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Messages - Icehawk78

#1
Username: Nicholas Galauxy

Regarding the posted list:

1. An offline client, allowing you to play campaigns against bots

Not sure that I would ever play campaigns, unless I was *really* bored. Vanilla offline play against bots would be much more likely to be used, but only in a mobile setting, as the only time I would want to play against bots is when my play is going to be too asynchronous to play against a real person.

I have Androminion still installed on my phone for when I'm on the train or in meetings at work and want to play but at any time might have to set my phone down and stop playing for 5-30 minutes.

2. A bot with a setting for different play styles
3. A strong bot.


These are sort of one and the same to me - if it was possible to have different skill levels of bots, that might be nice for players to sort of "level up" their skill. Personally, I basically only play against Ratty when developing my chrome extension for the site, because the play style simple isn't especially interesting against the bots right now.

That having been said, I'd still likely prefer to play against humans in nearly all cases except with offline/asynchronous play, so I'm not sure how high a priority for me this would be.

4. Options for timed games

I would never do this and would want the ability to actively turn this off for matched games. The current turn delay timer is the most I would want for a timed game.

5. Options for undo settings

This would likely be a low-priority nice-to-have for me, similar to the autoplay that was recently released, ie: I'd never prioritize it, but once I have it I'd probably appreciate and enjoy it.

6. Online mini-tournaments; the option to easily create one for you & your friends.

Kinda indifferent towards this. I might participate if they were advertised, but it wouldn't personally influence me either way.

7. Option to invite specific players to your table

100% want this, in addition to other ways of communicating with logged in players. I have ~100 people on my friends list, and maybe 0.1% to 1% of my games ever are me seeing them logged in and then joining a game with them, especially because right now to do so, you effectively have to join an in-progress game and then say "hey, want to get rid of whoever this other loser I don't know is and play with me?"

And that both feels rude and is kinda awkward. So, I like this, but would also strongly pair this with some other friend-list related features, like "random pair with someone else on my list who wants to play with friend-people" and "friend-list broadcast" and "other out of game chat" and the like. I can see ways that could go badly, but a lot more ways it can go well.

8. More translations (to what language?)

Nicer to have a wider player base to play against, but my primary language is English so this won't directly affect me.

9. Better animations when cards are gained/bought/played/...

If this can be disabled, then maybe. It does feel like this would need to be a priority for a stronger focus on single-player/bot games, since Ratty's turns currently happen instantaneously, but the quick pace that the lack of animations currently provides is a strong positive for me.

10. Better visualization of split piles, Archive/Crypt contents, Prince targets, ...

Given that I've explicitly worked on a Chrome extension to help with this, I think this would be a major quality of life improvement. There are several things that could help with this (making the split pile randomizer cards available, the same way that Castles/Knights' randomizers are, utilizing the mini-reveal area like is being done with Druid, updating the card models to track which piles/zones they originated from, etc) both from a third-party developer perspective as well as from a first-party development perspective.

(Also, 100% of my dominion-related code is open-source, so feel free to borrow/reuse any of it that might be useful, if you're at all interested.)

10. Option to hide the log

I would never use this option.

11. Android app (or just improved compatibility?)

I would use this all the time. Androminion feels like a major step backwards every time I boot it up, but it's the only way for me to Dominion on-the-go, so it stays around. One feature that should almost certainly be included would be integration with randomizer apps (specifically, Jack of All Dominions) if kingdom randomizer settings aren't added.

12. iPhone app (or just improved compatibility?)

I would never use this.

13. Downloadable game logs

I would love to work on a game analytics platform based on log parsing. If at all possible, it might be nice to include an explicitly machine-readable set of a logs in addition to the more commonly useful human-readable logs.

14. Improved moderation (dealing with chat abuse, slowplayers, ...)

I haven't personally encountered much issue with this thus far, with the existing blacklist functionality. If it improves the community overall, then yay?

15. Tutorial on how to play Dominion
16. Tutorial on how to play dominion online.


I would never use this, but I suppose getting new players in is good.


---

Other suggestions:

- Sticky table rules
When I change a setting on a table I've created, such as marking a game as ranked, or deselecting random start, those should stay the same the next time I create a table.

- Additional Kingdom Randomizer Options
This is definitely more of a casual player request, but the wide availability of randomizer apps on mobile for things like "I want a kingdom with at least one source of +buy, and at least two non-standard treasure cards" would imply that many people would like this.

Additionally, I remember one particular setting that I used extremely frequently on Iso, which was generating a kingdom with 10+[number of players] cards and letting each player veto one kingdom card.

- Non-standard Variant Rules
Allowing (for non-rated games) things like "stack your starting hands" or "always have identical start hands". (I'm aware that DXV is against this so it's unlikely to happen, but this is a place for feedback, not things I necessarily think will happen.
#2
General Discussion / Re: Deck Tracker App
30 October 2017, 11:15:45 PM
For reference - the extension that was mentioned in this post was almost certainly my own King's Courtier.

It did display the deck contents at the end of a game in the chat, but the extension does not (without modification) enable the user to view that mid-game. Additionally, the extension itself does not track your deck, it simply at the end of the game displayed information that was already available. Mid-game, this information (on your opponent's deck, at least) is not available without extension log-parsing, which my extension has never done.

Let me know if there are any further questions I can help with!
#3
Card Bugs / Ghost Town and Conspirator
24 October 2017, 11:00:57 PM
I had played Ghost Town during the previous Night phase, and during my following turn, played a single Herald and then a Conspirator. Given that Ghost Town doesn't appear to be an "Action Card", it shouldn't count towards Conspirator's 2-actions-previously-played limit to turn into a cantrip, but it did.

Game #8054099, Turn 10
#4
Makes sense, figured I'd post again since it wasn't listed in the known bugs, nor had there been responses in the past 2 months on that post.
#5
Game ID: #3478748

It appears that ending your turn with more Scheme topdecks available than action cards in play causes the game to freeze, not allowing you to either select cards to topdeck, or even just end your turn.
#6
As a short term work around, if you manually set both the minimum and maximum number of events/landmarks to the number you manually included, then they'll appear.
#7
I was looking into this earlier, and it looks like the functionality simply hasn't been entirely built yet - without looking at the log, the game client doesn't actually have a way of knowing which cards have been set aside by which cards.

Unfortunately, this also means that the functionality can't be modded in as of yet.

It would be possible to mod in showing which cards as a whole have been set aside, but if you have, say, 3 Archives in play, you'd just see all six cards, and not which ones are grouped together. I'm not sure if this would be better or worse than the alternative.
#8
I've noticed this as well, and been very confused by it. I wasn't sure if it was showing people who only recently disconnected or something similar, but it's still a bit perplexing, especially if your friend list grows quite long.
#9
Quote from: RosieGirl on 07 February 2017, 07:48:18 PMI think they signed up for way more than they can handle and the company owners need to step up a bit more rather than let these developers flounder.

Just fyi, not responding to the rest of your post, but the developers are the company owners, there's not a separate entity other than them or anything.
#10
Quote from: fett0001 on 02 February 2017, 02:54:47 AM
Knights can't be both in the kingdom and in the BM deck. Unless there's something strange about the implementation.

True, but the issue is still that for any other card in the BM deck, I don't have a way of knowing whether it's not been bought or is just in an opponent's hand.

I would also not be terribly surprised if the same code that would hide the BM deck might also hide the knights pile contents, as well.
#11
Kingdom sort: This was an intentional decision because it's quite difficult to draw from the bottom left and go up, so it's unlikely to change.

Landscape cards will require me to update the rendering code, so while I might get to it eventually, it's not currently a high priority.

I agree with your assessment of split cards and am still currently trying to find a good way to display them. Unfortunately, I don't currently know of a way to tie them together, but I'm looking into it.

Changing the size of the kingdom is definitely doable and will likely be a configuration option in the next version.

Thanks for your feedback!
#12
Interface Issues / Re: Can't name Shelters
01 February 2017, 05:34:53 AM
FYI, this isn't the same as an official response, but I've created a mod that fixes this. See here:

http://forum.shuffleit.nl/index.php?topic=1380.0
#13
Quote from: fett0001 on 01 February 2017, 03:16:32 AM
Since we know what's been gained from BM/castles/etc. why not remove those cards from your display?

The issue is that while you may know that from reading the log, there isn't a clear place I've been able to find that stores that information in the client model.

What I currently have to work with is the following:

Full card list of the game (this contains every card name that exists in this game)
List of "zones"


  • Each individual Supply Pile
  • Each individual Non-Supply Pile
  • The black market deck
  • Your Deck
  • Your Hand
  • Your Discard
  • Your In Play Area
  • Your Tavern Mat
  • Opponent's Deck
  • Opponent's Hand
  • Opponent's Discard
  • Opponent's In Play
  • Opponent's Tavern Mat
  • Probably others

Each of these zones contains a list of cards that they contain. However, some of those cards are literally just marked as "Card Back" (ie hidden from you/the client).

The issue is that if you look at the list above, the bold zones contain the actual names of the card contents. However, the italicized zones contain only a card count, with each card being listed as the generic "back".

As such, because I have only a full card list to start with, without being told what the contents of the black market deck are, I don't have a way of knowing whether a given card that is in the full card list but not visible in any of the other zones is "in the black market" or "in my opponent's hand". As such, if I simply didn't display any cards that I can't see in any given zone, then I might inadvertently reveal which cards are in your opponent's hand. Imagine a game being played with Knights, and I notice that "Dame Anna" is no longer visible in the kingdom view. It could be that that card is in the black market. However, it could also be in your hand.

As such, I judged that it was safer to not ever potentially reveal information about your opponent's hands, and instead to show the contents of the Black Market. If the client is updated to have the contents of the BM deck known, then I will remove it from my extension.
#14
Quote from: allanfieldhouse on 31 January 2017, 11:23:13 PMSo the issue is that you don't have access to the PILE, but you still know the list of cards in the GAME, right? I think his question was more, "how do you even know what's in the BM deck?"

Ah. Yes, that is exactly correct.

The client has a list of all of the different cards in the game, that I have access to and am using for building the screen, which includes the Black Market cards. The client also has a "black market pile" which does not contain a list of cards, just a count.
#15
Quote from: yed on 31 January 2017, 01:06:48 PM
I thought you don't have access to oponent hand client side. Same with Black Market, client don't need it so why is it possible to find by the extension?

Ironically, the issue is that in the client, the opponent's hand and the BM deck are the only two card piles which you *don't* have access to. This includes both players' deck and discard piles, provided a single shuffle has occurred.

As a result, for certain cards such as castles, knights, or anything bought from the Black Market, if I hid cards which I couldn't find in any public pile, which is currently the only way for me to positively identify whether a card is in the Black Market pile or not, then they would disappear from the Kingdom view when your opponent drew them into their hand.