of first.

s/Goko/Isotropic
Title: Re: Latest Release
Post by: Cave-o-sapien on October 07, 2015, 10:26:48 pm
So that problem where running in Fullscreen mode on OS X doesn't let you tab away, yeah, that's still there.

WTF?


But hey, now I've got a gauntleted cursor. Makes me nostalgic for 1995.
Title: Re: Latest Release
Post by: jsh357 on October 08, 2015, 04:49:55 pm
Today's update claims it fixes some of the speed problems.

EDIT: I just tested. Hilariously, Hunting party is faster, but now playing treasures has a silly delay for some reason and cards pop up on the screen for what seems like an extra half second.  I'm not sure what to say.

http://forum.makingfun.com/showthread.php?7854-Release-Notes-v-2-0-42&p=40200#post40200

Features and Improvements
If someone challenges you with specific kingdom cards the dialog you get now shows what those cards are. Also, the rating system used for the game is displayed. (1617)
Overhauled speed settings: made cards that revealed multiple other cards play much faster, eliminated unnecessary delays, made operations like shuffling and opponents' dealing faster, made pause times that show important information longer, made speed slider differentiate speeds better, smoothed out card animations, etc. (575, 864, 928)
Added sounds for receipt of a challenge or chat message. This can also alert you when your game is going to time out. (1449, 1604)
Layout improvements with 16:9 and 16:10 screen ratios when the game log is turned on, so that the supply cards aren't made so small (1523)
Show the number of coins to be gained after playing Pirate Ship (907)
Show which opponent quit the game in the results screen (1452)
Hides the Save Kingdom button if the game you just played used one of your saved kingdoms that specified all the cards (1603)
Hides the Rematch button after a game if one of your opponents disconnected during the game (1661)
Selecting Rematch after a campaign game now gives opportunity to get extra turns (1446)
Display the Campaign name and Act number in a banner on the top of the sub-maps (1588)
Display completed games differently on the act maps for campaigns
Updated paths and textures for Base Set campaigns
Links on main screen intended for beta have been removed (1376)


Bug Fixes
Fixed: Can't select cards in the "More Cards" window after playing Journeyman, Mystic, Wishing Well, Doctor, etc. (1643)
Fixed: Forgets Expansion Biases on Seek Screen between games (1631)
Fixed: Promo cards were being ignored when generating kingdom in Seek games (1654)
Fixed: Some Hinterlands cards were missing from the Choose Cards screen and from the store page. (1629)
Fixed: Dark Ages store page was missing the shelters and individual knights (1448, 1665, 1666)
Fixed: Draws were recorded as wins for some games (1554)
Fixed: Graphics problem when zoom in Black Market deck (1590)
Corrected How-to-Play link in Help dialog (1645)
Fixed issues with Sign Up (1633, 1644)
Fixed issue with email for social login convertor (1268)
Website, etc. (1561, 1609, 1628, 1632)
Title: Re: Latest Release
Post by: SCSN on October 08, 2015, 05:11:41 pm
Overhauled speed settings: [...] made pause times that show important information longer

I'm delighted that MF not only decides what information I should deem important, but also how long I should pause to take it in.
Title: Re: Latest Release
Post by: markusin on October 08, 2015, 07:04:12 pm
Overhauled speed settings: [...] made pause times that show important information longer

I'm delighted that MF not only decides what information I should deem important, but also how long I should pause to take it in.
It's a feature, not a bug.

But seriously, whyyyy?
Title: Re: Latest Release
Post by: Chris is me on October 08, 2015, 07:12:07 pm
On the bright side, I'm really glad they've fixed the issue with widescreen games with the log visible making the cards super tiny, and they're making small improvements to the original interface (pirate ship showing how much $ you have, chat alerts, timeout alerts!!!, etc).

Overhauled speed settings: [...] made pause times that show important information longer

I'm delighted that MF not only decides what information I should deem important, but also how long I should pause to take it in.

It's pretty clear from the linked thread on the MF forums that it was not intentional to add this huge pause every card. Just unfortunate how it lined up with the wording.
Title: Re: Latest Release
Post by: XerxesPraelor on October 08, 2015, 11:33:31 pm
Whoa, the previous version was fast enough for me most of the time (still the delay is sometimes annoying) but this version is really slow.
Title: Re: Latest Release
Post by: Elanchana on October 09, 2015, 05:26:58 am
I'm glad that Jeff at least realized "aw crap, we made it TOO slow."
Title: Re: Latest Release
Post by: Aleimon Thimble on October 09, 2015, 11:31:35 am
Whoa, the previous version was fast enough for me most of the time (still the delay is sometimes annoying) but this version is really slow.

Agree. It's INCREDIBLY annoying to the point I don't even want to play anymore. Every single fucking move lags and twitches like crazy. This is the first version of any Dominion program I actually hate, and I've seen people get outraged about all sorts of stuff in the last couple of months where I just thought 'meh'.
Title: Re: Latest Release
Post by: LastFootnote on October 09, 2015, 11:44:28 am
I have not played the new version, but how in the world did they screw this up? I mean Unity can be used to make action games. How is it that card animations are so impossible to make work?
Title: Re: Latest Release
Post by: Witherweaver on October 09, 2015, 11:57:40 am
Feature request: text-based version of Dominion Online.
Title: Re: Latest Release
Post by: Chris is me on October 09, 2015, 12:00:43 pm
I have not played the new version, but how in the world did they screw this up? I mean Unity can be used to make action games. How is it that card animations are so impossible to make work?

Honesty I gave it a try this morning, maybe I was just tired but on max speed I wasn't really waiting around all that much. Then again, I kept getting matched with the same person who would randomly resign on Turn 4, so maybe I missed the worst of it.

Sounds like it's an easy fix though, just changing some delay length variable, I'm sure it won't take long.
Title: Re: Latest Release
Post by: Hugovj on October 09, 2015, 12:15:32 pm
I actually don't seem to have this problem (or I don't notice). I do have it on the fastest speed though, and I usually get an epileptic attack after that, so the fact that isn't happening might be an indicator ;)
Title: Re: Latest Release
Post by: Ampharos on October 09, 2015, 12:27:41 pm
It's a good bit slower, true, but I'm not experiencing the lag either.   Full speed, as other have said, makes it a good speed. 
Title: Re: Latest Release
Post by: jsh357 on October 09, 2015, 07:16:36 pm
Another new version today:
http://forum.makingfun.com/showthread.php?7854-Release-Notes-v-2-0-42

Edit: I just played two fast games. Pleased with it! The game moves at an acceptable pace at the highest setting and even cards like Hunting Party are pretty quick to play. I would love them to move the End Turn button like Salvager has it, but that's minor I guess. Overheating still an issue for me.

Quote
UPDATE 10/9/15

There's a new version 2.0.42.1, which increases the top speed again. I actually changed the slider to increase speed exponentially rather than linearly, so that a good speed for casual users is still somewhere in the middle.

The acceleration profile has also changed in this version, putting it in somewhere in between the original v2 profile (which some people felt was more responsive, while others thought was jerky) and the original Goko one. Now there is an acceleration/deceleration of travelling cards, but it is mild.

Note that observations about the card animation not being smooth sounds like it has something to do with all the card speed changes, but it's actually completely unrelated. This is us playing with the frame rate, which brings down the CPU use and laptop overheating, as users have also observed. In .42 it was capped very conservatively to see how that would work out. Starting next week, our main focus for these native builds will be trying to find better ways to address the CPU problem.
Title: Re: Latest Release
Post by: Kirian on October 09, 2015, 11:07:49 pm
Have they made this self-updating yet?
Title: Re: Latest Release
Post by: SCSN on October 10, 2015, 12:46:56 pm
So far I've figured out how to make things worse:

(http://s29.postimg.org/la9z7rtqu/Worse.jpg)
Title: Re: Latest Release
Post by: Cave-o-sapien on October 10, 2015, 02:27:55 pm
We've reached the 4th versioning segment. Shit just got real.
Title: Re: Latest Release
Post by: -Stef- on October 10, 2015, 06:30:22 pm
Have they made this self-updating yet?

They will do that as soon as they stop releasing new updates.
Title: Re: Latest Release
Post by: SCSN on October 10, 2015, 07:32:43 pm
Does anyone here have experience with reverse engineering? I'd like to create a patch that completely removes all the animated horsecrap, but I'm not very experienced with this stuff.

The first thing I've done is use AssetBundleExtractor to load and browse through the .assets files, and more or less randomly remove entries with such evil sounding names as "Bloom", "Fire 1", "Fire 2" (as if one wasn't depressing enough), "DefaultParticles", etc. Just to see what happens. An example: the "Fire 1" entry in the file "sharedassets2.assets" seems related to that idiotic OnAboutToTrash fire that consumes your cards whenever you play a trasher. Removing the entry or doing as much as editing its values (which is quite a cumbersome procedure: you need to dump the data to a text-file, edit it there, remove the entry in the program, then import the text-file), however, turns the already dreadful fire into an even more dreadful purple mess (see the screenshot above). Because I suspect the animations are generated at runtime anyway, I doubt that simply patching the .assets files is the answer.

My next attempt was to load the .dll and .exe files into various .NET decompilers. The standard Unity .dll files decompiled splendidly, but they only contain standard Unity functions, the altering of which would be of little help. Dominion.exe, on the other hand, is apparently not a valid .NET assembly file, even though it's listed as using .NET 4.6, which either means my tools are lying to me or MF have used some sort of obfuscator.

The next step was to load Dominion.exe into everyone's favorite IDA Pro and try to find and remove the animation calls from the assembly code, but as it turns out, assembly isn't quite my mother tongue. Any help here would be greatly appreciated.

Another option might be to inject code at runtime that fills the memory locations of those malicious movies with transparent bliss. However, while I do know how to locate and change numerical data and strings, I'm not sure how to do the same with graphical information, even without the additional difficulties of possible GPU acceleration.

As an absolute last resort I could re-iterate my request to MF for an option to simply turn all this horrible nonsense off, but yeah... dream on.
Title: Re: Latest Release
Post by: drsteelhammer on October 10, 2015, 08:19:37 pm
That's some dedication right here. Have you tried playing with a blindfold yet? It makes the animation 95% less annoying.
Title: Re: Latest Release
Post by: Witherweaver on October 10, 2015, 09:03:45 pm
Does anyone here have experience with reverse engineering? I'd like to create a patch that completely removes all the animated horsecrap, but I'm not very experienced with this stuff.

The first thing I've done is use AssetBundleExtractor to load and browse through the .assets files, and more or less randomly remove entries with such evil sounding names as "Bloom", "Fire 1", "Fire 2" (as if one wasn't depressing enough), "DefaultParticles", etc. Just to see what happens. An example: the "Fire 1" entry in the file "sharedassets2.assets" seems related to that idiotic OnAboutToTrash fire that consumes your cards whenever you play a trasher. Removing the entry or doing as much as editing its values (which is quite a cumbersome procedure: you need to dump the data to a text-file, edit it there, remove the entry in the program, then import the text-file), however, turns the already dreadful fire into an even more dreadful purple mess (see the screenshot above). Because I suspect the animations are generated at runtime anyway, I doubt that simply patching the .assets files is the answer.

My next attempt was to load the .dll and .exe files into various .NET decompilers. The standard Unity .dll files decompiled splendidly, but they only contain standard Unity functions, the altering of which would be of little help. Dominion.exe, on the other hand, is apparently not a valid .NET assembly file, even though it's listed as using .NET 4.6, which either means my tools are lying to me or MF have used some sort of obfuscator.

The next step was to load Dominion.exe into everyone's favorite IDA Pro and try to find and remove the animation calls from the assembly code, but as it turns out, assembly isn't quite my mother tongue. Any help here would be greatly appreciated.

Another option might be to inject code at runtime that fills the memory locations of those malicious movies with transparent bliss. However, while I do know how to locate and change numerical data and strings, I'm not sure how to do the same with graphical information, even without the additional difficulties of possible GPU acceleration.

As an absolute last resort I could re-iterate my request to MF for an option to simply turn all this horrible nonsense off, but yeah... dream on.

Maybe we could just copy the cards and print them out on paper or card stock, and then play in person and keep track of the game state by hand.  You'd have to shuffle, sure, and maybe you'd need to use some coins or bottle caps for tokens.  But maybe. just maybe, it would work.

Heck, if someone decided to print these out to production quality, I'd probably be willing to pay money for it.

Eh, it's a pipe dream.
Title: Re: Latest Release
Post by: AdamH on October 11, 2015, 03:49:30 pm
Does anyone here have experience with reverse engineering? I'd like to create a patch that completely removes all the animated horsecrap, but I'm not very experienced with this stuff.

I have experience with RE. If something like what you were doing was even possible, it might be illegal. It would also likely not work if the software was updated, which is frequently happening. I'm actually pretty decent at disassembly forensics but I'm not willing to help with this.

Also, if you talk to them like reasonable people they actually listen to you and incorporate your feedback, but I guess most of us have already burned that bridge. Sure, it takes a while, but they haven't shut down Goko yet. I won't be mad until that happens.
Title: Re: Latest Release
Post by: SCSN on October 11, 2015, 06:10:51 pm
For US citizens its legality depends on whether the license agreement expressly forbids it; for EU citizens it's legal regardless of what that thing says (as long as the software was legally obtained). I've talked to them during the private Beta phase; my request for an option to turn all the nonsense off is still on a list somewhere, so maybe something comes from it some day, who knows.

In the meantime I've managed to create a proof-of-concept. This soft white glow replaces the abhorrent green nonsense:

(http://s24.postimg.org/z91psccs5/Fuck_Yeah.png)

#FuckYeah
Title: Re: Latest Release
Post by: jsh357 on October 11, 2015, 06:20:24 pm
Can you replace the white with transparent? (Not sure how the colors work in the game code) If you can, that might be useful on a range of animations.
Title: Re: Latest Release
Post by: SCSN on October 11, 2015, 06:46:03 pm
In principle you can do whatever you want, it's just a matter of figuring out how.

Unfortunately the how is quite non-trivial when you're forced to use CIL (https://en.wikipedia.org/wiki/Common_Intermediate_Language) instead of C#. But be assured that getting rid of the annoying animations is high on my list, and I might well get to it before MF does.
Title: Re: Latest Release
Post by: Chris is me on October 11, 2015, 06:54:53 pm
Honestly, now that I've downloaded the speed patch, I really don't have any problems with the MF beta. The animations are a little flashy but the useless ones are pretty ignorable, and you're never waiting around for them at max speed. I think it's either the same or slightly faster than Very Fast on the old client. Give it a try.
Title: Re: Latest Release
Post by: Awaclus on October 11, 2015, 07:08:24 pm
The biggest problem by far is that you can get forced into games without the VP counter.
Title: Re: Latest Release
Post by: SCSN on October 11, 2015, 07:27:59 pm
While trying to get rid of the Bane animation:

(http://s13.postimg.org/uwplhzviv/No_Bane.png)

Well, I guess you could say that it worked...
Title: Re: Latest Release
Post by: Awaclus on October 11, 2015, 07:35:45 pm
While trying to get rid of the Bane animation:

(http://s13.postimg.org/uwplhzviv/No_Bane.png)

Well, I guess you could say that it worked...


Tell me about MF Dominion, why does it wear the animations?

It was extremely painful.
Title: Re: Latest Release
Post by: jsh357 on October 11, 2015, 07:38:28 pm
The animations are pretty big, guys.
Title: Re: Latest Release
Post by: SCSN on October 11, 2015, 08:08:00 pm
(http://s16.postimg.org/h5w70c3x1/Forever_Static.png)

#ForeverStatic
Title: Re: Latest Release
Post by: buggy on October 13, 2015, 11:03:53 am
Are the animations stored in files? Could you convert them to static images?  Even if the animation was, say, 15 frames, you could make it 15 frames of the same image.
Title: Re: Latest Release
Post by: SCSN on October 13, 2015, 11:13:12 am
They are mostly generated in real-time, which I guess is also much of what causes the overheating.

But I found another way (http://forum.dominionstrategy.com/index.php?topic=14009.0) to get rid of them.
Title: Re: Latest Release
Post by: LastFootnote on October 13, 2015, 11:33:11 am
Unpopular opinion time! Now that the card-moving animations have been more-or-less fixed (still not as smooth as Goko, but very playable), I've been playing some games on the new client. I have to say, I am loving the animations. The shiny lock on cards you can't buy (e.g. Grand Market) is a nice touch, and the purple haze over Embargo tokens makes them more visible (in a good way).

EDIT: I also like the gauntlet cursor. It looks good!
Title: Re: Latest Release
Post by: Witherweaver on October 13, 2015, 11:35:18 am
Do the cards really have to move across the screen?  Like, if someone gains something, can it just highlight the pile, card appears in front of screen, target (e.g., discard pile or top of deck) gets highlighted subtly?  That would cut down all this animation and still give you an idea what happened; you can check the log if you miss it.

And I'm talking not big flashy things, just a highlight of where the action is taking place.  I don't think movement is really needed.
Title: Re: Latest Release
Post by: LastFootnote on October 13, 2015, 11:38:20 am
Is there a hotkey for opening the log, like there is for the chat? I think that's the next big usability improvement. I hate how much the cards are squashed when the log is open, so I usually keep it closed.
Title: Re: Latest Release
Post by: Witherweaver on October 13, 2015, 11:39:31 am
Should  have an option for the log opening in a separate window in windowed (non-full-screen) mode.

Edit: And, really, window resize.
Title: Re: Latest Release
Post by: werothegreat on October 13, 2015, 11:41:03 am
Unpopular opinion time! Now that the card-moving animations have been more-or-less fixed (still not as smooth as Goko, but very playable), I've been playing some games on the new client. I have to say, I am loving the animations. The shiny lock on cards you can't buy (e.g. Grand Market) is a nice touch, and the purple haze over Embargo tokens makes them more visible (in a good way).

EDIT: I also like the gauntlet cursor. It looks good!

(http://i.imgur.com/PzEMaci.png)
Title: Re: Latest Release
Post by: Witherweaver on October 13, 2015, 11:45:03 am
Can someone make a patch to replace the gauntlet cursor with unpopular-opinion-puffin cursor?
Title: Re: Latest Release
Post by: Mic Qsenoch on October 13, 2015, 11:48:29 am
Is there a hotkey for opening the log, like there is for the chat? I think that's the next big usability improvement. I hate how much the cards are squashed when the log is open, so I usually keep it closed.

L does this
Title: Re: Latest Release
Post by: popsofctown on October 13, 2015, 12:01:07 pm
Can someone make a patch to replace the gauntlet cursor with unpopular-opinion-puffin cursor?
I think when the only Alchemy card is Transmute, mouse-over on Potion already does this.
Title: Re: Latest Release
Post by: Voltaire on October 15, 2015, 04:27:30 pm
2.0.43 is out (http://forum.makingfun.com/showthread.php?7906-Release-Notes-v-2-0-43)

Juicy bits:

Quote
Option to Turn Off Visual Effects (950)

This is a feature we said we'd hold off on until the initial launch, because we needed beta-testers to give feedback on the ever-improving visual effects during the beta. Well, now we're here, so here is the promised feature! On the in-game settings dialog there is now an "Enable Visual Effects" with three settings:

All: Operates as normal in all previous versions.
Stationary Only: Turns off the moving visual effects, such as those effects that go from a card to the action/buy/coin counters.
Minimal: Turns off all particle effects, including animations on piles like the bane pile and Trade Route tokens. You'll still see non-animating visual effects, such as indicators on those piles though, as well as simple card outlines.
Title: Re: Latest Release
Post by: Hugovj on October 15, 2015, 04:38:21 pm
Huzzah!
Title: Re: Latest Release
Post by: Elanchana on October 15, 2015, 04:44:47 pm
*obligatory "See, they WERE listening!" comment*

I actually like the animations though, now that they've been cleaned up. But what can I say - I'm just a showy person.
Title: Re: Latest Release
Post by: werothegreat on October 15, 2015, 06:01:57 pm
Has anyone been able to download it?  The download from the website still says 42.1 for me.
Title: Re: Latest Release
Post by: SCSN on October 15, 2015, 06:06:19 pm
Has anyone been able to download it?  The download from the website still says 42.1 for me.

https://dominion.makingfun.co/Dominion_v2-0-43.exe
Title: Re: Latest Release
Post by: Witherweaver on October 15, 2015, 06:16:24 pm
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

Edit: And also, what about an "Undo" for accidentally ending your Action or Buy phase?  Possibly trashing/discarding, but you have issues with reactions then.
Title: Re: Latest Release
Post by: Kirian on October 15, 2015, 06:17:17 pm
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.
Title: Re: Latest Release
Post by: Witherweaver on October 15, 2015, 06:20:19 pm
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.

Isn't that kind of layout 101?
Title: Re: Latest Release
Post by: Voltaire on October 15, 2015, 06:27:49 pm
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.

Thank goodness they fixed that when they re-wrote the code from scratch.
Title: Re: Latest Release
Post by: SCSN on October 15, 2015, 06:29:23 pm
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.

Isn't that kind of layout 101?

If you've ever wondered where those guys who fail all their 101 courses and then just disappear end up, you now have your answer.
Title: Re: Latest Release
Post by: Awaclus on October 15, 2015, 06:41:40 pm
I don't think it's a huge problem with the buttons, though. While I would prefer them somewhere else, there are also advantages to the buttons always being in the same place (makes it faster to play), and I don't think I've ever accidentally ended my turn or action phase too early because I accidentally clicked a button I didn't intend to click, only because of the thought process "I don't want to play this Smithy right now -> End Actions, oh wait I still wanted to play those Swindlers", which still happened with the Salvager buttons too.
Title: Re: Latest Release
Post by: popsofctown on October 15, 2015, 06:49:02 pm
If you want the game to be faster to play shouldn't the Hamlet buttons be close the Hamlet card that you clicked?
Title: Re: Latest Release
Post by: Witherweaver on October 15, 2015, 07:09:01 pm
I've misclicked End Action Phase, End Buy Phase, End Turn many, many, many times.
Title: Re: Latest Release
Post by: Awaclus on October 15, 2015, 08:47:52 pm
I started using the comparable rating if available option instead of the never more than 1000 less option, and now I've been getting some awful opponents, but some maybe around Iso 15-25 level opponents too, and I've actually been getting rating points from beating them. I think it might actually mean the counterintuitive thing, or then it's just confirmation bias.
Title: Re: Latest Release
Post by: jsh357 on October 15, 2015, 08:59:17 pm
I noticed there is now a new browser version in Alpha. Has anyone been able to get that to load? It just doesn't load at all for me.
Title: Re: Latest Release
Post by: SCSN on October 15, 2015, 09:06:36 pm
I just succesfully finished a game on it in Waterfox. It loaded awfully slow and earlier it didn't load at all, but once you have it going it's sort of decent: noticably slower than the desktop version, but not quite as horrible as I had feared for an alpha release.

That loading time though...

The link (https://web.playdominion.com/fun/dominion/canvas), for anyone who's interested.
Title: Re: Latest Release
Post by: werothegreat on October 15, 2015, 09:14:15 pm
I will say, the .exe version is a lot faster.  Zip zip zip zip zip go the cards.  Also love that the +Buy animation is basically my Markets jisming all over the screen.
Title: Re: Latest Release
Post by: werothegreat on October 15, 2015, 09:15:19 pm
I just succesfully finished a game on it in Waterfox. It loaded awfully slow and earlier it didn't load at all, but once you have it going it's sort of decent: noticably slower than the desktop version, but not quite as horrible as I had feared for an alpha release.

That loading time though...

The link (https://web.playdominion.com/fun/dominion/canvas), for anyone who's interested.

AAAAAAAAAARGHHHHHH

It loaded, and I was assaulted with that ear-bleeding music, and I was already logged in to the .exe version, so I couldn't change the settings, and I had, I had to close it

O_O
Title: Re: Latest Release
Post by: jsh357 on October 15, 2015, 09:31:01 pm
The game has also started lagging and then crashing on me since this version. I wonder if it's due to increased traffic? I found the game remarkably stable before today in spite of its other issues.
Title: Re: Latest Release
Post by: Awaclus on October 15, 2015, 09:32:05 pm
The browser version is super awful. Does it send pictures back and forth whenever a card is played again or why does it feel slower than Goko was?
Title: Re: Latest Release
Post by: Voltaire on October 15, 2015, 09:50:17 pm
The game has also started lagging and then crashing on me since this version. I wonder if it's due to increased traffic? I found the game remarkably stable before today in spite of its other issues.

There's an insane number of guests in the MF forums, so I bet it's traffic.
Title: Re: Latest Release
Post by: werothegreat on October 15, 2015, 09:54:19 pm
Half the new posts on MF Forums right now are along the lines of

WHAT IS COMPUTER

HOW DO I MAKE DOMINION ON COMPUTER
Title: Re: Latest Release
Post by: mumposaur on October 15, 2015, 10:17:18 pm
The largest frustration for me so far is trying to find games with decent players. If i use seek and select "never more than 1000 below my rating", I still get players that buy copper every extra buy, and I'm in the mid 4000s. No way to check their ratings to see if the seek isn't working or if its just their crappy rating system.

You can challenge specific players but you have to know they are online... I have resorted to posting in the chat asking if anyone is on with a decent iso rating but no luck for the most part.

Title: Re: Latest Release
Post by: werothegreat on October 15, 2015, 10:19:25 pm
There really needs to be a list of who's actually online at the moment.
Title: Re: Latest Release
Post by: mumposaur on October 15, 2015, 10:21:06 pm
Yes, maybe we need a game matching thread... at least until they implement the old "table" style matchmaking. They are doing that right??
Title: Re: Latest Release
Post by: Voltaire on October 15, 2015, 10:49:06 pm
Yes, maybe we need a game matching thread... at least until they implement the old "table" style matchmaking. They are doing that right??

I sure hope not!
Title: Re: Latest Release
Post by: LastFootnote on October 16, 2015, 12:39:58 am
Yes, maybe we need a game matching thread... at least until they implement the old "table" style matchmaking. They are doing that right??

I sure hope not!

Ain't nothing wrong with tables, man! It's having a bunch of separate lobbies that was the issue.
Title: Re: Latest Release
Post by: Voltaire on October 16, 2015, 12:44:19 am
I have to say, played a lot of games tonight, and within the game, this is pretty playable now that you can turn animations off. Still room for improvement, but acceptable. Outside the game (matchmaking, rankings, crystal ball, etc) is still pretty rough.

(pro-tip - tab opens and closes the chat)
Title: Re: Latest Release
Post by: Dingan on October 16, 2015, 01:24:32 am
Ok sorry if this is all redundant info, because I haven't read all 15 pages of this topic, but I'm trying the new client for the first time, and it is TERRIBLE.  Like, really, really, really bad.  Goko was not perfect, but waaaayyy better than this.  I am using the latest version from the main website on a Linux system (not sure if that contributes to my problems or not).  My main complaints:
Again, sorry if this is all repeated info... but hey, I just had to complain somewhere.  And I kind of feel better now I guess.  Do people experience these same things?  Or am I mistaken, and these things are actually solved, I'm just not looking in the right place?

I'll try the client on a Windows system tomorrow on my work laptop.  Hopefully that helps, but I have little faith.

The biggest problem of all is that I would see absolutely 0% adoption by new players to this client.  Diehards like us will put up with anything, but not my friends that I play IRL with.  I hope MF addresses this issue, as I really think the future of Dominion is heavily dependent on this **new and improved** app.
Title: Re: Latest Release
Post by: assemble_me on October 16, 2015, 01:47:56 am
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.

Isn't that kind of layout 101?
That's why Salvager had those extra buttons I loved that much. I've said it before that those Buttons should not be in the same spot at all. There are other obnoxious things like when you overpay and you have Potions and the buttons get bigger once you don't have a Potion in your "cash pool" any more and stuff like that. They've always been there but yeah, there was some hope MF would think about the layout before re-implementing all silly UI design decisions Goko has made... but no. (I haven't played with Potions and overpay yet but I just assume it's all the same)
Title: Re: Latest Release
Post by: Donald X. on October 16, 2015, 02:52:26 am
From the pixelated graphics to the armor glove mouse pointer thingy, this app reminds me of playing an old Oregon Trail computer game that I played in my 2nd grade computer class, circa 1995.
Well that explains why my Smithies all got dysentery.
Title: Re: Latest Release
Post by: Witherweaver on October 16, 2015, 09:13:08 am
I have to say, played a lot of games tonight, and within the game, this is pretty playable now that you can turn animations off. Still room for improvement, but acceptable. Outside the game (matchmaking, rankings, crystal ball, etc) is still pretty rough.

(pro-tip - tab opens and closes the chat)

It's still choppy for me, and the application has kind of a grainy look. 
Title: Re: Latest Release
Post by: Witherweaver on October 16, 2015, 09:14:22 am
  • From the pixelated graphics to the armor glove mouse pointer thingy, this app reminds me of playing an old Oregon Trail computer game that I played in my 2nd grade computer class, circa 1995.

Right, this.  It looks like a game from 90s. 
Title: Re: Latest Release
Post by: Voltaire on October 16, 2015, 10:12:08 am
I have to say, played a lot of games tonight, and within the game, this is pretty playable now that you can turn animations off. Still room for improvement, but acceptable. Outside the game (matchmaking, rankings, crystal ball, etc) is still pretty rough.

(pro-tip - tab opens and closes the chat)

It's still choppy for me, and the application has kind of a grainy look.

Well, it was humming right along for me. Obviously not good that it's still bad for lots of players, but there must be something sorta working now if I'm the lucky bastard with a smooth program.
Title: Re: Latest Release
Post by: werothegreat on October 16, 2015, 10:20:14 am
I think there was just a lot of traffic last night.  It slowed last night for me as well, but it's normally quite speedy.
Title: Re: Latest Release
Post by: Witherweaver on October 16, 2015, 10:22:06 am
I have to say, played a lot of games tonight, and within the game, this is pretty playable now that you can turn animations off. Still room for improvement, but acceptable. Outside the game (matchmaking, rankings, crystal ball, etc) is still pretty rough.

(pro-tip - tab opens and closes the chat)

It's still choppy for me, and the application has kind of a grainy look.

Well, it was humming right along for me. Obviously not good that it's still bad for lots of players, but there must be something sorta working now if I'm the lucky bastard with a smooth program.


Maybe I need to get a gaming PC!
Title: Re: Latest Release
Post by: popsofctown on October 16, 2015, 10:37:14 am
I have to say, played a lot of games tonight, and within the game, this is pretty playable now that you can turn animations off. Still room for improvement, but acceptable. Outside the game (matchmaking, rankings, crystal ball, etc) is still pretty rough.

(pro-tip - tab opens and closes the chat)

It's still choppy for me, and the application has kind of a grainy look.

Well, it was humming right along for me. Obviously not good that it's still bad for lots of players, but there must be something sorta working now if I'm the lucky bastard with a smooth program.


Maybe I need to get a gaming PC!

Gaming PCs with a lot of power will often manage to power through the unnecessary loops and suboptimal slowness in simple games that -ought- to not require much processing, but do because they are poorly coded. 
Title: Re: Latest Release
Post by: SCSN on October 16, 2015, 12:42:08 pm
  • I'm sure I'll come up with more crap over time...

You gotta learn how to give proper credit: they are the ones coming up with the crap; you're just reporting it.
Title: Re: Latest Release
Post by: michaeljb on October 16, 2015, 01:15:40 pm
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.

Thank goodness they fixed that when they re-wrote the code from scratch.

"Feature parity"
Title: Re: Latest Release
Post by: Elanchana on October 16, 2015, 01:35:45 pm
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.

Thank goodness they fixed that when they re-wrote the code from scratch.

"Feature parity"

Next step: They change it.

Right...?
Title: Re: Latest Release
Post by: werothegreat on October 16, 2015, 01:51:42 pm
So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.

Thank goodness they fixed that when they re-wrote the code from scratch.

"Feature parity"

Next step: They change it.

Right...?

(http://i.imgur.com/aPEIPFz.png)
Title: Re: Latest Release
Post by: Aleimon Thimble on October 18, 2015, 11:55:58 am
Are there more people who experience terrible lag right now?

I keep on getting disconnected and stuff. Can't even get two turns in.
Title: Re: Latest Release
Post by: yed on October 18, 2015, 12:08:26 pm
Are there more people who experience terrible lag right now?

I keep on getting disconnected and stuff. Can't even get two turns in.
I have played a game now and it was ok.
Title: Re: Latest Release
Post by: assemble_me on October 18, 2015, 12:18:38 pm
Are there more people who experience terrible lag right now?

I keep on getting disconnected and stuff. Can't even get two turns in.

I had some trouble today as well. Can't tell whether it's MF or my internet connection, though
Title: Re: Latest Release
Post by: Awaclus on October 18, 2015, 02:38:01 pm
I was unable to login this morning, been working fine later though. I'm pretty sure it was MF and not my connection this time.
Title: Re: Latest Release
Post by: iguanaiguana on October 21, 2015, 12:36:01 pm
Pretty excited that I was able to log in and play a few games on their web alpha today. Looks like they actually are working on things
Title: Re: Latest Release
Post by: mameluke on October 31, 2015, 01:20:41 am
Anyone notice that Adventures is listed on the possible sets, but grayed out?
Title: Re: Latest Release
Post by: Beyond Awesome on October 31, 2015, 08:43:04 am
Anyone notice that Adventures is listed on the possible sets, but grayed out?

Hmm... I remember a while ago, they were thinking December. Donald X. is now saying they are aiming for January. And, I recall a few months ago they thought they could have Adventures out by September.  ::)
Title: Re: Latest Release
Post by: faust on October 31, 2015, 12:38:30 pm
Anyone notice that Adventures is listed on the possible sets, but grayed out?

Hmm... I remember a while ago, they were thinking December. Donald X. is now saying they are aiming for January. And, I recall a few months ago they thought they could have Adventures out by September.  ::)

It will be exciting to see what will come out first: Adventures on Goko or The Winds of Winter.
Title: Re: Latest Release
Post by: Witherweaver on October 31, 2015, 01:20:08 pm
Anyone notice that Adventures is listed on the possible sets, but grayed out?

Hmm... I remember a while ago, they were thinking December. Donald X. is now saying they are aiming for January. And, I recall a few months ago they thought they could have Adventures out by September.  ::)

It will be exciting to see what will come out first: Adventures on Goko or The Winds of Winter.

Dude... I figured it out.  Development for Dominion Online  is taking so long because they've contracted George R R Martin to comment the code.
Title: Re: Latest Release
Post by: LastFootnote on October 31, 2015, 03:11:18 pm
Anyone notice that Adventures is listed on the possible sets, but grayed out?

Hmm... I remember a while ago, they were thinking December. Donald X. is now saying they are aiming for January. And, I recall a few months ago they thought they could have Adventures out by September.  ::)

It will be exciting to see what will come out first: Adventures on Goko or The Winds of Winter.

I will be shocked if Winds of Winter releases first.

I will be shocked if George R. R. Martin finishes that series before he dies.
Title: Re: Latest Release
Post by: Chris is me on November 04, 2015, 08:08:32 am
I don't know if you guys have played the new version yet, but the log is readable, matchmaking actually works, the fastest setting is the quickest official Dominion implementation since the days of Isotropic, and in general I'm really quite satisfied with the new client.

Do you know cool it is for your opponent to overpay for Masterpiece and you don't have to see even a single Silver animate?
Title: Re: Latest Release
Post by: pst on November 04, 2015, 08:25:54 am
I don't know if you guys have played the new version yet, but the log is readable, matchmaking actually works, the fastest setting is the quickest official Dominion implementation since the days of Isotropic, and in general I'm really quite satisfied with the new client.

Do you know cool it is for your opponent to overpay for Masterpiece and you don't have to see even a single Silver animate?

All that sounds good. On the other hand, this is the first version I can't use at all. I just get a big black window. Oh well.
Title: Re: Latest Release
Post by: werothegreat on November 04, 2015, 09:20:13 am
I don't know if you guys have played the new version yet, but the log is readable, matchmaking actually works, the fastest setting is the quickest official Dominion implementation since the days of Isotropic, and in general I'm really quite satisfied with the new client.

Do you know cool it is for your opponent to overpay for Masterpiece and you don't have to see even a single Silver animate?

All that sounds good. On the other hand, this is the first version I can't use at all. I just get a big black window. Oh well.

Please go yell at MF on their forums so they can fix it.  :)
Title: Re: Latest Release
Post by: Beyond Awesome on November 04, 2015, 06:26:45 pm
I don't know if you guys have played the new version yet, but the log is readable, matchmaking actually works, the fastest setting is the quickest official Dominion implementation since the days of Isotropic, and in general I'm really quite satisfied with the new client.

Do you know cool it is for your opponent to overpay for Masterpiece and you don't have to see even a single Silver animate?

All that sounds good. On the other hand, this is the first version I can't use at all. I just get a big black window. Oh well.

Have you tried uninstalling it and reinstalling it. I did that with an earlier version, and it worked again for me.
Title: Re: Latest Release
Post by: nate_w on November 04, 2015, 09:20:39 pm
Still things to be worked out, but overall I'm pretty impressed with the continued improvement.  Things I like:

- The rematch option is pretty nice.

- The one player option is marginally more interesting

- The way it runs for me is already as good as goko.



Title: Re: Latest Release
Post by: SCSN on November 04, 2015, 10:03:30 pm
- The way it runs for me is already as good as goko.

After a fundamental rewrite taking well over a year, that's certainly an impressive accomplishment.
Title: Re: Latest Release
Post by: cactus on November 05, 2015, 05:01:59 am
I don't know if you guys have played the new version yet, but the log is readable, matchmaking actually works, the fastest setting is the quickest official Dominion implementation since the days of Isotropic, and in general I'm really quite satisfied with the new client.

Do you know cool it is for your opponent to overpay for Masterpiece and you don't have to see even a single Silver animate?

All that sounds good. On the other hand, this is the first version I can't use at all. I just get a big black window. Oh well.

Please go yell at MF on their forums so they can fix it.  :)

Unfortunately the new version of Dominion isn't working for me - and the MF forums aren't working for me either - so I can't even go in their forums and tell them how annoyed I am that I can't play the game I paid for (admittedly I did pay the last bunch of incompetents rather than this bunch of incompetents). When I try to log in to the MF forums it doesn't recognise my log in details - but if I try to reregister the website says my e-mail is already a registered user. It then asks me if I'd like my log in details / password sent to my e-mail - I say "yes" - and no e-mail from them ever turns up. I've been through the process a few times. And no the e-mails aren't in my spam folder.
Title: Re: Latest Release
Post by: Elanchana on November 05, 2015, 09:08:15 am
Totally digging the player count in the seek window. Now the wait time makes more sense.
Title: Re: Latest Release
Post by: Infthitbox on November 06, 2015, 10:30:20 am
Yeah, this version works much, much better than previous versions for me. I never had too much trouble with performance, as my computer is pretty overpowered for something like Dominion. I really do like the speed of animation improvements, and adding the total number of players/games/seeks to the matchmaking screen is a nice, small improvement that makes sitting and waiting slightly less annoying.
Title: Re: Latest Release
Post by: Chris is me on November 06, 2015, 10:40:58 am
For me the game is definitely much better than Goko at this point. I can finish a game super quickly now. There are plenty of annoyances, but with MMF installed they are mostly negated and I'm just so much more efficient with my time now. If only MF would just contract out some code to SCSN we could get the improvements in the official implementation!

To celebrate / indicate my approval / whatever, I finally bought the remaining promos I didn't own yet. Hooray Walled Village, Prince, Black Market!!!
Title: Re: Latest Release
Post by: werothegreat on November 06, 2015, 10:56:55 am
Hooray Walled Village

(http://static.tvtropes.org/pmwiki/pub/images/genieCheerleader_963.png)