Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cave-o-sapien

Filter to certain boards:

Pages: 1 ... 23 24 [25] 26 27 ... 35
601
What I'm taking from this discussion (and others) is that people are on average more generous in their interpretation of these idioms at the start of a game than they are at the end of a game (which shouldn't be surprising).

I don't know, I'd be somewhat annoyed if someone said "gg" at or near the start of the game. That's like saying "my victory is assured" if it's not followed by a resignation soon after.

I agree in that case; it's a bit awkward when someone says 'gg' and keeps playing. I'm honestly not sure how I'm supposed to interpret that.

I was trying to draw a contrast between how people interpret "hfgl" at the start of a game with the myriad ways people interpret "gg" at the end (or near the end) of a game.

602
It's just a convention for being polite, not unlike asking people how they are doing when most of the time no one listens for the response.

Right; they usually don't expect you to answer honestly or with anything beyond "Good, how are you?"

Yeah this has already been discussed at great length on multiple other thread; though not recently.

Anyway, due to the simple fact that phrases and labels quite often have meanings other than their most literal interpretation. That's simply the way language works.

http://www.dictionary.com/browse/idiom

There are in fact games where "gg" is used as the equivalent of "I bodied you, scrub."

What I'm taking from this discussion (and others) is that people are on average more generous in their interpretation of these idioms at the start of a game than they are at the end of a game (which shouldn't be surprising).

603
You have to be actively and unjustifiably assuming malice on the part of the other person to make "Good luck" offensive. What a world.

I mean, there are people who interpret "gg" as a taunt or a boast, so I don't think it's a crazy thing to discuss. To be clear, I'm not staking out the position that it IS offensive -- it just strikes me as a pointedly odd phrase to use in a game that can turn on luck.

I like McGarnacle's interpretation the best: it's the hope for the absence of horrible luck to all players.

604
I say it because I want the game to be a game of skill, decided by our strategies and clever ploys, rather than by blind chance. "Let the best man win".

So this falls under the interpretation "I hope no one gets screwed by bad luck"?

605
At the risk of being overly literal here, I have always found it odd that some people wish their opponent 'good luck' in any game -- but especially in Dominion.

While I suspect it's usually shorthand for "Hello, let's enjoy this game together!", if it's taken at face value it makes very little sense. In a competitive game you hope to win, why would you wish that your opponent is lucky? Are you wishing for the absence of really bad luck?

A more cynical interpretation is that it's a form of taunting or gamesmanship, as in "Good luck, you're going to need it!" In virtually any other competition I can think of, if one opponent said "good luck!" to the other before the match, it would most likely be interpreted this way.

Does anyone else find this odd?

606
Rebuild/Castles

It fairly interesting how Rebuild interacts with the Castle pile. You can use them as alternative stepping stones to Province, and on the way you grab the on-gain bonuses from Crumbling, Haunted and (potentially) Grand Castle.

I just had one of these. I lost, but it was certainly one of the more interesting Rebuild games I've had.

607
Quote
Well, if spending 6 to play a Ruined Library first every turn is worth it...

This is not really accurate.

It's just as accurate as saying that Princing a Pearl Diver is the same as playing a Pearl Diver every turn.

But princing a pearl diver is not the same as playing a pearl diver evey turn, since you get an 2 actions after the princed pearl diver plays each turn, where as you don't if you just have a pearl diver in your hand.

That's exactly the point I've been making this whole time.

Sometimes I feel like internet discussion forums are the worst form of discourse ever developed.

608
Dominion General Discussion / Re: Banning 5 Cards
« on: August 30, 2017, 01:13:13 pm »
I think not the union but the intersection should be taken.

This would be catastrophically bad from a user experience perspective. You're better off not having a ban list than implementing  one that is effectively meaningless most of the time.

609
D reveals 7 Duchies.
D reveals 7 Duchies.
D reveals 7 Duchies.
D reveals 7 Duchies.
D reveals 7 Duchies.

This is my favorite part.

610
Dominion General Discussion / Re: Banning 5 Cards
« on: August 29, 2017, 01:00:50 am »
My list:

1. Potion

611
Dominion General Discussion / Re: Banning 5 Cards
« on: August 27, 2017, 12:17:15 am »
My list has changed a lot since this idea was first endorsed by DXV. I like that I can ban 1-N cards temporarily; if I get annoyed by a certain card I can just "mute" it until I feel like playing with it again.

612
Dominion Articles / Re: Annex
« on: August 25, 2017, 12:16:01 pm »
I think that - in the spirit of Delve - it could be just 5D and tilt our strategy towards getting more Duchies on that board.
Well, it's an Event not a pile, so it only takes a scrap of Post-It note for you to have that alternative card if you want it.

Given Donald X's stated policy that cards should only be as expensive as they need to be, I assume it got playtested, possibly extensively, at lower prices. There may be some reason why even <7> is too cheap.


I've not actually simulated how things go if you keep shuffling Copper back into your deck and leaving Estates in the discard pile, but it feels as though if you priced it all the way down at <5> it would be possible to buy a Duchy almost every single turn of the game. And if you got into a mirror, you could definitely all buy a Duchy every turn until they ran out. Is that fun?

I don't dispute that you could do this, but why would you? In the scenario you've described there's a lot of game left after that Duchy pile has been emptied and no other cards have been purchased.

613
Dominion General Discussion / Re: The bad luck thread
« on: August 23, 2017, 04:13:25 pm »
I recently had an IRL game in which not only did I get the Golden Sombrero, but after my Turn 3, an opponent's Rabble (the only opening Rabble in the game), discarded not only my Turn 1-2 buys but (after reshuffling) my Turn 3 buy as well, forcing me to play 5 turns with my starting cards. 

I calculate the odds of this happening at less than 1:950 (chance of Golden Sombrero=(2/12)*(1/11); chance of opponent who bought Rabble playing it Turn 4=5/12; chance of Rabble's third card being my Turn 3 purchase=1/6).

Ouch. OUCH.

Did your opponent have the presence of mind to offer sympathy?

614
Dominion General Discussion / Re: Interview with Donald X.
« on: August 23, 2017, 02:30:08 pm »
(Standard apology up front if this has been asked already and I've missed it)

Many collectible card games limit the cards that are currently "legal for play" to something smaller than "every card that has ever existed". While the cynics might say this is merely a money-making scheme, it allows the game developers to tweak power-levels, adjust game balance and introduce card mechanics in a way that would be more difficult without hitting the reset button.

Have you considered taking this approach with Dominion (or at least Dominion Online)?

615
Dominion General Discussion / Re: Best Dominion moments 2017
« on: August 23, 2017, 01:09:25 pm »
I just opened Travelling Fair/Chapel/Alms/Tournament.

Did you trash one estate or two?

616
Puzzles and Challenges / Re: Revenge of Dominion Picture Trivia
« on: August 22, 2017, 05:55:22 pm »
2. City Quarter Wharf?

617
Dominion General Discussion / Re: Farmer's Market + Defiled Shrine
« on: August 22, 2017, 01:05:52 pm »
This is an interesting pair of cards to dance around. With Defiled Shrine, you can deprive the opponent of the ability to cash the Farmer's Market for points by buying a Farmer's Market when there are four tokens. I played a game just now with these two and Villa, which somewhat eliminated the usual consequences of overbuying Farmer's Market. Strange times!

Took me a minute to figure out what is going on here, but this IS an interesting little tactic.

618
Tournaments and Events / Re: Dominion Online Championship 2017
« on: August 11, 2017, 03:10:11 pm »
  • There is a prize pool!
i'm excited to see the EG | Mic Qsenoch vs. [A] | Stef grands

Unfortunately, Stef wont be playing, but I'm happy you chose those two organizations to make your point

I'm missing some sort of joke here, I think.

EG = Evil Geniuses and [A] = Alliance. They are esports teams that have sponsored members. I'm only familiar with them from Super Smash Bros Melee, where PPMD (Kreygasm) is in EG and Armada is in Alliance. The joke is kind of clever at least to me because Mic's personality/humor fits the mold of EG as I understand it, as does Stef's reputation as the best player, which mirrors Armada's.

... Explaining this joke requires a lot of random internet knowledge. I'm sorry. I did my best.

I feel old.

619
Dominion General Discussion / Heirloom Speculation
« on: August 10, 2017, 07:04:26 pm »
I've seen a few ideas thrown around for what these could be in various threads, but I thought it might be nice to have one spot for them.

What we know: they replace your starting Coppers. That's it.

Do we think they will all be treasures? Or will they follow the pattern of Shelters and be a mixture of card types? How many uniquely named Heirlooms will there be?

Assuming they are treasures, could we have some worth $0 and some worth $2?

What will their costs be?

Could they be Victory/Treasure cards with a set collection bonus? I.e. if you keep the set of 7 until the end of the game, it's worth X points. How big would X need to be to forego trashing? Sort of like Fountain except you can't re-acquire them.

620
Dominion General Discussion / Re: Night cards speculation
« on: August 07, 2017, 03:19:05 pm »
or maybe they never even go into your deck in the first place, and are set aside instead?

This is what I was thinking when reading the thread up until this point: you have set-aside Night cards each with a cost in hours. Night is X hours and you can spend those hours however you like to trigger cards in your Night area.

621
Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: August 07, 2017, 03:06:18 pm »
The theme of Dominion is a veneer only slightly thicker than graphene.  Trying to say that these cards don't fit thematically is a bit silly.

Right. I mean, the range of eras represented by the cards is quite large. What cards best represent the two extreme ends of this range? Which is the most "primitive" card and which is the most "advanced?"

Dominate shows Vercingetorix laying his weapons down in front of Caesar, which happened 52 B.C. Be my guest to find the other extreme.

My first thought was Navigator, which features a sextant. I think that puts it somewhere in the late 17th or early 18th century.

622
Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: August 07, 2017, 12:35:35 pm »
The theme of Dominion is a veneer only slightly thicker than graphene.  Trying to say that these cards don't fit thematically is a bit silly.

Right. I mean, the range of eras represented by the cards is quite large. What cards best represent the two extreme ends of this range? Which is the most "primitive" card and which is the most "advanced?"

623
Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: August 03, 2017, 06:36:43 pm »
Wild guess for Hexes. We already have Curse and Ruins and Donald had previously cut Confusion for being redundant. Assuming it is another negative card that goes in your deck (which isn't even certain), it has to hurt you in a unique way which is tricky because we already have negative VP and weak actions, and just another dead card would be redundant at this point. My guess is it's like a curse but you can play it for some negative effect (like discard a card, or -1$) and then trash it to get rid of it.

I guess it could also be similar to an event, like a status that you have on you that has rules to remove, although this seems like it would be too close to the tokens from Adventures.

Could Hexes be negative victory point tokens?

624
Favorite: Guide. It has a lot of cool interactions with other set-aside cards and it's a really nice counter to many attacks. It's one of the most flexible cards.

Least favorite: Advisor. It forces me to make way too many (often meaningless) decisions during my opponent's turn.

625
Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: August 03, 2017, 06:21:27 pm »
I'd guess a traveler line or two. Dark Ages introduced the concept of cards that upgraded to other cards, Adventures just made it its own mechanic with a keyword. If this is going to bring back Dark Ages themes, travelers make sense. And helps account for 500 cards.

I'm expecting one of the following two variations:

1. A Crown-like (Night) action/treasure, which has different effects, depending on whether it's played in the Night phase or the regular Action/Buy phase.

2. A traveler variant/madman-mercenary type thing, where you buy a regular action card from the supply, and when you discard it from play you (can/have to) replace it for a night card (not from the supply). When you play the night card, it goes back to the pile it came from, and you gain an action card again from the supply. Maybe you set aside the action card to make sure you don't suffer a net loss, instead of returning it to the supply? Something like this would work great for a werewolf type thing.

I'm really looking forward to hearing more about this mechanic.

These sound like good guesses. I like both options, but something like #2 is what I expect. It reminds me of the double-faced cards in Magic (which were used, among other things, to model werewolves).

Pages: 1 ... 23 24 [25] 26 27 ... 35

Page created in 0.065 seconds with 18 queries.