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 - funkdoc

Filter to certain boards:

Pages: 1 ... 12 13 [14] 15 16
326
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 27, 2015, 03:03:29 pm »
at work now, gotta be short

SCSN, thank you again!  just wanted to mention that:

A. i completely hate math and in no way could do stuff with this game on my own atm. don't ask me why i got so into power grid...

B. it was wanderingwinder who posted that thread, and i figured he'd be more likely to be right than some rando

that bit of mythbusting is def appreciated though~

327
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 27, 2015, 11:01:10 am »
With Mercenary giving +$2 and drawing 2 cards, and your opponent not about to mass-Merc you anytime soon (which you know b.c. of his terrible open), 1 Silver is more than enough to hit 5 consistently. You should take a second early Silver if there's only weak trashing and there are important 5s you want to get as early and often as possible, neither of which was the case here.


i thought city was that important $5 since my opponent was also going for them (so they would level up quickly) and the poor house thing doesn't work without it.  good points though, the rest definitely makes sense!

Quote
You also took nothing over a free Urchin at least once which is just really strange. Even if you don't plan to get more Mercs the free cantrip is nice b.c. with weak gaining you're bound to run out of Merc fodder (so you can use the Urchin as Merc fodder later without it hurting you before that point), and on turns where you don't get in a full Merc attack it's still great to have your opponent discard down to 4.

i get scared of buying cantrips with terminal draw and no villages in my deck.  basically i have a major phobia of terminal collision (which the chat discussed with me a bit) and drawing actions dead, and probably make lots of mistakes thanks to that.  and yea, urchins for merc fodder was my plan with them in the endgame (as you saw on that last double province turn).  also i was thinking about leveling up cities again, but wasn't sure about that idea with that split being even.  probably favored me though!

Quote
What makes Woodcutter more scary than Poor House? The one is exactly as terminal and non-cantrippy as the other, so saying that you're afraid of adding the former while spamming the latter doesnt make much sense. Just get City + Woodcutter the first time you could have gotten it over City + Poor House and you should be perfectly fine.

i was only getting $6 at least my first couple times with the woodcutter, and figured that was the time to add poor houses since my trashing was close to done.  my point was that my deck seemed pretty tight with 3 poor houses + 1 woodcutter...maybe having more urchins like you said could make the 2nd woodcutter safer? but then the mercenary play nets double province anyway so i don't see the upside to woodcutter #2.  unless you mean using it to get more mercenary fuel, or increase the chances of province+duchy turns...i could see that.

Quote
Jack can be good in an engine but I agree that it's pretty bad here, especially because HT/Silver is the much better open: unless they miss shuffle you're pretty much guaranteed to hit 5 for Count and if they collide you stand a terrific chance of hitting BV-Count. After that just get as many BVs as the Goko Gods are willing to grant you. If you get behind early you just have to keep playing well and hope your opponent gets equally unlucky next shuffle or messes up in some way, because otherwise you're just going to lose, which is totally okay: if your opponent plays as well as you do, you stand to win only half your games, and even a bit less because of ties!

i remember reading a post here that ran some math and found double silver to be better than silver/HT for reaching $5, so maybe that's what DG meant.  this engine also seems like it would be tight on actions, and you need at least one merchant guild in there, no?  horse traders would really get in the way of that from what i can see.  what's your counter to that?

328
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 26, 2015, 11:29:10 pm »
Game 1 - Your opponent has the basics right here - trash a little but use a hoard to buy victory cards and fill the deck with gold. On a 5/2 you can do much the same using upgrade/duchess at the start and getting silver instead of shanty town.

yea, the shanty town was kinda experimental on my part.  i always figure one should be good in a money deck with only non-terminal actions, but probably not.  also hoard seemed too weak to rush provinces on its own, but i forgot how well island works with it.  getting an island with no other green in your deck seems weird but i guess it should be fine if that's the best you can do early.


Quote
Game 3 - Build up to double province turns earlier.

a huge general weakness of mine is getting +buys too late.  i always get caught up in drawing the deck and scared of adding payload until the rest is finished.  especially here with it being fairly easy to get 2 components at once (city + poor house), i'm sure i needed the woodcutter earlier...just not sure how early, since i also need good mercenary trashing.  guess i can trash the silver once i have the woodcutter though!


Quote
Game 4 - Horse traders is the wrong opening here. It's not going to give much income, you want to trash your estates rather than discard them all the time, and it hogs an action. Wrong buy and bad luck means no way back in what is effectively a 13 turn game.

the only trasher is a silver flooder, and i didn't know what to make of that.  my thinking was that i wouldn't want to play jack anymore once i got rid of all the estates, and that trashing doesn't even help my chances of drawing my deck.  horse traders seemed to have value for the whole game because of the +buy, so i went for that.  i know merchant guild is definitely a better +buy, and i guess border village makes it painless to add that, so that part makes sense.

it's just hard for me to see how jack fits into an engine since you're trading stop cards for less-crappy stop cards, and the jack itself becomes a worse estate after the trashing is done.  i guess that silver does become a bigger deal when you have a border village or goons in the game...ok, your argument is making sense to me for this board now.  but if you only need to hit $5 and not $6, i'm still not sure about jack...


lots of good thoughts as per usual, thanks DG!

329
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 26, 2015, 09:44:30 pm »
partially through league match #2, down 3-1.  already discussed some things with the kind folks in my stream chat (thank you so much!!!), figured i'd post logs here and bring up some questions.

game 1: http://www.gokosalvager.com/static/logprettifier.html?20150726/log.55328665e4b0b01f29a2cbaf.1437951532273.txt
game 2: http://www.gokosalvager.com/static/logprettifier.html?20150726/log.55328665e4b0b01f29a2cbaf.1437952255607.txt
game 3: http://www.gokosalvager.com/static/logprettifier.html?20150726/log.55328665e4b0b01f29a2cbaf.1437953332278.txt
game 4: http://www.gokosalvager.com/static/logprettifier.html?20150726/log.55328665e4b0b01f29a2cbaf.1437954709741.txt

video archive for anyone interested: http://www.twitch.tv/srkfunkdoc/v/8667205

game 1 - upgrade has to be the opening with 5/2, no?  i do wonder if duchess was better than pearl diver, and i suspect upgrade #2 was my biggest mistake here (thought i could get the free gold eventually).  i didn't realize fairgrounds were worth 4 for me until the end, but it felt like i'd already lost before those came into play.  actually, with all the alt-VP, maybe more upgrades to turn stuff into those was the best option?  this seems like a board where you can't win on provinces alone since the BM enablers are so weak, which i didn't think about at first.  alt-VP in general is still a mystery to me...

game 2 - this was the one we talked about the most.  i just treated it as generic BM, but it was suggested that you could run a bunch of stables & banks with a horse traders for double-province turns.  my trade route play was bad when thinking about it from that angle, and i probably shouldn't have bothered with it at all (esp. since there was a clearly better +buy).  i'm not sure how much silver you need to make this strat work - the key cards being so expensive makes me think you'd want 2-3?

game 3 - a lot less to say about this one, i think, unless there's a better strat than the poor houses.  SCSN said in the chat that i shouldn't even have gotten the 2nd silver...again, with cities being key, i figured 2 was the right number, but this is something i don't have a solid handle on in general.  i think SCSN also said i should've gotten a second woodcutter, but i was afraid that would be one stop card too many.  if i had 1 more city i would've done that.  and for those who didn't watch my stream, that turn near the end where i bought nothing was a misclick (had 2 poor houses for a province).

game 4 - ok, here is where i have to ask something regarding YMYOSL.  the engine here seems better than basic jack stuff if you get at least decent luck, but i didn't get decent luck.  after i get utterly screwed on the silver-HT opening, there has to be SOME way i can come back and win, right?  the chat mentioned that i shouldn't have bought any more silver if i was sticking with the engine plan, which is certainly fair (again, important $5+ cards made me assume i needed at least 2 silver, and i forgot how much the extra silver would hurt count's trashing).  the alternative i thought about toward the end was abandoning ship on the engine and going jack once i got that $4 on turn 4, and the chat seemed to be supporting that.  i really can't think of a better comeback plan.  oh yeah, it was also argued that i should've trashed copper + estate + silver with count instead of taking money for border village, and i hadn't considered trashing silver with it before.  that does make sense as i think about it now, but in general it just seems like that second shuffle made the engine a lost cause for me?  finally, i was also told why you should gain a copper instead of topdecking one with count, and can't believe i didn't think of that earlier.


thanks again~

330
Dominion League / Re: Season 9 - Announcing Livestreams
« on: July 26, 2015, 06:47:27 pm »
http://www.twitch.tv/srkfunkdoc

going live now to play my match vs. noey21!

331
Goko Dominion Online / Re: Latest Release
« on: July 26, 2015, 05:32:50 pm »
I personally wonder why there's a windowed mode at all. Windowed mode makes sense for stuff that you have open 24/7 like browsers, IRC clients and bittorrent clients.

serious answer: streaming!

i *need* windowed mode for that alone, as seeing the chat is a huge part of any non-league stream for me.

332
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 17, 2015, 10:05:48 pm »
i think i felt like i had a big lead in trashing because there was one point where i got rid of all my estates and my opponent still had 2.  but i guess that didn't last long at all!

the thinking with crossroads was that i should still be able to play tournaments after mercenary.  but i guess that's really hard to get, especially if you trash estates.  2 mercenaries and 2-3 tournaments seems so scary to me though...but yea, good call there.

333
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 17, 2015, 05:39:14 pm »
well, i just played one that completely turned my understanding of this game on its head...

http://www.gokosalvager.com/static/logprettifier.html?20150717/log.55328665e4b0b01f29a2cbaf.1437167914290.txt

i get mercenary on 2nd shuffle and mercenary #2 not too long afterward, while my opponent opened urchin/tournament instead.  despite my huge early lead in trashing, my opponent utterly dominated me - getting 4 prizes before i could buy a province.  seems almost like "delaying" the mercenary turned out well for them, as they hit me on a bunch of potential province turns.  meanwhile, my earlier mercenary plays hurt them far less since $5 wasn't an important number here.  is this a legit thing i need to think about?  i just figured trashing earlier = winning but this is interesting.

also, i often find myself in the spot where all i can trash for mercenary are like, a silver + the second mercenary.  i tend to do it because i figure you want to attack as often as possible, but i probably still had too much copper in my deck for that to be worth it in this game.  hate when i have to make that decision!

i also bought 1 tournament too many, at least.  the lack of a good $5 makes me confused, because i get scared of buying too much silver and hurting my chances of getting prizes later so i just load up on tournaments.

actually, speaking of the $5s, might catacombs be better here than i give it credit for?  i figured with tournaments + mercenaries and only crossroads as a village, it just wouldn't have a place.

334
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 14, 2015, 09:47:24 pm »
yay back from work with some good stuff to answer!

i actually got over my fear of early trade route already, as that was a case where i was able to see the problems with the wiki logic fairly quickly.  giving benefits to your opponent sounds so much worse to me though, which is why i mentioned that about the coppers.  i figured you'd need more VP from bishop plays to make up for the advantage you give them, but i guess in the mid-game there will be turns when they have nothing to trash.

SCSN: i expected nothing less from you and will do my best to respond!

part 1 - the obvious big problem with early bishop trashing is that you and your opponent will likely thin your decks equally, except they get to do it for zero opportunity cost.  i don't think i've ever lost a game to a lower-rated player opening bishop, because i just get to build my deck and freeload my way to funtimes.  i've always had the mentality that i'd rather trash for free than spend an action and let my opponent do it just so i get 1 or 2 VP, which is also why i said that about coppers before.  in my experience with bishop thus far, i have been able to clear out enough coppers to be reliable without having to buy a bishop myself.  against high-level players it would be a much different story, clearly!

part 2 - obviously there's a point when the VP would more than make up for that, but i have no idea what that would be or how early you'd want to get on that.  and of course any thinning is better than none, so you might have to take the plunge if your opponent's going to be the freeloader?  i guess there are also times when the opportunity cost with bishop wouldn't mean anything, i.e. when there's no sub-$5 stuff you want anyway.  dunno, that's about all i've got!

part 3 - because usually other cards help you get to $5 and/or cycle more?  that can't really be it though, considering people still open stuff like trade route when it's the only trasher and bishop gives you more economy than most.  maybe you want to save bishop plays until you can draw enough of your deck to get good value from it?  but you need to thin to get there, and in our hypothetical that ain't happening if our opponent doesn't get one either.  i'm pretty stumped...this feels like a general question on how much to value weak trashing early, and i don't feel confident in an answer for that either.

335
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 14, 2015, 05:14:08 pm »
alright, something else that's been bugging me.  just a general issue since this is my late lunch break at work here...

i don't "get" bishop.  like, at all.  i played a game this morning where i crushed the scrying pool & grand market splits but was dangerously close to losing thanks to all of my opponent's bishop points (they opened with it it IIRC).  i know the early trashing is supposed to be bad, but they sure scared me with it!  i have no idea when i should be working it into an engine, as trashing coppers with it seems silly and i usually don't want to trash anything else in my deck...yet it feels like i'm missing opportunities by ignoring it.

336
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 13, 2015, 09:58:36 pm »
assemble_me: thank you, that helps a lot.  3 wharves would've sounded nutty to me but i sorta figured out by the end of that game that it might not be that bad!

DG: it still amazes me that players on your level take so much time to help out us randoms, but i come from communities where the top players almost all keep to themselves.  definitely enjoying it here!

Game 2 - You get bad draws here but I think you still would have done better with oasis/familiar/taxman/menagerie rather than buying silvers, gold, and catacombs.

ok, this is the most interesting part of your reply to me.  taxman was completely off my radar because it's always seemed slow and generally terrible to me, a la mine.

are you suggesting taxman to upgrade money without adding more cards, thereby getting more out of familiars?  that was my first thought upon reading that.  then i remembered that this game had vineyards - are you saying to go for those over provinces?  i tend not to see how vineyards can reach that level without a true engine, but there *are* plenty of cantrips+ here so i can see how that would make sense.  feels like you would need an extra potion in your deck though, no?

my reading of this as a money game was also why i didn't go harder for menageries, as you could probably tell.  seems this board is more interesting than i gave it credit for!

Quote
Game 3 - Open trading post here and then look for familiars and the stonemason buys. I think the decision on whether to buy the courtyard is actually quite difficult, since if you do add a lot of familiars and a stonemason, maybe treasuries as well, then the courtyard is always going to get congested and push an action card back to your next turn.

with engine potential lacking, i didn't see a lot of good stonemason buys.  $5P is the obvious one, but other than that...2x treasury is about all that seems reasonable to me, and that doesn't seem better than a gold with the way this board plays?  could well be wrong!

but looking back through the log of this one, how the heck did i not see i had $5P with stonemason on turn 5?  i always forget about it working with potion cards since so many other things don't, and that may well have killed me here.

Quote
Game4 - You seem to go off the plan at about turn 11.  Get the third wharf, followers the next turn, and get ready for a messy endgame with an eye on some late duchy/duke scoring.

i didn't really have a plan, tbh.  hence all the discussion with assemble_me on working wharf into cantrip-heavy decks.

i think what scared me with followers was that my opponent had more money than i did.  i figured i was never getting a province again if i went that route, while they might still be able to spike one.  but maybe going slog hurts the value of gold?  i mean regardless, followers was a monster here and i was an idiot for not grabbing it when i had the chance.

Quote
Game 5 - On turn 4 here you need to buy a hunting party not an ironmonger. The game is lost for you quite soon after that though. At some stage you did need to add some treasure to your deck, or even a bureaucrat, so that you weren't just drawing and discarding coppers/curses/estates with all your drawing cards.

i just wasn't sure how many decent cards i needed in my deck for hunting party to be worth it that early.  2 is enough though, eh?

another factor here was that i always think hunting party fishes for *two* unique cards instead of just one, for some reason.  maybe it's the initial cantrip bit that confuses me, or the other similar cards that grab 2 (adventurer, golem).

and i should've just resigned once things got out of hand, because i stopped caring about things like having money in my deck.


again, thank you very much!

337
Dominion General Discussion / Re: Cards you hate!
« on: July 12, 2015, 11:04:31 pm »
Nope. I hear he has 8 now.

you don't realize how true that statement is

i have a story i really really want to post right here, but i've only heard it secondhand and don't wanna risk publicly posting BS.  have gotten burned on that a number of times...

EDIT: ok, to actually post something on-topic, here's a bit of food for thought

in some random video (forget if it was one of his own or another player's), wanderingwinder opines that swindler isn't as swingy as a number of other cards and gets complaints just because its effects feel worse.  he goes on to say that urchin is worse because double-urchin opening gives you a near-50% chance of getting a mercenary on the second shuffle, which means it has the highest chance of one player getting it and the other getting screwed.  wonder how yall feel about that logic!

also, i wonder how the odds on familiar compare.  that one feels right up there with merc to me.

338
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 12, 2015, 08:52:57 pm »
Just so you know, I feel much more inclined to look at games if logs are included in the posts rather than just video. But obviously, include whatever you feel like.

yea, as mentioned in my newest reply that post was a bit of a rush job out of necessity.  edited in logs now~

339
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 12, 2015, 08:51:51 pm »
SIDENOTE: to anyone who watched the beginning and heard me say tournament is the best $4, i forgot about remake and that's the answer obv.  so don't blow me up over that one ok!!!

assemble_me: wow, thank you so much!  i kinda rushed this post because i had stuff to do today, so i didn't expect people to watch with the lack of timestamps.  anyway, i tend not to consider tunnel strats a lot because so often they just seem to be a trap for newer players.  i had never heard of embassy-tunnel as a thing but it makes a lot of sense as i think about it.  i'm really afraid of ignoring junking attacks with big money as i always seem to get killed whenever i try that, but i guess embassy *is* a BM monster so i could see this for sure.

also re: the courtyard instead of embassy at $5 later in the game, that's me playing scared again.  didn't want to draw my actions dead, went for the one that can topdeck those actions, forgot that's not such a huge deal with embassy.  same reason i shied away from wharf early in that tournament game...had 3 tournaments in my deck real early and didn't want to draw stuff dead with early province being so crucial.  it sounds silly to me now as i think about it, since the duration bit is the bigger reason you want wharf...

also really appreciate the hunting party advice!  it's very hard for me to understand the proper value of cards that cycle through tons of stuff early.  fortune teller gives me problems for the same reason - got crushed once by someone skipping my familiar every single shuffle with it.  as for why i didn't get a HP on second shuffle, i was too focused on king's court and the most obvious way to get there without thinking about how a HP that early would help me.


finally, a bit more of a general question that arose in these games: so early on, i tend to regard tournament as more or less a silver with better cycling.  i never buy a silver over a tournament until i have 3 or so.  what i notice is that i consistently tend to be the second one to get a province.  maybe more silver gives a better chance of that one gold turn you generally need to get that one province turn?  if there's terminal draw that also makes 3+ tournaments dicey that early, it seems.

i am also woefully inexperienced in playing wharf on boards that lack villages but aren't generic big-money stuff either.  like if you have some other nice action card(s) early, it's hard for me to picture a good balance with wharves.  that's why i didn't get a wharf ASAP in that tournament game when i probably should have - too scared of drawing my 3 tournaments dead.  seems like exchanging one of those tournaments for a silver would have solved a lot of those issues?


again, much appreciated! and gkrieg, great games and congrats once again!

340
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 12, 2015, 02:40:24 pm »
this thread's been due for an update (i'll edit the OP with links to specific reports/videos) and my first league match is a pretty good occasion for that!

i got crushed here 5-1.  4-1 in actual games played, but gkrieg had to leave and i just forfeited the last game because w/e, they earned it.  i was even 3-2 in getting first player, lol

video link is here: http://www.twitch.tv/srkfunkdoc/v/7447238 (note that i still feel weird about resigning so there's a lot of dragging things out long after i'm dead.)

logs are as follows...

Game 1: http://www.gokosalvager.com/static/logprettifier.html?20150712/log.55328665e4b0b01f29a2cbaf.1436721937127.txt
Game 2: http://www.gokosalvager.com/static/logprettifier.html?20150712/log.55328665e4b0b01f29a2cbaf.1436722662347.txt
Game 3: http://www.gokosalvager.com/static/logprettifier.html?20150712/log.55328665e4b0b01f29a2cbaf.1436723056372.txt
Game 4: http://www.gokosalvager.com/static/logprettifier.html?20150712/log.55328665e4b0b01f29a2cbaf.1436723837905.txt
Game 5: http://www.gokosalvager.com/static/logprettifier.html?20150712/log.55328665e4b0b01f29a2cbaf.1436724611562.txt


my own thoughts: main thing that stands out to me here is not getting followers in the second tournament game.  the estate flooding always scares me if i can get it early, but that's probably wrong with no way to trash curses.  i also forget that you can tell if your opponent blocked your tournament before you get the prize, so i majorly screwed up one turn thinking i could draw princess with a bunch of money when i couldn't.

the one big money-ish game w/ familiar i lost, it felt like terrible luck getting a bunch of $7 hands in a row.  but maybe that was because i didn't focus enough on familiar...?  i think i couldn't get a second one until it was already time to green, but memory could be off.  also in general w/ BM games, i probably often buy gold when i should be buying duchies.  and i'm not sure about opening trading post vs. potion on 5/2...i absolutely love the trading post open if it's going to be a money game, and figured a thinner deck would help me deal with familiar better.  the latter part didn't work at all here, as i forget if i was ever able to trash *any* curses.

the two games where i drowned in curses early *felt* like shuffle luck to me, especially the last one with that early king's court->hag.  but i wasn't positive on the opening in the last game.  felt like hag was just too important with zero trashing, and hunting party doesn't do a whole lot on the second shuffle? dunno


thanks in advance for any advice!

341
Dominion General Discussion / Re: Cards you hate!
« on: July 12, 2015, 11:34:48 am »
oh man i see some Legendary Game Designer David Sirlin talk

that guy truly is a freaking legend in the fighting-game scene, for some right reasons and many wrong ones.  i could write a novel about  this, but i'll just say that he tried to improve one of the longest-lasting games in that genre and failed so miserably that everyone went back to the original after a year or two.  he's also the mastermind behind Chess 2~

btw he wrote a hilariously awful article bashing dominion to hype up his game, including such gems as "starting with junk cards is bad design (because Reasons)".  in fairness it was written before quite a few expansions came out, but i think cards like apothecary and baron were already around and he just ignored their existence when calling copper & estates completely useless.  it appears to be gone now though...

342
Goko Dominion Online / Re: v2.0.33
« on: July 08, 2015, 10:16:15 am »
i didn't try the previous update, but this doesn't seem to slow down my computer much anymore!  that and the deck-counting bug have been my biggest hangups

343
Dominion General Discussion / Re: WW's Power Rankings
« on: July 07, 2015, 08:58:31 pm »
wow, thanks for the thoughtful replies everyone! 

HOW THE HECK DID I FORGET URCHIN???  think it was late at night when i made that post but still.  i think i've had maybe 1 or 2 games so far where you could safely ignore that card.  definitely makes an impact much more often than, say, forge or altar...and it's not like those are chopped liver obv.  urchin *has* to be top 50 at least.  BTW, is it just me or are $3 cards the most OP group relative to their cost?

pillage & native village were also ones i wanted to ask about.  i just figured i was really bad with native village and i almost certainly am, but it's just never screamed "top 50" to me.  there are a good number of topdeck-sorting cards, yes, but you don't always want those (helloooooooo, spy!).  and without that, i'm always scared to buy them at all.  storing away the one mountebank in your deck: not good times.

pillage...i dunno, it just seems like the attack is most likely to mean something at the beginning or end of the game.  getting pillage as your first $5 just feels like you're giving up way too much most of the time, and at the end with a deck full of green...takes a while to get the pillage in your hand, and you have a good chance of wasting it on a junk hand.  taking away the gold your opponent needed for the last province is sweet, but i'd rather just pick up a duchy at that point.

thank you again!

344
Dominion General Discussion / Re: WW's Power Rankings
« on: July 06, 2015, 02:33:05 am »
apologies if posting in a thread this old isn't kosher around here, but i was wondering some things!

so this thread has been an awesome resource for me as i've been learning the game, but there are some rankings here (from the 3rd list) that puzzle me.  off the top of my head:

- monument THAT high???  that has not exactly been a power card in the games i've played so far, though admittedly this isn't the greatest sample size.  it just seems like all too often you don't have a lot of terminal space for your engine and this doesn't offer enough for a non-drawing one, or it's stuck in a platinum/colony game.

- vagrant as high as it is also surprises me.  i get how often it can be a $2 lab in the endgame, but so often it seems worse than pearl diver before that phase.

- another huge "why so high?" for me is squire.  i read the big argument in this thread over that one, and at this stage as a player i don't get any argument for having it above hamlet at all.

- one last high ranking i don't get for now is baker.  from what i can tell, this seems to be a not unpopular opinion - mic qsenoch sure likes to rag on that card during his streams!  "peddler with money smoothing/storing and without the crazy trash-for-benefit potential" seems more on par with market, as far as $5s go.

- finally, one card lower than i expected was haggler.  i understand the issues if you just want lots of $3 & $4 engine pieces with no standout $5s or acceptable $2s, but so often it gets you sweet deals at any price point you want to hit.  just don't see how this would be barely in the top half of cards.

345
Help! / Re: funkdoc's journey to 5k (& beyond)
« on: July 02, 2015, 10:02:13 pm »
the issue is that i'm not always posting from home or on a PC, so i'm not necessarily in a position to do anything beyond just type stuff.  i will definitely get logs when i can though!

anyway, thank you for doing the work for me.  how the heck did i not remember/notice scavenger...that would be a pretty big deal here as i think about it more.  and i guess there was another +buy, but not one i see mattering with how bloated the decks will be.  i think i just blinded myself to any and all stop cards besides king's court if that counts.

also, what exactly do you mean by "governor engine"?  just focusing on getting lots of them and building to the remodel megaturn?  i've generally just done that treating governor as its own separate thing - not clear on how to work that into a wider engine.

JW: yep, one of my most common weaknesses at this point is thinking i can ignore junking attacks when i really can't.  young witch is the worst for me because i'm often not sure what to make of banes that are decently useful in themselves.  another big situation for me is when something like junk dealer or upgrade is in the game and i think i can outpace the junk...i guess you still want to junk to slow them down, huh?

346
Help! / funkdoc's journey to 5k (& beyond)
« on: July 02, 2015, 07:31:43 pm »
hi all, figured this would be a good move since i signed up for the dominion league!

so i've been playing online for a bit under a month and am hanging around 4600-4700 and iso level 23-24 atm.  seems like a good start but i'm still missing a lot of general concepts...

LINKS TO GAME REPORTS/VIDEOS OUTSIDE THE OP:

Dominion League S09 vs. gkrieg (video)

i can't always grab logs when i post questions, and this is such a case.  i remember the important stuff on the board though, so here's the deal with a game from this morning:


so the relevant cards on this board (province/estates game) were plaza, tournament, young witch (w/ cellar as the bane), governor, and king's court.  my thought process here was as follows -

- ENGINE ENGINE ENGINE

- without much early draw (figure you'd want to do other things with governor) and only governor for trashing, i figured cellar would be important even if it weren't the bane.  with that, i didn't think young witch would be worth it since it seemed like you'd have a deck loaded with cantrips to get drawn dead.

- i didn't want any silver or gold at all.  this seemed like a game where you wanted to sift through your coppers to trigger the big stuff.  the opponent's governors would probably give me some silver anyway.

- tournament is its usual self, since you want cantrips & virtual money anyway.  princess is the only +buy and trusty steed/followers are the only handsize increasers without king's court, soooooooo

- plazas should still be good even without early terminals since you can stockpile tokens for king's courts etc., and governor + king's court = mmmmmmmm. governor can also turn estates into engine pieces, which i figure is more important than gaining gold early.

- peddler is also on the board, but with no +buy besides princess...eh


so, long story short, i make a huge mistake opening plaza (forgot tournament was on the board for a second).  cellar is my other opening buy (opponent bought young witch on turn 1).  i stick to the basic idea outlined above, getting a governor at $5 and the first king's court via tokens.  however, my opponent gets a bunch of silver and gold and grabs 2 provinces pretty quickly.  my economy & cycling suffer greatly from getting my tournaments blocked, i have a few curses in my deck from young witch & followers, and they get all of the good prizes before i'm anywhere near a province.  i ended up resigning for like the 2nd time ever (still feels weird to me coming from games where quitting early is a huge no-no).

i'm guessing i had to get young witch even with the bane being a valuable card...the draw would've helped more than it hurt, it seems.  and i guess tournament meant i had to get early gold?  feels wrong to me in the long run but i guess racing for the prizes is more important than smoothing things out for your king's court turns...

thank in advance for any suggestions! =)

347
Dominion League / Re: Season 9 - Signups
« on: July 01, 2015, 09:42:13 am »
alright, i'm taking the plunge!  new to the league and still rather new to dominion =)

goko username: funkdoc
timezone: USA pacific

348
Goko Dominion Online / Re: Payment models
« on: June 20, 2015, 01:25:05 am »
no way in hell would an arcade system work. i learned this from my background in fighting games - american arcades pretty much died in the late 90s-early 2000s.  they've lasted a lot longer in japan due to various geographical & cultural factors, but even there it's reaching the same point the US was at in the mid-90s.  pretty much the only american arcades that make money these days are the dave & buster's types (all casual carnival-esque games where you can win prizes, full restaurant & bar) and the "barcades" (actual good retro arcades that serve overpriced drinks & nostalgia).

it's just not an attractive prospect with a game you plan on playing a lot, which is why so many top players in fighting games now prefer to get their practice online and deal with the game-killing input lag that offers.  notice that the places i mentioned are meant to be one-time or occasional experiences, not stuff you grind on the regular.  for a while arcades could survive with games that offered an experience you couldn't get at home.  dance dance revolution was a big deal for a while...then guitar hero & rock band happened. gg arcades~

tl;dr i would compare it to renting movies/games as a fundamentally outdated model



Are you trying to tell me that Noah's Arcade is not still going strong in Aurora, Illinois?

n0ice

actually it's "ironic" that you mention illinois...chicago has one of the only great arcades left in the US.  galloping ghost arcade...sooooo many classics and hidden gems you've never heard of.  heck, they even had the crappy arcade castlevania (yes, there is one)!  they also have one of the strongest competitive scenes for mortal kombat, with weekly tournaments there and an entire team representing them at major events.

to bring this a bit closer to the thread topic, they use a different model from traditional arcades.  you pay a one-time fee ($10 or something) that lets you play all day there.  the machines are all set on free play.  a little while back there were some other arcades that were similar, except you paid less up front and all the games cost a nickel per play; those all seem to be gone now.

so a few traditional arcades can still get by - they just have to be located in a huge metro area and not charge per game, it seems!

349
Dominion General Discussion / Re: About kingmaking
« on: June 18, 2015, 04:37:08 pm »
oh hey, lots of discussion here!  it's been pretty well-covered so i'll just say that power grid happens to be very well-suited for the type of kingmaking rules i talked about.  reason being, it's a game where you usually aren't out of the running until the end.  Step 3 is the great equalizer with all the monster plants that become available, and one drop can singlehandedly vault you from worst to a potential winner.  thus, there isn't normally a long period of being dead and playing out the string - basically everything i mentioned only comes into play on the final turn.

i definitely see how it could be bad for a lot of other games, though

350
Goko Dominion Online / Re: Payment models
« on: June 18, 2015, 03:54:22 pm »
no way in hell would an arcade system work. i learned this from my background in fighting games - american arcades pretty much died in the late 90s-early 2000s.  they've lasted a lot longer in japan due to various geographical & cultural factors, but even there it's reaching the same point the US was at in the mid-90s.  pretty much the only american arcades that make money these days are the dave & buster's types (all casual carnival-esque games where you can win prizes, full restaurant & bar) and the "barcades" (actual good retro arcades that serve overpriced drinks & nostalgia).

it's just not an attractive prospect with a game you plan on playing a lot, which is why so many top players in fighting games now prefer to get their practice online and deal with the game-killing input lag that offers.  notice that the places i mentioned are meant to be one-time or occasional experiences, not stuff you grind on the regular.  for a while arcades could survive with games that offered an experience you couldn't get at home.  dance dance revolution was a big deal for a while...then guitar hero & rock band happened. gg arcades~

tl;dr i would compare it to renting movies/games as a fundamentally outdated model

Pages: 1 ... 12 13 [14] 15 16

Page created in 2.289 seconds with 18 queries.