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Messages - kn1tt3r

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1
I've never had a game freeze on Shuffle iT, and I had them all the time with Making Fun.
This is my single biggest issue with the client at this point.  For me I get freezes and hefty lag ALL THE TIME.  Particularly when I've just won a game, freezes are quite common.
I've only had those freezes at the end of the game with Firefox, never with Chrome. Maybe try Chrome until they've fixed it for all common Browsers (except you already use it of course).

2
Dominion Online at Shuffle iT / Re: "Features" threads
« on: April 29, 2016, 02:35:56 am »
3.  Ability to select "timed game" as an option.  One way to implement a "timed game" would be to enable the players to set a base time (i.e, 5 minutes, whatever), and an increment (i.e., 2 seconds).  Each player starts with the base time, and during his or her turn, it ticks down, while being increased by the increment with every action taken.  So the opponents' base time is the "dead time" I'm willing to invest in the game, since the increments offset the time spent by the opponent actually playing and taking action.  Players could even set separate (personal) base times and increments (perhaps as a profile setting), and the matching feature could enable the ability to accept only opponents meeting a chosen threshold for base time / increment.  In this way, players could be operating with different starting "base and increment" times, while all players are satisfied with the timing setting.

In my oppinion a timer should not be a standard feature for Dominion. It can be something like a special add-on, but the way Dominion is designed doesn't really fit a timer.
I think a lot of you are a bit influenced by chess, where timers work great since every move (not the thinking about it, but the move itself) takes almost the exact same amount of time. In Dominion, however, the difference between resolving Smithy and Scrying Pool can be huge. This means (and you've seen this with the Blitz feature in the MMF mod) that a timer greatly influences the strength of certain cards and the viability of certain strategies, which is not really the point of a timer.

Well, the idea is that *every* action you take during your turn would trigger the increment.  So every time you play Scrying Pool on your turn, you trigger the increment.  Every time you play Smithy, you trigger the increment.  This way, it does not matter which cards are in the kingdom; it just matters that play proceeds with reasonable flow, even if entire turns vary drastically in terms of their actual length.  Both a quick Smithy turn and a lengthy Scrying Pool turn would result in (approximately) the same time remaining in the bank, if the player plays both turns with the same pace.
Your turn:
Play Cartographer (+5 seconds), draw card, look at top 4 cards, decide which to discard, rearrange the rest (takes 8 seconds)
Play Scrying Pool (+5 seconds), decide on opponent's card, decide on own card, draw a shitload of cards (takes 5 seconds)
Net: -3 seconds

My turn:
Play Village (+5 seconds), draw card (takes 1 second)
Play Smithy (+5 seconds), draw 3 cards (takes 1 second)
Net: +8 seconds

This is remedied by having *every decision acted upon* trigger the increment, as I've been trying to suggest.  (I think I've not been as clear as I should have been.)  When you make the decision on the 4 cards for Cartographer, that is 4 triggers of the increment.  Scrying Pool triggers it 3 times: when you play the card, when you decide about your top card, and when you decide about your opponents' top card.
Ok, that could work. But you'd have to define what exactly a decision is. Each single card you can discard with Cartographer, or the discarding as a whole? Each card you put back on top individually or the putting back in total?
The answers to most of those questions are probably trivial (of course you don't count each card you trash with Chapel individually), but it has to be done.

3
Dominion Online at Shuffle iT / Re: "Features" threads
« on: April 28, 2016, 02:53:15 am »
3.  Ability to select "timed game" as an option.  One way to implement a "timed game" would be to enable the players to set a base time (i.e, 5 minutes, whatever), and an increment (i.e., 2 seconds).  Each player starts with the base time, and during his or her turn, it ticks down, while being increased by the increment with every action taken.  So the opponents' base time is the "dead time" I'm willing to invest in the game, since the increments offset the time spent by the opponent actually playing and taking action.  Players could even set separate (personal) base times and increments (perhaps as a profile setting), and the matching feature could enable the ability to accept only opponents meeting a chosen threshold for base time / increment.  In this way, players could be operating with different starting "base and increment" times, while all players are satisfied with the timing setting.

In my oppinion a timer should not be a standard feature for Dominion. It can be something like a special add-on, but the way Dominion is designed doesn't really fit a timer.
I think a lot of you are a bit influenced by chess, where timers work great since every move (not the thinking about it, but the move itself) takes almost the exact same amount of time. In Dominion, however, the difference between resolving Smithy and Scrying Pool can be huge. This means (and you've seen this with the Blitz feature in the MMF mod) that a timer greatly influences the strength of certain cards and the viability of certain strategies, which is not really the point of a timer.

Well, the idea is that *every* action you take during your turn would trigger the increment.  So every time you play Scrying Pool on your turn, you trigger the increment.  Every time you play Smithy, you trigger the increment.  This way, it does not matter which cards are in the kingdom; it just matters that play proceeds with reasonable flow, even if entire turns vary drastically in terms of their actual length.  Both a quick Smithy turn and a lengthy Scrying Pool turn would result in (approximately) the same time remaining in the bank, if the player plays both turns with the same pace.
Your turn:
Play Cartographer (+5 seconds), draw card, look at top 4 cards, decide which to discard, rearrange the rest (takes 8 seconds)
Play Scrying Pool (+5 seconds), decide on opponent's card, decide on own card, draw a shitload of cards (takes 5 seconds)
Net: -3 seconds

My turn:
Play Village (+5 seconds), draw card (takes 1 second)
Play Smithy (+5 seconds), draw 3 cards (takes 1 second)
Net: +8 seconds

4
Dominion General Discussion / Re: Favorite Attack Bracket
« on: April 27, 2016, 03:34:57 am »
24 Rabble
41 Thief

25 Jester
40 Saboteur

26 Warrior
39 Pirate Ship

27 Soldier
38 Bureaucrat

28 Cutpurse
37 Spy

29 Giant
36 Fortune Teller

30 Oracle
35 Taxman

31 Relic
34 Rogue

32 Pillage
33 Noble Brigand

5
Dominion Online at Shuffle iT / Re: "Features" threads
« on: April 27, 2016, 03:31:18 am »
3.  Ability to select "timed game" as an option.  One way to implement a "timed game" would be to enable the players to set a base time (i.e, 5 minutes, whatever), and an increment (i.e., 2 seconds).  Each player starts with the base time, and during his or her turn, it ticks down, while being increased by the increment with every action taken.  So the opponents' base time is the "dead time" I'm willing to invest in the game, since the increments offset the time spent by the opponent actually playing and taking action.  Players could even set separate (personal) base times and increments (perhaps as a profile setting), and the matching feature could enable the ability to accept only opponents meeting a chosen threshold for base time / increment.  In this way, players could be operating with different starting "base and increment" times, while all players are satisfied with the timing setting.

In my oppinion a timer should not be a standard feature for Dominion. It can be something like a special add-on, but the way Dominion is designed doesn't really fit a timer.
I think a lot of you are a bit influenced by chess, where timers work great since every move (not the thinking about it, but the move itself) takes almost the exact same amount of time. In Dominion, however, the difference between resolving Smithy and Scrying Pool can be huge. This means (and you've seen this with the Blitz feature in the MMF mod) that a timer greatly influences the strength of certain cards and the viability of certain strategies, which is not really the point of a timer.

6
1 King's Court
5 Herald

12 Squire
15 Fishing Village

19 Ironmonger
21 Wandering Minstrel

25 Border Village
29 City

7
Dominion General Discussion / Re: Favorite Action-Reaction Bracket
« on: April 08, 2016, 02:08:19 am »
1. Watchtower
3. Trader

4. Horse Traders
2. Market Square

8
Dominion General Discussion / Re: Favorite Action-Reaction Bracket
« on: April 07, 2016, 03:40:13 am »
1. Watchtower
8. Secret Chamber

6. Caravan Guard
3. Trader

5. Moat
4. Horse Traders

7. Beggar
2. Market Square

9
1 King's Court
3 Crossroads

5 Herald
8 Plaza

9 Royal Carriage
12 Squire

13 Fortress
15 Fishing Village

18 Shanty Town
19 Ironmonger

21 Wandering Minstrel
24 Lost City

25 Border Village
27 Golem

29 City
32 Coin of the Realm

10
Let's Discuss ... / Re: Let's Discuss Adventures Events: Trade
« on: March 24, 2016, 06:01:52 am »
In that regard, in Smithy-BM, would you rather buy a Gold or trash 2 Coppers for Silvers if you draw $7 and cannot or do not want to trash Estates?
if I've calculated correctly, the money density after "trashing 2 coppers for 2 silvers vs. buying 1 gold" is almost equal (with a slight edge for the gold), but once you can trash even one estate with this, Trading is clearly better. If there is at least a small engine component to your deck, I also would always Trade.

11
Let's Discuss ... / Re: Let's Discuss Adventures Events: Trade
« on: March 24, 2016, 04:33:37 am »
This is probably best in semi-good engines and simple money strategies, especially stuff like Smithy/BM, where hitting $5 is usually not the best thing ever. With Trade you might have a chance to trash 2 drawn estates and get 2 silvers for them, which is great for that kind of deck. Engines usually prefer other trashers, but those are not always available.

12
Dominion Articles / Re: Concealing Information
« on: March 02, 2016, 09:57:28 am »
To me this is also a problem of the online implementation: You virtually cannot conceal information without revealing information. I mean, if you usually play all your treasures at once and now suddenly you play 3 coppers one by one, your opponent will know (or assume) that you acutally had more than those in your hand (of course you can use this assumption and pretent to have more than what you do, but then we drift into a meta mind game).

It would be better if you had at least the option to select treasures one by one, and then play all of those at once (just like you can do in real life).

But of course your other examples are valid. Everything you don't have to play (also a dead Smugglers, useless Ruins or Necropolis etc) you probably shouldn't play.

13
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Guide
« on: February 25, 2016, 03:23:41 am »
To me Guide compares a lot to Scheme. It does nothing by itself, but it can help setting up your next turn and make your starting hands better. It might even be similar in terms of power.

14
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: February 08, 2016, 04:28:48 am »
This post on the Making Fun forums looks like a MMF error.

Yes, it is an MMF error. Thanks for the heads up. This looks like it might be the same issue kn1tt3r reported earlier.
This looks similiar to the crash I have reported before.

15
Dominion General Discussion / Re: German translation
« on: February 04, 2016, 07:56:39 am »
The male word is not "neutral". The female word is as good (or bad) as an example for all possible bakers as the male word.

Maybe the male word is not exactly neutral, but it can be used as such. The female one can not.
It's a thing called "generic masculine". I'm aware that it is widely and controversly discussed, but it actually can be used if a) the gender is not known, b) the gender is not relevant, or c) both genders are addressed.

So, I hear you, and I understand that all this is very "male biased", but that's the way it is. It's evolving I guess (which is good), but currently there is mostly a generic masculine, and very rarely a generic feminine (which also exists, but for other and fewer cases).

16
Dominion General Discussion / Re: German translation
« on: February 04, 2016, 07:30:43 am »
I actually think it's more about the description of the general profession and not really about the specific person in the picture. That's why I think "Bäcker" is not only fine, it's in fact better than "Bäckerin". Because "Bäckerin" would limit the card to the female gender, the masculine form "Bäcker" does not (like it or not, the generalized form is almost always male).
Maybe it would have been better to call it "Bäckerei" (bakery) in order to address the profession rather than the person, but that's probably too much of an alteration.

One exception of this whole generalized gender business is Fortune Teller > "Wahrsagerin". In this case I think it was on account of the stereotype fortune teller just being female (crone in occult tent with crystal ball and stuff).

17
Dominion General Discussion / Re: Key card or gainer first?
« on: January 27, 2016, 02:10:47 am »
I think if the key card you are talking about is the same card you intend to get with the gainer, you usually should get the gainer first (if you want it at all). However, it's a bit more interesting when you want like 1 key card and the a lot of other key cards. For example, there is a board with Sea Hag, Armory, Ironmonger (no trashing). Now you COULD get the Armory first, maybe first gain the Sea Hag with it and later Ironmonger, but usually you probably should get the Sea Hag first and then the Armory (in this case you might not want the Armory at all).
Potion is another example, which you often want before some gainer (except for Vineyard games).

18
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: January 19, 2016, 11:31:42 am »
Yesterday MMF crashed when it tried to Autoplay Secret Chamber as a Bane card to Young Witch (I didn't reveal SC for the reaction effect when YW was played). [...]

Unfortunately I can't reproduce this, and searching for kn1tt3r on gokosalvager.com for kingdoms that contain both Young Witch and Secret Chamber doesn't give any results. Do you have the log somewhere, or if not perhaps remember some other specifics about the kingdom and in particular the turn you experienced the crash on?

Yeah, I don't find it either. Probably the log was not saved due to the crash or me just quitting and closing the client.

The kingdom had Crossroads, Hamlet, Secret Chamber, Young Witch, Torturer (I think) and some other things of no consequence (e.g. no trashing).

If I remember correctly I did not reveal Secret Chamber as a reaction before the autoplay crash happened, which probably means (and I don't remember this, it's just putting the pieces together) that this was her second Young Witch played that turn and I have revealed SC the first time (with autoplay working).
So maybe this has something to do with revealing or not revealing SC as an action card before using it as Bane?

It looks like this is the log. I had to tell gokosalvager to allow quits in the search results.

That's the game. Thanks!

19
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: January 19, 2016, 10:22:09 am »
Yesterday MMF crashed when it tried to Autoplay Secret Chamber as a Bane card to Young Witch (I didn't reveal SC for the reaction effect when YW was played). The client showed a whole window of code (it was still in a clean MF popup window, but full of javascript (or whatever) code) and I couldn't do anything anymore.
Sorry, only after closing the client I realized I should have made a screenshot.

Edit: It was before yesterday's update.

Unfortunately I can't reproduce this, and searching for kn1tt3r on gokosalvager.com for kingdoms that contain both Young Witch and Secret Chamber doesn't give any results. Do you have the log somewhere, or if not perhaps remember some other specifics about the kingdom and in particular the turn you experienced the crash on?

Yeah, I don't find it either. Probably the log was not saved due to the crash or me just quitting and closing the client.

The kingdom had Crossroads, Hamlet, Secret Chamber, Young Witch, Torturer (I think) and some other things of no consequence (e.g. no trashing).

If I remember correctly I did not reveal Secret Chamber as a reaction before the autoplay crash happened, which probably means (and I don't remember this, it's just putting the pieces together) that this was her second Young Witch played that turn and I have revealed SC the first time (with autoplay working).
So maybe this has something to do with revealing or not revealing SC as an action card before using it as Bane?

20
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: January 19, 2016, 03:13:37 am »
Yesterday MMF crashed when it tried to Autoplay Secret Chamber as a Bane card to Young Witch (I didn't reveal SC for the reaction effect when YW was played). The client showed a whole window of code (it was still in a clean MF popup window, but full of javascript (or whatever) code) and I couldn't do anything anymore.
Sorry, only after closing the client I realized I should have made a screenshot.

Edit: It was before yesterday's update.

21
Dominion General Discussion / Re: Scout Archives
« on: January 18, 2016, 04:21:31 am »
@RR: What about you come up with a couple of boards where you think Scout is a valuable addition to a deck. Then you (or someone) can do some simulation and possibly some sample games and see how a Scout performs vs. a respective no-Scout deck.

I mean, the point most people are making is that Scout is often not bad to HAVE, but not good enough to GET on most boards. The only way to prove or disprove that point is facts and data.

22
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Coin of the Realm
« on: January 12, 2016, 04:07:38 am »
It always feels so wrong buying a Copper only to have a Necropolis after some time that you might not even need. I guess it can enable certain decks and in general it gives reliability to not totally reliable engines, but currently I feel it's not a really great card. I might be completely wrong of course.

It's like two Necros because calling it does not consume an action.
Oh, even better. TWO Necropoles!

23
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Coin of the Realm
« on: January 12, 2016, 02:29:51 am »
I'm not so sure about CotR being a high skill card. I think it's just people haven't figured out yet how to use it properly. Once this is figured out, I suppose it's not that tough.

Or, in other words, it might be a strategically tough call when to go for it and to what extend. Tactically I think it kind of plays itself.

That being said, I myself have no clue about the card yet. It always feels so wrong buying a Copper only to have a Necropolis after some time that you might not even need. I guess it can enable certain decks and in general it gives reliability to not totally reliable engines, but currently I feel it's not a really great card. I might be completely wrong of course.


24
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: January 11, 2016, 09:51:04 am »
Unless I'm missing something, an autoplay for Counting house (take all copper) would be nice to have, since you want to do that virtually all the time.

After your post Philosopher's Stone feels even more insecure and sobs silently in its dark corner.

Must be one hell of a board where you have to figure out, after going for both Counting House AND Philosopher's Stone, whether it's worth playing CH with a PS in hand...

25
Goko Dominion Online / Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
« on: January 11, 2016, 07:56:38 am »
At first I wanna say thanks to SCSN and everyone else involved. Great work and a very nice improvenment to the already well functioning MF thing.

One thing I noticed in some youtube video (which might already fixed): During a Possession turn the log said something along those lines:

Player 1 [pos]
...
1 - plays cards xyz
1 - plays his money
2 - buys & gains Province
...

In this case the "buy" and "gain" should not be merged. It's a minor thing but as this mod is obiviously striving after perfection it's still a thing.  ;)


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