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1
Dominion General Discussion / Re: The Story of a Failure
« on: July 25, 2020, 12:17:17 am »
Somehow I suspect post edit history is not available on this platform.

Also I have no idea what's going on. (I say this for others who assuredly feel the same way and don't feel like posting.)

2
Yeah, that's essentially what I thought as well. But even Stef wasn't sure (and he was one of the players being spectated). So I figured I may as well post the empirical test result :)

3
This came up in a game I was spectating: the kingdom contained both Fleet and Seize the Day, and so someone wondered aloud "Can you Seize the Day on the Fleet turn?"

It seemed to me like it could go either way. On one hand, Seize instructs you to take another turn after this one and its only restriction is "once per game". On the other, ahem, the game is over (as stipulated by Fleet having been triggered).

So I built a board to bot-test it, aaaaand (suspense) the answer is No. The game ends when all players finish their Fleet turns.

:themoreyouknow:

4
Heh. Kind of amazing that works.

Not sure it would save me much time, though (10k coins means I can just turn on Auto-Zap). And time wasted is what I desire to avoid.

5
Old news: Goko is bug-prone, glacially slow, and often becomes unresponsive -- both when starting and playing games.

The only upside I've discovered to this is that you can passively win Adventure mode games when things are tremendously laggy simply by playing until the server becomes unresponsive. As we know all-too-well from normal play, non-responsive players eventually time out and are forced to concede. Since all the bots depend on server and the server is swamped, the game is waiting on a bot.  Toss the window in the background and you'll be awarded a win 15-30 minutes later; you can even be notified of your triumphant victory if you turn the cheesy SFX on.

A moment ago I actually asked myself, "Wait, is this cheating? I'm exploiting a technical flaw to--" And then I realized I'm just failing to ragequit. Which I'm pretty sure is within the bounds of expected user behavior :P.

So here's to those last 76 tokens.

6
Game Reports / Re: Overly Clever or AWESOMELY Clever?
« on: May 30, 2014, 05:59:44 am »
Yeah, that Gold was high as a kite. Thanks for the replies!

7
Game Reports / Overly Clever or AWESOMELY Clever?
« on: May 29, 2014, 08:29:45 pm »


Code: [Select]
Poor House, Native Village, Pawn, Vagrant, Scheme, Island, Moneylender, Remodel, Rogue, Tactician
I AM SO CLEVER. Or at least, I want to think that.

I went double Tact + Poor House (which is obviously correct). However, I also had this Remodel-Gold-Rogue loop going, which I'm not sure about. On one hand, because of double-Tact, it was incredibly consistent. On the other hand, shouldn't that just have been two more Poor Houses? My main reasoning was that the Remodel was excellent early game for getting rid of Shelters/Moneylender, and turning Copper into Pawns (tho I'm pretty sure these should have been Native Villages).

So basically my question is: was the Rogue a bad buy? Would it have been better to focus on Poor House after remodeling away my junk? I am thinking Yes.

http://www.gokosalvager.com/static/logprettifier.html?/20140529/log.516d1bb2e4b082c74d7ae70b.1401409273265.txt

ps. Just ignore my opponent. I think he didn't notice Poor House until it was too late -- he never bought a second Tactician.



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Game Reports / Re: Dear My Opponent: I am Sorry
« on: May 01, 2014, 10:04:29 am »
stef! if this thread exists for schadenfreude (and auto-schadenfreude, because really, we all do it to ourselves), there is no way for us to partake in the collective pain without a log!

...okay, really what i'm saying is that this sounds awesomely ridiculously terrible, and i'm encouraging you to follow up. :)

9
Goko Dominion Online / Re: Did something good happen?
« on: February 07, 2014, 09:08:45 am »
Also: game logs gzip by about 90% (12k -> 1.5k), making this disk thing even more ridiculous. 100M of logs/day? More like 10M. Not only is almost everything on the web is zipped before transit anyway, but if a client indicates it cannot handle a gzipped transfer, you just stream it through gunzip -- both zip and unzip are O(1), so it barely even costs anything in CPU. Again, this is why nearly everything is zipped by the webserver to ship it to you. Argh. Guys! Bad goko!

10
Goko Dominion Online / Re: Did something good happen?
« on: February 07, 2014, 09:03:25 am »
They don't have basic monitoring (nagios/icinga/ganglia, etc) on their servers?! I am resentful both because I was unable to play Dominion for days due to a full disk of all things, and because computers keep waking me up in the middle of the night because of problems (tho only for problems worse than a full disk -- that's what the ops team is for). Boo! This is basic engineering best-practices! Unprofessional!

11
Goko Dominion Online / Re: Goko rating system
« on: January 30, 2014, 08:50:30 am »
1. raar brains.
2. It's not so much the perfection of the existing solutions as the fact that Goko has a bevy of bigger and more obvious fish to fry. Like, say, keeping the servers up. Or reducing lag somewhere below geologic timescales. As a software engineer, `pip install py-trueskill` sounds pretty great when I've been awake for 3 days patching things with duct-tape and tears.

12
Goko Dominion Online / Re: Goko rating system
« on: January 28, 2014, 11:04:44 pm »
I don't understand why they spent time on this at all. It's basically a solved problem. ELO has been around since the 30's; it's used for a bunch of serious competitive games (like Chess, Go, some MLB player ratings, etc). Microsoft's TrueSkill[1], the multiplayer variant, has plenty of solid open-source implementations[2]. I think we all know this because Iso used it.

But like, even if TrueSkill doesn't suit your fancy, skill-estimation rating systems are well-studied and there are tons of them. You really need a good reason to come up with a new one. If their argument was "we decided TrueSkill didn't suit our needs and here's a careful discussion of the differences" then I'd be totally open to blazing some trails. For example, Blizzard didn't use it for the StarCraft 2 ladders[3]. They wanted matching to maintain a sort of camaraderie if you played frequently. So they traded off on precision of skill-estimation in favor of making the humans have more fun. That seems reasonable.

But that's not what we get. We're told that math is hard and everybody should just chill out or go shopping. In fact, we're explicitly told that the system wasn't there to make us happy, which seems suspicious. In fact, it mostly sounds to me like "we didn't do our homework (also we can't keep our servers up haha suckers have some lag!!1)". I, for one, do not find this argument compelling.

[1] http://research.microsoft.com/en-us/projects/trueskill/
[2] https://github.com/search?q=trueskill -- The implementation isotropic used: https://github.com/dougz/trueskill
[3] http://www.sirlin.net/blog/2010/7/24/analyzing-starcraft-2s-ranking-system.html

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GokoDom / Re: GokoDom III: Third Theason Thign-up Thread
« on: January 26, 2014, 06:24:02 am »
In; all sets.

14
Rules Questions / Re: Forge: Alchemist + Silver = ?
« on: August 17, 2013, 09:17:08 am »
Gah. You know what's funny, I read for that wording specifically, and got through "Trash any number of cards from your hand. Gain a card with cost exactly equal--" and stopped, going, "Ah-ha! It doesn't say coins!" And of course, the next clause is "to the total cost in Coins of the trashed cards". Sigh.

Sorry for the waste of time. :P

15
Rules Questions / Forge: Alchemist + Silver = ?
« on: August 17, 2013, 08:50:11 am »
I play Forge, trashing Alchemist (3P) and Silver (3), aiming to gain Possession (6P). Goko automatically gave me Gold (as it does when there is only one choice at that cost). This seems wrong to me. Yes?

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