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Messages - loppo

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76
GokoDom / Re: GOKODOM I: Round 2 Results and Discussion
« on: April 25, 2013, 02:30:29 am »
This game illustrates why I love not having a point counter: the uncertainty! the suspense! the headache-inducing second guessing! I thought I was ending the game on a tie, but somehow miscounted and found myself one point ahead for the win. 60-61.

+1 for the point counter comment

78
Goko Dominion Online / Re: How fast do you expect people to play?
« on: April 24, 2013, 02:16:45 am »
on turn 1, i give the kingdom a good look, and if it needs some indepth thoughts i put a note an the chat, that i need a second to come up with a game plan. Usually thats ok, even it takes a minute or 2

and then i play at whatever speed is appropriate for me. The only complaints i ever had were complicated engines with lots of decissions. Then you get the occasional complaint. but thats ok.

79
The thing with Counterfeit is, that its not gamewarpingly good in a sense that games are won and lost with the counterfeit split (like Minion...). It's a card i gladly pick up as my first 5 and very rarely pick up more than 2. I would only pick the strongest attacks over it.

It provides money, +buy and improves your deck in a subtle way. In the endgame you can safely break PPR if your opponent ignores Counterfeit. I also noticed a lot of people don't use Counterfeit on goko. And in a lot of theese games they tell me afterwards, they didn't know Counterfeit is SOOO GOOD.

Counterfeit is a strong card probably top 15-20 in my opinion. It just doesn't have superstar written all over it, it's more a reliable workhorse that will never let you down. And very often this is what your deck needs.

80
GokoDom / Re: GOKODOM I: Round 1 Results and Discussion
« on: April 21, 2013, 05:14:35 am »
thanks AHoppy for this 6 games. I felt some games were decided by luck (this is luck on both sides), and in general i got the feeling you made the better decicions im most of the games. I'm still not sure what was correct in 6th game.

game 1: AHoppy 24 - Loppo 33
Chancellor, Forager, Sage, Cartographer, Embassy, Ghost Ship, Ill-Gotten Gains, Merchant Ship, Mine, Rebuild
http://dom.retrobox.eu/?/20130419/log.50955175e4b013548a3d58f0.1366397784797.txt
I go IGG early, but his Forager doesn't mind.  Forager played a big role to my loss here.  Shelters made me not want to go for rebuild.  We actually both only got Foragers, Sages and IGG.  Well deserved win on Loppo's part.  Note turn 9:  I have not had a chance to play much on Goko, and this was the result.  Ah well.
here you hit a series of 5 for IGG on turns 3,5,6 while i get my first 5 on turn 8 definitely a good start for me. When i realised you dont intend to gain a forager i pump them up to 3, and they help me come back. rebuild was no real option with shelters / no +buy. Forager is a strong card.

game 2: AHoppy 24 - Loppo 12 (Resigned)
Duchess, Squire, Ambassador, Shanty Town, Wishing Well, Woodcutter, Ironworks, Harem, Hoard, Forge
http://dominionlogs.goko.com//20130419/log.50955175e4b013548a3d58f0.1366398914514.txt
Ambassador game, my Shanty Towns and Wishing Wells somehow work out quite well with squire to help get silver, Loppo resigns when I'm gaining golds from hoard and buying provinces

My ambassadors dont find cards to return, or miss the reshuffle. That totally turns the game around. Your wishing well/shanty towns work out, on my side they refuse to work properly. So i resign when there is no hope to come back, mainly to save time.

game 3: Loppo 28 - AHoppy 51
Native Village, Fortune Teller, Hermit, Loan, Watchtower, Armory, Worker's Village, Apprentice, Cultist, Fairgrounds
http://dom.retrobox.eu/?/20130419/log.50955175e4b013548a3d58f0.1366400634566.txt
This was probably the most interesting game of the match thus far.  We both go for Cultists using Armory to pick up all the cheap actions and some silver along the way, then we transition into using Hermits/Madmen to draw.  Loppo does more aggressive trashing, I don't to keep variety and manage to win the Fairgrounds split with a triple Fairgrounds turn due to Madman. 
This was a fine kingdom. Unfortunately i have 4/4 on turns 3+4, while AHoppy gets a cultist turn 5. I try to catchup with more aggressive trashing, but it just doesn't happen.

game 4: Loppo 42 - AHoppy 34
Chapel, Moat, Lookout, Oasis, Smugglers, Procession, Cache, Duke, Margrave, Tactician
http://dom.retrobox.eu/?/20130419/log.50955175e4b013548a3d58f0.1366401575536.txt
Another pretty interesting one.  I snag Caches early on and a Tactician to help counter Margrave and in hopes of going Duchy-Duke.  Loppo builds a nice deck incorporating procession.  I still really don't understand how to use Procession correctly, but Loppo does and combos it with Smugglers to steal Dukes and Duchys, winning the Duke split, further establishing my hatred for Smugglers...  I probably should have dived for Duchys earlier, but overall it was a good game.

here the luck is on my side. My game plan was some double tactician with oasis + marggrave. I totally overlooked duke/cache. So when AHoppy goes for it, my plan goes out of the window. And i go for procession/smuggler. Due to a trim deck and shuffle luck, i play 3 Procession of smugglers for 2 duchies and 4 dukes. My deck has fallen to pieces afterwards, and i'm happy to be able to pile out before AHoppy can mount a comeback. This was merely falling over the line.

game 5: AHoppy 92 - Loppo 0
Cellar, Squire, Sage, Woodcutter, Envoy, Scout, Horn of Plenty, Inn, Farmland, King's Court
http://dom.retrobox.eu/?/20130419/log.50955175e4b013548a3d58f0.1366402658283.txt
I'm sorry.  I'm so sorry... turn 3 gold, early HoP, early KC, snowballs into a triple KC-Envoy and HoP megaturn ending with 6 Colonies and 2 Provinces.  This was all luck...
BTW: Picked up a scout to get me 11 differently named cards.  So in a way, a King's Courted Scout won me the game...

Boah, what a spanking i received here. Early gold, HP, Plat,.. and i never get a bite at the cherry. Very well played from AHoppy as well. Not even my clever scout buy saved me

game 6: Loppo 40 - AHoppy 30
Transmute, Vineyard, Poor House, Embargo, Apothecary, Pirate Ship, Spy, Young Witch, Cultist, Horn of Plenty, Mystic
http://dom.retrobox.eu/?/20130420/log.50955175e4b013548a3d58f0.1366481149169.txt
Scratch game 3 being the most interesting.  THis was the most interesting game tactically.  YW with embargo as bane makes for a pretty strong YW.  Vineyard seems to be a good counter to cultist however, so I open YW embargo, even with the 5-2.  However, having the more valuable vineyards didn't help since I lost the vineyard split so badly.  My second transmute should have been a vineyard.  If you are going to analyze one game of the series, check this one out.   

yeah, i would lve to hear community thoughts on this game as well. I open 4/3 and open Silver/Young witch. AHoppy opens 5/2 and take Young witch over cultist. Do you agree?

I take a cultist later, while Ahoppy takes a 2nd Young witch. My reasoning is "more Junk is his deck is better", even though it pumps the vineyards. I load up on potions just before every reshuffle,  and this pays off. Even though i lose the curse split 3/7, my potion advanatge pays off and i manage to snag up 6 vineyards.

It was a crazy game where we both buy every action card possible. Even transmute plays a role here.

The big question remains. There must be a better strategy available, than we both played. What would you have done here?

Thanks for the games Loppo, it was still a great series! 

ditto, a great series and a result i can live with. Actually i feel you deserved to win. Given the 6 games +1 we played for fun, you were the stronger player. I definitelyneed to get some training sessions in.

81
Goko Dominion Online / Re: I Lost 30 Points for Tying My Opponent
« on: April 20, 2013, 02:29:27 pm »
you can definitely lose point by winnig. I have seen this happening only in the adventures though, and it was never more than -8 points.

And there was the infamous serf pot pitfall, where you would always lose points if playing against him (it?). i think they fixed this issue by now, but i avoid playing serf bot like the plaque.

82
Rules Questions / Re: Hagler + Grand Market
« on: April 20, 2013, 06:43:40 am »
the locked graphic overlaps the +symbol, so it can be easaly overlooked, but the +symbol ist there. And if you magnify the card you get rid of the chains, so you can see it there.

Either way the grand market can be obtained in normal resolution and when magnified.

83
Goko Dominion Online / Re: Goko Redlines
« on: April 18, 2013, 11:07:16 am »
no that quit percentage has been always there. It was just 0 for everybody, because it was not active. Have they started counting the quitters now?

84
Goko Dominion Online / System Update 4/17/13
« on: April 18, 2013, 05:18:16 am »
just copied from getsatisfaction: https://getsatisfaction.com/goko/topics/system_update_4_17_13

System Update 4/17/13 Edit Subject I'd like to try to get back to posting what's been updated. Here's what's just been updated online.

Dominion Cards
* Develop: Now shows gained card(s) face-up when possessed
* Grand Market: Fix for "Play All Treasures" button when this is in the supply
* Loan: Dragging is no longer required, as buttons allow for discarding/trashing
* Mint: AI will avoid playing it if it would mint a treasure it doesn't want
* Noble Brigand: Improved game log
* Secret Chamber: Forbid it from being played twice directly in a row, reacting against the same event

This last one is not in the rulebook, but Donald X has approved it for our use online. It streamlines the user interface by eliminating a click, lessens some newbie confusion, and prevents stalling by malicious opponents. Note that this doesn't prevent you from revealing a Secret Chamber to get a Moat into your hand, revealing the Moat, and then revealing the Secret Chamber again to top-deck it.

85
Tournaments and Events / Re: How to host a tournamnet
« on: April 18, 2013, 03:50:04 am »
9 player:

3 rounds 3player.
Each player plays once on Position 1, 2, 3.
1st: 5 points
2nd: 3 points
3rd: 1 point

after that you have a final round with seatings according to points.

86
based on the discussion here, i posted an idea on getsatisfaction requesting a tournamnet mode for professional games. If some people care enough to support the idea, we can get it on their shortlist for things to implement.

heres the link: https://getsatisfaction.com/goko/topics/tournament_mode-vvsld
----------------------------------------------
Tournament mode
Edit Subject i'd really like to see the possibility to play a series of games (best of 5, best of 7,..) against the same player in pro mode, with the implemented rule that the loser of the game is allowed to start the next game. In case of a tied game the player that was 2nd player goes first in the next game.

That would allow people to organize and run small tournaments. I think the f.ds community would be very intrested in such a feature. right now you can only play unranked games, and one player has to quit as long as the right order is established.

Unranked games just feel wrong for a Tournament. and it also gives some sort of advantage to the host of the game, because he can decide what sort of kingdoms are played, by using predefined kingdoms.

Ideally i see a button "play series of games" with a field where you enter the numer of games for the series (7 for a best of 7games).

87
Goko Dominion Online / Re: Goko Redlines
« on: April 16, 2013, 06:23:00 am »
On the other hand, I climbed to top 25 on the leaderboard in like 20 games, so I that doesn't really seem likely either. I don't get it.

thats nothing unusual. first of all you are an elite player, so you are where you belong.  Even on iso you could theoretically go from 0 to top of the leaderboard with a win streak of 31 games (there was a thread about it, but i can't find it. And all the guys cheating their way to the top all achieved that with a relatively low number of games.

I guess the secret lies in winning some games back to back. an uninterrupted winning streak pushes you to the top of the leaderboard in no time.

88
Goko Dominion Online / Re: Goko Redlines
« on: April 16, 2013, 04:03:51 am »
here's a quote from getsatisfaction:

according to that matchmaking is just around the the corner, or around the corner behind this corner,....

----------------------------------------------
I'm happy that people see that things are getting better. I was playing with the version that will be released on iOS yesterday and it's really nice.... has match-making, too.

We're getting there..... just been a more circuitous path than we anticipated.

Thanks again,
John Q.

89
Puzzles and Challenges / Re: Easy Puzzles
« on: April 10, 2013, 09:44:46 am »
goons but not mountebank,
peddler but not market

90
Dominion General Discussion / Re: Tag-lines for cards
« on: April 09, 2013, 02:08:31 am »
Bureaucrat: perhaps, the most powerful card in all of Dominion.


91
Refreshing now results in a loss, at least on casual. Haven't had it come up on pro, but I imagine it's the same.

its a loss in pro-games as well. Had this happen yesterday. so at least this annoying problem is solved.

92
Goko Dominion Online / Re: Bizarre bot strategies?
« on: April 04, 2013, 05:15:58 am »
I used to play with speed settings at fastest. There was an update in January where the animations were adjusted and since then i switched back to normal. Now i have no troubles following the plays on other persons turns, and game speed feels ok for me.

But i'm not a speed freak at all. I enjoy the game, and i can live with playing a game less per day.

93
Goko Dominion Online / Re: Young Witch on the second page
« on: April 03, 2013, 09:35:28 am »
Is having two pages really that big of a problem?

having two pages is not the problem. The problem is autoplay syndrome. You are so used to playing with 10 cards, that it sometimes slips past you that this time there is an 11th card.

I think the problem could be solved if at hte beginnig a little animation would show the 2nd page with all the content. So you are informed that this game you have additional cards. that would solve most situations.

94
Goko Dominion Online / Re: Goko tournement?
« on: March 27, 2013, 10:03:40 am »
i would play. And i have all the sets too

95
Goko Dominion Online / Re: Goko levels vs. iso levels
« on: March 25, 2013, 04:26:14 am »
daily rating tell you how many games you have played this particular day
I think it's how many games you have won this day, not played.
....oooh, i see. nevermind. doesn't make a difference.

96
Goko Dominion Online / Re: Goko levels vs. iso levels
« on: March 25, 2013, 03:36:04 am »
I don't even understand the rating system. I see a pro rating, a casual rating, and a daily rating? Yeah, I don't get it. I really wish they would make this better.

You only need to look at the pro rating. There are the games rated, that you play in professional mode (all cards random, host doesn't know the setup before)

casual rating lists all the games you play in casual mode (hosts knows the cards that will be played, and can set up specific sets of 1-10 cards.

daily rating tell you how many games you have played this particular day

adventure rating shows how well you did on the adventures (basically the more zaps you use the better you are there).

as for the ratings, i think the 4000 range is for people playing better than iso level 10.

7000+ = 40+
6000  = 30
5000  = 20
4000  = 15
3000  = 10



97
Dominion General Discussion / Re: Why is Possession so much fun?
« on: March 17, 2013, 09:09:43 am »
http://dominionlogs.goko.com//20130316/log.505c6195a2e6c78ad2ed5a99.1363461309552.txt

is there a reason you dont use the goko log addon? Then you would outomatically get a link for a prettified game log.

98
Goko Dominion Online / Re: Quick Question
« on: March 17, 2013, 09:07:17 am »
no DA adventures are supposed to work. I've played through them. Theese are great adventures to play through, because they give you a feel for the cards, and they are well balanced (no zap-feast, like other adventures)

99
Goko Dominion Online / Re: Increased number of Goko players?
« on: March 17, 2013, 09:04:13 am »
well usually there was one or two lobby filled up in mutiplayer. Now there are 3-4 lobbies filled up. This is late afternoon-evening Central european time, so i feel there are more players.

sadly, f.ds outpost room is empty whenever i check

100
Goko Dominion Online / Re: Whats happening
« on: March 16, 2013, 10:55:21 am »
the loss of rating is not so bad as in the iso system. On iso you had to play like 3-5 games only to maintain your uncertainty level. Here the loss was like 8 points / day. With a rating >6.000 thats not so bad.

And i think a gradually loss if you don't play is a good thing. Otherwise a player would just stop playing if he reaches a top spot sitting there forever

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