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Messages - Donald X.

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5126
Goko Dominion Online / Re: Possession in one-player games -- Important?
« on: January 23, 2013, 08:48:52 pm »
Voted "completely unimportant."

I think at some point there might be puzzles on Goko, play this game with these constraints and try to do well by some metric. For those puzzles there might sometimes be no opponents, and for those situations I would not be using Possession anyway. The only thing you possibly get out of Possession there is showing off the wackiness of the implementation of Possession for single player games. I would never be interested in doing that.

If you are playing some games by yourself to test some strategy for how many turns it takes you to accomplish something, and that strategy somehow involves Possession, man, possessing yourself isn't telling you anything there anyway, except for the mirror match. Even in that case you can just subtract one from the turn count and you've covered cases that don't involve Outpost, Trader, or trashing cards. I am fine with giving up on Possession / those things mirror match solo testing. You can still test whatever strategy vs. a bot or a friend.

5127
Rules Questions / Re: Smuggle a spoils?
« on: January 23, 2013, 05:11:50 pm »
Thief can get Spoils. You can also get passed one with Masquerade, although that isn't "gaining."

5128
Dominion General Discussion / Re: Interview with Donald X.
« on: January 22, 2013, 07:03:08 pm »
+1 for Star Wars jokes, but -1 for Hans.
It's the red queen's race in here.

5129
Dominion General Discussion / Re: Interview with Donald X.
« on: January 22, 2013, 04:35:05 pm »
What's your favourite flavor of ice cream?
Bittersweet Nugget.

Who makes the best ice cream? James Bond or Indiana Jones?
Hans Solo, but you have to be careful not to eat any of the carbonite.

5130
Dominion General Discussion / Re: Interview with Donald X.
« on: January 22, 2013, 02:45:34 pm »
What's your favourite flavor of ice cream?
Bittersweet Nugget.

5131
Dominion General Discussion / Re: Interview with Donald X.
« on: January 22, 2013, 11:45:13 am »
I am not seeing the +1 Action cards that want to be treasures.
I think soulnet rather meant kingdom treasures that might as well have been actions, like Quarry, Talisman, and, to a lesser extent, Loan (the power cap on Loan by possibly drawing a copy of it may have been necessary).
I wanted a treasures-that-do-things theme for Prosperity, and so made treasures that did things. Originally it was "when you spend this," but that creates some questions, so it ended up "when you play this" or "while this is in play."

They were not actions because the whole point was to do treasures.

5132
Goko Dominion Online / Re: Strategy Campaign
« on: January 21, 2013, 05:30:27 pm »
How about doing their first 2 buys for them?

Like, the player's starting deck is 12 cards, with Silver and Chapel added, if you're teaching about Chapelling away your starting cards.
I believe you can start with Silver and Chapel in your deck, but are still limited to 10 cards.

5133
2012 / Re: 2012 Elite Eight Bracket
« on: January 21, 2013, 04:39:17 pm »
In the meanwhile I wanted to keep feeding him terminals, but choosing develop over swindler was really short sighted.
No-one ever wants to Swindle something into Swindler. Then they'd be as powerful as you!

5134
What can you say about translations? When will they be released? What languages are currently planned? Will the interface be translated too or only the cards itself?
(I know hsiale alredy asked this, but it isn't in the overview (maybe because he posted several questions in one post))
For starters, just German. The interface will be translated but probably not initially. I think Japanese would be the next most useful to have, but don't know what the plans are there.

5135
Goko Dominion Online / Re: ****! (The Censorship Thread)
« on: January 21, 2013, 11:14:47 am »
(Yes, this means cursing probably wouldn't be censored at all.  That's fine by me.)
Taboo word censorship is a tricky issue. The thing is, we have taboo words because it's good to have them. They have value. This is so true that they are wired differently in our brains - you can have a brain injury that leaves you unable to talk, but still able to swear.

But taboo words are only taboo... if you don't say them. Saying them makes them lose their value.

For Goko I would be surprised if they hand-picked what words to censor - I am betting they had some 3rd party list of words, or censorship option they just turned on.

5136
Goko Dominion Online / Re: ****! (The Censorship Thread)
« on: January 21, 2013, 11:09:27 am »
i played a game against Qvist recently, and chatted in german. there we notice that the word "jap" was censored. Yep, Yap, jep, jap,..... are terms to say "yes" in a more laid back fashion in german. So we were quite surprise to have this censored.

Is it possible that "jap" is considered explicit language in english. Maybe some sort of snidly denomination for Japanese. i really cant think of anything else
Chinks do it, Japs do it
Up in Lapland little Laps do it
Let's do it
Let's fall in love


Cole Porter - Let's Do It

5137
Dominion General Discussion / Re: Interview with Donald X.
« on: January 20, 2013, 10:58:11 am »
Are there any interesting mechanics that you considered but didn't wind up using? Off the top of my head (just to save you the trouble of repeating yourself) you've mentioned:

* Duration cards that last longer than one turn, which were considered too confusing to mix in with Seaside
* A second resource, which obviously appeared in a very limited form as Potion
* Something like a board, which you say is better used for a spinoff, rather than an individual card that might not be bought and then why did you bother setting the board up.

You've probably mentioned some others in the Secret History articles but I can imagine where many ideas were probably abandoned too early to have ever had a place in one of the sets during development.
Treasury is like a duration card that lasts longer than one turn.

I have a list of possible mechanics. If any of them are really that interesting I should keep them private for now, and consider them for spin-offs. I will mention a few uninteresting things that I decided against.

- My first plan for Intrigue was to have an event deck. You'd flip over a card sometimes and something would happen to everybody. When the time came I didn't try it, because it seemed so superfluous. The game gets tons of variety from changing the ten cards, and an opponent playing an interactive/attack card is like an event.

- There was a Dark Ages outtake, "Choose one: +1 card +1 action, or Throne." It died because it didn't want to cost $5 (it had cost $4 when Throne cost $3). At one point I thought I'd do a mini-theme of cards like that, but I didn't because it wasn't interesting enough to even replace that one card.

- I tried a few cards that did something at the start of your turn, while staying in your hand. There was nothing interesting about this either; if you really want a card that can do a little without using up your action, that can just be a choose one.

- "Cost weirdness" was at one point a theme of a small set. This mechanic is good, but only in small doses. Grand Market and Peddler survived, and a few other cards didn't. There was a VP card that cost less per card you'd drawn, and a card that cost the same as the last card you'd gained that turn.

5138
Goko Dominion Online / Re: Let's try to make a Goko campaign!
« on: January 19, 2013, 09:10:17 pm »
You can decide just how many opponents you want on every level (and what their names are).

5139
Dominion General Discussion / Re: Interview with Donald X.
« on: January 19, 2013, 08:09:44 pm »
Have you ever considered making an Action-Treasure?  If so, how would such a card work?
No, I can't do action-treasure because it would be too confusing. And basically the entire appeal of it would be triggering two things on Ironworks / Tribute / Ironmonger.

5140
Goko Dominion Online / Re: Strategy Campaign
« on: January 19, 2013, 07:51:29 pm »
Text: Welcome to the DominionStrategy.com strategy campaign. The purpose is to ...blah blah blah....Big Money is a type of strategy that involves the player buying just a handful of actions and a whole lot of money (like Silver and Gold) working up to Provinces (or Colonies). Big Money strategies are often simple, yet effective. One common mistake new players make is buying too many terminal actions (actions which don't give another action). Whenever this happens, imagine what you could buy if one of those terminal actions was a Silver or Gold instead. And over the course of the game, these buys can really add up. So for our first game, why don't you try a Big Money strategy. Many of the cards in the kingdom make good choices, but particularly good ones involve Wharf, Courtyard (even though it only costs $2!), and Monument. Remember to only buy about 2 or 3 terminal actions and then only money and points.
I don't know the text limit, but you may wish to look at the actual text box in a campaign level and try to estimate it. That could be too much text.

5141
Goko Dominion Online / Re: Strategy Campaign
« on: January 19, 2013, 07:49:36 pm »
I still don't know what you have to do to get all three stars on existing adventures.
I believe it's 100% what your ending score is (but varies by level).

5142
Goko Dominion Online / Re: Strategy Campaign
« on: January 19, 2013, 03:49:26 pm »
Well, it can. As long as we dont over-use this trick maybe it can work then. I mean, consider geronimoo's first game engine article. We can play the board smithy/BM and then play it again once or twice building up the engine. It's not boring as long as you don't play the set the same way. And I guess we can't force them to play BM or engine, but we can at least tell them to. And if they are playing this set, I would wager they are serious about improving strategy, so they probably don't mind replaying a set a couple times here and there.
Do not use a set of 10 twice, okay? Whatever you are getting out of repeating a set of 10, I bet you can get without repeating. You can recommend them playing the same level multiple times different ways; I don't mind that. Having two levels with the same scenario, no, let's just rule that out now. I would like to whole-heartedly advocate these campaigns and you have somehow managed to find something I am against.

5143
Dominion General Discussion / Re: Interview with Donald X.
« on: January 19, 2013, 03:40:54 pm »
Thanks for the pointers and reposts, and sorry for not remembering those excerpts from the secret histories. I read those a while ago and don't remember every detail. About BGG, well, I just don't read that forum.
I don't expect people to remember them, it's just, if you have a question about Dark Ages outtakes, there's a source.

I did check beforehand and its apparently legal. Maybe my use of the word possible is not clear enough, my question was if there was something broken or not fun or difficult to explain that made such a thing better left out.

I think the Seaside rulebook is not too specific about what a Duration is or is not. Even "Reaction - Duration" would be legal, although it would be probably quite hard to get the text precise enough. Maybe Horse Traders is already an Action - Reaction - Duration, although this opens the door for things like "Action - Duration - Reaction - Duration" and that's probably too much.
If it didn't conflict with the Seaside rulebook and I was doing a new set with duration cards, I would for sure consider doing a treasure-duration. I don't think it would be too confusing.

A card has to say "duration" to be a duration card, so Horse Traders for example is not one. I wouldn't do a "reaction-duration," that wasn't also an action or treasure, it doesn't make sense. Duration cards stay in play; pure reactions aren't played.

5144
Goko Dominion Online / Re: Strategy Campaign
« on: January 19, 2013, 03:31:52 pm »
I think this could work. We can have each set of 4, culminating in the boss level, be the same set. Actually , do the bosses have to come at regular intervals? I would guess that's editable, but maybe Donald can confirm. If not, then we dont have to force sets of 4 if we don't want to.
I strongly recommend having no duplicate levels in your campaign. If after level one you say "did you see this combo," people can replay level one, they can replay it all day if they want. They can't play the three levels you didn't include because you included level one four times though.

I don't think you actually need to have bosses, let alone bosses every 4 levels, but at this early stage, why not just copy what they did to maximize the chance it's what they want?

I'd like to have a more detailed description of what the bots actually do. I can sort of infer from some of their names, but specifics would help us choose the best bot(s) for sure.
I have no information there. For the most part I would just use the best AI they have, which I think is Lord Bottington. I am not 100% on you getting to pick a bot.

5145
Goko Dominion Online / Re: Strategy Campaign
« on: January 19, 2013, 02:54:23 pm »
Donald, how likely is it that if we go to Goko with a campaign we've made, they'll want to add it into the game?
Do you think making multiple campaigns is going to make them more likely to reject them, or are they likely to accept multiple?
I think if you guys make ten campaigns that Goko is likely to include all ten. You could make an anti-Swedish campaign or something and then okay they would reject it. But you know. They want campaigns with multiple expansions, and asked me for some, and if I said here they are then I am pretty sure they would (eventually) go up, so if I say "these guys made some instead" then your odds seem amazing.

I do not think having more or fewer campaigns will affect the odds of them going up. Nothing will go up until they devote some time to it, and then it's just a matter of putting your data into their format. If you-all made 300 campaigns then okay, they would not all go up promptly.

5146
Goko Dominion Online / Re: Strategy Campaign
« on: January 19, 2013, 02:49:36 pm »
- can we edit what gets you 1/2/3 stars? from what i have heard the requirements for this have changed somewhat over time. this seems like an easy way to encourage play styles to beat home a strategy concept.
Until such a time as they do any more specific programming there, you can edit what gets you 1-3 stars, however you only have one option for how it works. There is a field that looks like "stars: [1, 39, 48]." And for sure you can edit that. And I have no more information there but my reasonable guess is that it's how many VP you need to get 1/2/3 stars. I understand that VP is not always a good measure of how well you did.

- as you guys have said, what sets are we working with? and what cards are in those sets? not all of us (ie me) are familiar with how goko has broken things up. i would prefer to see all cards here obviously, but i guess you can't assume people will buy all cards. there could be room for flexibility there though. goko could simply allow all cards for this campaign, but they could also make that contingent upon a small extra fee or by having N expansions already. a well designed campaign could arguably be an advertisement for them, so it would be reasonable that they might relax their rules a little.
Don't worry about how Goko broke the sets up - just deal with entire expansions, just like the ones irl. You can see visual spoilers at http://dominion.diehrstraits.com/

I recommend wildly assuming that your audience has whatever set of expansions you want them to have.

My plan is for the new main set campaign to advertise sets by including a few cards from Intrigue/Seaside/Prosperity even though you don't necessarily own those expansions. I did a little of that in one other campaign too, I think Hinterlands. I would assume for the moment though that no user-made campaigns will get to do that.

5147
Dominion General Discussion / Re: Interview with Donald X.
« on: January 19, 2013, 02:38:33 pm »
1. Why is the background of Action - Reaction cards blue instead of White and Blue? It seems that either this or Treasure - Reaction or Action - Victory is "wrong", i.e., there seems to be no simple to explain convention regarding how to assign colors. Maybe a Treasure - Reaction was not planned when Moat got full blue background?
I remember answering this one on BGG, and hey here's that post.

Quote from: Donald X.
I did think of this back when, and mentioned it in case anyone cared.

In Dominion, color indicates type, but type doesn't always mean a color, and the Action type does not always have its color represented.

The way to think of this is in terms of functionality. Why have colors at all?

- Green lets you know that you don't need to look at those cards in your hand, they are doing nothing. And it helps you sort them at the end too.
- Yellow lets you know you can play that card in your buy phase.
- Blue lets you know that this card does something at an unusual time. Look at your hand, see if there's a blue card.
- Orange reminds you that this might stay out an extra turn instead of being discarded.

Curses didn't strictly need their own color but it seemed nice to help sort them and they got one. Attacks were originally pink but I switched to the default white there because that word "attack" didn't have any meaning. It's just there so cards can refer to it.

White is just the default color; an Action with nothing extra going on is white.

So then, why make Nobles etc. white-green? Because normally you can ignore victory cards in hand, that's their deal, but you don't want to ignore Nobles. So it reminds you that it's an action.

Whereas orange-white isn't needed for duration cards because the orange color doesn't mean "ignore this."

For Moat in particular, there it was as the only reaction in the main set. It did not want to be two colors, that seemed more confusing rather than less confusing.

The "when-gain" ability could have had a type and color, to help remind you to do something when you gain one. But then Mint couldn't have been in Prosperity, and I didn't consider this back then.

Anyway, Moat could have been blue-white, this did not go unnoticed but it did go undone.

2. Is it possible / feasible to have Treasure - Duration type?
I would have to read the Seaside rulebook to know for sure. Read the Seaside rulebook, see what you think. The Seaside rulebook could have been written such that treasure-duration worked, but I don't know if it was.

3. When learning that Dark Ages had a trashing theme, I was expecting a Victory Card scoring points per cards in the trash (or something else trash related). This is a really simple idea, so my wild guess is that it was considered. Is there something particularly broken about something like that? (maybe an Action - Victory that potentially trashes, so there is always a trasher in the board).
There are secret histories for each expansion, you can see the Dark Ages one on this very site at http://forum.dominionstrategy.com/index.php?topic=4318.0

Quote from: Donald X.
- Another late card was a treasure-victory card, worth $1 plus $1 per nontreasure in your hand, and worth 1 VP per 10 cards in the trash. The VP part was crazy, and I replaced this with a treasure worth $1 per different card type in your hand. It was cute in all-Dark Ages games and not so great otherwise. It flirted with staying in the set, then I replaced it with Rebuild.
Seaside also once had a victory card that counted the trash, and Seaside also has a secret history viewable on this site.

Quote from: Donald X.
- The victory card that Island replaced was an Action-Victory with "Trash a card from the supply costing $6 or less / Worth 1 vp per 3 vp cards in the trash." I always thought it seemed cool and interesting, but in practice it wasn't much fun. If you went for it, other people would get in on it. It would do nothing some games, then dominate others, but never in a fun way. No-one was sad to see it go. There could still be a card someday that trashes supply cards, but in practice it's mostly a waste of time, with players sitting there trying to work out which card to trash in cases where it really doesn't matter (and so it's hard to decide).

4. After Prosperity, there seems to be a really thin line between non-terminal non-village Actions and Treasures, but there are lots of cards that care about that thin line (even disregarding the "drawing nonterminals dead" possibility). At this point, I even think the difference between Actions and Kingdom Treasures is more of a "spirit" things, so that things that interact specifically with one kind have some meaning. After a kind of long introduction, my question is, do you base the decision of weither something should be an Action or a Treasure purely based on possible game interactions? If so, is there any kind of rule of thumb to decide what type to assign to a card to put something to avoid bad interactions in future cards?
Prosperity had a theme of treasures that did things. Originally many of them were "when you spend this," but that created questions that I could solve by going either to "when you play this" or "while this is in play."

Since other sets don't have that theme, they don't have treasures that do something when played unless there's a compelling reason for them. It's not that an action with +1 action could be a treasure; it has to want to be a treasure. Only one card has been tried both ways - Horn of Plenty was an action, and switched to being a treasure in order to count treasures you'd played (in the simplest way). Diadem, Ill-Gotten Gains, and Fool's Gold all do something when played just to let them be worth varying amounts. Spoils does something to be one-use. Counterfeit is specifically a Throne Room for treasures, it plays treasures and so naturally it's a treasure (while some people like that Black Market plays treasures in the action phase, it's too confusing to be worth doing again).

I am not seeing the +1 Action cards that want to be treasures. Obv. anything that also draws cards is unhappy to be a treasure. Forager could be a treasure that makes a variable amount. Rebuild has no reason to be a treasure. Bag of Gold sounds like a treasure, but makes $0; even though Horn of Plenty is a treasure worth $0, that's not something to do for no good reason. Ruined Village for sure did not want to be a treasure.

So overall there's just Forager. I did not consider making Forager a treasure. I applied no rule of thumb; I just never considered it. It was an action and nothing said "wait let's think about this."

5148
Goko Dominion Online / Re: Strategy Campaign
« on: January 19, 2013, 02:14:58 pm »
Is this base set over, or is it for players with multiple expansions?

Right, we should probably discuss that too. Well, I think just base is a bad idea since it so heavily favors BM and we don't really get to the meat of Dominion strategy. I'd like to just do Super Pack 1, even though that's what the other guys are working with. Super pack 1 just seems like the most likely to be bought first and it has all of the strategy space you need. Though we could certainly go for super pack 2 as well.
Goko is specifically looking for campaigns that use more than one expansion, meaning more than one set not counting the base set. So I would do one of those! They are not looking for a pure base set thing - they might like it if you delivered one, but it's nothing they've specifically mentioned, and we've got three main set campaigns already (with the three available now due to be replaced by better ones someday).

There is no problem with there being two super pack 1 campaigns, and no problem if there aren't. Look in your heart. In the long run the plan would be to have a bunch of multi-set campaigns.

So far I am told "everything" is most likely to be bought first.

5149
Dominion General Discussion / Re: Interview with Donald X.
« on: January 19, 2013, 12:48:52 pm »
Was there any point during Dominion's development etc when you were ready to give up?
Well it worked immediately, so no. Sometimes I make a game and it has issues I don't see answers for and I put it aside for 6 months or 5 years or some combination of forever and who knows. Dominion worked the first night, so that was that.

5150
Dominion General Discussion / Re: Interview with Donald X.
« on: January 19, 2013, 12:45:51 pm »
Were there any other Dominion cards that were named for animals at some point, besides Rats, Trusty Steed and Familiar?
I considered "Menagerie" as an expansion theme at one point, and it came up again for Cornucopia, although that was really just a joke.

There were a couple cards called Kennel in Dark Ages. The original was "+1 card +1 action, name a type, others reveal their top cards and trash the ones that match." Dog & Pony Show, from Cornucopia, drew you one of each different card in the top 5.

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