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Messages - andwilk

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52
GokoDom / Re: GOKODOM I: Round 1 Results and Discussion
« on: April 17, 2013, 12:33:44 pm »
I did a test: 100 clicks at randomize cards in unrated game
Colonies: 2
Shelters: 32
Try it too, I'm interested in your results.
I don't think we should be using Goko's randomizer.
Interesting. I did the same, I got
23 Shelter games (I could have miscounted a few)
1 Colony game
Moreover, I noticed that the game suggests you use colonies iff there are 4 more or more cards from the prosperity set. I tested this hypothesis for about 50 more sets, and it seemed to hold. This is a terrible test function, especially since shelters are (probably) chosen properly (I've had a shelters game with 2 DA cards and one without shelters with 5 DA cards).

So maybe we can let Goko generate the set, but then use our own algorithm to decide to use shelters/colonies (for example: if top left card is prosperity: use colonies, if the card next to it is DA, use shelters). This is not optimal, because the cards are sorted by cost, so you won't get exactly the right probabilities, but close enough (and much closer than Goko's algorithm).

Yikes. I was under the impression this was fixed when the shelters fix went out. I had not noticed an under-representation of colonies....

Has somebody posted this issue to GetSatisfaction?  Does anyone know if this issue only exists when you generate random card sets manually or does this issue carry over to professional mode games as well?

53
GokoDom / Re: GOKODOM I: Round 1 Results and Discussion
« on: April 16, 2013, 09:24:00 am »
Any possibility or interest in having multiple tiers of knockout brackets at the end of the Swiss tournament in order to extend the tournament for more people?

For example the top 8 would still be the main bracket or "Gold" division.  Perhaps the next set of 8 would comprise the "Silver" division and then even ranks 17-24 could make up a "Copper" bracket.

I'd be willing to help set these up and run these regardless of where I finish if there is interest and Kirian gives his blessing of course.

54
Now that it has been ruled that we are using the "Isotropic" seating method, it shouldn't matter in what seat that a player gets their wins from.  This only holds if, after a tie game, player order is switched.

55
Have any decisions been made on how first player advantage will be handled in GokoDom?

If your original suggestion is used, how will some of the "edge case" match results be handled? (for example: 6-0 match "win" all as first player.  Is this match judged to be a tie since neither player met the second player wins condition?)

Reason I ask is that I've played at least 2 or 3 IsoDom matches in the past where the first player won all 7 games and I'm curious how this will be handled now.

56
The proper way to use Smithy.

The proper way to use Scout:


Don't buy it.

57
The last 2 games where my opponent disconnected and I eventually got the "Opponent Quit" screen, I actually received an increase rating points.  Previously, I never received any when this occurred.  Does anyone know if they actually finally addressed this issue?

58
Goko Dominion Online / Re: Goko adventures help
« on: April 04, 2013, 02:22:05 pm »
Man, I really wish there was an alternate way to get promo cards.  Slogging though a Dominion variant (at best) against bots just isn't doing it for me.

I wish I could just pay Gokoins for them and be done with it.

59
Goko Dominion Online / Re: Promo cards
« on: March 30, 2013, 08:08:19 am »
Why do you have to have a Google+ account to get Walled City?

Capitalism.

Capitalism gone mad.

They have a monopoly on Walled Village. Its a disgrace I say. There should be fair competition in the Walled Village market...!

Walled Village Market
Action - $7

+1 card
+2 actions
+$1
+1 buy
------------
At the start of Clean-Up, if you have this and no more than one other action in play you may return this to the top of your deck.

60
Dominion General Discussion / Re: Amazing what small bonuses can do
« on: March 28, 2013, 02:06:29 pm »
Forge is just an unlimited Chapel that can gain a single card depending on what you trash, and is $5 (!) more expensive... and not nearly as good as Chapel.

Chapel's utility comes from its price point.  Also, Chapel is priced at $2 for accessability reasons.  To say Forge is not nearly a good as Chapel when comparing the two cards doesn't give Forge credit for what it can do vs. Chapel.

61
GokoDom / Re: Announcing GokoDom I: From the Ashes (Sign-Ups Open)
« on: March 28, 2013, 01:35:22 pm »
Count me in.

I like your suggestion for second player wins but I think the unique match situations which result in wins/losses/draws need to be clearly defined.

For example...

Player A splits his match with player B 3-3, but has one second player win while player B has none.  Is the match result a win for player A?

Player A wins 6 games in the match (6-0), all as first player.  Is the match result a draw?

62
GokoDom / Re: Phoenix Time for IsoDom?
« on: March 27, 2013, 01:38:26 pm »
I think having a way to regulate first turn advantage is key to being able to run a tournament.  There were constant discussions about first turn advantage before, and that's when we had two ways of controlling it: Isotropic's "loser goes first" policy and eventually the tournament lobby was created for manual control of player turn order.  Right now, Goko uses only pure random selection for choosing the first player which is not conducive for running a tournament.

I think getting the ball rolling on this issue early will allow for better tournaments sooner.

63
GokoDom / Re: Phoenix Time for IsoDom?
« on: March 27, 2013, 01:21:01 pm »
I created the following idea on GetSatisfaction regarding the creation of a lobby where turn order can be manually set.  I think this is an important feature for running a successful tournament.  Hopefully, with some support of others, we can make this request visible and get it implemented sooner rather than later.

http://getsatisfaction.com/goko/topics/create_a_lobby_to_allow_players_to_manually_set_turn_order

64
Goko Dominion Online / Re: Am I a bad person?
« on: March 26, 2013, 06:03:43 pm »
Social experimentation at its finest.

65
Dominion: Guilds Previews / Re: Box Image and Description
« on: March 26, 2013, 01:18:28 pm »
Like I said, not fully thought out "guild card" ideas.  I guess it doesn't make so much sense for the tax collector to care if you are gaining a Copper.  It would be better if you gained a curse only when gaining a Treasure costing more than $0.

Happy now?  :P

66
Dominion: Guilds Previews / Re: Discussion on the description text
« on: March 26, 2013, 10:56:49 am »
Not impressed with this one.  Bottom half IMO.  What's with all the cheese?

67
Dominion: Guilds Previews / Re: Box Image and Description
« on: March 26, 2013, 10:33:49 am »
I was really hoping that the extra blank cards would instead be unique "guilds" which would add a game state or permanent condition to the game.  Using these cards would follow the same rules as using Platinum/Colonies and Shelters.

For example (not necessarily fully thought out for balance/viability):

Tax Collector Guild- Gain a curse when you gain a Treasure card.
Farmer's Guild - Trash a card from your hand when you gain a Victory card.
Chaos Guild - Add 4 kingdom piles to the supply.  Remove 3 cards from each kingdom card supply pile.  The end-game condition for empty piles is increased by 1.

68
Dominion General Discussion / Re: Homage to the Best Card
« on: March 15, 2013, 09:15:16 am »
So everyone likes going out on a win when... and so if we assume that everyone who plays Isotropic today will play until they win a game... it's possible for all but 1 person to win their last game ever. At least one person MUST lose his or her last game.

That being said...



Just play your last game in solitaire mode.  It always tells me that I won when I finish a game!  ;D 

69
Goko Dominion Online / Re: My (Mostly) Positive Goko Review
« on: March 11, 2013, 12:57:11 pm »
I tend to agree that Goko is now at a point where I am willing to pay for it.  I bought all of the sets about a month ago or so.

My biggest negative right now is that Shelters have not once shown up in a Professional mode game that I have played since I've bought the cards.  Have you noticed this as well?

70
Goko Dominion Online / Opponent quitting/force resign
« on: February 22, 2013, 08:39:27 am »
If my opponent "quits", why don't I get a rating increase?  And where is the sorely needed "force resign" button?

71
Innovation General Discussion / Re: Online Innovation
« on: January 02, 2013, 02:59:25 pm »
I have no idea how to play this game but am now interested in learning solely because I can play it on Isotropic  ;D

Thanks for expanding my gaming horizons dougz!

72
Goko Dominion Online / Re: Why aren't *you* playing on Goko?
« on: December 23, 2012, 02:48:15 pm »
The bug where people can somehow quit a game and it doesn't adversely affect their rating or credit me for a win is a huge turnoff.

73
Goko Dominion Online / Some observations from a Goko newbie
« on: December 22, 2012, 10:04:14 pm »
I joined Goko Dominion a few days ago and wanted to share a few observations on the community and feel of Goko Dominion and less on the functionality as that has been pretty well covered by a good number of people.

- There doesn't seem to be a large number of people using Goko yet.  I'm not sure if they are still in Beta or not or if not many people are willing to take the plunge yet.  It's a struggle to find games (even harder to find pro games it seems) and compared to Isotropic, very few game are being played at any given time.

- The community of Goko seems much more "amateur hour" than Isotropic does.  For the most part, my opponents seem to be a little newer to Dominion than the people on Isotropic.  After the completion of my last game, I was denied entry to play the same person again because he felt I was "cherry-picking noobs".  Truth is, I just wanted to play a game.

- On the above note, Goko does a poor job advertising an opponent's rating.  There a two main ratings, casual and pro, and in my opinion, the wrong one is listed in the sidebar with everyone in the lobby.  Does anyone have a good feel on how the Goko rating equates to someone's actual skill level?  So far, I've been able to shoot up to #8 on the Pro leaderboard and I've only played 10-12 games.  I feel like I haven't earned that spot after so few games and it leads me to believe that the skill rating on Goko is influenced much more by a good or bad streak of games.  This is just my gut feeling, I could be completely wrong on this one.

- Adventure mode is a money grab.  I've gotten to stage 14 or 15 of the first Base Dominion world and my opponent is starting with 2 Duchies and 3 Silvers.  Of course, I can use my zaps to even things out.  But when I run out of zaps, then I have to buy more or grind away at playing 15,000 games of Base Dominion until I get good enough shuffle luck to overcome my starting disadvantage.

- I'll end on a positive.  I do like the "prettiness" of playing the game itself.  It feels nice to play with the official Dominion cards.

74
Mine is Explorer.
No, mine is not explorer. Both let you gain treasures in hand but mine trash a card also.

As soon as I typed that I saw the double meaning there but decided to leave it and see how long it took someone to comment on it.

75
2012 / Re: Gardens Division: Bracket and Results
« on: December 20, 2012, 09:58:08 am »
Just a few comments from my series with Obi Wan Bonogi.

Cursers and Gardens ruled the day as a either Mountebank or Witch showed up in 5 of the 8 games and Gardens in 3 of them.  This made for a messy series and not a lot of chances to delve into engine building.

Game 1:  I get behind from the start on the curses and try to go Gardens to catch up seeing it as my only chance for victory but it wasn't enough.

Game 2:  I was a little surprised that I lost this one.  In my experience, usually Hunting Party+X/BM (here, X is Mountebank) will outrace anything that tries to deviate and get a little fancy so I stick to that blueprint but it doesn't work out.

Game 3:  An engine-type game based around Minions.  I see that as the key card and out-gain them 6-2.

Game 4:  Ick... Smugglers.  And it was a good game for it as Obi Wan invests in 3 of them.  I completely miss the Highway/Smugglers combo which results in a 3-province turn for him on turn 15.  Luckily, I am able to force the draw.

Game 5:  This was my shining star of the set.  It's a Colony game, but Mountebank is on the board along with Gardens and Hoard.  I figure Gardens would be my best shot here so I get a Mountebank first, then a few Hoards and head straight into Gardens.  His Mountebank fed me quite a few Coppers throughout the game and I ended up with 7-point Gardens by the end.

Game 6:  I follow up my best game with this stinker.  I try to get cute and dance around Witch with Masquerade and Wharf.  I proceed to get destroyed.  Note to self: you can't avoid Witch.

Game 7:  Ho-hum another Curser/Gardens game.  He gets the first Goons but I win the curse split and that ended up being more important.

Game 8:  When the board appeared and saw it was basically a Big Money game with JoaT out there, I knew I would need to get the draws to win this one as we mirror open with Shanty Town/JoaT.  He gets the superior turn 3/4 and it was pretty much downhill from there.  He gets the first two Provinces and picks up +buy from Council Room and I can't catch up.

Good series, although not the most enjoyable boards for either of us.

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