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Goko Dominion Online / Re: strange ratings
« on: February 07, 2015, 01:11:21 am »
Iso is bugged and unreliable. My Iso rating is "?", and has been like that for a while.
Update:
There have been a few requests for additional data and I've done some more research that I wanted to share but I don't want to create yet another thread. I'll update this first post with additional data as I collect it.
Possible buff for Dominion 2nd Ed Scout - make it a green card - so basically the scout exactly as is but green and worth 1VP.Heck make it 0VP like one of the Shelter, so that it combo somewhat with itself.
Disagree! If there is no attack cards on the kingdom, or if they are weak / don't work well with the rest of the board, there will be almost no interaction beyond deciding when to start buying provinces - and even that will be more limited, given the elimination of 3-piling.There is already not that much interaction in Dominion, especially in 1 vs 1. With your change it would become a glorified solitaire.
There is a lot of interaction in Dominion. Especially in 1 vs 1.
If I were to try to "fix" this problem in a Dominion variant, one thing to try would be to give each players their own supply piles to buy from. That way, both players can get 10 Minions if they really want to. Obviously this has some big downsides, like removing end-game tactics related to opportunistic 3-piling and split-winning tactics. It still might be more fun overall for some players.There is already not that much interaction in Dominion, especially in 1 vs 1. With your change it would become a glorified solitaire.
Off the top of my head, I can't think of ideal examples of lotteries in Dominion. Treasure Map and Tunnel are both kinda close, although in both cases, if you play a good strategy including either of these cards, you're more likely to succeed than to not, so it comes out more like an anti-lottery at high levels of play. Venture is a better example: usually hits a Copper (not bad, but basically a $5 Silver), but occasionally something better (yay, a Gold-or-more for $5).I'd consider Tournament to be a classic example on some boards.
You can't have a ranking of all rankings.
Why do you want good cards? I'd rather have rats, a relatively weak but very fun card than cultist, a very good but un-fun card.
Chancellor Woodcutter Bureaucrat Mine Coppersmith Pearl Driver Herbalist Cache Poor House Death Cart | Feast Secret Chamber Pirate Ship Talisman Contraband Counting House Harvest Duchess | Adventurer Thief Scout Saboteur Transmute |
Chapter I: The Bad CardsIn my experience, it is very rare that a good card is stolen with Masquerade. The cards I mostly see changing hands are copper/estate - and, later in the game, silver/$3 actions.
205. Masquerade
Masquerade is entry #2 in the previously mentioned list. For a while, I thought this card was actually worse than Possession, but it's absolutely not. Really, it's not even close. The only reason I ever thought so was that I had forgotten how bad Possession really is. I probably was lucky not to play with it for a while.
That said, I still hate it, and the reason for that is that pass mechanic is not designed to hurt your opponent, so when it does, it feels unjustified and unfair quite similar to possession. They are my cards. Not yours. *sigh*
Chapter 2: The Weak Cards (And Outliers) - Part oneI know I'm in the clear minority here, but I believe Adventurer gets to really shine if not outright dominate on some boards - which should at least rank it above Duchess.
199. Adventurer
Adventurer is the same as Scout, really. It costs 6$, even though it could easily cost 3$, making it probably the second weakest card in the game. Digging for Treasure cards as a concept is okay, but again, that doesn't help if the card is too weak to ever get bought.
Chapter 2: The Weak Cards (And Outliers) - Part two
192. Contraband
The idea behind Contraband is probably to make you gain unconventional cards, kind of like Swindler, rewarding your creativity, and causing you to have a different type of game. I can appreciate this intention, but like many cards on this list, it fails due to the fact that it's just too weak. For this one, I can't help thinking that an extra coin would solve everything. As is, it's just not a factor in most games. I find that, what Contraband needs in order to be viable (aside from multiple cheap engine components), is a way to remodel it into a better card, because it's just so weak in the end game. Upgrade is ideal here; play Contraband to build your engine, then upgrade it into a gold, and profit.
Expansion Base Intrigue Seaside Alchemy Prosperity Cornucopia Hinterlands Dark Ages Guilds Promo | Price $28.22 $29.73 $28.70 $20.20 $29.22 $19.09 $27.50 $25.87 $20.34 $2.50 | Per card $1.13 $1.19 $1.10 $1.68 $1.17 $1.47 $1.06 $0.74 $1.56 $2.50 | Per good card $1.57 $1.42 $1.20 $2.20 $1.33 $1.59 $1.15 $0.78 $1.56 - | Per well-designed card $1.28 $1.35 $1.25 $2.89 $1.27 $1.59 $1.15 $0.78 $1.56 - |
I think the primary issue here is that you are calling the lowest ranked cards "underpowered" and the highest ranked cards "overpowered", which is taking too much from just ranking. By taking the top and bottom 25%, you are immediately assuming that 50% of all cards are unbalanced. If you must choose an arbitrary cut-off, it would be better to use a smaller number.
So which number would you use? 10%? 15%? 5%?
I wouldn't even use a percentage. I'd do what Donald said and make the judgement call myself. For simplicity, maybe look at top and bottom of each of the ranked lists and choose a cut-off. So for example, let's look at the $4 cards.
Scout, Thief, Feast, Coppersmith, Treasure Map... OK, Coppersmith is sometimes a powerhouse payload, but that happens very rarely. I think it's fair to say that it's underpowered. Treasure Map is weak but I don't think it's underpowered. It's supposed to be high variance. So I'll put the cut-off there.
Sea Hag, Tournament, Remake... well, I don't think any of those are really overpowered. But Sea Hag and Tournament can be pretty centralizing, so maybe I'll put those through. Remake definitely isn't overpowered though (especially with Shelters), so I'll cut it off there.
From 57 cards, I ended up with the bottom 9% and the top 4%.
I think the primary issue here is that you are calling the lowest ranked cards "underpowered" and the highest ranked cards "overpowered", which is taking too much from just ranking. By taking the top and bottom 25%, you are immediately assuming that 50% of all cards are unbalanced. If you must choose an arbitrary cut-off, it would be better to use a smaller number.
True, you originally described them as "unlikely to be useful in non-prosperity games" implying that they're unlikely to be useful in Province games. That's a bit less harsh.
Bank and Forge certainly don't qualify as "usually unplayable and a waste of space."That's why they are not on the underpowered list!
In my experience, these underpowered cards are usually unplayable & a waste of space; unless you specify pick a board for them, chances are they will be bought only once or twice in a game, if at all.
I don't understand the bolded part. How many times a card is bought in a game has nothing to do with its power level. Chapel will pretty much never be bought more than once (per player) in a game, yet it's one of the strongest cards in the game.
King's Court is very strong in Province games, and Bank and Forge are solid cards in Province games. Only Expand is weak in Province games.
I think using a flat 25% cut-off point is obviously going to give you bad results. Man. I had four strips of bacon yesterday. Was one automatically undercooked, one automatically overcooked? No, let's put a stop to that right here, all four strips were excellent.True, but $4 cards don't have to compete with Silver as much...
You then compound this by considering the cards ranked by cost. What if I made more weak $4's than $3's? In fact things just like that actually happened.
And if you do that, you may want to include Scout somewhere.I somehow forgot to include the Scout As the bottom ranking $4 card, it obviously belongs to this list!
The ranking are for two players. Cards like Pirate Ship are not underpowered when you move into multiplayer games.I agree that some cards become better in multiplayer games.
Btw Merudo: Welcome to the forumsThanks
Also, I have to say I kind of don't like reading these weaker cards are a waste of space. I agree there are cards which have really limited use but there are situations where even those can shine.I agree with the sentiment. The cards I listed as underpowered have a place and can be used on some boards.
Like, Woodcutter is good if you really need the +Buy, sometimes you want it for being an action. Great Hall is nice if you want to get rid of your Hovel in turn 1/2, Workshop finds its way into a lot of decks on boards where there are plenty good cheap cards or splits are crucial, Rats is often worthless but comboes nicely with TfB cards and Watchtower, Graverobber can be a great engine Payload, Pillage gets better in an engine where you can play it and pay the spoils the same turn and sometimes can skip Gold, and so on. From time to time even Pirate Ship can shine and wreck your opponent completely. As always: Depends on the board.