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Messages - epp

#1
Feature Requests / Re: More disliked/ banned cards
05 August 2020, 11:29:18 PM
Yeah, I hear that and I can see why you wouldn't want to make it unlimited (e.g. a player could surreptitiously craft exactly the kingdom they want to play every time).  While I can't definitively speak to how abusable upping the limit would be, it could make the game much more fun for many and it certainly feels like it shouldn't impact the ladder too much.

A player who really wanted to ban their worst cards would have a bit of a chicken and egg problem - how do they know they're their worst cards unless they play with them consistently?  What if, after improving more, other cards would actually be their worst cards?  I suspect a player trying to micro-optimize like that is wasting their time and trying to prevent it is a similar waste.  The overwhelming majority of players just want to put the cards they hate there and move on.  Plus I'd be surprised if there was meaningful variance in per-card winrates at the top of the ladder - those players tend to be super good at everything (and also less concerned about specific cards because they understand the general principles).  But if all the best players want to ban, for example, the swingiest cards, all that means is the ladder ratings end up being more accurate faster, which isn't a bad thing.
#2
Feature Requests / Re: More disliked/ banned cards
05 August 2020, 08:52:02 AM
I just wanted to bump this thread. I genuinely appreciate that we can ban/dislike cards at all - that's a huge plus!  But allowing more than 5 seems like both a simple and reasonable thing to do, given how many total cards there are in Dominion.  Realistically, I would be satisfied if I could ban ~15 cards, but ideally there would be no limit.
#3
This is partially my fault for not reading carefully but I spent almost a whole day thinking the account registration page captcha was broken.  Because I was entering the captcha twice (I mean, there are two identical boxes) and was repeatedly told I was not entering the correct validation info.

It took me carefully stepping through repro steps with the intent of reporting it on Discord for me to notice that there was a completely separate question to answer just underneath the captcha.

First, asking a completely arbitrary non-captcha question is super weird, so I don't feel too bad about not expecting that, though I do feel silly for not reading more carefully.

Second, what is the intent of that second question?  The set of questions is obviously fixed - anybody who wants to automate account creation can just brute force discover and then hardcode the answers.  Plus asking game-specific questions before your customers can get help just seems like a really bad idea; it can ONLY discourage newbies and potential customers.  So unless this is actually solving a very specific problem, I would drop it completely.  (Side note: I personally can't remember seeing this in over 20 years of signing up for online accounts, so I'm skeptical that it solves a real problem.)

Third, assuming I'm missing something and there is a very good reason to have the question, why is it not clearly and obviously separate from the captcha?  At the very least, it should be bold or above the captcha.  It definitely shouldn't be a tiny question with the input box 100% identical and aligned with the captcha box.

I know it probably seems trivial but I wasted a fair amount of time on this (again, partially my fault) and can't help but think that it's hurting the game in ways that you don't have great visibility into.