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151
Dominion General Discussion / Re: What cards do you ban and why?
« on: July 20, 2022, 04:56:22 am »
We do have that info available.

https://docs.google.com/spreadsheets/d/1zjm0G-dQWvUlghlBMeryRGJmHUH_4Miey2n5-O-kV9I/edit#gid=0

My bans are:


Most are probably self-explanatory. Lighthouse is just dumb overall because if it's relevant, its contribution to the game is that it's a vanilla split-over-two-turns Silver that everyone needs to have a few copies of, and a bunch of other cards that used to have player interaction are now also vanilla (except when your opponent gets blessed by the RNGsus and their attack actually goes through). Keep is very memory-intensive and once you've had the realization that buying a Gold with Keep in the kingdom is this close to being strictly better than buying Province (which is a fun realization to have, to be fair), it's not that exciting to play the games where both players will just buy Golds for a really long time.

I just checked the list and it seems that all the info is the same (and I know I at least un-banned ghost ship so that # should have changed).  Can you list this again, but updated?  I am curious to see how many people have banned OP Barbarian like I am going to do.

It's just so Op and literally dominates any game, even ones with other super strong attacks.  Here is an example of why people hate barbarian, and what many Barbarian games end up looking like—three piles of Barbarian, curses, and the lowest available action card.



Posting about Barbarian in every thread doesn’t make any of the rest of us agree with your assessment. I’m sorry you’re having a rough time of it but I look at Barbarian and see nothing more than an alternate Knight. Attacks add variety to the game by forcing you to play differently. If Barbarian wasn’t affecting anything it would have been a wasted slot.

Um this thread wasn't about barbarian only.  But I would say that asking about the frequency of barbarian banning in a thread on what cards you have banned is on point. 

And I love attacks, and I love Barbarian, but neither of those changes the fact that Barbarian is mad OP.  Not sure why some people are so butt hurt about the fact that a card is OP.  many cards are, and this one certainly is.

But it is hilarious that you think that my mission here is to change your opinion on Barbarian.  Frankly I could give two shits about how you value the card, I just like discussing cards and don't mind mocking people who are wrong.  And anyone who says "barbarian is just ok and doesn't really dominate a board". probably hasn't played very much with it.

152
Dominion General Discussion / Re: barbarian continues to savage
« on: July 20, 2022, 04:52:56 am »
In the game above I imagine Barbarians were being picked up when King’s Courts got trashed? Otherwise, without an abundance of expensive Action cards, Barbarian doesn’t lend itself to trash/deplete it’s own pile any quicker; the players would have to deliberately load up on a terminal Silver (over other, usually better options) to do that.

In the other games you (or anyone) speak of, are you and your opponents buying them back and forth in some kind of reactionary arms race? I had a game a long time ago where I swear my friend got to the point he was shuffling his Saboteur to the top whenever my Minion deck made him re-shuffle—so basically every turn. He wanted to smack down my Minions so bad lol.

Almost haven't seen a game where it wasn't a race to see who could amass Barbarians asap.  Most people regularly forgo gold for Barbarian in most games I've seen.

153
Dominion General Discussion / Re: barbarian continues to savage
« on: July 20, 2022, 04:51:07 am »
Old Attacks like Mountebank, Torturer or Cultist were overpowered. Barbarian, a card who is weaker than Swindler during T3-T5 if you open with it, is neither a strong Attack nor a centralizing or mandatory card.

Huh?  they both cost 2 and are terminal.  yet one only turns estates into curses?  What am I missing here...

And for u to say it isn't a strong attack nor a centralizing card is just bonkers.  I can't remember a game where it didn't pile first.  I'm sure someone here can pull stats on stuff like that, but it is certainly a centralizing card.  I never ever saw Mountebanks/sorcerer/witches/ghost ship or any of the other Terminal attack cards pile so frequently.

154
I understand at the beginning there was an esoteric debate on what constituted an interaction, but at this point they are basically the same thing.  wouldn't it just be easier to have them merge and then look at them both together chronologically? 

http://forum.dominionstrategy.com/index.php?topic=16947.0

http://forum.dominionstrategy.com/index.php?topic=12757.0




155
Dominion General Discussion / Re: barbarian continues to savage
« on: July 19, 2022, 04:04:40 pm »
It's just so Op and literally dominates any game, even ones with other super strong attacks.  Here is an example of why people hate barbarian, and what many Barbarian games end up looking like—three piles of Barbarian, curses, and the lowest available action card.  I mean the trash pile looks better than many peoples decks lol.




156
Dominion General Discussion / Re: What cards do you ban and why?
« on: July 19, 2022, 03:57:24 pm »
We do have that info available.

https://docs.google.com/spreadsheets/d/1zjm0G-dQWvUlghlBMeryRGJmHUH_4Miey2n5-O-kV9I/edit#gid=0

My bans are:


Most are probably self-explanatory. Lighthouse is just dumb overall because if it's relevant, its contribution to the game is that it's a vanilla split-over-two-turns Silver that everyone needs to have a few copies of, and a bunch of other cards that used to have player interaction are now also vanilla (except when your opponent gets blessed by the RNGsus and their attack actually goes through). Keep is very memory-intensive and once you've had the realization that buying a Gold with Keep in the kingdom is this close to being strictly better than buying Province (which is a fun realization to have, to be fair), it's not that exciting to play the games where both players will just buy Golds for a really long time.

I just checked the list and it seems that all the info is the same (and I know I at least un-banned ghost ship so that # should have changed).  Can you list this again, but updated?  I am curious to see how many people have banned OP Barbarian like I am going to do.

It's just so Op and literally dominates any game, even ones with other super strong attacks.  Here is an example of why people hate barbarian, and what many Barbarian games end up looking like—three piles of Barbarian, curses, and the lowest available action card.




157
I can only hope that I achieved my objective of putting fairly simple cards into these sets. I still think I have. It's hard to take the OP seriously when it cites e.g. Tide Pools, an extremely simple card.

I do think that Sailor is over-the-top for Seaside; this was not missed but as you can see I decided to print it anyway.

Glad u did.  sailor is one of my favorite new cards.  It's really sneaky amazing.

158
Oh it's so good and so fast.  Just click the cards you know you want to play or buy in order.  Then it just autos your turn.  you can even preclick cards to trash/discard/exile etc. 

But just watch when reactions are in play.

159
If it really is an issue, which I don't think it is, then you could just remove a few cards from the pool until people learn to read cards and follow their instructions.

Kind of like the card pools thing.

any game is awkward to get used to.  But nothing is going to save a player from not reading or thinking, these concepts are fairly basic.  In any sports/game, it takes a while to use savvy veteran play to get advantages through the synergy of different elements/skills.

Plus either you will be there to set em straight, or they'll likely just play through incorrectly, but for all parties, and never be any the wiser.

160
So, I had a recent game with both Pirate and Charlatan. This is an interesting combo since Charlatan, by making Curses into Treasures, can trigger Pirate's reaction, both for your opponent's play and for your own play. Anyway, at one point, the hand I drew had a Charlatan, a Pirate, and $5 worth of Treasure. So, my plan was, when it came to my turn, to play Charlatan and react to my opponent's gain with my Pirate. That would give me $8 for that turn and an extra Gold on the turn after that. But then my opponent played their own Charlatan and I accidentally used the reaction. So, I ended up with a total of $11 to spend on turn, with no extra buy, and not a Colony game, meaning that the extra Gold went to waste. And no extra Gold on my next turn, which turned out to be crucial as I was just a little short of being able to buy a Province on that turn (I think I ended up with $7 if I'm remembering right, but definitely an amount that an extra Gold would've been crucial). So, I ended up only being able to buy a Duchy instead of a Province. There were enough turns after that that I can't say for sure that it cost me the game (since both of us would probably have made different choices), but the final score ended up close enough that it likely did. Very annoying mistake


Just another example of why this change needs to be made. 

http://forum.dominionstrategy.com/index.php?topic=21265.0

Why reactions don't get the same confirmation as trashes makes 0 sense.  It basically means you can't replay in ANY game that has a reaction attack possible. 

I mean if you preplay a card as an action that should not even be able to engage a reaction. I mean it can't tell that it was played before the reactionable card/situation was triggered?  Just dumb and leads to mistakes that no one would ever make, like accidentally prohibiting War Chest from gaining a hunting grounds or City Quarter, etc

161
If you have enough draw and payload Innovation and Temple has really nice interaction.  Play all your temples to build up the temple VP you are normally a lil scared of leaving out for your opponent to take.  Buy innovation and choose innovate before temple pts.  get to add one extra Vp and then snatch it so your opponent can't steal the VP pile.



162
Minion + Trail is a really strong combination. If you play a Minion with one or more Trails in hand, you draw additional cards for each Trail plus a Village effect for each one - especially useful if, as in the game where I found this combo, there are no villages, letting Minion + Trail fill the Village role. It's also a fairly useful counter to your opponent's Minion - with a single Trail in hand, you end up with 5 cards, and with more than one Trail, you end up with a net increase in handsize

Seems like this should work the same with Cellar, Storeroom, Forum, or Warehouse as well.

This could get NUTS in a Vault game.  Vault is already super strong but for it's terminality.  Plus multiple Trails could allow vault to just print actions for a mega-turn, especially in a deck without + actions.

163
sailor + Artisan and any Duration, especially ones like wharf/Barge that draw.

Play sailor, use Artisan and then sailor plays the Wharf/Barge before you have to top deck Artisan, so it gives you 2 or 3 more options for top decking.  Plus you get the coins, or extra actions to play if you had + actions before playing Artisan. Especially with Barge it is a huge boon as it eliminates the fear that you will draw a dead action/card u wanted next turn.

164
Now think if you had a haggler in play, or the "haggler allies' one with liaison, so u start with 5 favors.  Innovation seems like it should be able to do something too.  If you could 3 pile on t or 4 that would be pretty wild.

165
Minion + Trail is a really strong combination. If you play a Minion with one or more Trails in hand, you draw additional cards for each Trail plus a Village effect for each one - especially useful if, as in the game where I found this combo, there are no villages, letting Minion + Trail fill the Village role. It's also a fairly useful counter to your opponent's Minion - with a single Trail in hand, you end up with 5 cards, and with more than one Trail, you end up with a net increase in handsize

tactician trail could lead to some pretty bonkers games. 

166
Counterfeit and Coin of the Realm. Goes to your mat before it makes it to the trash.

167
The most wonderfully efficient and economic outpost ever.


168
Dominion General Discussion / Re: lurker + knights is confusing huh
« on: July 08, 2022, 08:27:47 pm »
Too bad those Golds just end up getting trashed by other Knights anyway.

just imagine the VP ops w Knights lurker tomb

169
Not a total anti-synergy but it changes how u play it.  Alchemist and Crypt, what a neat combo. You are so smart! Crypt potions so you always have 1 on play right?  Yeah, but only if you don't put it in the crypt (so maybe get 2 to cycle them) b/c when you put it in the crypt it leaves play and all your alchemists leave the realm of the top-decked.

170
To cool not to put somewhere.  The images will be great for Homage memes or variant card arts in the haunted woods, witches hut line of art. Or just for being creepy and gothic AF. But there was a crazy Derecho in Souk Falls, SD (where I'm sure many estates and copper were destroyed) That basically meant that the world turned green during the day, during a 100 MPH long sustained storm.  And it was bad AF.  too bad it wasn't Halloween or St Patty's day. I feel bad for any SDSU students who picked yesterday to take any hallucinogens.  :o :-X




https://www.nytimes.com/2022/07/06/us/south-dakota-green-sky-derecho.html
South Dakota’s Derecho Brings Green Sky and Strong Winds
Meteorologists recorded winds of up to 99 miles per hour in parts of the state, with minor damage reported.

July 6, 2022, 4:54 p.m. ET: The unusual green color in the sky sometimes occurs before or during a storm depending on how sunlight interacts and scatters among different particles in the atmosphere, a meteorologist with the National Weather Service said.
South Dakotans are accustomed to the storms known as derechos — they’ve had two recently. What they’re not used to seeing is skies that turn green right before severe weather tears through the region.

A derecho, which the National Weather Service describes as a powerful wind storm extending more than 240 miles, moved through South Dakota and other parts of the Plains on Tuesday and brought powerful winds — up to 99 miles per hour in some areas.

But before the derecho (pronounced deh-REY-cho) hit Sioux Falls, S.D., the storm caused the skies to turn green, an unusual weather phenomenon. Many people on social media shared images of the green skies, which were also captured on South Dakota Department of Transportation traffic cameras.

“I think it caught a lot of people’s attention because the sky did have that very unique green color to it,” said Peter Rogers, a meteorologist with the Weather Service’s office in Sioux Falls. “Because of the unique color that it did exhibit, I’m guessing that it will probably be a topic of discussion for quite a long time.”

Unusual colors before or during a storm sometimes occur depending on how sunlight interacts and scatters among different particles in the atmosphere, Mr. Rogers said. It is not uncommon during a storm for skies to turn purple or even completely dark during the daytime.

Green skies before or during a thunderstorm can be an indicator of strong hail, according to the Weather Service. But while the color of the sky can be an indicator of severe weather to come, that isn’t always the case, Mr. Rogers said.

There was no widespread hail associated with the derecho on Tuesday, but the Weather Service did receive a couple of reports of scattered hail: a one-inch hailstone was reported in Sioux Falls, and a 2.75-inch hailstone — roughly the size of a baseball — was reported in Lake Wilson, Minn.

In Howard, S.D., about 70 miles northwest of Sioux Falls, the derecho brought winds of up to 99 m.p.h., according to the Weather Service. At the Sioux Falls Regional Airport, winds blew at 58 m.p.h. or more for about 45 minutes straight, peaking at 80 m.p.h., the Weather Service reported.

“When you’re talking wind speeds of that magnitude, it’s synonymous with a weaker tornado or a low-end tornado,” Mr. Rogers said. “They’re tornado-like wind speeds.”

Mr. Rogers said the Weather Service had received reports of damage to tree crops, power lines and some buildings. There were no reports of injuries or fatalities associated with the derecho in the Sioux Falls region.

While the green skies were unusual, the Plains and the Midwest are no strangers to derechos, Mr. Rogers said.

“The residents of the area are very well aware of potential hazards that exist with those strong winds,” he said.

In August 2020, a powerful derecho destroyed several homes, demolished crops and left more than 250,000 people without power across Iowa and Illinois. At least four deaths were associated with the storm, according to the Weather Service.



171
Dominion General Discussion / Re: GPT-3 designed Dominion cards
« on: July 07, 2022, 03:36:25 pm »
So I am confused.  What is the AI tasked to do?  Make better dominion cards?  Does it just decide the unchanged cards are good as is?  And how and when does it decide to create a new card?  Was it tasked to make a certain # of cards or just as many as it saw fit?
The various GPT AIs do variations of the same thing - they read in a huge amount of text, "learn" what kinds of patterns appear in the text, and produce something that matches those patterns. So it's picked up that, for example, Dominion cards tend to be written in a form like:
Quote
[NOUN] $[NUMBER]
[TYPE]
[STANDARD BONUSES]
[TEXT]
Then it's also picked up on what kinds of things show up in the text of a card, e.g. "You may [DO A THING]. If you do, [GET A BONUS]." Depending on how the model was trained and tuned, it might even notice that there's a relationship between the presence of certain things in the card text and the cost, or that cards with the Attack type tend to reference other players, or other relationships. It can either generate the text completely freely, or you can give it a starting point (e.g. a card name) and it will try to guess what comes after that.

The AI doesn't know anything about the rules of Dominion, or about what makes a good or bad card. It's generally up to the person running the program to say "Give me 100 pieces of text" and then filter through them for good, bad or interesting results.


so the goal here is to essentially create Dominion cards that are very similar and could be actual cards without regard as to whether that is good or bad.  I mean scout and coppersmith are on the internet.

172
My guess is that your opponent came to the conclusion that he couldn't continue the game reliably, so resigned to spare you both from huge frustration.

Edit: I've just seen that there were a series of releases yesterday...

1.6.4.4 Fixed the "spinning castle" problem by getting the client to give you the option to stop attempting to reconnect if you're repeatedly trying to reconnect to the same game.

1.6.4.4.2 Fixed the problem that it was impossible to reconnect in 1.6.4.4.1.

Perhaps you were playing at the time that 1.6.4.4.1 was live.
Thanks for the 411.  Where do you get these updates if you wouldn't mind sharing the link...

I never know what to do when is such a loop.  Does it penalize you for folding if this is the game's outset?  Why loop?  The game is either there (other player waiting) or not (no game to connect)?  Why the option?  And what it is that stops from reconnecting.  It's obviously not an internet connection issue, and after resigning you can always join another game with no problem.  So what happens during a "spinning castle" disco and why does it happen?

173
My guess is that your opponent came to the conclusion that he couldn't continue the game reliably, so resigned to spare you both from huge frustration.

Edit: I've just seen that there were a series of releases yesterday...

1.6.4.4 Fixed the "spinning castle" problem by getting the client to give you the option to stop attempting to reconnect if you're repeatedly trying to reconnect to the same game.

1.6.4.4.2 Fixed the problem that it was impossible to reconnect in 1.6.4.4.1.

Perhaps you were playing at the time that 1.6.4.4.1 was live.

I never know what to do when is such a loop.  Does it penalize you for folding if this is the game's outset?  Why loop?  The game is either there (other player waiting) or not (no game to connect)?  Why the option?  And what it is that stops from reconnecting.  It's obviously not an internet connection issue, and after resigning you can always join another game with no problem.  So what happens during a "spinning castle" disco and why does it happen?

174
Dominion General Discussion / Re: lurker + knights is confusing huh
« on: July 07, 2022, 02:44:57 pm »
Now add a graverobber/rogue.

Necromancer Knights will make your head spin

Can you say in more detail what happened? Trashing Sir Vander from the Supply with Lurker should give you exactly 1 Gold (which is suprising for many), but not 4. Of course, if you repeately played Sir Vander and it got trashed in a Knight's fight (and then resurrected by Lurker), each time you also get a Gold.
he definitely revived and then sent him on a suicide mission 4x,

175
Specialist + Innovation: Choose to gain a copy of the card you play, and then use Innovation to play the newly-gained copy. It only works once per turn, of course, but it can be really strong, almost like a Disciple!

A similar trick, but only for Durations, exists for Specialist when you've played a Sailor earlier that turn

innovation/tactician is a redonkulous combo. same w innovation prince

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