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Messages - Polk5440

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Feature Requests / Re: SFX Volume
« on: 12 May 2017, 06:13:58 pm »
Seconded. Ideally, this would be implemented along with optional background music in client.

Card Bugs / Re: Possession and Haunted Castle
« on: 11 May 2017, 07:27:13 pm »
Ah, because the Possession turn is really my opponent's turn and he did not gain the card; I gained it instead?

General Discussion / Re: Leaderboard
« on: 11 May 2017, 07:15:42 pm »
Nice job, markus! Very interesting.

The first chart in the middle row is the most important one to me. It's what I would look at first when evaluating whether the rating system is doing a good job. It kind of supports this idea that it's risky for a strong player to play against someone rated too much lower because the strong player is more likely to lose than predicted.

I think you have presented some pretty strong evidence that some tweaks are needed.

Card Bugs / Possession and Haunted Castle
« on: 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.

General Discussion / Re: Leaderboard
« on: 27 April 2017, 02:01:38 am »
I analyzed the full leaderboard at Scavenger (http://dominion.lauxnet.com/leaderboard/) and I noticed that the initial phi=2 seems to be chosen too high....

Therefore, I’d suggest to lower the parameter to phi=1 for new players and also to cap phi there....

After a couple of months, it would actually be possible to estimate the parameters for initial phi, sigma, and tau, that give the best results in predicting game outcomes....

My preferred way would be to use expected win probabilities and let players set a range. The advantage would be that a certain winning probability is more understandable for the layman than some level difference.

I agree wholeheartedly with this.

A new player is going to be really confused when they play Lookout and don't get to trash a Copper, then discard a Copper, then topdeck a Copper. I've been playing with this client for months and it's still jarring to me when that happens.

It's very, very clear to me that the option to have trivial decisions made for you should be off by default and I'm willing to stand behind that position if I need to.
Definitely, it's a confusing thing and new players should not experience it.

Agreed. Except, I am not a new player, and I don't think I should have to look in the log to see what happened after playing a card, either. Lookout's a great example. Did it reveal three Curses? three Coppers? three Villages? three Provinces?

General Discussion / Re: Leaderboard
« on: 05 April 2017, 09:19:28 pm »
I think some sort of alternative positive feedback for playing bots would be a good idea.
Some ideas:

1) Campaign progress
2) Recording your wins / losses
3) Bot only leaderboard
4) Win X games, unlock access to a promo card
5) In game achievements, Councilroom style.

I would love 1, 2, and 5 to be implemented.

General Discussion / Re: Leaderboard
« on: 05 April 2017, 06:56:24 pm »
I'm adding this thought to the "general discussion" of leaderboard: I would allow to have rated games against the bot, if they are drawn randomly (like in "find a game"). The bot would then also get a rating - and could be shown on the leaderboard.

I don't think I like this idea.


I agree with Stef. Ratings are primarily used to improve matching when seeking games. There is a danger that including the AI as a player would mess this up more than it helps right now (As Stef mentions, we have seen this in the past).

General Discussion / Re: Missing the most: April edition
« on: 03 April 2017, 08:11:12 pm »
I think my list remains unchanged.

1) Make game playable without looking  at -- or at least clicking in -- the log.
2) Implement more animations, visual cues, and better graphic as to make 1) possible and the game overall more like a complete game.
3) Implement solutions like dedicated apps in order to be able to play on more mobile devices.

Feature Requests / Re: Resigning during opponents' turn
« on: 04 March 2017, 05:01:54 pm »
My ideal solution is in line with what Stef is suggesting. Sub an AI in when someone resigns.

For a two player game this would both
1) immediately award you the win and
2) let you finish your turn/keep playing as long as you like.

If you want to quit the game before finishing yourself or AI wins, instead of "resign", the resign button would read "end game" and still award you the win for rating purposes.

For three or more players, the resigning player would be put in last place, an AI would be subbed in, and the game would continue.

This is in line with how many online card games and casual games have handled this type of situation for years. Many sites (e.g. Yahoo games) would also allow real players to jump into open tables to replace AI players at any time, but I would not recommend this for Dominion.

Feature Requests / Re: Table Checkbox - Identical starting hands
« on: 02 March 2017, 09:07:03 pm »
it is a "variant" of the game, just as much as manually picking kingdom cards is a variant. 

Not a variant.

From the rulebook:

"[T]he players also select 10 Kingdom
cards and place 10 of each in face-up piles
on the table....
[P]layers can choose the 10
Kingdom cards using any method they
agree on."

General Discussion / Re: Missing the most after 2 months
« on: 02 March 2017, 05:07:34 am »
1) Make game playable without looking  at -- or at least clicking in -- the log.
2) Implement more animations, visual cues, and better graphic as to make 1) possible and the game overall more like a complete game.
3) Implement solutions like dedicated apps in order to be able to play on more mobile devices.

Interface Issues / Re: Undo and Timeout
« on: 24 February 2017, 03:39:05 pm »
Thanks for clarifying.

Interface Issues / Undo and Timeout
« on: 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.

Card Bugs / Re: Possession with Messenger
« on: 22 February 2017, 08:12:00 pm »

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