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Messages - Donald X.

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5151
Regarding promos/campaigns, will it be possible to get all the promos by completing all the campaigns?
Yes.

5152
Goko Dominion Online / Re: Let's try to make a Goko campaign!
« on: January 16, 2013, 10:15:52 pm »
Firstly if they enjoy the campaign they have a clear option of buying the super pack they enjoyed straight after. Secondly (well kinda following from the firstly point) it's likely to appeal to Goko, so they'd probably be happier to put the content in knowing it's essentially advertising a big product they have.
I don't know how it will work but I wouldn't assume it will work this way. Probably you will need the expansions to play the campaign. I mean as it stands expansions cost money and campaigns cost dominion coins. I put a few expansion cards in the new main set campaign that may one day show up, but just a few. Anyway I'd assume they have to have the expansions.

However that does mean, you buy the super pack, any super-pack-based expansion becomes available. It works out in some sense.

I think so far people have not tended to pick and choose expansions - people who buy stuff buy them all.

5153
Goko Dominion Online / Re: Let's try to make a Goko campaign!
« on: January 16, 2013, 05:51:38 pm »
This is not officially sanctioned by any means, other than a few off-hand comments by Donald X. We do not have any particular influence to get them to do things some fancy different way other than what they've done, and nor do they have a particular reason to believe that we have a good grasp on their target audience. Start with the basics first, and if this turns out well we can try to do more fancy things later.
They want more campaigns though. Don't worry about them not wanting them. They have other things to do that have prevented the Hinterlands etc. campaigns from going up, and the fixed base set campaign; and then the other changes to allow more exotic campaign scenarios will surely only come after that stuff, they are lower priority. So you don't want to do exotic stuff now. You should expect that it will one day be available but see what you can do with what's already there for now.

5154
Goko Dominion Online / Re: Let's try to make a Goko campaign!
« on: January 16, 2013, 05:47:47 pm »
And that's all, though I played them many times. I can't say what are the differences between Defender, Conqueror, Warlord Bots and Lord Bottington. Are the general guidelines those bots use available somewhere?
I have no information there. You could ask them in their forums. From the name I bet the warlord is attacky.

5155
Goko Dominion Online / Re: Alchemy on Goko
« on: January 16, 2013, 05:01:12 pm »
Challenging to beat their bot, or challenging for the bot to win? What was the deck?
Challenging to beat two Lord Bottingtons at once (I beat them up and then they said the AI update hadn't gone out yet). It's a classic pure-Cornucopia thing; if you have played a bunch of Cornucopia you will know how things will go here.

Hamlet, Menagerie, Farming Village, Horse Traders, Remake, Tournament, Young Witch, Harvest, Horn of Plenty, Fairgrounds
(Fortune Teller as bane)

5156
Goko Dominion Online / Re: Alchemy on Goko
« on: January 16, 2013, 04:47:09 pm »
Does the deck builder work for anyone? I can't save a deck and I can't actually edit a deck unless I go the the multiplayer screen first (the page hangs after I hit add deck)
I'm not checking it today, but a few weeks ago I put in a set of 10 they said was challenging to beat and it worked fine.

5157
Goko Dominion Online / Re: Let's try to make a Goko campaign!
« on: January 16, 2013, 04:41:58 pm »
i would be willing to pitch in, though i am more interested in working on a strategy focused campaign. tossing some ideas around, i am quite curious on what potential tools we would have available to us. specifically, are things like this plausible?
- adjusting the kingdom size, most likely to potentially make the kingdom smaller.
- adjusting buys/gains allowed. ie could we theoretically turn off plus buys or plus gains or even your starting one buy?
- adjusting size or composition of your starting deck?
- do games have to be played against a bot, or can we just allow N turns or some other target end condition? i'm thinking along the lines of the solo challenges you see on the forum.
- turn to turn changes to game state or buy conditions or something like that? ie, could we force a megaturn by not allowing a player to buy provinces until after say the 15th turn?

i'm sure i could cook up a few more scenarios over time. i think that with a lot of flexibility we could put together a really informative strategy campaign.
You should assume you have zero options beyond what's already there in the existing campaigns, which you can look at. The set of 10 and starting decks vary, though they're always 10 cards. In the future more tools may become available but they are not there now. Games have to be played against one or more bots, basically any question about "can you do something that the existing campaigns don't do," the answer is no. You can list such stuff as suggestions for tools you'd like in the future. I tried to give them a list of all obvious basic things to muck with.

I don't see any beauty in making a *tutorial* campaign. You could make a next-level-strategy-teaching campaign, but like having fewer than 10 kingdom cards, what's the point?

5158
Dominion General Discussion / Re: Interview with Donald X.
« on: January 16, 2013, 12:02:48 pm »
I didn't say "no politics". Cyclades, for instance, has a lot of decisions inflicting harm to a specific opponent (being overbid can be cruel). Yet politics does not dominate the game to an extent where you could as well play Mafia.

Definitely, but I didn't have the games in mind that didn't stand the test of time when I said "most games".
Let us avoid a pointless endless argument over exactly what people mean with words. I don't need to convince you that any particular fraction of published games have whatever level of politics, and don't wish to spend time analyzing the data.

5159
Dominion General Discussion / Re: Interview with Donald X.
« on: January 16, 2013, 11:09:38 am »
I think I get the gist of Richard Garfield's argument here but I have seen few games in which diplomacy is so dominant (the Werewolves/Mafia type of games come to mind but they don't deny that it's all about persuading). Most games are of the sort that someone should be able to trailblaze multiple paths to victory that cannot be blocked by everyone else. Your pet peeve Risk is not of the sort, that's why it takes ages to complete.
That's not Richard's argument, that's my argument: "I don't remember how he actually argues this, but it seems to me that..." Possibly you can dig up one of his old Duelist articles online. I know he explained the "chip-taking game," which is a very simple pure politics game.

I am not convinced by your statement about "most games." If most games are two player or have two teams or are co-ops or N-against-1 or are decisionless then hey, no politics. Multiplayer games with interaction and decisions always have politics, and not every designer tries to mute the politics. Risk is not unique, it is typical of an era.

5160
Goko Dominion Online / Re: Let's try to make a Goko campaign!
« on: January 16, 2013, 10:56:08 am »
I like the idea of DA campaign with Alchemy for Act 1, Cornucopia Act 2 and DA for Act 3. I was also thinking long term and if this campaign turns out well, we might want to do them for other combinations like Seaside/Prosperity, etc. I think a good starting point is using Donald X.'s recommended kingdoms for Alchemy, Cornucopia and going from there. Assuming, he is fine with that. Just thinking that might save us a little time. 60 levels is a lot of levels to program. But, if we are to do it the Goko way the first 3 levels tend to introduce some cards and then the boss battle has the cards we introduced. I don't know if we are going to do it that way or not.
It's fine if you want to use recommended sets, but you should know that if I had a way to use them in the existing campaigns then I already did. You should probably think of every 4th level as being in some sense a "boss level," however you are not introducing cards, they have all been introduced, so there's no reason to match how the existing campaigns go.

I said "two or three expansions" but you can throw in main set cards as needed, since everyone has those.

An Alchemy + Cornucopia campaign sounds great. There already is a pure Dark Ages campaign, or maybe I'm misunderstanding there. Anyway pure Dark Ages for act 3 isn't "two or three expansions."

I would start small, just make a one-act standalone campaign. Twenty levels, get it done, learn as you go. For sure people could make a three-act 60-level campaign afterwards.

There are various ways to try to do functionally thematic campaigns. You could decide to do a campaign where there are no attacks, or every level has a treasure and VP card, or cards that interact with the top of your deck are pushed, and so on, and then pick expansions that best do the job for you.

Zaps are part of the definition of a level; decide how many free zaps you want.

5161
Dominion General Discussion / Re: Interview with Donald X.
« on: January 16, 2013, 10:14:17 am »
Since GeoLib has asked your opinion of Diplomacy, I need to ask your opinion of Axis and Allies. My boy Timothy insists.
I have not played Axis and Allies and do not even have much of a notion of how it goes.

I liked Vinci but it had too much politics. I am told Small World has less kingmaking but I haven't played it. Risk (the "classic" game rather than modern versions) is the game I am most likely to use as an example of what not to do.

5162
Dominion General Discussion / Re: Interview with Donald X.
« on: January 16, 2013, 10:11:43 am »
Name, reaction, and artwork of Horse Traders synergise very well. I find this card very thematic.

Bazaar should have been a Village. Every card which looks like a market should net a Buy.
Bazaar has that name because there was unused art from the main set that needed to be used - specifically, unused art for Market.

5163
Dominion General Discussion / Re: Interview with Donald X.
« on: January 16, 2013, 10:10:55 am »
You've said that you avoid politics in your games, and something that I appreciate about Dominion over say, Settlers of Catan, is that you avoid all the robber placement nonsense and one person feeling like everyone is ganging up on them. At the other extreme is a game like Diplomacy, where politics is most of the point. Perhaps counter-intuitively, it's one of my other favorite games (though I play it orders of magnitude less often due to the difficulty in getting 7 interested people together for a whole day). Have you played Diplomacy, and do you like it? Based on playing it, or perhaps what you've heard, do you think politics works in this sort of situation where it becomes the focus rather than an annoyance.
I have not played Diplomacy. I have played other political games, like Risk and Settlers.

I think it's fine if some people like political games; I just don't like them. I don't enjoy spending the evening whining about who gets the robber and don't trade with Tom; I don't want the game to come down to people picking who wins. Richard Garfield argues that all political games are the same; he likes politics but doesn't need more games that have it. I don't remember how he actually argues this, but it seems to me that if convincing another player to do things good for both of you is more useful than whatever else you're doing with the components, then that's the game, the rest is window dressing. But I personally don't even want that one political game.

In reference to the massive, time-consuming game aspect, do you design your games to be quick because you, personally enjoy quick games more or because you think that they have broader appeal and people get to play them more often? Same with the politics: do you avoid politics because you like apolitical games better or because you think it makes them more fun for consumers?
Being fast does a lot for you.

Quote from: Donald X.
Fast games are good because there are more opportunities to play them, players get more of a chance to win a game over the evening, and you get more variety of experiences over your evening.
I have made longer games, but they're less likely to get published. I make shorter games because 1) I like that for several reasons, 2) other people like it, 3) we get in more plays, 4) they are more publishable.

I don't like political games. You can't eliminate politics in multiplayer games with interaction and decisions. You can cut it down to size though. There is kingmaking in Dominion, but not enough to make it a game that people say has kingmaking in it. I don't know how the public in general feels about politics, but I think, they've got those games already, they don't need them from me.

5164
Goko Dominion Online / Re: Let's try to make a Goko campaign!
« on: January 15, 2013, 10:30:48 pm »
Can we fiddle with endgame conditions?
There is a list of proposed features, but for this one I recommend just making do with what it already does. There can be more campaigns later.

You can pick which existing bots the opponents are, that is the one control over the AI you have. Well that and starting deck.

5165
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 10:11:43 pm »
No, I'm calling us all insensitive people who don't encounter enough retards in your life.  I know I certainly don't encounter enough retards in my life, considering how awkward I tend to act around them.
Maybe *you* don't encounter enough - *I* have internet access. Boom swish.

5166
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 10:10:41 pm »
I give you a list of 9 cards already chosen.  Your job is to pick the 10th and final card.  However, here are the desiderata:
(1) The set of 10 cards should have 5 Prosperity.
(2) The set of 10 cards should be "fun".
(3) Each card that isn't already part of the 9 should have an equal chance of getting picked.

See the problem?  Those first nine cards may have already lost you the chance of succeeding at (1) and (2).  And even if you still have a chance, your hands are bound by (3) anyway.  You can't favor any card to help (1) or (2) unless you give up on (3).
The routine I was describing only handles #2. If you want it to pick a Prosperity card you only give it Prosperity cards to pick from. To get the uniform card frequencies we use the previously discussed algorithm outside of this routine. This routine just picks a fun card to add, given a set of cards already chosen and a set of cards to pick from to add.

What this means is that the routine of "here's a list of cards already chosen, now pick one more with calculated biases" is insufficient to be the only basis of a full-fledged kingdom creator.  There has to be some more stuff overseeing the whole thing and making sure that it all fits together to give the desired result.
Okay yes, you need the meta-algorithm, and #1 and #3 are in the meta-algorithm rather than in the routine I described. I was just saying, if that #2 routine exists then prioritizing Prosperity sounds easy to me. You call the routine using just Prosperity cards for 5 sets, rotating as previously discussed. You pick a set of 5, there's your 5 uniform fun Prosperity cards. Then we call the routine using just non-Prosperity etc.

Again "5 Prosperity" isn't a "should." We just pick 5 from Prosperity and 5 not, it's not something we leave up to chance. It's not a bias like "try to have some player interaction" and so on (in my conception of how things should be). And the reason is that this particular criteria, being from a certain set, happens to be something that many people understand and want, and this blatant "5 from Prosperity" solution is going to beat out anything that leaves you scratching your head.

5167
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 09:55:19 pm »
Barbarian sounds really cool. A candidate for a Dark Ages card in the Treasure Chest set? ;D

(I know you've said that if there was going to be anything after Guilds, Jay would rather have it be something new than a set with more Durations/VP token cards/etc so I guess that really makes my question did it get substantial play testing, or did the decision to drop it come before it got very much?)
Barbarian got plenty of testing.

The reasons for not doing Barbarian in Dark Ages continue to apply for not doing Barbarian elsewhere. Justifying bringing it back would require like some market research showing universal love for the Knights.

5168
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 07:05:15 pm »
Wow. My initial reaction is that I like that a lot. It trashes an opponents card worth $3-$6 and then gains a $3-$6 from the trash. Effectively a thief for "everything else".

Why did you change it? Was the trash and gain too powerful (or bit powerful enough, hense the +$2?)
It was not too powerful.

There is a certain kind of player who does not enjoy having a Duchy stolen. It's one thing to make you lose a Duchy; it's another if I get it at the same time. This was further compounded by your inability to buy a Bandit. You steal my Duchy and I'm all ugh fine whatever I buy a Bandit. Wait I can't, I need to upgrade an Urchin, it is so not happening.

So I moved Bandit out of Urchin-land, and then had it attack less often. And splitting the attack and gain meant it needed that +$2.

For a long time the set had three trashing attacks - Knights, Bandit, and Barbarian, which was "+$2, each other player trashes their top card and gains a cheaper card that shares a type with it, or a Ruins if they can't." I especially liked Barbarian. But I think a lot of Dominion players are not keen on this kind of attack, and the players who do like them did not need three of them. So they got one and a half.

5169
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 05:46:35 pm »
Going with this analogy, I believe that puts you in the "power user" bracket as far as ordering food is concerned.  I agree that as far as restaurant ordering is concerned, most people are at the "power user" level.  An example of someone who wouldn't be is, say, a mentally-retarded person who has been trained to always say "I want duck".  When the waitress says "we don't have any duck," he gets agitated and repeats: "I want duck."  For this customer, bringing turkey because it's the closest is actually a better solution, because the customer won't get agitated and in all probability it won't make that much of a difference.
Dude, are you calling us all retards?

I want Prosperity dammit, I had Seaside for lunch.

5170
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 05:38:52 pm »
I have an idea. We should have a contest on Dominion Strategy to try and come up with 50 fun casual kingdoms that Goko will implement. After players play through those 50 kingdoms, then, they can play full random. I don't know. Just a thought.
Obv. there are campaigns, and new players do gravitate towards them; the important thing currently is, man, replace the main set campaign with a better one. And then that's uh 60 games so there you go.

However! I believe Goko wants more campaigns. Specifically they want multi-expansion campaigns. There may be nifty tools available for spicing up levels, but let's say for the moment that there aren't, that all you have to work with is the set of 10 and the starting decks. And the number of players and which bots they are if that's relevant and the paragraph of flavor at the start. And how many zaps you get. Possibly I'm forgetting something.

So anyway. You, Beyond Awesome, and your pals at dominionstrategy.com, could make just such a campaign. Pick two or three expansions and only use those cards (expansions meaning the published ones, so Prosperity and Cornucopia and so on, I am just clarifying that I don't mean the half-sets like Bigger and Better). Tell your story, such as it is. Try to make the levels fun. Maybe 20 levels? Since that's what the others are.

And I mean if you produce this thing and offer it to them, directly or through me, then odds are they will put it up when they get to fixing the campaigns.

5171
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 05:30:59 pm »
Right now, there is no way to tell the generator to do all four of these, even though it is theoretically possible:
A) I want 5 Prosperity cards.
B) I want each Prosperity card to have an equal probability of being picked.
C) I want each non-Prosperity card to have an equal probability of being picked.
D) I want the generator to be biased towards "balanced" sets.
My feeling is that "include 5 from Prosperity (etc.)" is going to be an option that users are vastly more interested in than any other specifics of card selection algorithms. Again I would have the game-instance-generation screen give a choice of algorithms and a choice of expansions. Your algorithm would be called knowing that it was expected to include exactly 5 from Prosperity. To be an algorithm on the list it would have to handle that.

In my imagination your generator comes down to a routine that's handed a list of cards already chosen and a list of additional cards to pick from, and it picks one. It is straightforward to force that to pick 5 Prosperity and 5 non-Prosperity or whatever, biased towards "fun" but with equal probabilities for cards. I don't know what your program looks like of course and understand that work is work.

5172
Dominion General Discussion / Re: Cute Trick
« on: January 15, 2013, 05:13:14 pm »
I moved out of my Hovel and in with Dame Josephine.

5173
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 05:12:23 pm »
Previously he grew up to be a bandit. That made more sense. It didn't work out because sometimes you would want to fight Bandit by buying some and you couldn't, you had to upgrade Urchins.

Also, Bandit is now Rogue, I think?
Well yes, but Bandit was different. It didn't make +$2 but both attacked and gained-from-the-trash in the same turn.

5174
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 05:11:09 pm »
On the topic, are there any other card names you are particularly proud of?  I like City a lot.
City was called Boomtown when I passed the file on to Jay. There was a sketch for it I was commenting on and I was saying how the name suggested wild west but of course we wanted medieval, and Jay said oh uh maybe we should rename it. City is a great name for it so that all worked out.

Man, good card names. Scheme is pretty satisfying. Jester had to be in some sense a funny card, and I was happy there. Treasure Map is nice; the card was not based on the concept. Torturer feels like he's torturing. Ruined Market etc. are pretty cute. Procession is nice for a Throne variant. I like Band of Misfits a lot.

Ill-Gotten Gains was a hard one. It was originally Bad Penny, and then for a while it was Cursed Idol. People would say, but it doesn't curse the person with the idol. Tunnel was hard; what gives you gold when you discard? Sometimes you discard to attacks, in which case it's an escape tunnel; other times you have a name like Cellar, some kind of basement or storage area, and the tunnel leads away from that. It doesn't always work but it hits sometimes. Anyway neither of those is top-notch, I am just telling name stories.

5175
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 04:54:02 pm »
Oh I got a real life legit question for once!

Urchin -> Mercenary

Whats the thought process behind that?

If your street urchin gets attacked he grows up to be a big bad mercenary?
Or its a mercenary posing as a street urchin in order to trap unwary thugs?
As a kid he's an urchin, he grows up to be a mercenary. He gets taught the ropes by another attack card. Even if it's just another urchin he learns a thing or two.

Previously he grew up to be a bandit. That made more sense. It didn't work out because sometimes you would want to fight Bandit by buying some and you couldn't, you had to upgrade Urchins. So I switched it to Mercenary, which was called Mercenary because you pay it to attack.

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