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Messages - Donald X.

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5501
I assume the aesthetic appeal of 1, 3, 6, 10 comes from these being the first several triangular numbers.
I suspect that for Valerie and Dale the appeal was that other games use those numbers.

5502
If this post seems a little overenthusiastic about a single point of change in the value of Colony it's because the sail kinda caught some of the gale from my frustration with trying to teach dominion to new players and every single one having trouble telling treasures apart.
I have no regrets about making Colony be worth 10 VP. Colored treasures, that's something Jay and I wish we had done, and would have done if we'd thought of it. We considered doing it for Intrigue even though they wouldn't match, but at that point some of the partners didn't want it. And in the end Jay put out the Base Cards product with art on the treasures.

5503
Dominion: Guilds Previews / Re: So. Guilds.
« on: October 31, 2012, 01:34:06 am »
So.  Intrigue came out in July, Alchemy in May, Cornucopia in June, and Dark Ages in August.  Given that it's a small expansion, and there's nothing else Dominion-related coming out next year to bump it forward like the Base Cards did with Dark Ages, I'm going to wager on a May release, if not earlier, given that nothing came out this fall.  If that's the case, we're about six months out now for Guilds.
I won't know the actual date until stores are listing it, but it's on track for spring, although for Cornucopia that meant June. May is a good guess.

5504
Probably never happening, seeing as veto mode is already a low priority, and currently only 5% of played games are multiplayer.

Interesting fact. But I would counter with that will change when Isotropic goes away, and players are forced to move to Goko.
And better matchmaking will help too (and is a priority anyway, see other threads). But well multiplayer features that not everyone playing multiplayer will use can for sure wait until there is more multiplayer actually being played.

5505
1. Band of misfits should be more obvious to other players what was chosen. I would suggest a semi transparent copy of the cloned card be shown. It isn't a problem if YOU are playing it, you know what you picked.
Maybe it could show the Band of Misfits art-box with the frame/text of the card they played it as? Anyway yes, even knowing what my own Band was from earlier in the turn could be easier.

2. Colonies and shelters should be determined by the standard prosperity, dark age random draw in professional games.  Or at least make that an option
I thought they did it this way? I guess there's a checkbox instead? I would use the official rule, yes.

3. Players should be able to toggle off and on expansions they own for professional play.
I'm not sure how much demand there would be for this, but it would be fine.

4. Piles that are likely to run out should have priority for the main screen while piles that wont shouldn't... I should be able to glance and see how many ruins are left without toggling.
I have not had an issue myself with Ruins - I am pretty aware of them being empty. For sure it would be nice not to hide that information though. I wouldn't just move them to the front in favor of some terminal action being on the 2nd page though - I would rather see the 10 kingdom cards. With Young Witch that won't be possible either but uh still. But possibly the number of empty piles could be indicated somewhere, maybe as a fraction, since the number that matters is different with 5-6 and people who don't play a lot of that forget about it.

5. Move the toggle viewable stacks icon.. it overlaps where the info on the other player is and it is hard to hit at times, especially when playing with more than 2.
I'm not sure what this is. The button for seeing the Ruins pile hasn't overlapped with anything for me. Did it move?

6. Please let me get the promo cards without putting hours upon hours into the adventures. If that is ONE way to unlock them, that's great. But there should be a multiplayer method too.
I am told you will be able to get VP tokens from playing in tournaments.

The trick to unlocking promos currently is, you get, iirc, 20 VP for the last act 3 boss. If you are just playing act 1's then they look more impossible to get than they are.

The other thing is that the adventures are currently harder than they should be. That will be fixed. It's a priority.

7. Don't have me drag stuff onto piles, especially when it is discard or put back on my deck. Those are right next to each other. Do it with a button.. yes it is less cute, but at least nobody screws up because they dropped wrong

8. Have an option for a running game log to be on the screen. Most people wont care, but some will.
They know; some cards have buttons now, dunno how long it will take them to fix everything or when I should mention it again. I would put the game log in the big empty space, although that won't work for uh lower-res devices.

9. The avatars suck.
They do. Card art would be good, in addition to custom avatars.

10. Veto mode. Good idea, copy it.
They know, very low priority currently though.

11. Draft play? Give each player five cards, and choose one, repeat until there are ten kingdoms.   
Probably never happening, seeing as veto mode is already a low priority, and currently only 5% of played games are multiplayer.

5506
The only way you can play 3-player without it affecting your rating is by either not logging in, by playing against only unregistered opponents, or by making a separate account.
I guess people might not have thought it through, but if you force any card to appear in the set of 10, the game isn't ranked. Otherwise someone would beat people up with King's Court / Masquerade / Goons locks. So, just pick a card you like and you're there.


Most people will immediately decline such a game though.
I guess you just like being contrary? Obv. you could say "hey let's play an unrated 3 player game, here's how I can make that happen." If people didn't agree to it then that would mean people did not in fact want to play unrated 3 player games.

Instead I think the approach to arguing that interest level for 3-player games hasn't been tested by isotropic is to say, people don't realize they can do them unrated, and know that you win less often when you have two opponents.

5507
You don't need to tell me - tell the people who voted it worst twice in a row.
Well something was going to come in last, no matter what.

The trick to narrow cards is, it's fun to win some way that you can't normally win, and you can't do that unless... there's some way you can't normally win! You can't win with an oddball strategy if in fact it's a conventional strategy; you can't win doing something normally weak if it's normally good. By being narrow, a card gives you the opportunity to win with it despite it being hard to win with it.

Most cards can't be narrow, for the game to work. So mostly they aren't! There's a place for narrow cards though.

5508
Was "You may reveal an action. If it isn't a King's Court, play it three times" considered? I could imagine the card being very powerful, but not game shaping like it is now like that.
No; a few cards have ended up with anti-Throne text, but obv. it's something I'd prefer to avoid.

I did consider "You may play an action card from your hand 3 times. Trash it or this." I'm sure some people would have preferred that, but King's Court as is is good times for a lot of people.

When Mountebank had the Mint clause, they both cost $5. I'm not sure that says anything beyond, my initial guesses were poor. King's Court cost $5. Tactician cost $3. I did fix all these cards you know.

5509
I typed this up a while ago because some people complained about Prosperity's secret history (which is chronological). It is mostly redundant with the original. I never felt like posting it because it was never apropos of anything. I decided to check out the wiki today and saw that it had secret history entries and knew you wouldn't really have them for Prosperity, and so posted it. That's the secret history of the other secret history.

5510
The Bible of Donald X. / The Other Secret History of the Prosperity Cards
« on: October 30, 2012, 02:22:44 pm »
Okay for those of you who were sad not to have the normal style of Secret History, here are the Prosperity cards again, with the individual cards addressed invididually. I am omitting the outtakes and intro; man you've got the original Secret History for that stuff. I am not trying to add any material, just re-sort it, so most of this text is just lifted from the previous version of the Secret History.

Bank: I stole this from Alchemy, where it originally cost $4+P. I wanted something else really simple and classic-seeming. It had been a good fit for Alchemy, since it counts Potions even if you don't end up spending them. Alchemy was years off though, years I say, and Prosperity needed a card now. Then when Alchemy got bumped up, I didn't steal this card back, because it required a little more of the Prosperity rules than I was comfortable with putting out ahead of Prosperity.

Bishop: When Prosperity got delayed, I got extra time to make changes. I decided, why not take out the worst card? At the same time I wanted more cards that used the VP tokens, so they'd seem less gratuitous. I tried a few different cards in this slot and liked Bishop the best.

City: Didn't change from the first version, except for wording. The idea for this card came from the Seaside outtake that cared about the trash, and of course Trade Route. I needed cards in the set that interacted with other players but weren't attacks, so I could have fewer attacks overall (so that Colony would usually be reachable) but still have enough interaction. One thing to do is to look at shared data - the piles. Trade Route cares if a pile isn't full; this cares if a pile is empty. Those were just the two simplest things to check.

Contraband: Another card that didn't change from the first version, except for a wording tweak.

Counting House: My wife came up with this card. Her version got you back all of the Silvers, which was crazy. Women! The Coppers version worked out, and just left getting a good wording.

Expand: Originally cost $6. I missed this the first time so there you go, this wasn't all for nothing. It cost $6 briefly but is $7 in the oldest file with it.

Forge: Originally cost $5, then $6. The "in coins" clause was added late, to simplify Alchemy interactions.

Goons: The art originally submitted for Pawn was not what we wanted for Pawn. We saved it for a future card. It looked like an attack; it had two guys bugging a third guy, so maybe a "choose two." I went with "+$2. Choose two: +1 Action; each other player discards down to 3 cards in hand; take a 1 VP token; gain a Silver. (The choices must be different.)" This card was popular. It had issues though, as pointed out by Wei-Hwa Huang and Bill Barksdale. It was political - someone would play it ahead of you, and then you could pick the discard option or not based on how well that one player was doing (since no-one else would be discarding). With +1 Action making it easy on your deck, it got bought up by everyone, so that you were having to discard constantly. I tried several other versions with different options in different combinations. I tried another card that I thought would work for a while but was just too strong, and finally ended up in a weaker form in another set (that set is Cornucopia and that card is Followers). Finally the Goons you know stuck. Again it squeezes in another use for those VP tokens.

Grand Market: Originally it cost $7 and was "+1 Card +1 Action +$2." People sure complained about it not having +1 Buy. "How is it a Grand Market?" they'd say. So I added +1 Buy, and then later took the anti-Copper clause from another card.

Hoard: Started out at $5. It was too strong, although it took a long time to get changed.

King's Court: Originally it cost $5, then $6. Of course Throne Room originally cost $3. King's Court got "you may" at the last minute. Throne Room should say "you may," because what if you want to play it for some reason (making Peddler cheaper for example) but don't want to play the only other action in your hand (a card-trasher of some kind say)? The card doesn't keep you honest, like (most) other cards do. And "you may" is a lot less text than "or reveals a hand with no actions," which would also look weird. Anyway it's too late for Throne Room. Should King's Court match Throne Room, or have the fix? It matched until near the end. Man, why not use the fix? That's what I think.

Loan: The original card said "when you spend this, trash another treasure spent with it." All of the Prosperity treasures originally had "when you spend this" phrasings. They caused some confusion - what if a treasure worth $2 has such a rule, and you spend $1 on something and $1 on something else? I eventually reworded them all as "when you play this" or "while this is in play." Loan didn't work like that and died. Then later I brought it back by having it look for a treasure in your deck.

Mint: At one point, the expansions were all 20 cards. Do you count Platinum and Colony? Initially I did. Later I decided not to, and added two cards to Prosperity - Wishing Well and Mint. Wishing Well as you know migrated to Intrigue, but Mint hung around. Originally it did nothing when you bought it. I took that "penalty" from Mountebank. Mint had been too weak and Mountebank too strong, and moving the "penalty" addressed both of those problems. Plus it seems more natural here.

Monument: Originally you tracked VP with Coppers from the supply. You set aside a Copper; at the end of the game it was worth 1 VP. Also the first tested version did not have +$2. It got that in order to be playable. After Seaside it was clear this would use tokens, so I rephrased it, and eventually added more VP token cards so it wouldn't be lonely. Late in the going I realized it could be phrased as "+1 VP" rather than "Take a VP token."

Mountebank: Originally it had the Mint "penalty" and no discarding clause. It was too powerful and left the set. Later I brought it back without the "penalty" (yes it is not really a penalty), then added the Curse-Moating. Briefly you just revealed the Curse (rather than discard it), but I decided that was more hosing than I wanted.

Peddler: The first version was "This costs $2 less per Action played this turn." It came from the ruins of an expansion that only ever existed in 16-card form. That expansion had two themes, one of which was "weird stuff with costs." That was not a good theme. I mean some of the cards were cool but you don't want a bunch of that in one place. Peddler and the Grand Market penalty made it into Prosperity. Late in development I changed Peddler to only change cost during buy phases. This meant now you could Remodel it into Platinum and so forth. The change was for two reasons. First, the Remodel combos are fun and well why not try them out. Second, it made it less confusing. People were always trying to Remodel it and then having to be reminded that no, you played two Peddlers and a Remodel, now it only costs $2. And then, close to the end, I tweaked it to count action cards in play, rather than actions played this turn, so there was nothing to remember.

Quarry: This started out as an action, "+$2. Action cards cost $1 less this turn." It was in Seaside; this was a better home for it. It left the set at some point, then I brought it back as a treasure, which made it a lot sexier.

Rabble: Originally you also revealed your own top 3 cards, discarding the Victory cards. There are two reasons that changed. First, it made the card defend against itself too well, which makes it get played more, which makes the game more oppressive. Second, the card was wordy, and didn't need that extra text to be good enough.

Royal Seal: Originally it was "when you spend this," which is more confusing. When I got rid of those, this one got its "while this is in play" functionality. For a while it triggered on buying, but in the end it triggered on gaining, to line it up with Watchtower.

Talisman: Originally this worked on victory cards; you only need to see so many games of Talisman/Gardens to give up on that. Also it cost $5 and only worked on one card per turn, via a "when you spend this" wording.

Trade Route: This started in the original 4th expansion, and migrated here in the great diaspora of interactive cards. The first version in the 4th expansion was "+1 Card +1 Buy +$1. If anyone got a Province this game, +1 Card." I fixed that up to a less-well-worded version of the card you know when I moved it to Prosperity. Late in the going it got a wording that used tokens and mentioned setup.

Vault: The main set once had a card called Vault that was just "Discard any number of cards. +$1 per card discarded." The top half of Secret Chamber. It cost $4 and then $3 and then it was Secret Chamber. Actually the oldest version was like "victory cards are also coppers this turn," but discarding cards is more flexible and way less confusing. Anyway the original mechanic was just not that good, as evidenced by Secret Chamber getting an additional ability and only costing $2 and still being nothing special. But tack on +2 Cards and you've got a monster. For a long time it had no penalty, but it was just too good.

Venture: This replaced some other treasure midway through development, but never changed. I thought of doing a "when you play this" treasure that drew you a card, and well you'd be sad if the card wasn't a treasure, so it always is.

Watchtower: This showed up late in development, after another card left. Dale complained that the set had no reaction, and this was one I'd been meaning to try. The first version, which lasted only a couple days, also let you put the card into your hand. Destry pointed out the Ironworks combo and so much for that.

Worker's Village: Nothing about this card changed except for where the apostrophe is. I previously had a card that was "+1 Card +1 Action +1 Buy," but it's not exactly fair to say that this is a version of that.

Platinum: This always cost $9 and made $5. $4 is not enough. You have to get to $11 for Colonies; that doesn't just happen. I bet that $5 surprised a lot of people.

Colony: This always cost $11. Originally it made 8 VP. At the time Province was worth 5 VP. When Province went up to 6 VP, I changed this to 9 VP. It stayed like that for a while. 9 VP seemed like a good spot for making both Colony and Province viable in Colony games. In development, Valerie and Dale really wanted it to be worth 10 VP. 1 - 3 - 6 - 10! Except, the 1 and 3 there really don't mean much; Estate and Duchy are not bargains. For a while I said, sure, maybe 9 VP isn't the right value, but you know, it sure has seemed good in testing so far. And it had. It had seemed just fine. I finally tested it at 10 VP anyway though. And well, it usually didn't make a difference in who won, and it made counting scores easier, and it looks prettier. And attacks and rush strategies already push you away from Colony; it's fine if some games you really don't want to stop at Provinces. So 10 VP it is.

5511
Other Games / Re: Gauntlet of Fools: GenCon playtest report
« on: October 30, 2012, 02:21:13 pm »
October is quickly coming to a close… secret history, secret history?

I played a few games the other night any enjoyed it a great deal. I'd like to hear how it came to being. Particularly the boasting mechanic. I imagine you went through a ton of different boasts. (Virtually every adventurer in our games was hung over.)
The boasts all got tweaked, and a couple replaced, but there aren't a lot of outtakes.

I have been waiting to post the secret history until people can buy the game. Aside from a few stores that got in on the kickstarter, I don't think it's available yet.

5512
The only way you can play 3-player without it affecting your rating is by either not logging in, by playing against only unregistered opponents, or by making a separate account.
I guess people might not have thought it through, but if you force any card to appear in the set of 10, the game isn't ranked. Otherwise someone would beat people up with King's Court / Masquerade / Goons locks. So, just pick a card you like and you're there.

5513
Other Games / Re: Theme in deck building games
« on: October 28, 2012, 07:04:12 pm »
Im sorry Theory, you cannot post that you have banned him in this thread because that is not he original topic of the thread.
Quoting off-topic post for ban.

On topic, making a more thematic deckbuilding game seems totally possible.

5514
I'm going to have to disagree with this.  I find that Dominion is best played at 3 players and I know I am not the only one who believes this.  Even people who enjoy 2 player best will at times want a change of pace without fear that it will affect their rating which is solved by having a separate leaderboard.  People also don't like waiting for a match to play a game but if there is a separate room explicitly for 3 player competitive games it won't be a problem.  And lastly, the majority of real life Dominion tournaments involve 3 player tables for numerous rounds.  Players will be encouraged to practice for these tournaments online if there is an effective 3 player infrastructure in place on Goko.  However, I will concede that having a 4 player leaderboard is probably a bit of a stretch and not necessary.
I prefer Dominion with 3, then 4, then 2, then 5. But isotropic has 3-player games, and lets you play them without having them affect your rating. So, if 3-player was really going to be a thing I think we would know that.

I think ultimately you are right here.  My thinking was that Goko would not be comfortable implementing an automatch system that always chooses the player who owns the most cards to be the host of the game.  If they are okay with that then not having to own all of the cards to play a pro game sounds great.
Casual games use the cards of the player who starts the game. So I mean. They've already done it, just not for the blind card selection.

You are correct of course that adding an automatch function would increase that 5% a significant amount.  The other event that will cause that number to rise greatly is the day Isotropic goes down.  If Isotropic goes down and there is no automatch feature there is going to be enough angry customers that I would expect adding an automatch to quickly become a much greater priority.
Well, it (% of games that have 2+ humans) will go up, I sure don't know how much. If most isotropic players are still on isotropic now, then this 5% reflects non-isotropic players more, and in the end we expect there to be more of those. And isotropic doesn't have AI, so who knows what % of those games would use the AI if there were one.

Out of curiosity, can you reveal what the other 6 items are on that top 8 list?
Tutorial, next expansion, expansion after that, better store, my changes to the adventures, something. And then better matchmaking/meeting room and well the list was what prompted Jay to say German plz so let's just consider that to be part of it. BSW got a lot of traffic and is down; supporting German soon is for sure the friendly move. I don't think the list is meant to include bugs being fixed, which is to say, it does not seem likely that bugs will be ignored in favor of these things. It's just, this is what they're working on, in various stages.

5515
I'm hoping that Goko becomes aware of this thread and it influences them to improve the multiplayer on their site.
Currently Goko reports that 5% of played games have 2 or more humans. Five percent, that is not a typo. Obv. making games with multiple humans work better will increase that number, but it's still a significant factor in just how high of a priority this stuff should end up. Better meeting room / matchmaking still made Ted's latest top 7 things list - call it top 8 since Jay is pushing for a German version, which wasn't on the list.

I think that's mixing cause with effect.  No one plays multiplayer because it takes a long time to find a game and there's no matchmaking.  Playing vs. computer is quick and simple.  Want to play multiplayer?  Go to Iso, as long as it exists, because it is still better than Goko at multiplayer.
Dude, so are you suggesting that making games with multiple humans work better would increase that number? Somehow I felt like I covered that ground.

5516
Iso ranks everyone on the same board regardless of whether you predominantly play 2 player, 3 player, or 4 player.  This isn't really that big of an issue on Iso since I would guess that at least 95% of games are 2 player.  However, I think that if Goko created separate leaderboards for 2, 3, and 4 players it would not only make more meaningful leaderboards but it would also encourage players to branch out from playing 2 player exclusively.
I am not sure I see the beauty of this. I think that people who care about the leaderboards would still focus on 2-player. You want to focus on one leaderboard and 2-player is the one you're most able to get games in for. And the games are faster, which is important to people playing lots of games, such as people trying to do well on leaderboards. The only merit of the 3-4 player boards would be that fewer people would be trying to top them.

There may be better leaderboards than what the system has, I am just not so impressed by "number of players" being the distinction.

One thing I've considered is turn order - the "going second" leaderboard. That way you don't need to bitch about how going second made you lose and thus hurt your ranking. I have not gone so far as to suggest it though.

You also don't want to enter an automatch and constantly end up playing someone who hasn't bought anything and be forced to play all base set cards with a much higher frequency than normal.  You could set the automatch to always pick the player who has bought the most cards to be the host of the session but that encourages people to be freeloaders essentially.
I don't like your suggestion at all here. It's tantamount to "give up on the pro leaderboard." I don't want people to have to have all the cards barring promos, and it's especially crazy to expect them to have the promos.

As it stands, I can play a casual game with a particular set of 10. I start the game and it's got my cards. I am ensured that my delightful full set of expansions is in use. I lose that in pro games. So it seems straightforward that the solution is, in pro games, use the set of cards that's larger (except in cases where one isn't a subset of the other). This also reduces the ability a pro has to try to game the system by not buying sets. I am not at all worried about freeloaders; people can already freeload all they want in casual games, and I like that people can be freeloaders.

The other thing is veto mode.  This might be something Goko could look at down the road but I don't think it is necessary to have right away.
I think people would like this but there are so many competing priorities.

I'm hoping that Goko becomes aware of this thread and it influences them to improve the multiplayer on their site.
Currently Goko reports that 5% of played games have 2 or more humans. Five percent, that is not a typo. Obv. making games with multiple humans work better will increase that number, but it's still a significant factor in just how high of a priority this stuff should end up. Better meeting room / matchmaking still made Ted's latest top 7 things list - call it top 8 since Jay is pushing for a German version, which wasn't on the list.

5517
Goko Dominion Online / Re: Goko, quite simply, sucks
« on: October 26, 2012, 07:40:55 am »
The point is that your opponent's actions are really fast, while some of your actions are painfully slow (like trashing stuff with Chapel for example - there is quite a long pause between each trashed card that seems not really necessary to me).
The problem with Chapel is that it communicates after each click. Ideally it would buffer the set of choices and communicate them once (same for Cellar etc.). If that were fixed then the only speed issue it would have is whatever speed issue you have everywhere - if it's slow to communicate then you are seeing that constantly, it's just emphasized by Chapel.

And of course there is the in-game log and the status line, but the status line information is really limited (and I often don't recongnize it, since it's sort of integrated into the overall background design), and as for the ingame log, it would really help if you could open it in a seperate window.
Obv. it would be nice to have the log onscreen if your screen is resolute enough. I would go for that rather than a separate window; if my screen won't hold the window then I'm not sure it's helping.

5518
Goko Dominion Online / Re: Adventure mode in desperate need of rehaul
« on: October 26, 2012, 07:19:06 am »
But again.. not the point. The level should be a challenge which can be overcome with skill, and making the level easier should be optional, and should have repercussions, meaning that the easier you make it the reward you get should be poorer.
Again, this is all going to be fixed, I have put in the work there, and I recommend not playing the adventures until this happens. There is no-one to convince about anything here.

5519
Dominion General Discussion / Re: Cornucopia
« on: October 25, 2012, 05:44:28 pm »
This has probably been mentioned somewhere in the secret histories that I just don't remember; but were there any cards that you abandoned only because they would take too long to resolve in real life?
Probably they are mostly mentioned in Secret Histories, yes. Generally slowness wouldn't be the only factor, and sometimes a card would change instead of dying. Hunting Party for example initially dug for two cards (rather than having +1 card).

Spies have been significant casualties. Dark Ages had a village that Spied every time you played an attack; play three of them and you are making three decisions per player per attack. So there's a card that just completely died due to speed; it was cute otherwise. There was a card that had everyone put a card from the supply into the trash at the start of the game; that was one of those decisions that's very slow because it's hard to see how to benefit from it. You keep trying to find a way to come out ahead. Wandering Minstrel initially dug for an action and left it on top; I changed it to looking at the top 3 in part to speed it up.

5520
Goko Dominion Online / Re: Goko, quite simply, sucks
« on: October 25, 2012, 01:47:38 pm »
Win7-64 Firefox latest on a major research university pipe. Nope. Goko's just clearly not so good at making things.
IIRC Firefox is in fact not supported yet. I am using Chrome.

It doesn't matter to me that they only work in single-player adventures -- they're SELLING. cheats. for real money.
It's fair to say that they *intended* to do this. They have not managed it though and are giving up on it. Again, you get Dominion coins for playing, and spend those on zaps. There is an option to buy them for money, but no-one ever would, because you have plenty of Dominion coins without spending money.

5521
Goko Dominion Online / Re: Goko, quite simply, sucks
« on: October 25, 2012, 01:37:22 pm »
I understand difficulty levels, but the company sells the zaps for money. It's "pay to win". I don't care if it's adventure mode (which is single player or not). It's NOT kosher to sell, for money, cheats.

$2 for 20 "goko points", which buys 280 coins, which buys 56 zaps.
If all you play is the campaigns and you just crush them, you will actually have a point where you run out of dominion coins that you could have used to buy more campaigns with, so that, if you don't want to play any non-campaign games ever, you would have to spend money on gokoins to buy dominion coins to buy campaigns. If you ever play any non-campaign games though, you will have infinite dominion coins, making campaigns and zaps strictly free. For any normal actual Dominion player, there is really no possibility of spending cash on these things.

Zaps only work in the campaigns (adventures), which are only single-player. Currently the campaigns are too hard (or in a few places, too easy), but that will be fixed. In the end zaps will do two things: 1) give you a choice of set-up conditions, via free zaps, and 2) let you essentially skip a level.

5522
Goko Dominion Online / Re: Goko, quite simply, sucks
« on: October 25, 2012, 01:28:24 pm »
* Sinfully ugly. Animations everywhere. Flashing. Stupid design decisions for placement of things. Even if you tell it "very fast" animations. And if you speed up the animations so you can play your turn better, you have an even harder time following what your opponents are doing.
* All but impossible to keep track of what your opponents are doing unless you really want to click the read log button every turn.
At normal speed I think there's plenty of time to see everything your opponents do. Fast is too fast to see what's going on. On very fast however the status line tells you what cards they gained, which is often all you care about, and when you specifically want to know something else there's the log.

* Sounds are terrible.
Well I wouldn't really know. As with all computer games I play, I turn the sounds off and listen to music. As we speak I am listening to That Time by Regina Spektor.

* The UI itself is atrocious.
I think the UI is fine. It has certain specific things that need to be improved, like Wishing Well, and other stuff that could be better, but overall it's fine. At one point it had serious issues but I don't think it does currently. I don't feel like I'm fighting the interface.

* Load times are unbearably long.
* Everything's slow too. When I click to "play treasures" for example, it takes multiple seconds to process.
This could be some combination of, your OS isn't supported yet, your browser isn't supported yet, your internet connection is slow, or you have been on at times when they had server issues. When it's working, with my browser/OS/connection, it plays at a reasonable speed, except for the case of "click on multiple cards" things like Chapel, where it should buffer the set of choices and send them at once.

* No one-player "try things out" option? (Ie, single-seat tables).
I thought there was. I'm not checking.

* Multiplayer "play now" just joins you to the first table, rather than you having a preference of how big a table you want.
* Multiplayer really pushes 6 seat games. Dominion is terrible with that many players; it should default to the real value: 4.
I wouldn't say "really pushes" so much as "allows." There are not many 6-player games being played, so if you insist that it pushes them, man, it is ineffectual at it. It's fair to say that the default shouldn't be 6; if we went by, what will most people be playing, it should be 2.

* Multiplayer lobby is pretty damned fat and ugly. No sorting, filtering...
* This might be because I'm a guest -- is there no option to have the cards NOT show up until the game starts? Blind games are necessary.
* Apparently no restricting of generated kingdoms (why the hell did Goko rename them to "decks" instead of kingdoms?) by sets.
* Or any randomizing by any OTHER criteria ("must include at least 1 reaction" etc).
Better matching, and ways to muck with the set-of-10 without picking the specific cards, are features I expect to show up eventually.

5523
Dominion General Discussion / Re: Cornucopia
« on: October 25, 2012, 01:07:31 pm »
You may notice that as the expansions go along there's sort of an abandoning of the idea of being able to feasibly play each card as part of a physical deck, to viewing at as more of a computerized thing.  So cards like Hunting Party are fairly simple, pretty awesome, and work fine in a computerized setting, but physically playing chains of Hunting Parties is a bitch.  Reveal my hand, reveal cards, put card in hand, play HP, reveal hand, reveal cards, put card in hand, play HP...
I see it as the opposite! I was not initially concerned with cards taking too long to resolve. After Alchemy revealed that this could be an issue, I paid attention to it in later sets.

Hunting Party is easy: put your hand face up on the table.

5524
Goko Dominion Online / Re: Adventure mode in desperate need of rehaul
« on: October 25, 2012, 07:10:43 am »
So you get to play against stacked decks. Stupidly imbalanced stacked decks. And you can pay to tilt the imbalance in your favor, and how much you want to do that is completely up to you. Ummm...frankly, I don't see the point. This is not a challenge. This is pay-to-win or don't-pay-and-lose. The imbalance gets so high so quickly if you decide not to cheat winning comes down to just a combination of dumb luck and dumb opponent and in some levels even that is probably not enough. I mean, later acts are akin of throwing a die and seeing who gets more dots, only you get one die and your opponent gets five of them. So ultimately you can have as much skill as you want your only chance of winning is either paying to get more dice, hoping you'll beat the incredibly silly odds OR hoping your opponent is daft enough he will eat some of his dice.
Adventure mode will in fact be overhauled, as I have previously talked about here.

The way I expect it to work in the end is: act 1 gives you two zaps per level but you don't need them; act 2 gives you two zaps per level and you need them but there they are, just use them on what you feel helps the most; act 3 still gives you two zaps per level, and you need more, but act 3 also gives you a game-changing rule of some sort that completely compensates.

In addition a few levels here and there put some kingdom cards into starting decks. And then the base set adventures will sprinkle in cards from Intrigue/Seaside/Prosperity, to show off the expansions a little and to have more variety.

Currently Dark Ages Act 2 has the intended final difficulty level, although it's missing the modified starting decks (but that's taken into account). It's also a special case in that the usual acts 1-2 are spread out over acts 1-3 since the set is bigger. But uh there it is as the best example I can give you, and I am betting you will not find it to be unfair.

I don't know when these changes will happen. I recommend holding off on playing the adventures until then.

Currently I don't expect the star system to change. If you have any good ideas there, cough 'em up. I don't imagine they want to take out the stars, but the algorithm could change. If they don't change, just try not to care about them, that's my advice.

And if you want to play real Dominion against bots, there is an endless amount of that outside of the adventures; just start a game.

5525
Other Games / Re: Goko also making Kingdom Builder?
« on: October 23, 2012, 12:27:09 pm »
I know who Queen was originally going to use. It wasn't Goko. It really isn't my place to say who it was and I don't know who they actually got, though probably it didn't change.

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