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Messages - Dingan

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26
Dominion Online at Shuffle iT / Slow-Playing Detection?
« on: January 22, 2019, 02:55:14 am »
Just thinking out loud here .. couldn't you have some sort of slow-playing (intentionally taking a long time on each of your decisions to annoy your opponent and/or encourage them to resign) detection? Thoughts:

- You could measure how long, on average, a player takes to make a decision. If it becomes over some threshold after x turns (x is greater than 2, as in most games I would think the first few turns of the game are relatively long), their opponent can force-resign them.
- If decisions are intrinsically long for a player (it's a high-profile league game, players are playing with unfamiliar cards, etc.), that player can explain in the chat that they are simply having difficulty coming to decisions and need time. It is up to their opponent to respect this explanation.
- Players get n seconds per decision before a force-resign, and m seconds per turn before a force resign. m would be not all that larger than n, i.e. a player cannot just take n seconds a bunch of times per turn (for many turns).
- Players can have a small amount of "slow-play" tokens. I get, say, 1 of these tokens for every 10 games I play. I can spend a token to basically say my opponent is playing slow and I want to divide their time-to-force-resign by 10, or whatever.
- If I recall correctly, one of the biggest selling points of ShIT over Making Fun was its blacklist feature. And part of that feature was the ability to retroactively remove a often-blacklisted ("often" being over some threshold) player from all ranking algorithms, thereby removing slow-played losses from a player's ranking-contributing games. But as far as I know, this "removal" decision is not public. How do I know a horrible slow-player has been flagged enough? And can I mark them as horrible, i.e. different than a player that I blacklisted just due to, say, differences in undo preferences? This extra marking could contribute to the Stef-investigates-said-player more than the normal blacklist flag.

Now that I write this all out and think about it, it's actually seems like a pretty interesting problem to solve. It makes sense that it's not solved yet. How do other online games address it? Is there anything else we can do to improve the online experience?

27
Capitalism + Harvest
Harvest is a great card with Capitalism. It is usually a Gold, but only costs $3. In games with Knights, Castles or Travellers, it often gives you amazing $4. Merchant Ship is similar by the way. It works actually like a Silver and two delayed Peddlers.

Usually Harvest costs $5......

If no one buys something, does it cost anything? If a tree falls in a forest and no one is around to hear it, does it make a sound?

28
Rules Questions / Re: Replace + Experiment (lose track rule)
« on: December 30, 2018, 04:31:52 am »
To elaborate, the first Experiment's on-gain stuff happens before that first Experiment is gained, i.e. before the Replace's on-gain instructions apply. So it's covered up before Replace says what to do with it, hence Replace loses track of it ... I think.

29
Rules Questions / Patron and "Reveal"
« on: December 26, 2018, 02:00:51 am »
Since the word "reveals" is not the word "reveal", does Patron activate on things like Cutpurse, Pillage, etc.?

30
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: December 23, 2018, 03:48:51 am »
T5 Magic Lamp activation



Key cards: Remake, Chapel, Pouch, Expedition, Villagers (Lackeys)

31
Pirate Ship / Capitalism
Play a Pirate Ship, trash an opponent's Pirate Ship. Feels kind of like Knights, where the played Knight doesn't get trashed.

32
Dominion General Discussion / Re: Interview with Donald X.
« on: December 14, 2018, 01:27:45 am »
Why did Swindler survive the Intrigue re-design? It is hard for new players to understand (in my experience), takes a long time to resolve in many-player games, and (my main complaint) is very luck-swingy.

33
Dominion General Discussion / Renaissance First Impnressions
« on: December 01, 2018, 02:50:55 am »
I'm still trying to figure out Cathedral.


Recruiter seems VERY strong. It's basically the inverse of a Witch.

Boarder Guard seems very weak and confusing.

Inventor seems much weaker than Bridge.

Patron seems very weak.

I like playing Actions during Buy phase.

Projects seem strong in general -- most projects make a deck strictly better than a deck without said Project.

34
Rules Questions / Re: Is '$3, $4, $5 or $6' the same as '$3 to $6'?
« on: November 25, 2018, 01:41:05 am »
Instead of a 'everything costs half as much', you could make a 'everything costs twice as much' to not need to introduce a new mechanic. Or like 'everything costs twice as much and all coins and things produce twice as much', something like that, then you could make something affect odd numbers. A little wordy, but would be able to use existing mechanics (though would introduce the elusive price-increase).

35
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: November 21, 2018, 11:10:37 pm »
I may have thought it was more interesting than it actually was, as I didn't see the Estate pileout and it was my first time playing with Fleet

36
Dominion General Discussion / Re: Forced Wins Training Sessions
« on: November 21, 2018, 09:35:19 pm »


EDIT: Ah, just realized there's a pretty simple win here. But I did it the complicated way.

37
Game Reports / Re: Dear My Opponent: I am Sorry
« on: November 21, 2018, 06:37:25 pm »
Wasn't sure where else to put this .. Sorry you think you got unlucky?



*opponent escalates frustrations into foul language and illogical accusations, possibly aided by my Legionary-Gold connections*

38
Dominion General Discussion / Re: Why Peasant Will Be On My Ban List
« on: November 17, 2018, 02:58:53 am »
They can't all be the most reasonably-swingness cards ever, or the most reasonably-priced cards ever.

39
Ferry / Chariot Race
Say your opponent has a lot of Smithys and few Workers Villages, while you have a lot of Workers Villages and few Smithys -- Ferry the Smithy pile so that your Chariot Races get activated while theirs do not. Ferry'ing the Chariot Race pile itself could even be neat if, say, you have few CRs and your opponent has a lot, and you have a lot of Villages, your CRs will activate on your Village when against a CR. I haven't done the math on if this is actually beneficial, but it's certainly neat.

40
Dominion General Discussion / Re: Coffers Poll Question
« on: November 04, 2018, 02:21:38 am »
The recent article about Coffers ...
Maybe I'm blind but where is this?

41
Advisor + Castles
Your opponent making your Advisors draw green cards can help if you buy Grand Castle or already have Opulent Castle.

It can also skip Opulent Castle.
Not if you already have it (assuming "have" means it's in your hand). Edge case: you Inherited it. EDIT: nevermind, can't Inherit green cards.

42
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: November 02, 2018, 05:51:21 pm »
C plays an Envoy.
C reveals a Copper and 4 Estates.

Should have had a Scout.

Should have had Inheritance.

But that would be even worse, if CC didn't have any more actions.

43
Dominion General Discussion / Re: Theme and mechanics themes
« on: October 19, 2018, 02:48:13 pm »
Cards with foolish names do foolish stuff (e.g. Fool)
That still doesn't explain Transmute

44
Let's Discuss ... / Re: Let's Discuss Adventures Cards: Storyteller
« on: October 09, 2018, 05:30:38 pm »
Antisynergies
- Traditional engines.
- It's generally poor with virtual money.
- Cards that dislike treasures, like City Quarter and Poor House

Do you mean to say these are anti-synergies when there is Copper thinning and other good draw? Cus without those 2 things, that's kind of when ST shines.

- Not sure what exactly constitutes a "traditional" engine, but if they include Coppers / no Copper-thinning, why wouldn't they like ST?

- ST synergizes with virtual money when you need the draw, and anti-synergizes when you don't need the draw. For example Swamp Hag in play + a ST in your starting hand effectively sacrifices 3 coins for a large, reliable starting hand (ideally snowballing into much more than 3 more coins).

- Again, with no Copper-thinning, things like City Quarter may very will synergize with a couple ST's. And obviously without Copper thinning you'd have to be in edge case territory to have Poor House be good.

45
Dominion General Discussion / Re: The bad luck thread
« on: September 24, 2018, 03:10:10 pm »
Got lone rebuilfd from black market.  Asked the gods to let my rebuild and market square collide.  Welll, technically I got what I asked for.  The devil is in the details.



I won easily though.  Turns out Lone rebuild triumph, apprentice, and royal carriage might is much better than even normal rebuild i think. and i didnt play it great as i got a treasury first

At least you will presumably have a somewhat decent chance at Mint'ing away a lot of Coppers.

46
Dominion Articles / Re: Chariot Race
« on: September 19, 2018, 01:42:42 pm »
Chariot Race is bad as an opener.
I see why you say this but sometimes a cantrip opener is just fine when, say, you want to cycle your other power card (Remake, Ambassador, etc.) through without an extra stop card (e.g. Silver).

This:
What this shows is that the more Chariot Races you have, the less benefit you receive from each new one you add.
is only because of this:
Let us for a moment assume a hypothetical situation in which your opponent and have decks consisting of 5 $3-costs and 5 $5-costs each.
In the scenario your opponent does not get any Chariot Races and has even 1 <$3, not only can you get all the CRs but you can hang on to your nice cheap cards (Wil-o-Wisp, Pixie, etc.).

Band of Misfits and Overlord have a neat synergy w/ Chariot Race -- play 1 Chariot Race then if you can get the bonus again, play your BoM as CR, else play your BoM as something more useful. Plus BoM is more expensive than CR. Of course Overlord as a debt cost has a funny interaction when a Chariot Race finds it.

47
Rules Questions / Re: Pilgrimage With Split Piles
« on: September 17, 2018, 12:44:46 pm »

Are there any (or will there ever be) other multi-gainers like Pilgrimage, that this would apply to (I can't think of any off the top of my head)?


There are probably a bunch, but the one that first comes to mind is Stonemason. It works the same way, so you can, for example, buy Stonemason and gain two Knights of equal cost.

Good point but to my understanding, you choose the 2 cards from Stonemason 1-at-a-time, and the choice for the second card comes after the gain of the first card (even if the client automatically chooses the second one for you like when there are no other cards at the same price point). So like say you had Trader in hand. You would gain card A, choose whether to react Trader on card A, resolve that, then gain card B, then do Trader on B. Similar thing would happen with multi-gainers like Cache, Treasure Trove, etc.

But to my understanding the gains from Pilgrimage are instead all chosen, then the on-gain effects happen (one card at a time). Choose to gain card A, choose to gain B, choose to gain C, choose whether to react Trader on A, Trader B, Trader C. I guess this is what I meant by "multi-gainers", and was the main source of confusion for me regarding split piles.

48
Rules Questions / Pilgrimage With Split Piles
« on: September 15, 2018, 08:31:12 pm »
What happens if you Pilgrimage, say, an Encampment, Plunder, and Silver, and the Encampment pile is such that an Encampment is on top and a Plunder is beneath it? Does the 'lose track rule' apply here anywhere? Do I choose the order in which I gain the 3 cards before gaining any of them and does this matter (i.e. I only gain the Plunder if I chose to gain it after the Encampment)?

Are there any (or will there ever be) other multi-gainers like Pilgrimage, that this would apply to (I can't think of any off the top of my head)?

Apologies if this has already been asked.

49
Dominion General Discussion / Re: The bad luck thread
« on: September 13, 2018, 02:08:10 am »

50
I see your point but it is fun to find the subtle ways to get an edge in such games, if possible -- keeping 1 of your Estates in a Jack game, buying Death Cart just for a potential Ruined Market, racing to Princess, etc. Alt VP can mix it up -- 1 Province per turn vs 1 Vineyard per turn, 1 Province per turn vs Dominate every other turn, Duchy vs. Triumphal Arch points, etc. And of course there are other types of payload besides gains which even without gaining anything can out pace 1 Province per turn.

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