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Goko Dominion Online / Re: F.DS room on (public) Goko - Outpost?
« on: January 23, 2013, 12:53:09 pm »
I like Outpost. Secret Chamber was for pre-arranged games anyway, and I don't think this really qualifies.
I'm an engineer, I approximate things.
Not trying to start something, but an engineer for who? That statement is one of the oddest things I've read today, and it was a big reading day for me.
The old joke is that if an engineer can make an approximation to make the math easier, s/he will. It comes under the heading of "If X... you might be a Y" jokes:
If you can say 'let's approximate this horse as a sphere to make the math easier' with a straight face... you might be an engineer.
pi is exactly 3.
With any kind of luck, I'll be ordering Intrigue in the next few days.
Skip intrigue for now. A better next expansion is maybe seaside or prosperity or hinterlands.
You know what else Fortress and Rats are good with? Each other.
"Play a Rats, draw a card, gain a Rats, trash a Fortess, putting it in my hand, play a Rats, draw a card, gain a Rats, trash a Fortess, putting it in my hand, play a Rats, draw a card, gain a Rats, trash a Fortess, putting it in my hand, play a Rats, draw a card, gain a Rats, trash a Fortess, putting it in my hand, play a Rats, draw a card, gain a Rats, trash a Fortess, putting it in my hand, play a Rats, draw a card, gain a Rats, trash a Fortess, putting it in my hand, play a Rats, draw a card, gain a Rats, trash a Fortess, putting it in my hand..."
These aren't questions for the Ted and John, but for Trisha and the rest of us.
Being that this upcoming Q&A session is with the CEO and VP of Product, aren't these Dominion-implementation questions a bit specific? Aren't they better suited for the developers, etc? If so, what kinds of questions should we be asking?
How odd, LastFootnote is putting words in my mouth and contradicting them!
(I re-read the OP and deleted my post, apparently not in time, however... )
Is the intention for the reaction to block Curses?
Note: You can reveal this when you gain a card costing $0 to gain nothing instead.
Werewolf
$5 Action-Attack
+$2
Each other player discards the top card of his deck. If the discarded card is a Silver, trash this Werewolf. Otherwise he gains a Curse, placing it on top of his deck.
They probably launched it without possession precisely because it's the card that's hardest, and it's simply not ready for testing yet.
Well, how about this as a proposal: Initially the pure unbiased randomizer will be listed as the top one. We implement a rating/approval system for kingdoms that players can give after they play a game. The order of randomizers will be re-sorted based on whichever randomizer has a higher (Bayesian) rating.
That way, in the long run, whichever randomizer, yours, mine, unbiased, generates the better kingdoms, as determined by the players, becomes the UI default for new players who have decided to use a randomizer for the first time.
Would that work for you?
Currently, I refuse to play full random with new players. I pretty much hated the game after my first five plays or so, and that was just full random with base set. After I grew to like the game, I initially would play full random with new players, and I noticed a similar reaction. I have played probably around 3 games with players for whom they had played the game once with experienced players on full random, and felt that they just "didn't get the game" and weren't interested in playing it again. I convinced them to give it another chance, but with the First Game Starting Kingdom, and generally their feelings towards the game improved.
Casual players I define differently. Even though I've probably played the game a few hundred
times by now, I consider myself a casual player (although I'm definitely on the edge). The line that I draw is this: A serious player is looking to better themselves at the game and is willing to spend time improving their skills. A casual player wants a few dozen minutes of entertainment. The fun in Dominion, for casual players, is not about learning cute-but-rare interactions, or about making strategic decisions that increase your chances of winning by 1% at a time, but about playing the common interactions that most players who are no longer "new" know about.
I remember a discussion I had, not soon after Intrigue came out, in one of my regular gaming groups. Some players wanted to veto Saboteur and Torturer, on the grounds that games with them aren't very fun. David desJardins said something along the lines of, "Why aren't they fun? The purpose of the game is to win, why does it matter whether the winning score is 30 or 2?" That was probably the starting point of me noticing this divide.
I think it is likely that casual players are the "silent majority" of Dominion players. I would say that every single employee here at Goko is a casual player, which is why sometimes have to fight pretty hard about getting card interactions to actually work correctly. I bet if you put a poll within Goko, asking the question, "Is it important that when-buy and when-gain work correctly?", the votes for "Not really, but we should do it because the fan base wants it" would outnumber the votes for "Yes, because it's the right thing to do."
There was a period in my life when I played on isotropic regularly, maybe about 3 games a day. At some point I realized that I wasn't enjoying the overall experience. I hated getting crushed by high-rated players because I didn't want to invest the time into bettering myself. I kind-of enjoyed crushing lower-rated players but I couldn't get the full enjoyment because I knew there was another human on the other side that was losing. I hated going through "crazy" kingdoms.
Now on Goko, I get a much happier play experience. I play lots of bots and I don't have to feel bad about crushing them. I still suffer through the "crazy" kingdoms, but now that I actually got off my ass and wrote a generator that decreases them I play them much less.
I really don't feel that my play desires are that uncommon. I play in a local pinball league; few of the other players there spend time doing card games or board games. I know of at least three people there who play Androminion on their phone, against a bot. I've asked them if they would rather play on isotropic, and they say "no, I tried isotropic and all the players there are too good."
QuoteIf you want it so that new players can get the hang of the game with some good kingdoms, Adventure mode already takes care of that. Hell, the fact that they can only play with the Base Set takes care of that. I've said it before: Dominion has become very popular without your fancy algorithm that reduces variety.
I'm not denying that it's become very popular without my fancy algorithm. But if you're trying to make an argument that giving people the option of my fancy algorithm is going to decrease its popularity, it's going to require more than that assertion to convince me. Dominion is a popular game, but I want to see it reach the popularity of Farmville.
I believe that Dominion's main draw for players is a certain level of manageable variety, but then any additional variety added on top of that is lost on most players. I bet the most popular game on Windows right now is Solitaire. People don't play that because they want variety, they play that game because they know the rules already and it's a fun way to waste some time. (Did you know Windows Solitaire has six different ways you can play it? I believe most people don't because they're not looking for variety.) I want to try to get Dominion into that niche.
That was not an answer to my actual question. May I have your approval, please?
Independently, if you would like to write your code in Javascript, provide an API with examples, and allow them to use it for free, I would be very enthusiastic to convince Goko to put your generator in as an option.
A longer-range plan would be for Goko to provide an API that would allow any programmer to use their own generator when making kingdoms. I will put that in as a stretch goal.
Dark Ages and Intrigue aren't in their final forms though, they have some quick fix but there is still fixing to do.
Your homemade randomizer is pretty close to how I randomized games when using real randomizer cards.
I certainly fully support having this as an option for Goko, assuming that you don't feel that you have some sort of ownership over the basic concept.
As an independent question, would you have any objections if I replicated your generator's behavior in my set generator? Not as the "default" settings, but effectively a separate generation option.
Which is extremally important especially when those generators will be used for casual play - I look at the table, see which generator was used and can instantly decide if I want to play this game, without having to spend time on analyzing the whole set.
Well, what I had in mind is that while you do get the see what generator was used, in casual play the table generation should try to occur before you decide if you want to play the game. This not only mimics real life but is what isotropic does: Here's the kingdom you're going to play with, do you want to play it?
And if you can see the kingdom, it is really that important which generator was used to make it? (My generator, unlike any other custom generator out there that I've seen, is completely probabilistic and so it is theoretically possible that every set will be generated by it.)
QuoteWhy are your opinions so much more important than mine?
I feel I have to address this even though you may not enjoy the answer. My opinions are "more important" than yours because Goko has a lot more of my money than they have of yours (as far as I can tell; I don't actually know for sure that you also aren't one of the investors). I invested in the company rather early, when it was more hope than actual implementation, and a lot of the work I'm putting in is motivated by making that investment be profitable.
I know that the company can't succeed without having customer loyalty, but also that it can't succeed without a wider, casual, audience.
We all have invisible biases towards our own experiences. I enjoyed isotropic when it first came out, but soon got tired of it, because I felt I was just playing too many games where the kingdom was a one-strategy kingdom and that to do well I had to invest a lot of time to sense and execute tiny improvements in strategy and that having a good time seemed to be more about winning games rather than actually having fun with different game mechanics (which is the whole reason I enjoy playing Dominion). I don't feel that a completely faithful clone of isotropic would ever be monetarily successful.
It's very hard treading the line between getting new users and satisfying old users. In this case a confluence of events, some of which I was responsible for, tipped the ship too far in one direction. I'm doing my best to course-correct.
It's never been about getting *my* code into Goko. It's been about doing what I feel is important to make a niche game appeal to a wider audience.
Quote2. The point of random sets is to learn something. If every set you throw in cards that you "know" work together, you never get that feeling of discovering something new. Maybe you believe that you've exhausted everything new, but suppose your rubric had been in place pre-KC/Goons/Masq: according to this set generator, maybe you would have never seen it. You would think KC is too swingy. Goons is too high variance or dominating. So you never discover interesting combos because you've already limited yourself.
I can learn better stuff by taking classes at a community college. The point of playing games is to have fun; learning something is secondary and in many cases not actually a necessary component of having fun. (Learning about KC/Goons/Masq has increased my enjoyment of Dominion in the same way that learning about wedgies has increased my enjoyment of high school gym class.)
Yes, it's true that playing with more restricted sets limits what you can get out of a game. But as long as you're having fun, does it matter? Once you stop having fun, you remove some of the limits and there are now new things to discover. Let players go to the next level when they feel they're ready.
Quote3. I don't think it's a cognitive bias to suggest that a player's default expectation is going to be a randomly chosen set of 10. It's really misleading that when you choose "random set", you almost will never get Throne Room or King's Court, and almost always get Bandit Camp and Border Village.
Yes, that would be very misleading. Which is why I do NOT want to call it "random set".
My hunch is that the bots are coded to buy Curse while Hoard is in play, but maybe I'm just being cynical.