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Messages - Donald X.

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5701
No, a Wandering Minstrel is one person.
Well he's like the pied piper. He gets all the kids to follow him, and then those kids do things for you.

It's true that the flavor for "+2 actions" that most such cards use is, there are people doing things for you. Often a whole village of people, but sometimes just some nobles. Squire and Wandering Minstrel don't fit that. Squire at one point was in part a village that only played attacks, and Wandering Minstrel at one point was a card that made +$2, and they kept their flavor when those parts changed.

5702
Dominion: Guilds Previews / Re: Looking to the future: The Guilds
« on: August 18, 2012, 01:42:53 pm »
When I first heard about guilds, I thought about "Village Guild" or "Library Guild" which have an effect like "All cards played after this card have +Action or + 1 Card added to the beginning of their text."

I am pretty sure this would be a balance nightmare. :P

Whenever someone says there is a balance issue with a variant, I just sit back and wait for DXV to prove them horribly wrong.
Well I already made "actions played after this give +$1." It turned into Horn of Plenty.

5703
Dominion: Dark Ages Previews / Re: What card design rules are left?
« on: August 18, 2012, 01:41:40 pm »
Still no "each other player gains a copper in hand" attack.
It will show up in the secret history. One problem is that the copper pile has no definite size, and varies with more players in a poor way.

5704
Goko Dominion Online / Re: Bonfire
« on: August 18, 2012, 01:39:33 pm »
If only there were half as many expansions. Then it would cost half as much! And man I'm glad there aren't twice as many expansions.

5705
Goko Dominion Online / Re: Ask FunSockets anything!
« on: August 18, 2012, 01:36:18 pm »
Then I hereby clamor at the top of my lungs not only for a simple point counter, but also for an official full deck counter at least as extensive as Dr Held's Chrome extension. (It could be more extensive in also tracking discarded cards which I would welcome a lot.)
A full deck counter seems very unlikely.

5706
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 18, 2012, 01:55:28 am »
If nothing else, it would be nice to hear how you would go about trying to make certain cards better. You've mentioned that you'd like Scout and Thief to be better, but you've never shared any specific ideas. Was that intentional, or have you just not given it much thought?
Well I've mentioned a few things, but in general it's bad if I suggest changes. It sets people up to argue over whether to play the official rules or the designer's variant. This is something RGG in particular does not want to have happen.

I personally have not gone back and changed anything; I play the cards as printed. Which I guess isn't saying much, since online they're programmed as printed, and irl I don't play for fun, I just playtest (which is fun, but still), and to playtest I should play the cards as printed.

5707
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 18, 2012, 01:38:14 am »
You know, Donald, it would be really cool if you actually did a revised edition of dominion.  Like, rerelease the original set, but with slight card and rule changes that clarify lingering issues and perhaps "fix" cards that didn't work as intended. 
There are I think only two things you can hope for here.

First, there might someday be a rethemed Dominion that's trying to get noticed by more people who aren't gamers. It's been brought up but hasn't happened (and may never). If it did happen then possibly I wouldn't change any cards, but I would tweak the exact mix of 25 in order to be better.

Second, if I make a Dominion spin-off and it is close enough to Dominion that some cards from Dominion will work in it, then naturally I will only be revisiting stuff in the best form I can make it at that time.

5708
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 18, 2012, 12:43:54 am »
There's something I like about cards that aren't usually useful.  It's very rewarding when you find a way to use them.  The number of times when it's obviously a dead card is offset by the coolness of finding a time when it's not.

That feeling actually was by design.  Donald mentions how he did a few cards that would only really be strong in certain situations, because some folks get a kick out of winning games with those cards.  I wish I could find the quote.
For any given card it may or may not be by design (e.g. Scout wasn't intended to be weak), but yes, there are a very small number of cards that are so narrow that they often aren't very good, where the idea is, some people like to win with a card that you usually can't win with, and the only way to get that feeling is to have a card you usually can't win with. But I try to do very few of those, and Thief wasn't trying to be one of them. Thief in fact is one of the "pillars" of the main set, changing the game significantly, and as such it would be nice if it was still doing that for good players.

5709
Dominion General Discussion / Re: Official Version Launching 8/16?
« on: August 18, 2012, 12:34:24 am »
It's official, on Goko's Twitter, this is going back to beta-testing mode, and you can sign up to be on the beta test, if you haven't already. No new release date announced.
I have a little more information here: the beta is open to everyone, which is to say they will just add people as fast as they can rather than limiting it in any way; and the beta will be segmented, that is, there will be "shards" with a certain number of people. They really did have a problem dealing with the load, and this is their temporary fix.

5710
Dominion General Discussion / Re: Official Version Launching 8/16?
« on: August 18, 2012, 12:30:44 am »
I'm a 30-ish player on iso (or at least I was), and I've spent countless hours playing against bots now.

It's fun! Maybe you don't find it fun, but I do. It's not a "challenge", but it is fun, for me. I don't need offline mode because I only play on my computer, but I can see why people would want it.
I've enjoyed playtesting the cards and AI. The bots are very bad at certain things, but it's not always one of those games, and of course they'll get better at some of that stuff. And sometimes they just get lucky, but maybe you can beat them by playing well. Lately I've played a mix of Desktop Dungeons and goko Dominion as my go-to waste-a-few-minutes games.

So, sure, games vs. bots have value, is what I think. So then the question is, how much of the time are the people who enjoy those games actually not online. I have no clue; I personally am never in a situation where I could play a computer game but am not online, but I'm probably not a great example.

5711
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 17, 2012, 06:39:56 pm »
As I have previously posted, Thief is weak enough on average that I would like it to be better. I haven't been talking about that. I was disagreeing with the statement that Thief was *intended* to be weak. Man. It was not.

5712
Goko Dominion Online / Re: Zaps
« on: August 17, 2012, 04:12:59 pm »
Here's a question: are they authorized under your relationship with them to release their own expansion content?  Could they release "Goko Market: +2 coin, +2 card, +2action, +2buy", cost: 8 for example?
They can't do that, and wouldn't try to get it past me anyway.

I don't have a contract with them at all. They have a contract with RGG and RGG has a contract with me.

5713
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 17, 2012, 04:03:28 pm »
Thanks for the reply, but it's obvious to everyone that's played more than a couple of games of dominion that Thief was never intended to be anything more than a trick.
Sometimes obvious things are also crazy wrong! This one for example. I mean, go ahead and believe I'm lying to you. Oh well.

You've created a wonderful game here, and one with potential far beyond what any single person could imagine. The fact that it's been limited to a small number of mostly arbitrarily themed expansions is inevitably going to be frustrating because of this, and cards like Thief just make it worse.
There is a thread in the forum of all me talking that explains why there are only so many expansions.

5714
Dominion: Dark Ages Previews / Re: Dominion: Dark Ages, the book
« on: August 17, 2012, 04:01:07 pm »
Was this you inspiration Donald?
Never heard of it dude. I was inspired by reality.

5715
Goko Dominion Online / Re: Zaps
« on: August 17, 2012, 03:35:53 pm »
I was surprised at how something that felt like it was going to be a tutorial actually had no instructions on how to play the game.
My understanding was that an actual tutorial was forthcoming, not possibly making the launch. This must be the next step up.

5716
Goko Dominion Online / Re: Zaps
« on: August 17, 2012, 03:35:02 pm »
Rare cards...

Are we just talking about Gov / Envoy / Black market / walled village?
Don't forget Stash!

To my knowledge, it's just the normal promos, unless DXV made additional ones for Goko too. It is confirmed that campaign mode is one way to unlock the promos we're familiar with.
I have not made any online-only promos. I'm sure they would like one. I don't know if it will ever happen.

5717
Goko Dominion Online / Re: Zaps
« on: August 17, 2012, 03:34:17 pm »
Well this makes me sad. Hopefully Adventure Mode is balanced even if you opt out of the micropayments.
I hope it's beatable by experienced players without "zaps" or whatever, yes.

5718
Goko Dominion Online / Re: Zaps
« on: August 17, 2012, 03:32:52 pm »
It would probably be something like: Man, whatever. It's not dominion, it's just a different game that uses dominion cards. No one's forcing you to play it or pay for it. If you want to go play dominion, go play dominion and not this.
I have not looked at adventure mode and do not know exactly what the deal is, but you are more or less correct here. They said you would be able to pay (whatever that might actually mean) to make campaigns easier and I said okay. To me it's like hats. I have no interest in hats but am fine with them selling hats. It just needs to be that the game itself doesn't require any hat-buying or anything, and it doesn't.

5719
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 17, 2012, 03:15:42 pm »
If you use Band of Misfits as a [...] King's Court (from Prosperity)

How could this possibly be done?
It was possible with a Dark Ages outtake.

5720
Dominion: Dark Ages Previews / Re: DA, first Printing, Misprinted?
« on: August 17, 2012, 05:39:55 am »
Donald, can you say something about Wandering Minstrel's phrase "Put the Actions back"? Yeah it's clear what it means, but still IMO Actions are still something different than Action cards and it should definitely read "Put the Action Cards back".
I normally say "action card" because the word "action" is overloaded in Dominion, yes. There's just nothing interesting to say here though. All such wording things are either intentional for boring reasons or unintentional for boring reasons.

5721
Dominion: Dark Ages Previews / Re: Secret history?
« on: August 17, 2012, 05:37:29 am »
Do we know when Donald will put it up?
Probably whenever stores actually have it. I am not sure when that is; a week or two?

5722
Dominion General Discussion / Re: Why is Curse a base card?
« on: August 17, 2012, 05:34:04 am »
In the same vein it's annoying to read that some cards were included for the sole purpose of looking strong but turning out to be weak (Thief)
I have never made a card for the sole purpose of looking strong but turning out to be weak. The cards are all there to provide gameplay; to be cards people enjoy playing with, that change the game in whatever ways they do. Thief does look strong but turn out to be weak; but wasn't the point of Thief. Weak cards get played less often; strong cards cause other cards to get played less often. The game is at its best with balanced cards. Whether or not they look strong or weak at first glance, that's not as important, although certainly they don't want to all look awful.

There are four kinds of attacks in Dominion, four kinds that matter anyway. There is an essay about this elsewhere on this site but I will list them for you: give other players junk (Witches); trash other players' good cards (I think of these as Knights); make other players discard (Militias); and muck with deck orders (Spies).

With only four kinds of attacks, I want to be able to do each kind in each expansion, to maximize the variety of attacks. Therefore I want to be able to do Witches in each expansion.

You can hand out stuff besides Curses. Estates are pretty bad. Copper isn't so hot. But handing out that kind of thing has issues. The Copper pile doesn't have a definite size, and varies with the number of players in a poor way. There are not very many Estates. You can do a few Witches that use cards like this, but most Witches cannot.

You can add new cards to hand out, like Ruins. The problem here is that that is a giant pile of cards to stick in an expansion. You would have to be making some kind of insane 500-card expansion in order to have space for those.

But by putting Curses in the main set, every expansion can have a Witch while devoting zero space to Curses.

5723
Dominion: Dark Ages Previews / Re: Band of Misfits rules questions
« on: August 17, 2012, 05:12:35 am »
Is it that Throne Room just reads the card text once, then? I think that's consistent even though it doesn't feel natural to me.
If that works then yes.

I have done card-doublers in a bunch of games, and sometimes they do actually lock in the text duplicated, blatantly. That's not relevant, I just felt like sharing. I guess it's relevant in that, it's something I feel has a chance of covering whatever situations come up.

5724
What if I make a card which uses ruins but I don't call it a looter?

Just add "Setup: Include Ruins in this game".
That would be a third kind of timing on Cultist, a thing I avoid.

The entire point to "Looter" is in fact to have a simple rule for when to use Ruins. I had considered this for Curse, but decided to always have Curses out so as not to have to scream at people "you could buy one for your Ambassador" etc. by putting the type on such cards. That's not an issue for Ruins because you've got Curses already.

5725
Dominion: Dark Ages Previews / Re: DA, first Printing, Misprinted?
« on: August 17, 2012, 04:42:52 am »
There are at least two other typos in the rule book. I imagine someone on your end has already found all of them, but in case not:
The table of contents says there should only be 10 Feodums, instead of 12.
In the FAQ about knights, it says that all but one cost $5 and the other costs $1 instead of "$1 less."

I didn't read the whole thing, but noticed those two upon first glance. Hope I can be of help to you.
Well that should have been $4, not "$1 less." I can report it to Jay for future printings.

"Cheaper" on Catacombs is probably just because I was also saying "cheaper" on another card that didn't make the cut. That card had "cheaper" because it had two clauses in one spot and shortening the one to "cheaper" seemed like an improvement. Wei-Hwa said, do we need to define cheaper, and I said, I think people will know what it means. Then the other card died but I never thought of rephrasing Catacombs.

In general I don't stick with old templates if I think I have better new ones. Like, originally the word "card" appeared more often. I can just say Silver, I don't need to say Silver card, that's what I think. But if I'm not intentionally changing something I do try to be consistent.

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