One could file this idea under "Not even fully fleshed out" rather than Hard or Easy to implement.
When it comes to players taking a long time, I like to give a lot more leniency on turn 1. I've played against some newer players who have had to take a really long time to:
A) Read the 10 Kingdom cards and Events/Landmarks to learn how they work
B) Understand what the card is actually doing
C) Figure out what feels like a good plan to them
Some people are just slow readers. As long as they are picking up the pace in future turns, I don't think it's a problem. I wouldn't want them to feel like they can't get into Dominion because other players don't give them a chance to learn the game.
But the problem is, how do you give them more leniency? There are obvious downsides to just increasing the amount of time allowed for Turn 1 (maybe I'm willing to wait around on Turn 1, but some players are going to find that agonizing enough that they would rather just resign). My initial thought was there could theoretically be a system in place that tells players what their Kingdom cards are going to be before they even queue up for a match. To avoid gaming the system, the random seed that determines their cards would have to be determined immediately after every match they play, and stored in the server. Otherwise players could just keep logging in and out of their account until they get a Kingdom they like.
The immediate flaw is, how are you going to reconcile the fact that two players are going to have two different random seeds? Hypothetically, one player may be told that they're going to see cards A through J in the next game, and another will be told they'll see cards K through T. So then the matchmaking system can't pair them together, right? What makes this completely game breaking is, there are so many possible Dominion Kingdoms, odds are that no two players would ever have the same random seed at the same time. What you can do is this: Have the matchmaking system only show 5 cards to each player beforehand (for 2 player games), then when the matchmaking system picks its two players, it takes the 5 cards from Player 1 and the 5 from Player 2 and combines them to make 1 Kingdom. This way, each player only gets to read 5 cards instead of 10, but the matchmaker doesn't have to fulfill any extra criteria than it already does when finding someone to play with.
Sidenote: If one of their preview cards were something like Urchin or a Traveller, the system would also show them the matching non-supply card(s). You probably wouldn't have it show them the bane card for Young Witch though.
I have thought out a method that would work irrespective of how many players there will be in the game, which doesn't break when there are duplicates in the players' previews (Such as, if Player A sees [Rats, Market, Mine, Magpie, Fishing Village] and Player B sees [Chapel, Ill Gotten Gains, Highway, Jester, and Rats], when the matchmaker tries to combine those two lists with a naïve approach, the Kingdom only has 9 cards since Rats was in both lists), and which could work by generating only 1 random seed per player. If anyone's curious I'll share, but otherwise I thought I'd stop there to keep the reply from getting way too long.
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So, possible problems with this idea:
- It might not be worth the time to implement into code. No arguments from me here. I'm not at all qualified to speculate on how easy it is to integrate something like that into the current implementation of the online game
- Players could find it confusing that they're only being shown 5 Kingdom cards, "but aren't there supposed to be 10?". I'd resolve this by having it show 10 card shapes, but 5 of them are just black silhouettes with question marks on them and the other 5 are actual cards. This way they pick up on the fact that they only get a sneak peak at half of the upcoming cards.
- There could be unintended side effects in how this incentivizes player behavior. Maybe I was gonna play one more game, but I see that 5 of my upcoming cards really suck. Nah, on second thought I've got some other things to do irl. Then, because you can't avoid the seed by logging out and logging back in, you're aware of the fact that that sucky kingdom is waiting for you when you return. So every time I think "I'm gonna play some Dominion tonight", I remember "Oh wait, I'd have to start with that really crappy kingdom first.... Nah, forget it". With the current implementation, since players don't see a sucky kingdom until it happens, I feel like they take a much more "That's just the hand you're dealt" approach than if they were to be informed about the kingdom ahead of time. The only solution I can think to this is to give players a new random seed if it has been over 24 hours since their last game.
Anyway, this is all just an early rough attempt at spitballing something that could give players some more leniency on time without driving their opponents crazy. It very much may be killing a housefly with a hand grenade. But I think it's an interesting thought at least