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Messages - LastFootnote

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1
You could instead do, “Each other player with more than 4 cards in hand discards one. If it’s a Victory card, they gain a Copper.” Discarding one card implicitly reveals it.

2
I like it.

3
Dominion General Discussion / Re: Interview with Donald X.
« on: July 13, 2018, 09:02:03 pm »
Have you ever had to choose different artwork or a different concept for a card due to it being printed in a certain country? I know China in particular will censor, like, human skeletons, which could have been a problem for something with Nocturne's theme.

I don't know about this, but I remember when Old Blacksmith had to be Royal Blacksmith instead, since Alayna came back with art of a guy who didn't look old.

4
Was horatio83 not the same person?

5
Dominion Online at Shuffle iT / Re: Missing auto-plays
« on: July 12, 2018, 07:10:13 pm »
Scrying Pool: Always leave cards previously placed on top on top when revealed again.

Also Scrying Pool: For your own cards, (1) always keep Actions and (2) always discard non-Actions. Probably would need two different settings, as there are a lot more cases where (2) applies than (1).

Isn’t that the wrong way around? I always topdeck Actions, but occasionally I will choose not to discard Treasures if my engine isn’t up and running yet.

6
tenant

*tenet

(sorry)
if only less people would make these mistakes



fewer

Couldn't resist.

In retrospect, Donald's post making a grammar mistake works well as a joke about people making grammar mistakes. However, because we know he doesn't playtest his posts as jokes, it's funny only due to happy accident. If only you'd known what you were doing, Donald.

ACTUALLY, these are diction mistakes, not grammar mistakes.

As far as I know, a diction error is a vocabulary error, and Google backs me up. What do you think it means?

7
tenant

*tenet

(sorry)
if only less people would make these mistakes



fewer

Couldn't resist.

In retrospect, Donald's post making a grammar mistake works well as a joke about people making grammar mistakes. However, because we know he doesn't playtest his posts as jokes, it's funny only due to happy accident. If only you'd known what you were doing, Donald.

ACTUALLY, these are diction mistakes, not grammar mistakes.

8
Rules Questions / Re: Duplicate + spirits
« on: July 09, 2018, 09:02:46 pm »
Would be cool if the note changed to something like: “You May... call a Duplicate (you won’t gain anything)” to make clear what’s happening here, or a line in the log saying “Gaining X Failed (Not In Supply)”.

I think the latter option is best.

I'd rather have the log better explain what happened according to the rules than start down the road of warning players of unintended consequences.

Why?

10
I don't agree with this. The players I'm talking about -- let's call them "Sirlins," since you think "Spikes" is too broad -- do want mostly the same things and share a certain broad game design philosophy. For instance, when I read Awaclus posts I understand immediately the place he is coming from (though I also enjoy my casual multiplayer games, thank you very much). I've met several people in real life with basically the same gaming philosophy.

(As an aside, I would be very interested in a description of the psychology of "Spikes" who are not "Sirlins." Perhaps I would better understand the distinction you're drawing.)

It is my impression that such people are generally very detail-oriented and find any deviation from certain Platonic competitive ideals off-putting, and have played enough games that they're quick to find and call out such deviations. (The lack of a turn timer in Dominion Online is possibly one example; it's often thought that competitive chess is a better game in virtue having a time limit, and the ability to select different time limits from "blitz" to G90 or beyond. I don't want to necessarily defend this idea, but I do want to point out that a "competitive" person of the kind I'm thinking of will find the idea of unlimited turn time a little weird.)

I hope "Sirlins" do find Dominion off-putting. If they're put off enough, I'll never have to deal with them or their bullshit. For people who are supposed to be subscribing to the tenet "play the game that everybody else is playing", they sure seem to whine a lot about making games more "competitive". I dunno, sounds like scrub talk to me.

If you want to play the equivalent of "no items, Fox only, Final Destination" in Dominion—and I'm not saying you do, but if you did—I think the closest analogue you could get is to find the set of 10 Kingdom cards that most rewards skill, and only ever play that board. Just play the crap out of it. That way you never have to experience the endless variety that makes Dominion so much fun. It's not a perfect analogy, of course, but you can't get a perfect analogy between a fighting game and a turn-based card game.

So yeah, for those who are looking to remove luck or whatever from Dominion, I say, go play Chess. Better yet, go play Chess 2! It's what Sirlin would do.

11
Rules Questions / Re: Duplicate + spirits
« on: July 08, 2018, 01:56:20 pm »
In my opinion, there should be an autoplay for this. One that’s on by default.

12
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 07, 2018, 10:15:18 pm »
Chaplain feels like it would run out of utility fast. I mean sure it's incredible for the first 3 plays, but after that, phew. I'd bump it to +3 Cards.

13
jsh, what are your matchmaking parameters set at? If you play worse players, there tends to be much lesss downtime.

14
It would also be nice to have these concerns on your radar during playtesting.

Concerns like, you want to be able to look at your discard pile? Sorry, that ship has sailed. Although in my IRL games, we allow each other to look through our discard piles on other people's turns (and our own if it's quick). The entire point of the rule forbidding looking through the discard is exactly so that players won't waste everybody else's time by constantly doing it. I guess it would be nice to have the ability to use that house rule in Dominion Online, but I think the people clamoring for it are the ones most likely to abuse it and slow games way down.

I don't think the strategic depth is an accident, happy or otherwise. The entire game is built around interesting card interactions, and I think that's where most of the depth springs from. I guess you could hypothesize that some parts were an accident. I'll do that now, in fact. It seems to me that the relative ease of drawing and trashing in Dominion is a big part of what makes it more strategic (as opposed to just being a tactical sort of game). You can actually build a reliable deck pretty often. From my limited experience, most other copycat deckbuilders make drawing and trashing much more expensive, and those games tend to be much more luck-driven affairs. So you could call it an "accident" that Dominion is this way. But based on the secret histories, it seems like it was a conscious decision based on how these things played out in real games; what was fun.

15
7) Donald X. has been talking about each new expansion being diminishing returns because you only get to see the new cards so often when there are 300 other cards in the pool,
He hasn't! That is not a thing he says or has said.

You get diminishing returns because the new expansions add variety, and you already have tons of variety.

It's easy to play with five new cards in each game, or whatever, if that's what you want.

IRL it’s easy, you mean? Or are there features for Dominion Online that I’m unaware of?

16
I think that, perhaps, a lot of these issues stem from the fact that Dominion was not designed to be played at the level that top players are playing it. Which is not to say that top players are doing anything wrong. It's just a reality.

I do not generally have an issue with people playing too slowly, except when it's obvious they're not paying attention, which does happen sometimes. Probably I also play too slowly for Awaclus's taste, though.

I'm 100% with GendoIkari; the full log shouldn't be visible. If you think it's necessary to know the full contents of your deck and discard pile at all times, you're taking this game too seriously.

I enjoy getting mostly matched against worse players. I like winning most of my games. And then sometimes I get matched against a better player and have a more challenging game. That's fun too.

I would like a way to have auto-matched games and see more new cards. Honestly that's probably the thing that would most increase my personal enjoyment of games: more granular Kingdom randomization options. Although I think as a matter of general priority, I'd still prefer the game to have more useful animations and interfaces. It's pretty sad that you still have to use the log to perform actions, 18 months out from release.

17
It's normally simpler to not make something optional.
The way my mind works, if there's a set of things (e.g. Boons) it is indeed simplest not to make them optional, but simpler to make all of them optional always than to make different ones optional under a variety of circumstances circumstances.

Am I weird?

The difference is how likely you are to have to go to the rulebook. Everything else in Dominion that doesn’t say “you may” is mandatory. It would be weird if Boons were an exception.

18
it turns out that the Stylish plugin is spyware

You might want to add this info to the top post. SEEMS PRETTY IMPORTANT

19
Dominion General Discussion / Re: Interview with Donald X.
« on: July 02, 2018, 06:05:05 pm »
+$1 had the issue of "isn't there Treasury already."

Ah, but Hireling did not apparently have the issue of "isn't there Alchemist already".

Two things there:

First, a lot of people don't have Alchemy, and don't want it. So "remaking" Alchemy cards is mostly great. Like Exorcist being sort of a fixed Transmute, for instance.

Second, Alchemist doesn't really feel like Hireling to me, since it's so much less reliable. Until you get your engine really going, I mean. But still, that's a good portion of the game.

20
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 02, 2018, 03:56:20 pm »
I think the main thing is that it's a much better opening buy than Moat and imo enough better to cost $3. But it would be a terrible card either way so who cares right?

How is it a good opening buy?

Guarantees at least +$2 so good for hitting $5 and cycles at least 2 cards so you'll shuffle your turn 3 buy in a turn sooner.

Yeah but how often do you open Duchess? I mean you do it sometimes, but it's rare, at least for me.

21
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: July 02, 2018, 03:21:53 pm »
I think the main thing is that it's a much better opening buy than Moat and imo enough better to cost $3. But it would be a terrible card either way so who cares right?

How is it a good opening buy?

22
Funny it is almost as though I said, "for a lot of Dominion" swinging towards the extremes is better.

Yes, and I disagree. I think it's less than half of Dominion where that is true.

This is not to say that Guardian is good, only that its one-off bonus next turn and its push away from the mean are typically helpful enough to make it better than nothing (or another copper) if you open $5/2 or have $7/2 buys early enough in the game.

Me I place Guardian-without-attacks somewhere between I would take it off a Silver/Haggler (a board that is really bad for it) and I would take it over Silver on an exceedingly rare number of boards (e.g. ones particularly bad for silvers, like Bandit camp) and that covers ~95% of boards.

I think you're severely overvaluing Guardian-without-Attacks. I'll gain it, but mostly only when spiking something is terribly important, or when I'm hoping to never draw the Guardian again. I certainly do not consider it anything approaching a Silver replacement.

23
Guardian is not a "delayed copper". It borrows a $ from this turn to put it into the next turn.

These two things are not mutually exclusive.

For a lot of Dominion, you want more $3/5 odds and less $4/4 odds.

I still find this argument utterly unconvincing. Sure you usually prefer 3/5 to 4/4. But do you prefer 4/6 to 5/5? Do you prefer 7/9 to 8/8?

"A good hand and a bad hand are better than two average hands" is only true when your average hand is bad. And I think that in most cases, your average hand isn't bad enough to make this axiom valid.

EDIT: Put another way, I would rather have two good turns than a great turn and a mediocre turn. Mediocre turns can kill.

24
Introductions / Re: New to the forums
« on: June 30, 2018, 09:41:39 pm »
Welcome! I'm surprised this thread went this long without anybody else saying so. I wonder if this really means most discussion is moving over to Discord, or if people just haven't checked the Introductions forum recently. To be fair, I rarely check it.

EDIT: I guess I'm supposed to tell you to check out the forum games or something? I've never done that, but everybody says to.

25
Rules Questions / Re: summon + death cart vs. summon + nomad camp
« on: June 27, 2018, 12:10:15 pm »
But, aha: "At the start of your next turn, +1 Action and gain to your hand an Action card costing up to $4."
Bit of a shame to lose the opportunity for cost-reduction shenanigans. /-8
Not so much! Generally dodging rules confusion is worth a lot more than any specific combo. And someone will point out that it still works with Bridge Troll and Ferry.

And Princed Bridges.

Is Cobbler then your idea of a "fixed" Summon?

As you can read in the Secret History, Cobbler evolved into that shape over time. It was never the idea to make it like Summon. The penultimate version of Cobbler was actually more like Summon, since you gained the card when you played Cobbler and set it aside for next turn. I think of the final version as being much closer to Transmogrify. It's the workshop to Transmogrify's remodel.

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