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Messages - nate_w

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Dominion League / Re: Season 9 - Results
« on: August 02, 2015, 10:45:34 am »

nate_w 4 - ephesos 2

Game Reports / Re: Dear My Opponent: I am Sorry
« on: July 21, 2015, 01:35:59 am »
Dear jaybeez,

I'm sorry you had the worst luck any opponent I have ever played on turns 3-5.

I'm sorry my ambassador came into hand on turn 3 while yours missed the shuffle. I'm sorry that on turn 4 I was able to buy a minion, while you, despite having the ambassador not in hands 3 or 4 did not hit 5. I'm sorry that on turn 5, your ambassador finally in hand, my minion instashuffled in, allowing me to discard your ambassador.

I'm sorry that you were forced to switch to bureaucrat as your only possible comeback means.

The shuffle luck gods had a good laugh and cried tears of injustice. I'm sorry.

Dominion General Discussion / Re: Cards you hate!
« on: July 20, 2015, 01:00:53 am »
This has to be the most ridiculous thread I've read since that one about the frequency of three pile endings in high level games being basically 0 (on bgg I think).

How is it that some people are coming away from this thinking either Jeebus or MicQ are saying crazy things? There's no way either of them feel that way about the other. At most there is disagreement about degree.

Like, there's no way MicQ is reading Jeebus's posts and thinking? "Luck?  There's no luck in dominion!"  Nor is Jeebus reading Mic's posts and thinking "What's the point of trying to find mistakes when the game is basically decided by the end of turn 4 by shuffle luck?!"

Let's step back for a second and realize that both of these guys are making claims that are for the most part quite reasonable if you just interpret them generously.  Of course there is Luck!  Of course no one on here believes the game is all luck or they wouldn't play the game!  So let's just try to interpret the things people are saying from a position of "What point must be trying to be made here? If it sounds crazy to me, am I misunderstanding their position?"

Goko Dominion Online / Re: Latest Release
« on: July 18, 2015, 01:44:12 am »
Again, thanks for the work you guys have been putting in, and a special thanks for you for taking the brunt of the community ire when things aren't right.

My question is: how far away are we from MF saying, "OK guys this is good enough. Scrap the old version, this is what it is now!"  I'm worried they will do this before it is where it needs to be. That's kinda how it went with the transition from isotopic to goko and it left a really sour taste in people's mouths.

Is the company's expected timeline available for public knowledge?

Dominion General Discussion / Re: Scaling alt-VP vs. Colonies
« on: July 08, 2015, 03:39:47 pm »
So, I'm pretty sure your post came up because of a game (unrated) we played where there was a colony board with lots of gardens enablers, and I said I doubted gardens would do well there because of the presence of colonies.  That's pretty much how the game went.

But then I played this game today, which I probably played incorrectly, in which there were also cultists.  I thought that with the extra pile easily emptied and swindler to slow them down a bit gardens could work.  I went for it and won.  But in hindsight, had he just ignored cultists and played, say, catacombs big money, I don't think I would have won.  Just too many points in the colony pile that can be gained before the piles run.

Goko Dominion Online / Re: Latest Release
« on: June 30, 2015, 08:42:51 pm »
I will say this. I tried the beta for the first time today and was pleasantly surprised. Perfect, no, but gives me hope that they are on the right track. The deck card counting bug was super obnoxious in my ambassador game but other than that it seems a lot of things are coming along. Some things are already significantly better than GOKO.

Thanks to MF for the work they've put in so far!  That said, hopefully things will be improved a lot before it is released. The match making especially needs some work.

Goko Dominion Online / Re: Latest Release
« on: June 25, 2015, 05:58:19 am »
I wanted to second the thanks on your parts for the work you are doing. I've been out of the country since the open beta was released and have not tried it but have been following pretty closely the reactions on this forum.

It sounds like a LOT of progress has been made and while there sounds like there is a LOT left to do to get the product to where it needs to be you guys are earnestly working on issues.  I'm looking forward to trying the beta in a few days. While I'm sure I will find in frustrating, it sounds like it will be playable! 

The one thing I would request is that you not move out of beta until you have a product people actually feel like is better than GOKO. It sounds like you maybe moved out of closed beta too quickly and supplanting a product with an inferior one would be terrible.

Anyway, keep up the work and I look forward to the final product.

Help! / Re: League match decision
« on: June 22, 2015, 02:14:12 pm »
Yeah I'm ok with your second haggler as well. A lot of people are pointing out that you have a 1/3 chance of just being dead but I'm not sure your chances were above 67% of winning the game before then either. Increase in variance seems like a good thing when you are behind, which you were.

I think the big thing was he got slightly luckier than you, but I think neither of you played it particularly well. I think MV/ambassador is a fine opening but needs to be followed up with a second ambassador. This should be a pretty sick engine with menag for draw conspirators for cash and pawn for buy. Vault when you start greening.

Baron is probably not the best choice here because you have pawns for buy which you can almost certainly pick up on one of the turns where you returned some junk and have two coppers in hand.

Dominion General Discussion / Re: Interview with Donald X.
« on: June 15, 2015, 06:15:33 pm »
Adventures seems like a big step-up in interaction complexity. Donald, are you worried that increases in complexity will fundamentally change the game in ways that could be negative?  Rules that interact weirdly that you didn't see at first? Cards that become broken?  More steep learning curve for new players?

Dominion: Adventures Previews / Re: Thoughts on Miser?
« on: June 15, 2015, 12:41:14 pm »
On the board you are discussing HOP is definitely the thing you want to do, but I'd like to bring it back to miser!  If alter isn't on that board I'm definitely opening with a miser, almost purely for the trashing!

Dominion: Adventures Previews / Re: Thoughts on Miser?
« on: June 14, 2015, 12:52:10 pm »
Sure there are boards where opening miser/miser seems fine.  If it's the only trashing, there is a cheap village, and some draw and buy I could see using it to both thin and be payload. On a board with, say: miser, village, smithy, woodcutter and militia with not much else going on i might open miser miser.

Dominion: Adventures Previews / Re: Don't Use Pathfinding on Knights
« on: June 13, 2015, 03:50:58 pm »
Right, sorry. Again this bottle of wine is quite helping my mood but perhaps not my communication skills. 

Yes, I agree that pathfinding/tact/goons/throne room variant is not common enough to discuss. I was trying to step back one card (as this topic was focusing on pathfinding, and the sub thread was focused on tact+Pathfinding) and suggest that pathfinding on tactician could be interesting in the presence of a throne room variant in a number of settings, goons being one of many. 

My only point was supposed to be that pathfinding allows tactician to fire multiple times (I think?) in the presence of pathfinding, and so throne room variants, which usually do nothing to tact, appear to me to work. Well that just seems fun!

Sorry if I miscommunicated earlier, gov.

Dominion: Adventures Previews / Re: Don't Use Pathfinding on Knights
« on: June 13, 2015, 02:32:23 pm »
Ok, but it's not that hard to think of boards where the best way to get multiple Goons into play consistently is Pathfinding on Tactician with KC-Tactician (or TR-Tactician).

It's not hard to think of them, but you'll probably never see one in full random. It's already extremely rare to see three specific cards in a kingdom in full random, and then we still need a specific event and some extra conditions that need to be true.

I'm mildly drunk on a European vacation right now (thank god I'm missing the MF online dominion drama), and so maybe I missed a point you made. And I don't really know or understand the adventures cards/events, so I am talking outside of my comfort zone here. But isn't the combo being discussed here significantly more likely than you make it seem?

You need tactician and path finding on the same board, with one of: procession, throne room, KC, or any othe adventure cards I haven't played with that have similar effect and you essentially are starting each hand with 15-20 cards and 3-4 actions/buys. Because you can play tactician multiple times for multiple effect if you draw a card first, right?  This seems both pretty sweet and not unbelievably improbable?

Dominion League / Re: Season 8 - Results
« on: June 03, 2015, 08:12:33 pm »
Division C-1

nate_w 4.5 - 1.5 Deadlock

Dominion General Discussion / Re: CARD OF THE WEEK #9: Inn
« on: May 23, 2015, 01:23:17 am »
Under your categorization, would Scout be considered a sifter? Sure, the VP cards it draws aren't discarded until cleanup, but putting them into your hand does improve the quality of your deck, just as if you had discarded them with Cartographer, Warehouse, etc.

Also, if Scout is a sifter, then Survivors, Oracle, and possibly Vagrant should also be considered as such.

Would Navigator be a sifter? Or Scavenger?

(This post is not intended as a Scout joke, btw).

Survivors, navigator, and a component of oracle are all sitfers. As is spy and a component of scrying pool. 

I'm not sure how I would classify scout and vagrant because their direct effect is to draw, but that isn't what you usually want from them (except in like a great hall scout "combo"? I mean, what is it you actually are hoping scout does exactly?); their primary use is not to get green cards in your hand.  You want them out of your future draws. So sure, I guess I'd call them sifters since their real effect is making future draws better.

Dominion General Discussion / Re: At what point should you resign?
« on: May 21, 2015, 07:42:44 pm »
On a funnier note, I was playing a game the other day where I was about 100 points behind and opponent resigned. I think he was a little too quick to do so, but it wasn't unreasonable in the situation:-)

Puzzles and Challenges / Re: Most points without a decision?
« on: May 12, 2015, 08:19:13 am »
You can also prince throne rooms that remake the banks you've drawn in hand from previous caravans into provinces.

Dominion General Discussion / Re: The Worst Kingdom Ever
« on: May 07, 2015, 10:46:18 pm »
Chancellor big money?

Dominion League / Re: Season 7 - Results
« on: May 03, 2015, 10:48:18 pm »
C1 - natew 5 - ThaddeusB 1

Game Reports / Re: is Harvest/Tunnel OK?
« on: May 02, 2015, 01:29:17 pm »
I think you needed an early pawn over a silver, possibly even the gold, and possibly over the second potion.  You need the + buy to get the most of your alchemist stack.

I don't buy that harvest tunnel is particularly strong.  I think on an incredibly weak board it could beat big money (maybe??) but in general, it doesn't seem superb.  I think had you bought an early pawn you would have won handily.

Dominion League / Handling disconnects
« on: April 19, 2015, 03:55:14 pm »
Hey, guys.  Like SwitchedFromStarcraft, not particularly interested into getting into the result of the game, more in participating in how the community deals with issues.  I'm a proponent of community driven suggestions, with final decisions made by organizers trying in good faith to reflect the will of the community.
I'd like to offer up a specific suggestion going forward that addresses disconnects:
If the person who is ahead disconnects and there is a >0 chance of the other player winning, there should be a rematch.  Players should try to agree about the situation (and if they do, player decisions are not reviewed, but if players cannot agree that there was a >0 chance of comeback, replay for now, with Stef , Adam, and Andrew (or whoever) looking at the log later to see if the person behind had a chance.

After turn 5 or so, if the person who is behind disconnects, replay if it is closer to 50% chance of comeback, forfeit if closer to 0% chance, as agreed upon by the players.  If both players cannot agree, replay for now, with Stef  et al looking at the log later to decide if it reached the 25% threshold, with a forfeit being easy to change to later. 

My reasoning is that, yes it sucks to rob the person who disconnected a chance to come back and win, but it also sucks to rob the person who was ahead of their advantage.  And while neither party is usually REALLY to blame for a disconnect, it feels especially injurious to rob the person who was ahead when the other player disconnected.

Dominion Articles / Re: Combo? Messenger + Inn
« on: April 14, 2015, 08:15:35 am »
The problem with these plans is that you need $26, not $13 to get province every turn. Remember that the cards you have in play will not be placed on top of the deck by Inn. So you need $13 in play to buy Inn/province and $13 out of play to top deck.

Seems a little slow. An engine with this money would be triple provincing.

Simulation / Re: Expedition
« on: April 06, 2015, 07:55:35 am »
The cost of buying expedition is always the same as buying silver, but the benefit changes dramatically over the course of the game. Drawing an extra copper and estate, not a big deal. Drawing an extra goons and village - big deal.

I think opening expedition has to be one of the WORST uses of the event. It's sort of like laboratory in my mind: not a card you are excited about getting on a 5/2 opening. Solid card in an engine.

Dominion Articles / Re: Combo: Doctor/Fool's gold
« on: April 05, 2015, 11:19:11 pm »
Could you explain to me why doctor is better? I mean, doctor really isn't all that stellar as a trasher, which, from what i can see, is its main benefit. Could you explain what i'm missing?
Doctor is a stellar trasher actually. Better than chapel when it comes to fool's gold.

Doctor is excellent support for fool's gold. It trashes quickly while you continue to add FG to your deck. It doesn't have the problem of running out of economy because you only need to hit $2.

In this game: which inspired me to post this I got 5 provinces and a duchy in 14 turns, which is slightly faster than other BM strategies like double jack. I don't think I had above average luck in this game either.
You see your doctor much more often. If you buy it turn 1 you shuffle right afterwards. Even if you don't, then whenever you play the doctor you will be cycling in a way that makes you see your doctor more often, which makes you trash faster. Steward and remake can't do that. This isn't fool's gold specific, it's just faster trashing. Fool's gold doesn't care about out-of-hand trashing, it likes fast trashing that still let's it hit $2. And doctor is the fastest there is. Only chapel can be faster than doctor in some ways, but when you trash with chapel you can't buy a FG.

So it sounds like you're saying doctor/fg is a combo in the same way that trasher X/fg is a combo, it's just that doctor outclasses trasher X in this instance, making doctor PARTICULARLY suited to pair with fg. Right?

I guess the concerns with this stance have been on two fronts:

1: there doesn't seem to be much to distinguish doctor from trasher X, so calling this a combo should be changed to any trasher/fg is a combo. You have made some arguments in the thread addressing this by asserting that doctor is better suited than other trashers.

2: people are still doubting that doctor is all that much better than other alternatives. I think I fall into this camp. You are going to have a hard time convincing me that doctor outclasses, say, ambassador in a pairing with fg. I mean, in a vacuum, maybe it's close, but with other things on the board you might want doctor loses trashing power quickly, whereas ambassador's effects can be magnified. With a village (any village)  on the board it's pretty easy to see the ambassadoring player bury the doctoring player. 

It seems to me that given a set of 8 random non-trasher cards, fg, and a choice of doctor or some other trasher, I'm not sure how often I would choose doctor. Probably not often enough to call it a combo instead of just saying trashers work well with fg.

Interesting point about the cycling though. Not sure if I agree with that benefitting you. Usually we think of cycling as good because it gets your important cards in play faster, but in this case we don't really care if fg is there quickly; we only care about our doctor plays, and doctor seems to make itself miss shuffles pretty well (especially likely at the end of turn 2 with overpay and turn 4).

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