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Messages - pacovf

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General Discussion / Re: Maths thread.
« on: December 10, 2019, 03:02:00 pm »
Thatís the least I would do, if I thought the only source of uncertainty was the statistics of polling a subset of the population. If they have information on the bias introduced by their sampling procedure, that could be folded into their margin of error too. People also tend to give different answers to a poll than when voting (for example), which could also be folded in if the pollsters have some way to account for that.

Alternatively, they could use their polling history to determine their previous prediction error.

Other Games / Re: Slay the Spire
« on: December 10, 2019, 01:58:39 pm »
For what itís worth, I thought the art style was ugly too, but it grew on me with time. I still donít think itís great or anything, but it gives the whole thing a dreamlike feel, which works with the strange world the game builds.

Other Games / Re: Slay the Spire
« on: November 21, 2019, 05:36:25 pm »
Iím confused about what you are saying. By the end of act 1 / beginning of act 2, you should definitely be trying to focus your deck. It doesnít have to be perfect, but if you donít have any synergies going through act 2 and later, youíre definitely going to lose.

General Discussion / Re: Brag Board
« on: November 18, 2019, 01:13:58 pm »
The game explicitly chastises the player for taking one specific route, and the other two are very similar, only one has extra content. Itís pretty clear to me who the final boss is supposed to be. Undertale is not Stanleyís Parable.

Rules Questions / Re: Tormentor
« on: October 24, 2019, 04:13:58 am »
Yes, this is all correct. I could be missing some odd edge case, but there probably isn't a way to play a Tormentor without putting anything in play, especially with the recent rule change.

Ferry on Tormentor. Play Captain, then buy Bonfire to trash it that same turn. At the beginning of the next turn, you play a Tormentor from the supply, leaving it there: you have zero cards in play.

Dominion Articles / Re: Clean Shuffles
« on: October 20, 2019, 03:39:15 am »
Let's say you open Cantrip/Steward. Now, if you draw that cantrip on turn 3 or 4, you draw down 11 cards instead of 10. The math is a bit nontrivial, but it works out to about a 1/11 chance of missing the Steward. breppert has the exact number in their Opening Probabilities article, if you are curious.

I know it's not really the point of your post, but the probability is exactly 1/11. You can think of it as the cantrip being "free" draw-wise, so your deck effectively only has 11 cards, hence the result. The odds of the cantrip itself missing the second shuffle remain 2/12, however.

General Discussion / Re: Movies: Any movie buffs?
« on: October 13, 2019, 11:56:40 pm »
I think the reason why I bring up the difference is that, if you want to make a story about the origin of a character, then the story must cover the characteristics that are common to most of the previous interpretations, or at least justify any large deviations. If you miss something, then on some level the story failed for me. For example, if somebody makes an origin story for Batman, but doesnít explain his refusal to kill, then thatís a problem.

What I thought was missing from Joker was his manipulative side. Arthur Fleck wears his emotions on his sleeve, and mostly kills when his anger takes hold of him. However, something common in Joker portrayals is that he likes to toy with his victims, either going back and forth on whether he kill tell them, bringing them to their emotional breaking point, or something else. He also controls his minions through some combination of mind games and fear. Nothing of the sort is shown in this movie. Arthur, through sheer luck, finds himself at the centre of a violent social movement, but I see no reason to believe he can leverage that into larger scale crime. Weíre shown the origins of a serial killer, but the Joker is more than that.

Other Games / Re: Watno's Online Greed
« on: October 10, 2019, 05:52:36 pm »
The link failed for me, but adding an "s" after http made it work. Thanks for putting this back online!

General Discussion / Re: Movies: Any movie buffs?
« on: October 09, 2019, 08:57:28 pm »
So I just watched Joker yesterday, and a question has been bouncing in my head since then. Staying vague to avoid unmarked spoilers: does Arthur Fleck become the Joker by the end of the movie, or just turn into a vaguely Joker-like character? Iíve been leaning towards the later (or rather, heís still missing something by the end of it), but I am also wondering if thereís a meaningful difference between the two. Thoughts?

Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 07, 2019, 04:43:20 pm »
People just shuffle all those cards back into their deck then. It's even worse than just setting them aside.

Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 06, 2019, 04:03:07 pm »
Is there any philosophical objection to saying that you go through the loop an infinite number of times in a finite amount of time, and then it ends? I think if something like this happened IRL, thatís what I would rule.

General Discussion / Re: roguelike games
« on: September 25, 2019, 07:39:29 pm »
I am a bit wary of games where you build your own spells or so on, because they are impossible to balance. Eventually you figure out one broken combo and use that forever, which hurts replayability.

It does look interesting though.

Puzzles and Challenges / Re: Slowest trashing kingdom
« on: September 25, 2019, 06:02:15 pm »
By draining the silver pile. Yes, itís going to take a while.

Other Games / Re: Celeste
« on: September 24, 2019, 01:20:47 pm »
I figured after the fact that was what I was doing wrong (Core has the same mechanic with the moving ice blocks), but by that time I had already watched a playthrough of chapter 9. I didnít really want to go back to it, when my capacity to execute complex strings of jumps / dashes and so on was already proving inadequate.

I may go back to check 1B and 2B, if their difficulty is more in line with early 7A than late 8A.

Other Games / Re: Celeste
« on: September 23, 2019, 07:05:28 pm »
I stopped quite a few screens before the door. I was in one of the first screens with the blowfish, I was supposed to dash into it, boost myself across some spikes, then dash back to that fish so it would blow me into another and so on. I kept not being able to bounce hard enough from dashing into the fish to clear the spikes without using the dash I needed to go back to the fish afterwards. After feeling rather frustrated with some of the screens in Core (and beating them through sheer persistence rather than skill), I thought it was a good spot to end.

Other Games / Re: Celeste
« on: September 23, 2019, 03:29:49 am »
So I got Celeste for free through the Epic Store some time ago, and finally decided to play it this week. Beat chapters 1-8 (~130 strawberries, ~1800 deaths), tried chapter 9 but it quickly looked like it would require more skill than I have (then I checked the whole thing on youtube, and there's zero chance I beat that).

I enjoyed chapters 1-6, except the windy parts which I loathed. Chapters 7-8 started shifting the difficulty towards more input precision and longer stretches without checkpoints, and I honestly kinda had to force myself to go through them just because I really wanted to see the conclusion to the story. Maybe I would have enjoyed the gameplay more if RL was a bit less stressful for me right now. I loved the story though.

Other Games / Re: Greed
« on: September 17, 2019, 04:42:06 pm »
I am sad Watnoís online Greed doesnít work anymore. Had a lot of fun playing that, even against bots.

« on: September 10, 2019, 06:55:47 pm »
I have no idea what I just watched.

Dominion General Discussion / Re: COMBO: hunting party/patron
« on: September 10, 2019, 12:13:52 am »
since I mean that's just two cards, can't get more probable than that except if it's just one card

*starts long rant about all the things that are more probable than two cards together but less probable than a single card*

Dominion General Discussion / Re: Interview with Donald X.
« on: August 26, 2019, 09:52:22 pm »
I feel like you may want to make your posts a bit shorter. But maybe thatís just me.

General Discussion / Re: Maths thread.
« on: June 24, 2019, 07:10:31 pm »
The substitution step could be done rigorously if you use the infinite series definition of the exponential. That would give a different result if you have a number other than ďeĒ.

I think without the infinite series definition of the exponential function (or the definition as the inverse of the logarithm), the farthest you can go with this is that the derivative of exp is proportional to exp.

EDIT: what cuzz said

General Discussion / Re: roguelike games
« on: June 24, 2019, 12:45:06 am »
I'm really astounded at how quickly I went from "Zone 4 has too much going on" to "Zone 4 is totally doable if I don't make dumb mistakes". Once I got basic patterns figured out I was taking way less damage early on. I suppose that's every roguelike though.

I haven't played CotN in a while, but I remember zone 3 feeling harder than zone 4. Zone 4 has some tough mobs, but the "room" layout allows the player more control over what to deal with than zone 3, which is very open. You should also have somewhat better equipment by the time you get there.

General Discussion / Re: roguelike games
« on: June 22, 2019, 03:40:08 pm »
Something important the game doesn't tell you is that permadeath mode also increases difficulty in ways other than just making death permanent, such as by spawning more and stronger enemies. Whether this really feels different, I don't know.

I wish permadeath and hard mode were two different toggles in the options, I don't know why that isn't the case already. I would like to practice against tougher enemies without having to start from scratch every time I mess up. Hard mode also seems to increase the diamond prices of fairy fountains (and Beedle shops?).

I agree that the way CoH does item-gating is weird. The main progression path has practically no item gating at all. But there are a number of speedrun skips (many clearly intended) that are item-gated. I question whether speedrun skips actually make the game more fun though. They skip playing through dungeons, but when a speedrun consists of overworld movement, dungeon clearing, and fighting bosses, reducing time spent dungeon clearing means you're spending more time on overworld movement, which is boring. The bosses are mostly pretty fun though, so maybe it's a wash.

I like your alternative vision where you just get base dagger and have to use resources to make stronger attacks. As is, it feels like you're being swamped with items yet have not much use for them.

I find another problem with the strong weapons and lack of item-gating is that it discourages any form of exploration. Having the right item at the right time rewards you with either other items, heart pieces, or rupees. Heart pieces are nice, but you will get enough health without chasing them down, especially if you go after bottles, which you can buy with rupees (plentiful) or a few diamonds. Items usefulness in combat are dwarfed by the advanced weapons, so you don't need them for that either, and you will get your choice of items from dungeons anyway, and a few fixed ones elsewhere.

Similarly, the reward for clearing an overworld screen are diamonds, being able to explore the screen in peace, and sometimes unlocking a chest. You only really want enough diamonds to infuse a weapon and/or buy a bottle. Red chests are rarely worth going out of your way; hover boots and glass weapons are nice, everything else is kinda just ok. Heart pieces are worth it if you aren't a Necrodancer god (I am not).

Sooo... if you are just aiming to finish the game, the optimal gameplay is to skip most overworld screens (do a few easy ones for diamonds or if there's a locked blue chest), and go straight for the dungeons. I guess at that point, it's just a reskinned Crypt of the Necrodancer, only with weaker items and more health. Which is a shame, because it could be more than that.

I am currently trying some dagger-only runs. I keep forgetting that I have items, so it's a work in progress :p

General Discussion / Re: roguelike games
« on: June 20, 2019, 06:42:01 pm »
Cadence of Hyrule hasnít impressed me during my first play through. I died five times during my first hour, and then not one more time over the next 5 hours that it took me to ę 100% Ľ the run. It suffers from a bad case of one of the usual problems of roguelikes, which is that the beginning is a lot harder than the middle and end of a run. Once you have a few extra hearts and an advanced weapon, itís very hard to die. Hearts are also about as plentiful as in your regular Zelda game, which is *a lot* more plentiful than in CoN, so being sloppy is not punished as hard. Add to it that health potions are cheap and activate automatically when you lose all your health, and you are basically on auto play after a while.

Granted, CoH is not technically a roguelike (permadeath is an option that is toggled off by default). But the gameplay is closer to CoN than Zelda, and I am not sure the Zelda elements make for better gameplay overall. And I say this despite loving Zelda games. I think they should have either leaned harder into the Zelda elements, and offer a more directed experience with item-gated areas and so forth (abandoning the randomness of puzzle-items as they stand now); or lean harder into the roguelike, and restrict how much equipment you can find before getting to the final boss (exploring all of Hyrule gathering loot is not that fun once thereís no challenge, but the final area is harder than what comes before, so you are incentivised to do it anyway). There *is* an in-game leaderboard of completion times, so it seems like the devs encourage you to speedrun the game, which would push the game further in the second direction I mentioned. I guess I will have more thoughts about that once Iíve replayed the game a few times.

Another thing that I think would improve the game is dropping the returning weapons from CoN. Limit it to, say, the starting dagger/short sword, and one special weapon for each character. The items in Cadence of Hyrule are fun, but you never use them, because either they consume resources quickly, or itís just faster to just use a titanium longsword. If you were restricted to your starting dagger though, you would use these items a lot more often. Then again, non-glass weapons are actually fairly rare outside the death shop, so this complaint might not be applicable to permadeath runs.

The music is absolutely awesome though!

EDIT: I feel like I should add that I havenít played A Link to the Past, which might colour your opinion of the game. Closest I have played is Oracle of Seasons, which didnít feel at all like this one.

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