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Topics - Polk5440

#1
General Discussion / Timed Games
28 September 2017, 06:00:22 PM
The topic of timed games comes up now and again because different people like to play Dominion at different speeds. I thought I would lay out an example of where I would start to think about implementing a clock and see what others think.

There would be two options for playing a timed game, "Minutes per player" and "Clock runs continuously".

+ Play a timed game
    o Minutes per player
        x 5  (default for 4-6 players)
        x 15 (default for 2-3 players)
        x 30
    o Clock runs continuously
        x Yes (default)
        x No

"Minutes per player" with "Clock runs continuously" checked to "Yes" is pretty straightforward. It's a straight clock that starts counting down when a player needs to make a decision (e.g. start of turn) and ends when the next player needs to make a decision (e.g. start of next player's turn).

Setting "Clock runs continuously" to "No" would implement delays for when the player is interacting with the client. In particular,
    (1) The clock would not run during animations. To make this even among players, animation speed for all players at the table is set to the slowest speed preference among the players. 
    (2) A fixed amount of time (e.g. 1 second) is added to the clock each time a player makes a decision that advances his turn and requires an interaction with the client. For example, playing Peddler adds 1 second. Playing Pawn adds 1 second then clicking the Action/Buy option adds another 1 second. Checking what's in the trash or right-clicking on a card to read its text would not add time to the clock.

What happens if the clock runs out for a player?

    The player loses. In two player games, the game ends. In 3+ player games, the timed-out player becomes a spectator and a bot takes their place. No matter the score of the bot, the timed-out player gets last place. [Alternative: The timed-out player becomes a spectator and the game continues among the remaining players. The timed-out player gets last place.]

What happens if a player disconnects?

    The clock keeps running.

What about reactions, Envoy, Contraband, etc.?

    Following the rules of Dominion, play is sequential, so clocks stop and start as players need to make a decision. For example A plays Witch. A's clock stops, B's clock starts. B reveals Moat. B's clock stops, C is skipped (no Moat in hand and client does not allow for pretending so there is no decision for C to make). D's clock starts. D reveals Moat. D's clock stops, A's clock starts. A continues with the turn.

Why set 5 and 15 minutes to be the default?

    For a two player game, 15 minutes per player gives 30 minutes per game. Same with 5 minutes per player in a 6 player game. This lines up with the physical box's "30 minutes or less" estimation about time to play. Defaulting to less time per player in games with more players also makes sense because you can think during others' turns.

What about the inactivity time-out that's already implemented in games?

    For timed games, there would be no inactivity time-out, only a clock hitting 0 time-out.

---

So, what do you think?

#2
Card Bugs / Taxman
19 September 2017, 01:54:13 AM
Taxman did not reveal opponent's hand when Treasure (Silver) was absent.
#3
Connection Problems / Game Frozen
19 July 2017, 09:08:30 PM
#5293041 on tokyo.

Been frozen for 15 minutes after granting an undo request from my opponent. We both tried disconnecting and reconnecting. I am still in the game, showing his turn, but I am not being prompted to force him to resign.
#4
Card Bugs / Possession and Haunted Castle
11 May 2017, 03:52:06 AM
I was Possessing my opponent. On the Possession turn, I bought Haunted Castle. I was not forced to place two cards on the deck from my normal hand. There was no top decking effect at all.

Game #3501373.
#5
Interface Issues / Undo and Timeout
23 February 2017, 09:09:11 PM
I had an opponent request (and I denied) the same undo about ten times in a row before proceeding with his turn. I am wondering if there is potential for abuse here? If I ignore an undo request, will my opponent still time out after four minutes? Does the timer start over with every denial or request of an undo?

I would recommend restricting undo requests so that once a denial is issued so many times in a turn (say 3 or so), a new undo request cannot be issued by the player until the next turn. And limit the number of undo requests per game per player.
#6
Card Bugs / Possession with Messenger
22 February 2017, 02:31:16 AM
Is this how Messenger on a Possession turn is supposed to work? I would have guessed that I should have gained two (not one) Wishing Wells. One for "your first buy" (i.e. L, but possessed by P, so P gains) and one for "other player" (i.e. P).
#7
Other Bugs / Who Am I Playing?
22 February 2017, 02:12:02 AM
It looks like the game is confused about who I'm playing for the first turn. Is it swordfishtrombone or Artur161? (It was s.) See attached.
#8
Card Texts problems / [FIXED] Storeroom
14 February 2017, 04:41:50 AM
Assuming the 2.0 text is correct, there needs to be a space between the $1 symbol and "each".
#9
I played Scavenger, a Duchy was topdecked automatically according to the log, but the Duchys in discard remained displayed at the beginning of the buy phase. See attached image.

(It went away when I started to play treasures.)
#10
Game #587628 on oregon. See attached image. I think the culprit is Bridge, but I'm not sure?

Also, is "Traveller" the correct spelling? Two els, not one?
#11
Feature Requests / Critical Features
15 December 2016, 05:12:22 AM
For me the remaining critical features for the January release are:

- Store (Otherwise, how will people buy in?)
- Better lobby/matchmaking/ratings in order to find and create games.
- Multiple levels, styles, and/or difficulties of AI. Doesn't have to be much; just enough to justify that this isn't multiplayer only.
- A Learning to Play Dominion tutorial or module. Really any instructions, at all.
- Less critically, Campaigns/Single Player mode. Less critical with a working AI, but I think because the product as it stands demands direct comparison to MF's implementation, a lack of campaigns invites an unfavorable comparison.
#12
General Discussion / Ruins Placement
15 December 2016, 04:45:56 AM
I am surprised Ruins are displayed with kingdom cards rather than next to Curses. I am wondering how common that is when people set up games IRL? (I usually set them up next to Curses.)