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Messages - GendoIkari

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1
Other Games / Re: Baba Is You
« on: Today at 12:55:49 am »
We're about 2/3 done, going by Sudgy's spoiler about the total number of levels. Currently stuck on level 7-extra, but moved on to other stuff for now; finished most of world 8.

2
Other Games / Re: Mario Maker
« on: July 15, 2019, 05:45:30 pm »
Not as big a fan of the ice level. Maybe just because the ice itself is a frustrating physics. But the boss fight was great. The first section after the first checkpoint has some major cheese... first just stay at the bottom and hit the switch repeatedly until the muncher falls down. Then just jump up to each section by jumping left/right around the ceilings. No need to duck or slide or hit the blocks and springs at each level.

3
Other Games / Re: Baba Is You
« on: July 14, 2019, 09:51:15 am »
I did finally figure it out, and the solution was indeed a zen style "baba is you and baba is win" or something like that.

Some levels just don't let you move the win or you block around that freely, that's the thing I guess.

Yeah, several levels require very non-straightforward thinking. Often the puzzle is as much figuring out what the win condition looks like as often as it is figuring out how to get there.

4
Other Games / Re: Mario Maker
« on: July 13, 2019, 03:42:03 pm »

I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

Sorry it took a while, but played and beat this last night. Over all, good! Mario 1 platforming kaizo is probably my favorite level style as a whole. Your level reminded me of a Flipface level, which is quite a compliment.

The only part I struggled with in terms of the flow of things was in the second section. A couple issues in a row... first off, it's possible to go either over or under the red on/off block that's right after you hit the switch. I wasn't sure which one was intended... going over felt easier, but also a bit more awkward because you don't just clear it completely; you drag your face along it before going over. Going under was a bit faster, but harder to pull off.

Then right after that, it was a bit awkward and jenky to get up to the wiggler. In terms of flow, I really felt like I just wanted to hold right after bouncing off the left springs; but if you do that, you face-plant directly into the wiggler. So instead, you have to go left/right to go around and get up on top. Then depending on the exact angle that you bounce off the wiggler; the part with the falling walls of springs either just works or not; for me most of the time not. It seemed like I may have been doing something slightly wrong to get up to the wiggler; that or it just has to be a precise angle (with no real way to know what the correct angle is).

But that aside, it was still great. A very good level of difficulty for me; basically at the high end of my current skill level. Also, great use of the on/off blocks.

5
Other Games / Re: Mario Maker
« on: July 13, 2019, 03:36:21 pm »
Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! Itís pretty difficult; probably in the easier half of super expert.

A whole lot of deaths, but finally finished. I felt like I learned the mechanic to each room fairly quickly, just kind of wish Bowser took fewer hits. The repitition to finally get the hang of executing the mechanic started to feel slightly tedious after several deaths knowing exactly what I needed to do. Still, fun levels!

Thanks! No "like" though? Not to sound desperate or anything.

6
Other Games / Re: Baba Is You
« on: July 13, 2019, 03:01:47 pm »
Also, if you can win with just "flag is win; baba is you" with some weird tautology isn't every level beatable with whatever strategy beats that??

Iím confused; what do you mean by this? Every level is beatable; but many of them require things other than getting Baba to the flag.

7
Other Games / Re: Baba Is You
« on: July 11, 2019, 04:26:29 pm »

A few complaints about the maps / level layout.

What's with the map? I find it very confusing to have the "main screen" be simultaneously an overworld linking to different areas, as well as an area itself with its own levels.

After getting the minimum number of levels to get the flower-thingy from 3 different sub-levels; that unlocked a new level on the main map, which looks kind of like it would be the final level. But there's still 2 more locked things that I need (I think) 5 and 7 flower-thingies to unlock. So I don't quite get the point of unlocking a new new things when you get certain numbers of flowers, when there are still lots of other levels already unlocked but not yet completed.

And then within each area, you have levels get unlocked in a seemingly random order. Like you can do some levels when you first enter the area, but other ones are only unlocked after you complete certain earlier ones. And then some levels have a dot-icon instead of a number... I guess these are like "bonus" levels that are usually a different version of another level. But in at least one of the areas, there's a bunch of levels with letters instead of numbers. What makes these special or different? What not just have them all numbered?

It doesn't really matter because we're just working through each area to complete every level in the area before moving on. It's just weird though. Is there a clear explanation of how the level unlocking and different areas makes sense?

No spoilers please; as I understand that there may be some bigger things at play once I get further; where maybe all this stuff will be it's own sort of thing that makes sense.

8
Ah. Is there any way to play rated games with just the base deck?

I don't see how that could work, because you would have different people playing a completely different thing, and yet being rated against each other. For base-only games to be rated, they would need to be rated separately, with their own leaderboard and their own rankings.

9
Did I miss something; is there an announced planned third edition? Or is this just hypothetical talk?
There isn't even a "2nd edition" except for Dominion and Intrigue; in places like these forums we have been calling the new-layout versions 2nd editions to distinguish them.

Jay decided to fix the layout of all expansions personally, due to subtle things and sometimes invisible things. It all started with the $3 on Courtier being wrong as reported by Ben King. Things will be more consistent now, and there will still lots of tiny things to fix; a go-to example, the black line below the banner of some Seaside cards e.g. Pearl Diver. He has already done Intrigue, Seaside, and Prosperity; I don't have a date for Intrigue or Seaside (since Prosperity is what people have asked about) but would guess it's mid-July, same as for Prosperity (and of course Intrigue will have a new cover).

So, when he's doing Dark Ages, well, it's an opportunity to fix Band of Misfits.

"Printing" could be a better term than "edition" for after-Intrigue sets, but all sets between Seaside and Guilds already received a second printing that fixed layouts, fonts, wordings, etc, didn't they? So this is another separate set of making-things-look-better that is now happening after the last one?

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 06, 2019, 09:00:19 pm »
For Renaissance:

Dunner
$5 Action - Attack

+2 coffers
Each opponent chooses one:
-1 villager; -1 coffer; gain a curse.
---
Set up: Each player gets +1 villager

(You can't choose -1 villager if you don't have any villager)
You can always choose an option you canít do (see torturer). I would reword it like this:

Each other player who has any Villagers or Coffers loses either a Villager or a Coffers, their choice.
Each other player who doesnít gains a Curse.

You don't need the "who has any Villagers or Coffers" part. The rest works fine and the same without it.

Each other player loses either a Villager or a Coffers, their choice.
Each other player who doesnít gains a Curse.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 06, 2019, 08:58:47 pm »


For Seaside of course. I ended up designing a card for every expansion (some much more successfully than others) and this was my favourite. I like trying to get more uses in for the mats and tokens in Seaside and this doesn't seem too messed up with Native Village? I think it's okay that this puts face-up cards on your mat?

The problem I have with this is that it's a completely different card in games that also have Native Village vs games that don't. In a game that doesn't have Native Village, if your opponent isn't also buying Island Warrios, then "gain a Curse to their Native Village mat" is basically another way of saying "+1 ". So this feels much more like a Monument variant most of the time.

12
I like Band of Misfits literally turning into the card, rules weirdness be damned.

(I also don't really want to buy Dark Ages 3rd Edition for one changed card)
You mean to scan it? I can try to scan it for you.

The rules problems are just too bad. Again there is a situation in which you can play a card and not know what it does. http://forum.dominionstrategy.com/index.php?topic=18598.0

Did I miss something; is there an announced planned third edition? Or is this just hypothetical talk?

13
As I continue to think I'll end up errata-ing the cards [...]
Out of interest, are you also considering errata-ing Trader to use the "exchange" mechanic?

That would require you to also gain the card instead of would-gain; which could have other unintended side effects.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 05, 2019, 02:29:33 pm »
Now that I think about it, Undead Witch is actually in a way worse than Ambassador since the trashing and junking are limited to Curses. The only way it's better is that you don't have to trash a Curse to give them out.

Ambassador requires you to have the Curses on your hand. Undead Witch generates them herself.

True, though also true that Ambassador comes with 10 junk cards to give out, 3 which are worse than the other 7.

15
The harder answer doesn't sound accurate... the first time Throne plays it, it only played a BoM, it didn't play a Duration card. BoM was then played as a Duration, but it was played by BoM's "play a card" instructions, not by Throne Room's "play a card" instructions. The second time Throne Room plays the card is the only time Throne Room plays a Duration.
The text on BoM acts like it's a duration right when you play it.

But as usual, I continue to think, I should errata BoM / Overlord / Inheritance to work like Necromancer.

Didnít you change this ruling in the discussion of how adventures tokens would interact with BoM? The latest rule that I know is that BoM first is played normally, just like playing any other action, and then you follow the instructions on BoM which tell you to pay it again as another action. The simplest case where it matters is that paying BoM as whatever and then playing Conspirator, that Conspirator is now your third action played this turn.

Link: http://forum.dominionstrategy.com/index.php?topic=13115.msg487471#msg487471

16
If Throne Room plays Band of Misfits becoming an Amulet (or any other eligabe Duration-Action), will the Throne Room stay out for the next turn?

I assume the answer for Overlord instead of Band of Misfits would be the same.
The easy answer is that, the second time Throne plays the card, it's a Duration, so of course Throne stays out. The harder answer is, the first time Throne plays it, BoM was played as a Duration card, so Throne should stay out.

The harder answer doesn't sound accurate... the first time Throne plays it, it only played a BoM, it didn't play a Duration card. BoM was then played as a Duration, but it was played by BoM's "play a card" instructions, not by Throne Room's "play a card" instructions. The second time Throne Room plays the card is the only time Throne Room plays a Duration.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 04, 2019, 01:23:55 pm »
Greedy Witch
cost $2+ - Action - Attack
+$2
Use a coin token so that each other player gains a Curse.
---
When you buy this, if you didn't use a coin token, you may overpay for this. For each $1 you overpaid, take a coin token.

Guilds. Coin token and overpay.

Why "if you didn't use a coin token"? I don't see how this makes any difference. Wouldn't eliminating that clause only add the ability to spend x coin tokens to get x coin tokens back? It wouldn't ever help you to do that.

18
Other Games / Re: Mario Maker
« on: July 04, 2019, 01:38:44 am »
Room 1 got a lot easier when I realized I could see the shell up top and time my jumps to when it went to the right.  I also duck jumped to make my jumps last longer.

I did a spin jump facing forward, which auto hit bowser each time. But yes, untiming myself from the spring sound to the shell visual was key.

Yeah I carefully positioned the height so that the vertical camera would just barely let you see the shell. The hard part is really just always looking up there and ignoring the rest of the screen. But I found that due to the blue platform which holds the fire flower, you have a pretty big window to do the initial jump up to the blocks; because you can jump off the blue platform as needed.

So that section started out as something where an on/off switch was automatically hit at a much slower pace, like on for 5 seconds then off for 5 seconds. And I was using music blocks on tracks to make a countdown warning sound for each time the block would be hit. But I found it impossible to perfectly sync the timing of the block being hit with the timing of the music blocks; it would always slowly drift apart because one cycle would be a fraction of a second faster than the other. Eventually had to give up on that whole idea.

19
Other Games / Re: Mario Maker
« on: July 04, 2019, 01:32:05 am »
Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! Itís pretty difficult; probably in the easier half of super expert.

Just played it, overall really liked it. I appreciate red coin levels in general, because frequent checkpoints generally make levels more fun, and show that the designer is more committed to making the level fun than hard.

I found rooms 3 and 4 to be by far the easiest, with room 2 being in the middle (but relatively easy), and 1 and 5 significantly harder than the rest, especially 1. In fact, I'm guessing 60-70% of my deaths were on room 1, and most of those deaths were spent just trying to get to the platform and start getting into the rhythm of it. Once you get going it's not too bad, though you have to keep it going for quite a while until Bowser dies.

I found it pretty clear what I was supposed to do in every room. I've never heard the term "bomb slide", but I just did what it looked like I was supposed to do and rode the bob-omb to the other side of the room, then spin jumped down to kick a bomb over and pop back up every time a bob-omb came close enough to jump onto it. I agree it would have been better to put a Z track at the beginning, but I think it's pretty clear what to do there anyway.

Thanks!

Quote
Rooms 4 and 5 took a few tries before I understood what I was doing, but that's completely reasonable, especially since it's a red coin level so you're not punished for not figuring it out right away. In room 5 I was never sure how many times I was supposed to hit Bowser before running around the loop; I ended up hitting him 3 times each cycle, I'm not sure if you were intended to do more or fewer or if there was an intended strat. The other thing about that room is it became significantly easier once I realized the fire bar didn't extend up to the furthest muncher, so after you jump over the middle muncher, you can take your time with the last jump.

I found 2 was the safest, but 3 was possible, and since it took 7 total I did 3-2-2 or 2-3-2, whenever I felt it was safe to get the third hit. So you only have to go around the obstacle course twice. But I figure some people will just do 2 at a time and go an extra cycle. Interesting fact: in MM1 it took 20 hits with the spike helmet; they lowered it to 7.

It was originally harder; I actually shortened the fire bar so that you can wait at the place you mentioned. Originally you had to get back to the ground without pause. And the muncher in the center was originally 2 munchers stacked; I got rid of one because it seemed too tight.

Quote
It's amazing to me that you can't do things like toggle Bowser's fire on or off, or adjust how many hits it takes to kill him. It was obvious playing your level that you had to design around that, which is why it tends to be hard to make good boss fights. I'm also baffled that there is still no pause menu option to kill yourself, nor did they do anything about key deaths apparently? That's actually pretty ridiculous, those would be completely trivial problems to fix, but they somehow seem completely oblivious...


Indeed, especially in the bomb section. Originally bowser was just to the right and you spin jumped the bombs across the room and into him. But his fire would randomly light the bombs or just kill you; so I got the idea to just put him down lower. Very rarely itís possible that RNG fire will unavoidably kill you in the spike helmet room, but it didnít seem to happen often enough to worry. It is also cool how I was able to put ceilings in most of the rooms just to catch the fire that he shoots in the air.

Quote
I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

Iíll check it out. Thanks for the feedback!

20
Other Games / Re: Mario Maker
« on: July 04, 2019, 12:00:56 am »
Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.

All of the sections were pretty clear to me except for the bomb one, but I figured it out.  It did take me a few deaths before I realized what to do.

Youíre still the only clear!

21
Other Games / Re: Mario Maker
« on: July 03, 2019, 04:01:32 pm »
Ah... then yeah, you never had a chance, at least for that room. But I think that most people who would be playing on super-expert know about bomb slides; at least I see plenty of levels that require them... I suppose I could have put a "Z" to tell people to spin jump.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 03, 2019, 03:27:02 pm »


I would call it a Cursed token rather than Cursing. Cursing makes it sound like it gives other players curses rather than cursing yourself.

It does give other players curses though... I mean it can curse yourself also, but you'd be putting it on an action that your opponents are playing more than you.

23
Other Games / Re: Mario Maker
« on: July 03, 2019, 03:23:01 pm »
I was able to beat two out of the five rooms (#2 and #4 I believe), but then gave up. It's a challenge for sure.

In my upload attempts I definitely found that 1, 3, and 5 were the hardest. I had intended to actually order them from easiest to hardest.. I built room 1 last, thinking that I was going to make it the easiest room, but it ended up being one of the hardest. And the order was somewhat forced by wanting the visuals of alternating pipes and doors.

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.

24
Introductions / Re: *tap tap* Is this thing still on?
« on: July 03, 2019, 11:07:54 am »
You were gone so long that I passed you in the post-count rankings!

25
Dominion General Discussion / Re: Strictly Better
« on: July 03, 2019, 10:01:06 am »
That's not a genuine edge case. You may decide you'll never trash Mining Village, in which case it is identical in behaviour to regular Village. It's better unless you somehow deem worthless the option to decide otherwise.

To take an extreme and pared-down analogy: I give person A a dollar. I give person B a dollar plus the option to toss a coin for double or quits. What I've given person B is better.

No I think he's right... imagine in your analogy you gave person B a dollar plus the option to roll a d-1000 for double or quits... he gets $2 on 2-1000, and nothing on 1. The mathematically right move is to always take the roll, and that's also the practical right move unless a person is in a situation where they really need 1 dollar, but don't need 2.

The fact that a person can choose to not roll doesn't seem to matter here, because basically everyone will roll; it's the correct decision financially and in terms of game theory.

But for the person who rolls a 1, it would have been better for them if they hadn't had the option to roll.

*Edit* This just comes down to a part of the definition of "strictly better" that I don't think has ever been defined. For a person who has incredibly bad luck, his overall outcome will be worse if he's given the die roll choice with his dollar every time, assuming that he plays correctly. But it's still true that a person can choose not play correctly and instead pretend that his dollar is just a dollar without the die roll.

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