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1
Goko Dominion Online / Re: Goko log parser - now for Chrome!
« on: April 29, 2013, 10:56:46 pm »
Is anyone else using the custom avatar thing? I have the suspicion it's not working properly, I seem to be the only in the Pro Top 250 having one.
Indeed you are the first person to upload one (besides me). I suspect this is mostly because most of the people are using my scripts through the Chrome plugin, and this got never updated (I haven't seen 1wheel, who maintained it, here lately).

I've updated the chrome extensions with your new script (sorry about the delay, started a new job and haven't checked the forums for a while).

Let me know if you want me to transfer ownership of the chrome extension to you; I don't mind keeping it updated but barely any of the code is mine.

2
Goko Dominion Online / Re: Why aren't *you* playing on Goko?
« on: March 07, 2013, 01:03:19 am »
The problem with the logs had to be "solved" by an browserplugin hacking into their Javascript, the point counter will take the same route, which is not good neither if you want to have an official one nor if you don't want to have a point counter.

I don't think there's a way to prevent point counter plugins, and I certainly don't think there should be a point counter built into the game itself. We've been through all of this before, and if you're playing Dominion (rather than a variant), using a point counter other than your brain is cheating.
I'm not strictly against that variant though. It has some baggage that comes with it - matchmaking that takes into account whether or not people are okay with the point counter or demand it or demand not to have it. I don't know if they will add one but it's not out of the question. And as has been pointed out, if they don't someone else will.

drheld actually created a working goko point tracker several months ago: https://github.com/drheld/goko_dominion_extension

I used some of his code in the chrome log extension but did not include the point tracker since there isn't a way for it to communicate with the (non-existent) matchmaking process. It wouldn't be fair to players without the extension and might cause goko to make reading the logs during the game more difficult.

I would be very surprised if goko ever integrated a point tracker or log viewer; there isn't room for one on smaller devices and the whole point of their platform is its ability to run anywhere.

3
Goko Dominion Online / Re: Goko log parser - now for Chrome!
« on: February 22, 2013, 04:23:17 pm »
hsiale-
I made a fix for Jack of all Trades, but haven't updated the extension yet. I don't have Hinterlands and I wanted to test it first.

Polk5440-
Chat is kinda tricky, I'll take a look at when I get some free time. drheld has already written some code that hooks into their chat, so it is definitely doable.
https://github.com/drheld/goko_dominion_extension/blob/master/inject.js

Beyond Awesome-
I'm not sure they would implement it; there isn't a cross platform way of adding it to the UI.

4
Goko Dominion Online / Re: Goko log parser - v1.5 DONE
« on: February 20, 2013, 11:54:22 pm »
I ducked taped the work everyone else did together and made an extension for chrome:

https://chrome.google.com/webstore/detail/goko-log-viewer/kaignighoceeemhinbbophdeogpnedjn

5
Goko Dominion Online / Re: Goko log parser - v1.5 DONE
« on: February 17, 2013, 06:45:54 pm »
Argh not the point tracker extension!!

Chat:  At my resolution, things would work best if everything were shifted upward about 80px, then chat was placed below.

Oh I see. This is a little tricker than it should be since the chat box is implemented with canvas, but I'll look into later tonight.

6
Goko Dominion Online / Re: Goko log parser - v1.5 DONE
« on: February 17, 2013, 05:36:42 pm »
nutki -
I sent a pull request with the layout changes and a working onresize call.

Watno-
Where do you think the chat should go?

loppo -
If you copy/paste the 4 line snippet I posted above and post a screen shot I might be able to help.

I was looking to see if the point tracker could be ported to goko and it turns out drheld already done most of the work several months ago:
http://imgur.com/5S7hkRs
https://github.com/drheld/goko_dominion_extension

I sent him a message asking if he wanted any help/if he was planning on putting it out anytime soon.

7
Goko Dominion Online / Re: Goko log parser - v1.5 DONE
« on: February 16, 2013, 07:54:07 pm »
I converted my script into a Greasemonkey script (attached), showing the live log on the right of the game window. The result looks like this:

To use it you have to install Firefox with the Greasemonkey plugin and open the attached file with 'File'>'Open File...'

Will it also work on Chrome/Greasemonkey?

I'm not sure about how greasemonkey works on chrome, but I have the script running with chrome right now. Steps:

1. Open Goko_log_prettifier.user.js with a text editor
2. Select all the text and copy it to the clipboard
3. Start a new game on Goko.
4. Press ctrl-shift-j to open the chrome dev console.
5. Paste and press enter

The log might not appear till you've clicked a few cards.

If you'd like to have the logs appear the dev console (no highlighting, but you can undock the window by clicking the left most button on the bottom of the dev window), follow the same steps as before, but copy/paste this instead:
 
Code: [Select]
Dom.LogManager.prototype.old_addLog = Dom.LogManager.prototype.addLog;
Dom.LogManager.prototype.addLog = function (opt) {
    this.old_addLog(opt);
    console.log(opt.text);
};

8
Goko Dominion Online / Re: Goko log parser - v1.5 DONE
« on: February 16, 2013, 06:20:45 pm »
Wow great work nutki!

Would you be willing to put the script up on github? I'm having some layout issues that I can see how to fix.

9
Feel free to ignore this one -

Quote
I talked to one of their ex-employees this weekend at my toddler's play date. I learned that the launch was possibly rushed due to pressure from its investors. He felt that human resources had been spread way too thin on too many things related to the platform rather than focused on a great working game at launch. Then when they bungled the launch, they laid off a number of people, my play-date friend among them.
http://pockettactics.com/2012/12/03/disappointment-of-the-year-2012/

Were there layoffs after the first launch? Have there been new hires since to make fixes and implement new cards/features? Did you learn anything as a company and/or person from the experience?

10
Goko Dominion Online / Re: Goko is offensive to actual fans of Dominion
« on: November 28, 2012, 07:19:12 pm »
My two biggest problems are the speed and crashes.

I'm not sure about speed, but roundabouts actually reduce the number of crashes.

https://www.dot.ny.gov/main/roundabouts/files/insurance_report.pdf

11
Goko Dominion Online / Re: FunSockets Q&A - Part 2
« on: October 04, 2012, 12:12:15 pm »
This isn't very scientific, but to get a better sense of how slow goko is compared isotropic and to find out exactly what is making it slower, I spent an hour on both and recorded how the time was spent:

Quote
2.17 - Log in
2.18 - Create table
2.19 - Game loads
2.24 - Try playing a feast to gain a witch. Feast is outlined in blue, but clicking on it does nothing.
2.25 - After clicking on feast for some time, it finally leaves my hand and I'm able to get a witch
2.37 - Game ends after 22 turns
2.37 - Try to join a new game
2.39 - Loading bar stuck at 1/10 of the way. Reload Page.
2.41 - Log back in, create new table
2.43 - Start game
2.58 - Game ends after 19 turns
2.59 - Create Table
3.09 - Finally start game
3.20 - "Internet Connect Lost - Press Ok to Reload Page" after 13 turns.

I'm currently streaming music and clicking through google reader, so I'm pretty sure the problem is on their end. Clicking "Ok" does not reload the page. Pressing f5 brings up an alert warning me that "Leaving this page will end any game in progress" which is a silly warning since the game has already effectively ended. It has been over an hour, so I switch to isotropic:

Quote
3.31 Enter isotropic queue and start game
3.36 Game ends after 16 turns. If cellar is any indication, Vault would be awful on goko.
3.43 Game ends after 16 turns.
3.48 Game ends after 18 turns. Start a new one
3.53 19 Turns
4:07 19 Turns - The longest game on isotropic used Possession and Platinums and takes as much time as the shortest completed game on goko which used the base set.
4.13 11 Turns
4:20 22 Turns
4.30 21 Turns

So, in an hour I was able to play 8 games on isotropic and (generously) 3 on goko.

Assuming goko implements a quick play button (which they have shown no interest in doing), speeds up game loading (Ads between games will probably make things faster ? Even if you've purchased sets, if you're playing with anyone who hasn't, you'll have to wait...), and fixes the issues with the game crashing on load (which they are probably working on) so the time it takes to get in a game becomes negligible like it is on isotropic, goko would still be substantially slower.

On isotropic, 60 minutes /8 games = 7.5 minutes per game.
On goko, (18+15+11) / 2.7 games = 16.3 minutes per game.

Why is goko so slow? Contrary what I initially thought and what I've seen suggested several times on this board, the issue isn't animations. The unofficial iOS has animations and it isn't too difficult to play a game in 4 minutes. The problem is with how goko has written their app. Testing with wireshark and a stopwatch both confirm that taking any action requiring server side interaction on goko requires about 3 or 4 seconds before the UI will be ready for the next action. On isotropic, I haven't seen it take more then 600 ms. goko compounds this problem by requiring unnecessary server side interaction. I've posted about this before, but I don't think they realize how big of a problem it is:

Quote
There isn't any need for the server to know what order I've clicked on the chapel\cellar\vault cards so I'm not sure why the client has to send that information and wait on a response while I'm growing impatient. Isotropic gets around this issue with checkboxes and the iOS dominion app uses check marks on the selected cards. In addition to making the game play faster, their implementation also reduces the impact of miss clicks since checks can be unmarked before confirming the move.

On their own, these delays make playing the bots alone frustrating but are tolerable enough. Like Rapid points out, with multiple players the delays start to snowball to point where the game isn't playable.

12
Goko Dominion Online / Re: FunSockets Q&A - Part 2
« on: October 01, 2012, 11:45:39 am »
Is there anything that could be done to leave isotopic running?  (for example put it behind a goko pay wall?).

Edit: This is truly not a troll post - I have no issue paying for quality software that I enjoy using.  I've written a bunch, both publicly here and on the ipbhost forums (some of which seems to have been lost), and to goko directly regarding the things that I'm looking for as a dominion enthusiast.

I know that DXV has posted that its not an option, but is this something that goko is even willing to entertain?  Does management @ Goko understand the perceived gaps in play enjoyment between the two systems?

I'd pay extra for this.

13
Goko Dominion Online / Re: FunSockets Q&A - Part 2
« on: September 28, 2012, 12:09:16 pm »
Fast mode still isn't very usable - are there any improvements planned for it?

14
Goko Dominion Online / Re: so this is out?
« on: September 21, 2012, 07:22:13 pm »

Hi Aaron,

Sorry about the slowness. We are working on making it a bit faster, but we are having a few issues right now. One of the things you can do in game to make it faster is change your animation speed.

1. Once you start the game, click the gear button on the bottom right of the screen.
2. Change your animation speed to fast or very fast

Hope that helps a little!

There are still some problems with very fast that makes unpleasant to use. It is impossible to tell exactly what you're opponents have done without opening up the log file, but doing that every turn is kind of silly and annoying. It'd be nice if the log of the last turn was easily viewable. An easier to implement alternative would be to have opponent's actions be animated slowly while skipping the animations for the players own moves.

 Additionally, cards that allow for multiple simultaneous discards or trashes are extremely frustrating to use on high latency connections. It's great that security has improved enough so that deck and card states are stored server side, but there isn't any reason for the UI to hang for half a second between every card I chapel. There isn't any need for the server to know what order I've clicked on the chapel\cellar\vault cards so I'm not sure why the client has to send that information and wait on a response while I'm growing impatient. Isotropic gets around this issue with checkboxes and the iOS dominion app uses check marks on the selected cards. In addition to making the game play faster, their implementation also reduces the impact of miss clicks since checks can be unmarked before confirming the move.

15
Goko Dominion Online / Re: Google + Walled Village
« on: September 19, 2012, 04:48:31 pm »
I don't want Goko posting stuff on my g+ profile: Level 238123 Dominion Nerd.  I don't want to wrestle through my g+ privacy settings to make sure that nobody I'm g+ friends with can accidentally see how much of my life I waste playing dominion online. 

The G+ API doesn't allow for directly posting to user's walls - I think they get sent to a queue where you can review them and publish them if you want.

I don't want to have a dominion hangout with someone, and then have that posted: "Captain Frisk hung out with 3 other people playing dominion!" 

Even if i have my settings set up - I don't want someone else posting that they hung out with me on their feed.

I'm not sure to control the hangout posts - my girlfriend and I switched back to using the talk video gadget because we couldn't figure out how to stop the posts.

17
Goko Dominion Online / Re: Google + Walled Village
« on: September 19, 2012, 06:26:58 am »
  Personally, I run Ad-Block Plus on both Firefox and Chrome, so I only see ads on sites I unblock anyway because I want to support them.

Based on how the code is written and my understanding of Ad-Block, I think non-premium players who run Ad-Block will be stuck looking at a blank splash screen for 35 seconds.

The Walled Village thing is silly though.  Using Google login auth, like isotropic does, is one thing; fetching G+ information and real names is something else entirely.
[...]
If my real name is displayed to other users by Goko, that's another dealbreaker.

I logged in with google and it shows my real name on the leaderboard (now that I notice it, the mix of real and nicknames looks real silly). Initially I thought this was being driven by google since the hangout api requires that all users give the app access to their real name, but now that I can't find anyway to change the displayed name away from my real name I'm not so sure. EDIT: Beyond Awesome pointed out that the displayed name can be changed. It isn't possible to do in the dominion client but click your icon on the main goku splash page allows you to change your nickname.


Wow, they're still publishing comments in their served code? Super professional.

It's a beta.  I can forgive them that part during a beta; who knows, maybe they want us to see it.

They are probably testing on the same version that we have access to and need to see the non minified code.

Well, what's the difference between "individual Dominion expansion" or "Complete Expansion"?  I would expect that if you paid for anything, including a partial expansion (which is only partial compared to the physical sets; they might consider them "complete" for Goko), ads would be gone.

The store isn't selling any "individual expansion" right now, so I'm not sure what the difference is. Maybe they won't split the smaller expansions into two packs so they will only count as "individual", not "complete" expansions?

18
Goko Dominion Online / Re: Google + Walled Village
« on: September 18, 2012, 09:03:50 pm »
Right now, they are planning on incorporating ads. Poking around the source of the web page revealed several things:

  • You can get rid of them by paying (enough) money : "Please support our sponsors – their ads help us bring you games for free. If you would like to skip these ads in the future, buy an individual Dominion expansion, Complete Expansion, or Super Pack with Gokoins in the store." Parade of Misfits is not a complete expansion, so LastFootnote will be stuck with ads until buying more. I bought all the expansions when I logged into the reset beta and haven't seen any ads.
  • The ads will play for 35 seconds with width of 660px and height of 400px (on my computer).
  • Currently, the ads are for Wild Tangent(which apparently is still in buinesses after installing bloatware on millions of computers? According to wikipedia, they make money now by selling 'WildCoins').
  • The ads make a call to doubleclick. Between that and the frequent google-analytics throughout the goku client, I don't think anyone is losing that much privacy by logging in with their google ID.
  • The ads will play no more then once every 13 minutes.
  • WildTangent ads don't work on iOS and aren't allow in google hangouts, so there are no ads on those platforms (for now).
  • Code comment: 
            // There are two scenarios of show ads:
            // 1. Multiplay game
            // - show ads or not base on host table (showAds flag in table setting), the flag should be set
            // after owner create table
            // 2. Single play (campaign, single play .. no table or no showAds in table settings)
            // - if player is premium user, not so ads anymore
            // - if not, ads will be showed if reaches due time (aka "13m")

19
Goko Dominion Online / Re: Google + Walled Village
« on: September 18, 2012, 07:56:47 pm »
(I haven't seen adverts in Goko Dominion but I have seen adverts elsewhere in the Goko beta)

This may or may not be the place to post this, but I have seen an advertisement on Goko Dominion. After the latest update, I "purchased" Parade of Misfits and started the first Dark Ages Adventure mode match. Before the first game actually started, an ad ran. I couldn't tell you what it was for because I immediately muted it and stopped paying attention. I was livid at the time. Having ads in a free product is one thing, but this is something that they are eventually charging real money for.

After that, I played a few Single Player mode games against the AI and no more ads appeared. I'm not sure whether the appearance of the ads is based on what mode you play, how long you've been playing, how many games you've played, or some combination of the above. I could learn to live with them as long as they don't pop up constantly.

I really like that it'll be possible to play dominion through google hangouts, I don't like that I'll have to use that account to log in but I can deal with it.

LastFootnote, it was a popup? New window or a clickthrough? Or was it something on the side? Because I absolutely will not pay 50+ dollars for a product if I'm gonna have to watch, or even click through, an ad before playing each game.

You should only have to go through the dialog once. At some point, goku might start showing ads but this is probably more about google playing them to drive traffic towards google+.

20
Goko Dominion Online / Re: Google + Walled Village
« on: September 18, 2012, 07:50:47 pm »
Google wants people to use their group video chats more. If goku is a success, many people will probably try to play over google hangout with their friends. Before the game can start, every player must agree to to the OAuth dialog which Rabid posted earlier. While most people will probably agree to it, it is still a friction point that decreases conversions, particularly when all players must agree for any of them to play. By encouraging everyone to grant goku a google OAuth token in exchange for a walled village, google is removing that friction point.

21
Goko Dominion Online / Re: FunSockets Livestream
« on: August 23, 2012, 09:40:12 pm »
"None of the security issues were on live, only the beta"

Which just doesn't seem plausible. Why would they not load test server side validation of client data? Why would their beta account system store passwords in plain text while their live system didn't?

I'm thankful that Trisha and theory set up this Q&A, but it really hasn't alleviated any my concerns.

22
Goko Dominion Online / Re: FunSockets Livestream
« on: August 23, 2012, 06:09:02 pm »
I asked on the question thread but I didn't get included in the compilation. Do you have any response to othiym23's comments about Goko's businesses model?

http://forum.dominionstrategy.com/index.php?topic=4287.0

23
Goko Dominion Online / Re: Ask FunSockets anything!
« on: August 22, 2012, 12:52:11 pm »
Reading this http://forums.pockettactics.com/discussion/comment/1985/#Comment_1985 makes me feel pretty pessimistic about the future of board games online. Is there any reason why I shouldn't be discouraged? I've had a great time on genie and isotropic over the last few years; but they serve very niche markets which probably can't support "separate VPs for business development, marketing, developer relations, *and* monetization."

24
Goko Dominion Online / Re: Unofficial Interested in beta list
« on: June 12, 2012, 01:38:47 pm »
/interested

have android and iOS widgets

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