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Messages - Dingan

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Haven | Leprechaun

Guarantee a Lep in your hand during your 7th card play (EDIT: 6th card play, as Haven counts as 1). Get 2 Leps in such a game, to set one aside every turn.

Travelling Fair can also kinda sorta be used for the same.

Dominion General Discussion / Competitiveness
« on: April 07, 2019, 12:48:53 pm »
Just kind of an open discussion here, curious what yall's thoughts are ...

What does it mean to be competitive? Are you competitive, i.e. does winning (or your ranking) in Dominion matter to you? Why or why not? Are you as competitive in other areas in your life as you are in Dominion?

I'm not curious so much how you get better -- we all have our methods, and there are a million forum posts on that front. I'm more curious on how much you want to get better, and why. Do you feel that drive?

I get that in the grand scheme of things, winning in Dominion really doesn't matter. First and foremost, I want to have fun, which Dominion certainly is to me. But I am a competitive being; all else being equal, I prefer to win. I like the feeling of being good at a skill, even if that skill isn't directly useful towards any other aspects of life. I have never known why I feel that way, but I do. I would say it's because it's hardwired into all of us, since we come from billions of years of ancestors that competed to the death over food/resources/mates. Except I have noticed that not everyone has this drive. Or maybe everyone has it, and it's just that only certain people are able to make it come to fruition?

To me, being competitive in Dominion means critically, unbiased-ly analyzing a kingdom and your decisions and their consequences, and applying those observations/lessons going forward. The opposite of being competitive is blaming all your losses on luck, or making decisions based solely (or largely) on emotion.

Competitiveness can certainly have drawbacks in life. Sometimes I'll join a casual Dominion playgroup, and Ambassador someone 10 Curses, then all the Potions, and then (shocker) they don't invite me back to their playgroup again. This stinks. But I don't feel I should (or can?) "turn it off". I feel like the dad that doesn't let their son win a game of 1-on-1 basketball; I'd rather they legitimately beat me when the time comes. It's more meaningful that way. Plus, I have fond memories when learning to play Dominion of getting Torturer-spammed. This did not turn me off to the game; it was the opposite. I was fascinated with how someone could link together that many terminals, and all I wanted was to learn how to do it myself. That's the competitive being in me -- I don't get mad/emotional/whatever when I lose .. I get even (and learn, and get better).

Thanks for listening to my rambling. It's a very interesting topic to me. Why do we strive to get good at this obscure, useless skill? What does it teach us about ourselves, and how does it translate to real life?

Feedback / Re: Abusive Players
« on: March 27, 2019, 03:42:54 am »
I have asked something like this before.
Can I mark them as horrible, i.e. different than a player that I blacklisted just due to, say, differences in undo preferences? This extra marking could contribute to the Stef-investigates-said-player more than the normal blacklist flag.

I think there is a big difference between
"I am blacklisting this person because they have different play preferences than me"
"I am blacklisting this person because they are a racist/sexist/whateverist person and I don't want anything to do with them ever again".

And I wouldn't think it would be that hard. Facebook for example has several levels of flagging -- silencing a friend, unfriending a friend, reporting a friend as spam, etc. Such a system seems industry-standard. And i still wonder how other online gaming platforms handle it.

Game Reports / Re: Dear My Opponent: I am Sorry
« on: March 18, 2019, 02:05:40 am »
I'm D...

L plays a Dame Anna.
D reveals a Gold and a Tunnel.
D trashes a Gold.
D discards a Tunnel.
D reacts with a Tunnel.
D reveals a Tunnel.
D gains a Gold.
L plays a Dame Sylvia.
L gets +$2.
D shuffles their deck.
D reveals a Gold and a Tunnel.
D trashes a Gold.
D discards a Tunnel.
D reacts with a Tunnel.
D reveals a Tunnel.
D gains a Gold.

All I know is that if I were the opponent here, I would be laughing too hard to be upset.

If I were the opponent, they would not be D

sory i am not good @ the english what is troll??  ???

The following is something a troll would do:

sory i am not good @ the english what is troll??  ???

I am still scared of Cathedral. I feel there are certain games where it is a must-open, but certain games where it is ignorable -- games with other reliable trashing, games that go on for a long time, games with hand-size-reduction attacks. Whereas the other top-tier Projects leave your deck in a strictly better state than they would without the Project.

Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: February 24, 2019, 01:57:49 pm »

Grammar quibble: "it's" == "it is"

Programming quibble: what is ""it's" == "it is""?

I don't understand the hate for Fortune Teller. In the right Kingdom, it essentially gives your opponent 4-card hands instead of 5-card hands -- similar to Relic, Minion, etc. (which are also-underrated IMO). The opposite of which (a large starting hand) is literally what makes the top $5 card the top $5 card (Wharf). Playing a FT is strictly better than not having played it, which can't be said about other lower-tier $3's like Harbinger, Sage, Fool, etc. I mean yeah it's terminal, and a weaker terminal Silver. But in engines with a surplus of Actions with no green or purple thinning (of which there are many), it has a place, and a pretty valuable place at that. I would have had it at #60 (right under Sage). Masterpiece definitely bottom IMO.


Game Reports / Re: Shortest games around
« on: February 15, 2019, 07:48:13 pm »
Looking at this (random) Kingdom, I thought it was one of those crazy games that could win it in like 4 turns. Anyone know how? I won it in 9, but I bet it could have gone a lot faster. Honestly I didn't know the fastest route to victory; it was one of those Kingdoms that made my head hurt and I just sort of mash cards together and see what happens.

Random thoughts:
- Can buy Villas, or gain them from trash, then play a Scholar to essentially have a perpetual engine
- Can gain anything from the trash for that matter, including Processions you had recently Processed (into, say, Scholars), or Rogues you had recently Processed to gain stuff you had Processed earlier
- Can play Treasures multiple times per turn, by playing them, then gaining a Mandarin, then a Villa, then playing a Scholar -> repeat
- There's enough thinning, actions, buys, coins, etc. to hook it all together

game #23575146

Dominion General Discussion / Re: Dominion current Popularity?
« on: February 09, 2019, 02:24:09 am »
My new thread frequency has exponentially decreased since game logs and game kingdoms are no longer available/pretty.

And yes, we still need to try 'ultimate dominion ultimate'; i.e. with all expansions. Of course there is some consideration as to whether you put in Platinum and Colonies or not,

Are you sure about that? I can certainly imagine a "best possible deck" as not involving any Platina or Colonies (or Golds or Provinces).

Dominion General Discussion / Re: Mistakes We're still making in 2019
« on: January 30, 2019, 09:05:49 pm »

Dominion General Discussion / Re: number of setup combinations
« on: January 26, 2019, 03:57:03 pm »
sorry not sure what common terms that could be put into for us non-mathy people, is that
46,126,353,000,000,000,000,000 sextillion? or Just over 46 Thousand Trillion?

It boggles my mind that 46,126,353,000,000,000,000,000 sextillion is easier for some people to understand than 4.6126353x10^22

Dominion General Discussion / Re: How Many Games do you play?
« on: January 23, 2019, 02:58:17 am »
I bet people who randomize don't replay many kingdoms.

Dominion Online at Shuffle iT / Slow-Playing Detection?
« on: January 22, 2019, 02:55:14 am »
Just thinking out loud here .. couldn't you have some sort of slow-playing (intentionally taking a long time on each of your decisions to annoy your opponent and/or encourage them to resign) detection? Thoughts:

- You could measure how long, on average, a player takes to make a decision. If it becomes over some threshold after x turns (x is greater than 2, as in most games I would think the first few turns of the game are relatively long), their opponent can force-resign them.
- If decisions are intrinsically long for a player (it's a high-profile league game, players are playing with unfamiliar cards, etc.), that player can explain in the chat that they are simply having difficulty coming to decisions and need time. It is up to their opponent to respect this explanation.
- Players get n seconds per decision before a force-resign, and m seconds per turn before a force resign. m would be not all that larger than n, i.e. a player cannot just take n seconds a bunch of times per turn (for many turns).
- Players can have a small amount of "slow-play" tokens. I get, say, 1 of these tokens for every 10 games I play. I can spend a token to basically say my opponent is playing slow and I want to divide their time-to-force-resign by 10, or whatever.
- If I recall correctly, one of the biggest selling points of ShIT over Making Fun was its blacklist feature. And part of that feature was the ability to retroactively remove a often-blacklisted ("often" being over some threshold) player from all ranking algorithms, thereby removing slow-played losses from a player's ranking-contributing games. But as far as I know, this "removal" decision is not public. How do I know a horrible slow-player has been flagged enough? And can I mark them as horrible, i.e. different than a player that I blacklisted just due to, say, differences in undo preferences? This extra marking could contribute to the Stef-investigates-said-player more than the normal blacklist flag.

Now that I write this all out and think about it, it's actually seems like a pretty interesting problem to solve. It makes sense that it's not solved yet. How do other online games address it? Is there anything else we can do to improve the online experience?

Capitalism + Harvest
Harvest is a great card with Capitalism. It is usually a Gold, but only costs $3. In games with Knights, Castles or Travellers, it often gives you amazing $4. Merchant Ship is similar by the way. It works actually like a Silver and two delayed Peddlers.

Usually Harvest costs $5......

If no one buys something, does it cost anything? If a tree falls in a forest and no one is around to hear it, does it make a sound?

Rules Questions / Re: Replace + Experiment (lose track rule)
« on: December 30, 2018, 04:31:52 am »
To elaborate, the first Experiment's on-gain stuff happens before that first Experiment is gained, i.e. before the Replace's on-gain instructions apply. So it's covered up before Replace says what to do with it, hence Replace loses track of it ... I think.

Rules Questions / Patron and "Reveal"
« on: December 26, 2018, 02:00:51 am »
Since the word "reveals" is not the word "reveal", does Patron activate on things like Cutpurse, Pillage, etc.?

Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: December 23, 2018, 03:48:51 am »
T5 Magic Lamp activation

Key cards: Remake, Chapel, Pouch, Expedition, Villagers (Lackeys)

Pirate Ship / Capitalism
Play a Pirate Ship, trash an opponent's Pirate Ship. Feels kind of like Knights, where the played Knight doesn't get trashed.

Dominion General Discussion / Re: Interview with Donald X.
« on: December 14, 2018, 01:27:45 am »
Why did Swindler survive the Intrigue re-design? It is hard for new players to understand (in my experience), takes a long time to resolve in many-player games, and (my main complaint) is very luck-swingy.

Dominion General Discussion / Renaissance First Impnressions
« on: December 01, 2018, 02:50:55 am »
I'm still trying to figure out Cathedral.

Recruiter seems VERY strong. It's basically the inverse of a Witch.

Boarder Guard seems very weak and confusing.

Inventor seems much weaker than Bridge.

Patron seems very weak.

I like playing Actions during Buy phase.

Projects seem strong in general -- most projects make a deck strictly better than a deck without said Project.

Rules Questions / Re: Is '$3, $4, $5 or $6' the same as '$3 to $6'?
« on: November 25, 2018, 01:41:05 am »
Instead of a 'everything costs half as much', you could make a 'everything costs twice as much' to not need to introduce a new mechanic. Or like 'everything costs twice as much and all coins and things produce twice as much', something like that, then you could make something affect odd numbers. A little wordy, but would be able to use existing mechanics (though would introduce the elusive price-increase).

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