14901
Dominion General Discussion / Re: Best Dominion Moments 2014
« on: September 04, 2014, 02:23:35 am »
I managed to Prince three Bureaucrats! Almost there!
what if there was an AI that played dominion really well?There is.
are you fixing your sleep schedule by moving it forward?Yeah.
But you get just "better" at Dominion with #vpoff, too. You get more better with #vpon.just "better," or "even more good" maybe.How am I supposed to say that then? Betterer?getting more better at Dominion,but not, apparently, getting better at grammar.
Well, today I woke up 3 hours ago, and I'd like to wake up even later tomorrow, so if you're up late enough, then that's fine too.that's probably around the time i wake up. ~12:30so i have a lot of free time tomorrow (thursday). anyone want to play?I could play in the morning/early afternoon when I haven't gone to bed yet.
but how about 8+pm?
so i have a lot of free time tomorrow (thursday). anyone want to play?I could play in the morning/early afternoon when I haven't gone to bed yet.
How am I supposed to say that then? Betterer?getting more better at Dominion,but not, apparently, getting better at grammar.
I like disabling point counter because you can't use it IRL and I like to play IRL a lot. All of this mental processing that seems to be so taxing on the rest of you isn't that big of a deal for me because I'm used to it, and I get to play at a high level when I play IRL. If I used the point counter all of the time when I played online, I'd get out of practice very quickly at doing these things.I'm not sure if that's actually true, though. I am very good at tracking the score. The reason why I prefer #vpon is not that I need it to know how many points each player has, because I would know that anyway. But with #vpoff, I would have to actually pay attention to it, and I don't have endless amounts of attention so that would have to mean paying less attention to the game itself, which would result in lower levels of play online — not the "accidentally ending the game on a loss" kind of lower levels of play, but the "spending coin tokens at wrong times" and "not noticing a potential 3-pile ending with Hunting Grounds and Doctor" kinds of lower levels of play. I think this also results in actually getting more better at Dominion, since every time you make a successful pro decision and win because of it or your opponent does and you lose, the next time the decision is available, it will be a lot easier to see the opportunity again. If you learn that making slightly better than average decisions wins games, then you'll be looking for those slightly better than average decisions in your following games as well.
+buysGood points. I added stuff about +buys, early greening and attacks. I already mentioned cards that topdeck Counting House, and I don't know anything about multiplayer so I'm not going to write about it.
early greening
strength vs attacks, junking, spies, saboteurs, pillage, militia
multiplayer attacks - unable to build conventional economy
anything that can put counting house on top of the deck - scavenger, royal seal, develop, herald
What do you think about Counting House in province games vs colony games?Oh, I thought I wrote that in the article. Apparently I erased the part and forgot to type it again. Yes, CH is definitely better in Colony games.
I think that boards that are conducive to CH strategies tend to work better on Colony Boards. The AI/Jog game was on a colony board. I recently played a game on a colony board where my opponent's CH strategy vs mountebank was a great idea and probably would have won had there been no trashing on the board. Basically, I think when you are going to have those 11 coppers in your deck (because of mountebank, for example) CH can be a terrific card. But when you only need to get 8, other strategies probably tend to be a bit faster and CH loses a lot of its value.
I'm pretty sure Cultist results in high variety, as it adds up to 5 unique cards to the game and usually puts them all in the players' decks, and works well in engines. Rebuild is definitely one that leads to low variety, and Scout and others that basically remove one card slot from the kingdom by taking it and being completely useless.Another possibility for X is number of turns between player A's first gain or play and B's. This might be instructive in a case like Mercenary, i.e. is it a bigger deal if I play Merc three turns before you vs one turn.Actually the "first time before opponent" stats could be graphs where X is the turn the card is first bought/gained and Y is the advantage it gives for the player who did it.Plus win rate with a card vs. not getting said cardAlong the same lines, is there significant correlation between winning and:
- gaining your first copy of a card before opponent
- gaining more copies of a card than opponent
- playing a card for the first time before opponent
- playing a card more times than opponent
(Hypothesis: These will all turn out heavily in favor of my least favorite card: Cultist )
Meanwhile I thought of another: Correlation between the presence of a given card in a kingdom, and the variety of cards gained during games, i.e. which cards statistically lead to high-variety or low-variety decks (I have some suspects, like Cultist and Rebuild for low variety, Fairgrounds for high variety, but in this kind of analysis the surprises are often the interesting part).
And I guess for some (all?) of these stats, it shouldn't count if only one player is "good".One thing to learn from CR.
Everyone second guesses the global stats because there are lots of games from crappy players.
Pick some decent heuristic metric for "good player", (say, in top 200 at time of game), and in addition to the global stats, provide stats just from that subpool of players.
Yes, that had occurred to me. I will do one of two things - either I'll retroactively calculate the TrueSkill ratings myself or I'll use the current Iso leaderboard. The first is a bit more work, but would allow filtering based on a player's rating at game time, which should be more accurate than current rating. Either way, it'll be something that will be a parameter that can be adjusted to preference.
Actually the "first time before opponent" stats could be graphs where X is the turn the card is first bought/gained and Y is the advantage it gives for the player who did it.Plus win rate with a card vs. not getting said cardAlong the same lines, is there significant correlation between winning and:
- gaining your first copy of a card before opponent
- gaining more copies of a card than opponent
- playing a card for the first time before opponent
- playing a card more times than opponent
(Hypothesis: These will all turn out heavily in favor of my least favorite card: Cultist )
What?You guys saw the big news?I'm personally more excited for the new block structure they're implementing in the future.
Reactions?
I am quite excited, and even if all other cards are totally crap rares I know everybody here including me is still going to draft/rip a shitload of boosters.
For those that do not follow the spoilers, Onslaught Fetches are getting reprinted in Khans of Tarkir.
How do we know who/when we play?You schedule the matches in the Scheduling section.
I haven't been here that long either, but I know. Yes, they did; the oldest posts on that section are older than this.This isn't about Dominion, it should be in the "Other Games" section?
yeah, but did they even have that section back when the thread was made? I don't know. I haven't been here that long
Cue awful joke from Awaclus... oh wait.The jokes aren't meant to be funny, the fact that someone even bothers to make them is.
Hitting a Deathlord with a Stampeding Kodo is so so wrong, but feels so good.And you know what AdamH always says!