Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - matste

Filter to certain boards:

Pages: 1 [2]
26
GokoDom / Re: GokoDom III: Round 1 Discussion Thread
« on: February 21, 2014, 04:26:48 pm »
Thank you matste for good games. It is always sad when BMs are dominant strategies, but that is part of a game. At least we had that bishop thing ;) And baker one had at least some hard decision about when to start greening but otherwise it was just wierd BM-Chapel :D. So thanks again and good luck in next rounds :)
Thanks for the summary of our games. You sound like I was very unlucky. That's not true. In the first two games I made horrible mistakes and deserved to lose. However, in the third game, I feel like I made the better opening decision. My idea was to win the Bishop/Fortress split with extra gains and to benefit from the trashing of your Bishop. Your early Bishop VPs shouldn't matter in a Bishop+Fortress madness. But after seeing the horrible collision in turn 3, emotions took over and I lost the rest of rational thinking. Loosing the Remodel to your Swindler didn't help either.
Good games.

27
Dominion Articles / Re: Scout Strategy Article, or, It's Not a Bad Card
« on: February 19, 2014, 12:56:49 pm »
Workshop is [...] strictly worse than Ironworks.

Edge case? You need to gain an Estate but are at the bottom of a shuffle you can't afford to trigger.
another edge case : you only have 3$ to spend.(no highways,Bridges,Princess or Quarry played :p)
then workshop is strictly better because you can afford it.
Another edge case(related to the topic): your opponent is playing a lot of Swindlers and Scout is in the kingdom.

28
GokoDom / Re: GokoDom III: Third Theason Thign-up Thread
« on: January 30, 2014, 02:33:15 am »
I'm in.  All sets.

29
8. Having no #vpoff in the title of your game even though you clearly know about the extension and then going #vpoff during the game
Extremely bad manners. Stop it.
You are like a chess player who takes an opening book to a match and then is offended by the fact that his  opponent doesn't agree on playing with it. Or am I missing something?
Also, in the sad reality of Goko I don't want to type '#vpoff' before hosting each and every game, especially when 80% of them don't even start.


If you're hosting and you care about #vpoff, then you should be putting it into your game title.  If you aren't running the addon, it saves the game title with parameters for you.
Goko saves every parameter except the game title.

30
8. Having no #vpoff in the title of your game even though you clearly know about the extension and then going #vpoff during the game
Extremely bad manners. Stop it.
You are like a chess player who takes an opening book to a match and then is offended by the fact that his  opponent doesn't agree on playing with it. Or am I missing something?
Also, in the sad reality of Goko I don't want to type '#vpoff' before hosting each and every game, especially when 80% of them don't even start.

31
Goko Dominion Online / Re: Weird "Adventure" Mode
« on: January 15, 2014, 06:10:45 am »
and the AI in the boss levels is definitely working together to screw you.
Can you give an example?
I didn't notice anyting like that, I remember winning one game against 3 bosses where I bought Moats in my first 3 turns and watched them flooding themselves with curses.

32
Goko Dominion Online / Re: TotalBiscuit on Goko
« on: January 07, 2014, 07:46:14 am »
To go a bit back on topic, seems like Goko owes TotalBiscuit some gocoins...
http://forum.dominionstrategy.com/index.php?topic=7455.0
That's a huge rise if you take into account that on January 5th it was impossible to create a game and on 4th the servers were extremelly laggy. Can you send us the numbers for these days?

33
Goko Dominion Online / Reliable information about Goko
« on: January 06, 2014, 07:25:32 pm »
It seems that I don't really know much about the current state of Goko or their plans. The fact that they are silent and the fact that they have failed to deliver the tablet version "this fall" created much speculation on this forum, but no reliable source has confirmed it (AFAIK). I understand that we are all angry, but maybe we are a little unfair. Maybe their silence is some kind of convoluted business strategy. If anyone has definite answers to these questions, please share them with us:

  • Should we still hope that the tablet(offline) version will be released?
  • What is the current relation between Goko and the vietnamese company that originally wrote the source code? If the partnership was terminated, who is doing the coding?
  • Who maintains the servers? It looks like when they crash, someone reboots them manually the next working day. That doesn't look professional.
  • What is the agreement between RGG and Goko?

34
Goko Dominion Online / Re: Registering on Goko broken?
« on: January 03, 2014, 04:08:15 am »
If you are just starting your adventure with Goko, you should better not buy any cards from them. For me it looks like the site is dead and the management is deciving the investors just to keep their salary incoming. If they cared about their business, they would have noticed that new players can not register.

35
Game Reports / Re: Fishing Village + Wharf: buy Loan?
« on: December 23, 2013, 05:09:03 am »
Is it at all threatening for your opponent to buy a Sab once the Wharves are out? Or do you just laugh because they should be buying green at that point?
I'm pretty sure that buying a Sabouteur when 2 piles are out and your opponent has plenty +buys is a mistake. Wharf games often end on piles. It's very easy to buy 6 Estates/Pawns/Pearl Divers in one turn. Sabotaging 4+ card will only help your opponent in 3-piling. Also, duration cards are slightly harder to destroy by Saboteur. Of course, if you are way behind, sabotaging his Provinces might be the only way to win.

36
Variants and Fan Cards / Re: FLAVOR Saver
« on: December 01, 2013, 01:01:45 pm »
The problem I see about Brute Squad is that it increases the third player's disadvantage more than Militia does. The +2$ +Card bonus looks like a very reliable method of hitting 5$, so the Silver+BS opening will be strong in many kingdoms, but the third player should better forget about it and open Silver, Silver instead, excluding himself from the fight.


Each other player reveals his hand and discards an Attack card
(or reveals a hand with no such card).
Why should you reveal your hand when you have a card to discard? That is inconsistent with similar effects on Bureaucrat, Taxman, Mountebank and Cutpurse.

37
Goko Dominion Online / Re: Most annoying card interface?
« on: November 11, 2013, 07:26:33 am »
I agree that Cartographer is the most annoying card. I always mentally add this additional description: "When you buy it, you will randomly lose at least one good turn, Murphy's law applied".
Also, overpaying for Stonemason can be tricky. Suppose you have 4$ and a Potion. You click "Overpay $" twice, the buttons change position and you click "Done overpaying" instead of "overpay potion". You end up with 3 Stonemasons, not 2 Scrying Pools. It's instant ragequit for me.

38
Goko Dominion Online / Re: "Opponent is having connection trouble"
« on: July 14, 2013, 02:28:35 am »
When you find out that you've lost your connection (chat isn't responding) is there a way to return to the game? There must be some reasoning for this 2.5 minutes.

39
Dominion General Discussion / Re: A Kingdom for Beginners
« on: July 13, 2013, 07:03:52 pm »
Wow, Seaside, Prosperity and Dark Ages for beginners. That's a really a hard task. After the first game you will hopefully have the second one, so you need to introduce many concepts in the first game without completely overwhelming them with choices and edge cases.

Here are my design criteria:

1. Players' decks must improve gradually. No megaturns or crazy combos. In other words, effect of each card should be obvious. Engines should occur naturally, no traps.

2. No durations
In my experience, beginners tend to have problems with basic game mechanics, like when to shuffle, so durations are really unaceptable in the first game.

2. No attacks
Yes, attacks are an important aspect of Dominion, but keep in mind that if you're introducing the game IRL, it will probably be a 3+ player game where attacks will be very annoing. I don't see a simple counter like Moat in your sets.

4. At least one card at each price level. You don't want them to feel unlucky and they will always want to buy the most expensive card anyway.

5. Benefit of trashing must be obvious.

6. No alternative VP. KISS.

7. All vanilla bonuses should be introduced.

8. Big money shouldn't be a good strategy. There's nothing more annoying than losing to a begginer playing big money (been there).

Here's my deck:

- No shelters, no Colony.
- Grand Market.
This is the most complicated card in the deck. It requires the players to understand the concept of separate phases of playing treasures and buying cards. Normally I wouldn't recommend it with beginners, but you own Prosperity, you have to wipe out any misconceptions in this area quickly. On the plus side, Grand Market clearly states that Copper is bad.

- Bazar
- Catacombs
  Engine parts which aren't usually a mistake. Coolnes of engines is naturally introduced.
 
- Mystic
  I remember a beginner quickly grasping the idea of Wishing Well. This should be similar.
 
- Venture
  Once someone understands Grand Market, he won't have problems with Venture.
 
- Armory
- Island
- Salvager
  Terminals. This is the weakness of this kingdsom. I feel there should be more, but you don't have that many begginer friendly terminals in your sets.
 
- Lookout
  Only one card for 3. This will help beginners avoid the mistake of not buying Silver.
 
- Vagrant
  There must exist a card costing 2. It clearly wins with Pearl Diver by its simplicity.

40
Dominion Articles / Re: Caravan
« on: June 02, 2013, 03:36:45 am »
There is one thing in which Caravan is better than Lab: Adding reliability.
It is probably only true if you try to draw all your deck each turn. I run a little simulation of BM+multiple X. Starting with a given deck of cards it executes 10 turns always playing all Caravans/Labs and always buying one victory card. The charts show how often you end up with hands of given size. I don't count the first turn where hand size for Caravan is always 5.
The results show that caravan doesn't add reliability in this case and the risk of hitting a "dead" 5 card hand is slightly larger.

Pages: 1 [2]

Page created in 0.046 seconds with 18 queries.