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Messages - GeoLib

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26
Rules Questions / Re: "Resolve"
« on: April 26, 2015, 03:18:05 pm »
I think the real characterization of when you have "resolved" an Action is, an Action is resolved at the time after playing it at which you can either play more Actions or proceed to your Buy phase. That's not a definition, but a description.

This is the best way to describe it, I think. We already know how to handle when we can play the next action, and this is the same.

27
Dominion General Discussion / Re: Homage to the Best Card
« on: April 26, 2015, 03:16:23 pm »
I think there is a lot more backwater in the south than you thought, jsh.

I don't doubt that, don't get me wrong, but personal experience has to count for something.

Actually, and this is a really important point when considering data analysis, personal experience counts exactly zero when weighed against actual data.  This is especially true if two people present personal anecdotes that cancel each other out.

More specifically, as long as one available personal anecdote exists that contradicts your personal anecdote, you cannot generalize from either anecdote.  This is particularly true when we're dealing with a negative anecdote.  I've never seen a total solar eclipse, but I can't generalize that and suggest that total solar eclipses never actually happen.

Well we can say that it's surprising that if so many people in the south refer to all soda as coke, that jsh hasn't noticed anyone doing this. We would expect him to have given his experiences. That said, I am much more persuaded by the data than the anecdotal evidence.

28
Goko Dominion Online / Re: Features Thread
« on: April 26, 2015, 11:47:50 am »
There should be (or maybe there already is and I just can't find it) a list of known rules bugs, not pages of forum-style bug reports to search through. Whenever Band of Misfits/Herbalist shows up, I think, do I risk it? I wonder if they've fixed this...

crlundy, I just posted a list of rules issues:
http://forum.makingfun.com/showthread.php?6501-Known-Discrepancies-between-Dominion-Online-and-the-Official-Rules&p=33111#post33111
It's actually a bit off-topic for this thread because the game server/AI is the one area of the system we are not tackling for the version 2 release.

I've got 15 items, including Band of Misfits + Herbalist. Someone please tell me what I forgot (ideally with a link to another forum discussion!) and I'll add it.

Thank you for compiling the list. That's great!


The last bug is not quite right. You don't trash to the discard pile, for one (I'm guessing that's a typo). Trashing is atomic, so you trash all the cards at once, however your opponent can see every card you trash regardless because the trash is public information. So the real difference is that all the on-trash effects should trigger simultaneously, nothing to do with what your opponent can see.

Discarding to e.g. Torturer, however, you should be able to choose your two cards and then discard them together so your opponent can only see one. I think the way to do this is to have people click on things which go up into a box on the top and then have a button to discard/trash them all at once. If they want, they can rearrange things in this box (for discarding), but they aren't forced to choose an order every time (because you almost never care). They could also click on things in this box to move them back to hand (so they haven't committed to anything until they hit the trash/discard button).


Another feature request: I want to be able to see all of my opponents information at once. Currently, if I expand out their deck area so I can see how many cards and coin tokens they have, it covers the actions/buys/coins area, which is really annoying.

29
Goko Dominion Online / Re: Features Thread
« on: April 25, 2015, 01:43:39 pm »
Hi BeyondAwesome and GeoLib

Thank you for your thoughtful replies.

I seriously didn't think anyone would still be reading here, the thread post is so long. I'm really impressed with how dedicated everyone is here, and it's nice to know what is in the works upcoming. See you on the outpost when dawn's redrose fingers first touch the sky...

cat girl

Threads get way longer than this... http://forum.dominionstrategy.com/index.php?topic=11642


I haven't been following this thread too closely, but has Linux support been confirmed yet? I would have no way of playing otherwise.

At the very least you should be able to able to play in a browser, because we'll target Unity 5's WebGL build, which just needs any browser supporting WebGL and asm.js.

Incidentally, ignore anything you read about the Unity webplayer and Linux, because that's old tech. It's based on the Netscape plugin API which is being phased out in browsers these days due to the security holes it creates.

Sweet!  The post I read about you guys using webplayer was months ago, if you've decided to step up to WebGL that's great news for us Linux users!

Due to your guys' interest in this, we tried creating a native build for Linux for the first time today. It works.
theblankman, if you would like to beta-test (really alpha-test) the Linux build, please message me with your email.

I also run linux if you guys want more testers. I haven't played in a little while, but the semester will be over in a couple weeks, so I'll probably be back to lots of dominioning.

30
Goko Dominion Online / Re: Features Thread
« on: April 24, 2015, 11:07:17 am »
Hi David,

I'm new here and this is my first post. There are an impressive amount of responses here. I wonder if you are still reading everything in this thread?

In any case, thanks for the fantastic game. My suggestion is to think more about the experience of new users. Most of these suggestions are for a small elite group of experts and die-hard dominion fans. Likewise, the online game is not designed to be easily accessible to newcomers. I think you are missing out of the opportunity to greatly expand your game, make more money, and attract more new people who will stay and become players/customers. Here's a few ideas:

1. Make it easier to find this game. It is not listed on facebook games or google play. I've been playing games for years and had no idea this game existed.

2. Change the booting feature.... unless you are deliberately trying to lose customers? OK, lets say I am new and come to multiplayer for the first time, here's what happens. I go into a room, join a game, and BAM, "so-and-so has kicked you out." Try another table and, BAM same thing. Why is everybody kicking me out? Why does nobody like me? What have I done wrong? Why are there all these different rooms? What do they mean? Why can't I enter some of the rooms? Am I being banned? Do people not want me in this room? I guarantee you that you are losing thousands of potential players and customers right in this moment. The message should say "We are sorry your rating does not qualify to sit at this table, please visit our beginners table" AND there needs to be a special space for beginners.

3. Prioritize working on the social aspect of the game, not the geeky stuff. Create a way for people to have a friend list, a way to find their friends again, a way for there to be tournaments anyone can easily find out about and join, a way to post pictures for your avatar, a way to log in using your facebook account and real photo. Since you are charging, I am assuming that you are trying to turn a profit. Facebook has 350 million users. You could have a lot more users to. Working on the social piece is going to be FAR more bang for your buck then tinkering with minor changes to game play.

Those are my thoughts. Your game is super great. Thanks so much for making it.

CAT GIRL

As an elite expert and a die-hard dominion fan, all of these sound like really important suggestions. Automatch or a seek graph should fix point 2. A friends list is something I've wanted for ages. None of this "meet me in outpost as dawn's rose-red fingers first touch the sky" nonsense. Also a way to chat directly with any friend online would be good (I think someone suggested this up above, and obviously it will come with Steam, but I would make a steam-independent way too).

Re the booting feature, it's not an automatic boot implemented by MF/Goko, but rather people using the browser extension to auto-kick based on rating criteria. It does have an option of sending a message in the chat explaining the reason, which I'm surprised more people don't use.

31
Goko Dominion Online / Re: Gokoins/payment discussion
« on: April 22, 2015, 08:42:05 pm »
I don't know how automatch will work, but it might incentivize buying in by tending to match you with people with a similar number of expansions (or, tending to match you with other people with the same value for "do you pay by the month"). The attraction of this would be, not having to charge you much for sharing your cards.

Do you mean "tends to match you up with similar # of expansions" as a tiebreaker, or as a high ranking criterion?  If it's a high ranking criterion, it seems kind of.. wrong.  If a 5800 rated Dominion player Alice who owns all sets queues up for a game with a player of similar skill, and there's a 5600 rated player Bob with 2 sets floating in queue, and a 5100 rated player Charles with all sets floating in queue, my presumption would be that Alice (5800) wants to play with Bob (5600).  If the system goes, "well, Alice and Charlie have the same number of sets, let's have them battle eachother and leave Bob floating in queue so hopefully he can battle someone else with two sets and get a reminder of why he needs to give us more money," then that's not good.  To be clear, the server is being totally fair towards Bob: Bob has not bought in at the maximum level, he cannot queue into a game that will use fewer sets than he owns, and for all the queue knows the next player to queue up could be even closer to his rating, perhaps.  But the server is being totally unfair to Alice, Alice has taken every opportunity available to support Goko but is still being denied an optimal Dominion experience in a pretty deliberate way.

If it's a tiebreaker, and all three of these players are rated 5000, then sure.  But payment level automatch sounds like something that rubs me the wrong way.  It doesn't sound [paying!] customer oriented when you talk about it from that angle.

Yeah I much prefer LF's suggestion of just not being able to specify # sets in automatch search criteria (and perhaps not even being able to see before the game begins, so people can't just reject games until they get one with more sets).

32
General Discussion / Re: Evaluation Function for Ultimate Tic-Tac-Toe
« on: April 22, 2015, 04:21:52 pm »
Last summer I created my own varient of this (I was unaware that UTTT existed already at the time)
In this version, players may go wherever they choose and ties are counted as victory for both players
I haven't done any formal testing, but it's possible to always force a tie, so maybe this isn't the best way to play. However, I would be interested in successful strategies other than always attempting to tie your opponent.

The forced movement is kind of critical to UTTT.

If there is always a way for either player to force a tie then it's impossible for either player to get a win with correct play from their opponent. Therefore there don't exist "successful" strategies other than playing for the tie. This is exactly the problem with regular TTT.
It's exactly the problem with all games of pure skill. The only way to make them work as games is to make them complex enough that they are really hard to analyse out.

Yeah TTT and the game that Ghacob suggested both fail in this, which is why they don't work.

33
General Discussion / Re: Evaluation Function for Ultimate Tic-Tac-Toe
« on: April 22, 2015, 01:18:42 pm »
Last summer I created my own varient of this (I was unaware that UTTT existed already at the time)
In this version, players may go wherever they choose and ties are counted as victory for both players
I haven't done any formal testing, but it's possible to always force a tie, so maybe this isn't the best way to play. However, I would be interested in successful strategies other than always attempting to tie your opponent.

The forced movement is kind of critical to UTTT.

If there is always a way for either player to force a tie then it's impossible for either player to get a win with correct play from their opponent. Therefore there don't exist "successful" strategies other than playing for the tie. This is exactly the problem with regular TTT.

34
Dominion League / Re: Handling disconnects
« on: April 21, 2015, 10:15:45 pm »
How do timeouts compare to disconnects? I've had timeouts before because I was chatting with my opponent and then had to make a difficult decision (can I win right now?). Hopefully timeouts will be handled better by Dominion 2.0, but in the meantime I think a clear ruling here would be good. This is one place where I think benefit of the doubt should not be given to the person who times out.

35
Rules Questions / Re: Bunch of Duration Questions
« on: April 21, 2015, 10:01:12 pm »
I once drew a hand of 2 Hirelings and some other terminal, and no Villages, right after I'd put my Teacher on the Tavern. So I put the +1 Action token on Hireling, just so I could play my 3 terminals that turn. Moved the token the next time I got Teacher. Not sure if it was the right move, but it was great.

This was against me! I lost horribly IIRC

36
Dominion League / Re: Handling disconnects
« on: April 20, 2015, 08:41:05 pm »
I think that in this discussion we should bear in mind that less experienced players might be much worse at estimating win percentage. Sure SCSN and Mic might be able to figure out a pretty good estimate, but I don't think that's necessarily true for everyone.

37
Goko Dominion Online / Re: Features Thread
« on: April 20, 2015, 12:29:42 pm »
I would say replace them with the bot closest to them in rating (or perhaps the one with the lowest rating higher than theirs).

That makes sense. Also, a player who quits/resigns from a 3+ player game should be treated as losing to all of the remaining players regardless of how the bot that replaces them does.

Yes, this was absolutely my thinking. The bot is merely to improve the experience of the remaining players.

38
Bear in mind you called this thread "Neat and potentially useful card interactions".  You did not call it "List of combos sensu stricto".  So, I think most of this are thinking of it as "oo, this seems interesting" rather than "THESE TWO CARDS EAT SPAGHETTI 'NEATH THE GIBBOUS MOON".

I'm going to agree with Wero here that the thread title does not convey your declared vision in your last post, Adam. I suggest that if you were to start a thread called "Primo combos" or whatever and clarify in the OP that you wanted the very best two-card combos that people had actually played with, you might have results more to your liking. I do agree that people tend to get a little over-excited about declaring combos with new cards, and I understand your frustrations with things going off in tangents.

Also, I would recommend editing the worthy combos into the OP every so often. That will help to fulfill your vision of a succinct list for people to read.

PPE: ninja'd on the last point.

39
Goko Dominion Online / Re: Features Thread
« on: April 20, 2015, 01:01:33 am »
Kind of inspired by the league disconnect discussion, but I actually see a ton of other applications for this:

It would be awesome to be able to somehow start a game from a given gamestate and play it out. Probably this would have to be linked to the logs. Speaking of, it would be nice if the post-game logs actually perfectly recorded gamestate (I believe there are currently some issues with Masquerade).

Obviously, these (especially the former) are lower priority features, but I think that would be pretty cool for restarting an unfinished game, seeing how things would have played out differently if you'd made a different decision, etc.

40
Goko Dominion Online / Re: Features Thread
« on: April 19, 2015, 12:02:51 pm »
One item that hasn't been mentioned much because most people here play little multiplayer: when someone resigns or quits in multiplayer, the game should not end. Instead, the best bot should replace the player who resigned/quit.

In fact, more people here might play multiplayer if this were changed.

I would say replace them with the bot closest to them in rating (or perhaps the one with the lowest rating higher than theirs).

Also, can we keep the alchemy discussion elsewhere? We've definitely had this conversation before and I would prefer the MF people not have to wade through it to see feature suggestions.

41
Dominion: Adventures Previews / Re: edge-case this, please
« on: April 18, 2015, 11:56:04 am »
Also, you might want to have all 5 in play to make sure your opponent can't get any. (If they're in your deck, they can still trash them and then get them from the trash).

Not if you have one in play, since then you're immune to attacks. Only if they possession-masq/amb you

42
Goko Dominion Online / Re: Features Thread
« on: April 18, 2015, 11:05:30 am »
(Condorcet is the way to go if you want a mathematically ideal result)

But I'd say Drab's simple forum poll is fine... it's not like we're going to have a precise impact on the outcome of MF's development plans, they just need a rough idea

I mean I think that Lord Humanton's list is basically fine, but I think if we are going to conduct some kind of poll then Drab's isn't super useful and we should do something like range voting (or a Condorcet ranking method).

43
Goko Dominion Online / Re: Features Thread
« on: April 18, 2015, 02:54:40 am »
Thank you all for the posts!!! I counted over 50 distinct ideas and I've recorded every one. Even though they may be known, the prioritization is useful. I've organized them by the number of distinct posters who supported them (unscientific I know but better than nothing.) Based on that, here are the top 10 (or so):

1. Always-visible game logs (on non-mobile)
2. Automatch
3. Kingdom cards on 1st page (esp. if ruins, bane)
4. Real kingdom generation
5. Better reconnect
6. Button options instead having to drag
7. Support Adventures set
8. VP Counter
9. Blacklist
10. Prevent misclicks
11. API
12. Who-goes-first adjustments
13. Rematch

I made a poll. More data is better, right?

http://forum.dominionstrategy.com/index.php?topic=13027

I'm not sure that this kind of poll is the best way to construct such a ranking. Only letting people choose 3 things seems pretty arbitrary. Even if most people agree that Automatch > Cards on 1 page > game logs > reconnect, if those people all vote for the 1st 3 we don't really get useful information about the rest of the ordering. If a poll seemed necessary, I would suggest just linking to a google forms type thing where people could either rank or rate each thing on a scale 1-10.

44
^ Also works with Spy if Scrying Pool is unavailable.

Well except that spy sucks

45
Rules Questions / Re: Trashing Hand w/ Count + Market Square
« on: April 17, 2015, 12:24:06 pm »
Say I have a hand of Count, Copper, Copper, Copper, Market Square.  I play the Count, top deck a Copper, then trash my hand.  Should the Market Square's on-trash reaction trigger?  That is, can I trash the Coppers "before" the MS, and therefore trigger it's reaction because it's still in my hand?  Goko says you cannot, and everything gets trashed at once.

Being able to react the MS would mean you are reacting it after the Count starts, but before it's finished resolving.  This seems weird, but isn't that how reactions work?  I can react my Watchtower during my opponent's Followers (I play the reaction after I gain the Curse but before I have to discard).  I can react my Tunnel during my Vault (after I discard but before my opponent chooses to discard).  Etc.  So why can't I react the MS after I've trashed some cards with Count, but before I've trashed others?
From the rulebook FAQ for Count: "If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed."

You trash all the cards, that includes Market Square. Now when-trashed things trigger. Market Square of course is not in your hand at that point.

The only difference is with Remake, which says "Do this twice:", so each trashing is a seperate event to which you can react, as if it were a throned Develop, say.

So with Remake you can Remake a Copper, discard MS to gain Gold, then Remake OE into E and draw either the MS or the Gold, with the E ending up in your discard.

When you Chapel or Forge a Copper + OE, the trashing of both cards and the on-trash effect of OE happen before you can react to it, so you draw 1 card from your empty deck before you can discard the MS for a Gold.
You are correct about how Remake is different, but not about Overgrown Estate.

You Chapel a Copper + Overgrown Estate. Put them both into the trash. Now it's time for when-trashed stuff. You could resolve a Market Square from hand first, or Overgrown Estate. After Overgrown Estate is trashed, you can still resolve a Market Square, including one you just drew.

Makes sense.  So the within-sentence vs. in-between-sentences thing seems to apply with the triggers, with Remake being the 1 exception.  At least how I interpret things.

While this is potentially correct, it's also not really a useful way to think about it. The sentence structure is not what determines the behavior; it just happens to coincide in most cases. The important things to look at are atomic actions. Trash X is atomic (indivisible; nothing can happen after some part but before the rest) even if X is more than one card. Separate instructions to trash a card are not atomic. So "trash your hand" happens all at once and you can't use a reaction halfway through. Even if physically you move the cards to the trash one at a time, the action overall is atomic. In contrast "Do this twice: Trash a card from your hand; gain a card costing exactly $1 more than the trashed card" is two separate trash instructions regardless of the number of sentences. The hypothetical card "Trash a card and trash another card" is different from Steward's "Trash two cards" because the former trashes each card individually, allowing reactions between whereas the latter does not. So with the first card you could trash OE, draw estate, trash estate, but with Steward you cannot.

PPE: partially ninja'd by eHalc. I'll just leave this here in case this longer explanation is useful as opposed to just confusing.

46
2015 / Re: discussion: timing
« on: April 16, 2015, 05:01:29 pm »
In contrast to what a few people have said, many people (including me) are only free during the summer because of school.

47
Dominion General Discussion / Re: Discussion about the Dominion meta
« on: April 16, 2015, 04:24:53 pm »
I think the only time that this factors in is that if I see my opponent do something unexpected I stop and try to figure out why. If they're more highly rated I might spend longer or reevaluate my own analysis more.

48
Dominion General Discussion / Re: New to the Board and Game.
« on: April 15, 2015, 10:55:41 am »
I am failing to get a good grasp on what to buy and when. It seems like I tend to fall behind vs my wife and never catch up. I just never sure what cards I should keep buying on a regular bases. Card I got caught on recently and figure it truly not a great card is Ghost Ship.

Ghost ship is very strong and a pretty brutal attack, but that doesn't necessarily mean you should just keep buying them mindlessly. If you want advice on specific games you can post in the Help! board with the kingdom and your explanation of what you did and where you thought you might have gone wrong.

I don't feel Ghost Ship is that brutal of an attack. There are so many ways to counter it. It just feels brutal. Have a crap hand? Put your good cards on top. Playing with Native Village, just put the bad cards on your mat. Is Herald on the board?Make sure your second card is an action, preferably another Herald. Menagerie? No problem. And, that's just naming a few counters off the top of my head.

All attacks can be countered. Ghost ship is still a good card though and can be powerful on a number of boards. Obviously going BM+GS is not a good plan vs a menagerie engine, but I wanted to contradict the OP's claim that it "wasn't a great card." I mean it's not the best, but it's still ranked 12/66 of the 5s in the Qvist rankings.

49
Tournaments and Events / Re: Dominion Adventures in Seattle
« on: April 14, 2015, 10:41:06 pm »
 :'( :'( :'( :'(

I won't be back till mid May

50
General Discussion / Re: Brag Board
« on: April 14, 2015, 09:14:08 pm »
I qualified for the USA Math Olympiad!

I was really stressed about this because I was really careless on the second qualifying exam, but it turns out I squeaked by anyway.
Awesome! This is my goal next year. My index this year was 184.5 (AMC 10), and I was able to solve enough problems that if I hadn't made simple errors on any then my index would have been 216.5, which would be enough for USAJMO. However, it wouldn't be realistic to not make any silly mistakes, so the plan is to solve more problems next year!

If only there were more questions involving hand probabilities and Watchtower.
Aaaand now I have a problem to think about for a while. In a deck with necropolises, watchtowers, and confusions, what is the probability that I can draw it all in terms of the number of each card?

I'm confused as to what the point of drawing it all would be, unfortunately.

If you have 7 confusions, the probability is 0. Now that I have done the hard part, I am sure that you can finish it off  :) .

The general result is left as an exercise for the reader.

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