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Messages - Martin plays Piano

#61
ok, thx to both of you.
My observation with the undo's was with bots games - and I think they are not asked for permission, if you want to undo your turns ... :D
#62
I will re-open this thread, because there are other options to misuse the undo-button - not reflecting the opponent's turn (that might be solved), but your own one.

Eg. Pirate ship - you can try an attack, the attack failed (you get no additional pirate coins), so you press undo and play the profit instead. Quite nice, but not realistic and of course unfair.

I didn't try it so far, but it seems to be obvious, that all actions where you are making a guess (wishing well, mystic etc.) or with revealed next cards (minion, cartographer) can be undone as long as you find the best solution.
You can draw 3 cards, ok, nothing in, so put them back with undo and play another card, if any.

So undo should have some rules, however this has to be defined  - but uncovered cards shouldn't be withdrawn, especially not when the ranking and leaderboard stuff is coming up.



#63
Card Bugs / Grand Market and Autoplay Treasures
31 December 2016, 03:57:57 PM
Not a real bug, but perhaps this could be implemented smoother with a little system support...

GM can only be bought without coppers - but autoplay treasures brings all coppers in play. Perhaps it is intended that players have to think about this in advance - but nevertheless it can be undone (which at the end is a little bit cumbersome).

Solution could be a separate button for the buy phase of GM games ("autoplay without coppers") - a little bit like it was in MF (keeping in mind, that this service was mandantory due to the missing undo button).

#64
Card Bugs / Re: Sentry quibble
30 December 2016, 05:38:55 PM
yes, just had the same problem ...
#65
I totally agree with that - and for sure I want to be the last one to say, the new initiative doesn't fit my expectations, nothing was ready with the first day.
The only reason to open this thread was my fear, that layout design, artwork and game interaction could be underestimated from the developers, and to give them a clear feedback statement (like other testers did) to re-think some graphical features and to optimize the game traceability.
From my perspective it should be very encouraging for them having the chance to set new benchmarks for Dominion in the nearer future, which the broader community of players will love you for (- and of course will pay you for).
#66
Hi,
I am wondering to find nothing in this forum or within ,,Dominionstrategy" about the future mode of voting, ranking or statistics. There are different ratings to be set when creating new tables, but currently it is not embedded in the beta testing.
However for the testing the ranks might be extraneous, but nevertheless it should be tested as well – and it should be announced how it will work. I assume this has also to start with 1st of January, correct?

- Do we start with zero points and zero games (or is MF data transferred ?)
- What means a rating of +30 or -70 ? (I am not familiar with these levels)
- Is there a new page with leaderboards and statistics ?
- What about daily / weekly statistics with temporary leaderboards ?
- Are all games voted ? – or can you switch off to play non-voted games ?
- The difference in MF between "casual" and "pro" – will this remain ?
- Is there a difference between voting bots games vs. voting games with real players ?
- Is the ranking / level etc. always visible for other players (e.g. when creating new games) ?
- What about quitters – are they punished with minus voting ?
So many questions ...

#67
I didn't expect that Donald himself posted to my thoughts around interactions and game feeling – he even made it to the "most significant problem". Ok, I wouldn't go so far, but there might be the danger, that the game loses a bit of its fun factor due to 3 reasons:
1) Interactions of other players only traceable via text-based log file
- see my initial post
2) Graphic design not (yet) state of the art
- some posts mentioned the lobby design, which is ok, but rather functional than beautiful
- also the gaming area appears to me untidy / heterogeneous (perhaps I don't know the correct English word for this) – I would say it's today not yet perfect

3) Missing role identification (currently you can only chose a name)
- by far not important for some of us – but I guess to address some thousand players in 2017 a majority of them is keen to be "someone" – and to give personality in their role with pictures, icons, avatars etc.

This is all ineffectual in case you are really planning a focus on technical / academical gaming – but this will be a solution for the professionals only, in which I assume the Dominion community will persist with some hundred players then.

But you want to address many more people (otherwise I wouldn't understand your price model), so keep in mind, they want to be fascinated from the platform, they want to get in touch with other players maybe in an illusory world (which Dominion is at the end). To say it clear, the lobby and community function was awful in MF (it was nearly not there) – so you did a big step further to that what we ever had. Many people crave for a better pre-game environment, and it could be essential for your success to provide this with an exciting solution.

Of course they want to play Dominion first (and by the way this works mostly perfect as I have seen in all my beta testing), and of course you should start with the current approach next week to roll it out to the masses, and of course I will stay with the game and of course I will support your initiative, but...

... please be prepared for future plans around the game's layout and game's environment (which is beyond the technology of Dominion cards functionality) – I'm sure, the bigger audience in January will expect more than a card game only.
#68
General Discussion / Some comparisons with Making Fun
28 December 2016, 01:59:06 PM
Hi,
I'd like to share some ideas in comparison to  the Making Fun solution, which I played some thousand times now – and specifically the graphical features of MF by the way were not the badest. I am not talking about gimmicks, sounds and music, but what I am missing after 2 days of bots testing is especially the interaction feeling.

1) The only way to "understand", what your opponent is doing (or has done) is reading the log file – all actions are happening within seconds - this is very technically. You get no graphical support like showing bought cards, trashed cards, you have no real chance to take care about other players decisions etc.
At the end this might be not important, because it is in the log file anyway, but the impression, that the opponent players are doing a real-time turn, it's not there.  In MF I always got a good feeling what even the bots are doing, without reading the log file.

2) Why wasting the top screen area with facedown cards from the opponents ? – and even more confusing why showing the visible pile headfirst ? – perhaps this space can be used for the information missing from point 1) (like a graphical log file)

3) The pile counters are quite small – you get no pre-warning, when it's going to 3 or less. Sometimes I was surprised about that (also due to the missing chord sound, if someone is buying a province / colony). Of course this is nearer to the real card gaming, and professional players will have to keep an eye especially on the green piles anyhow, but it could be a helping hand for other players to know, that game's end is approaching.
To avoid sounds you can use blinking symbols etc. (as an option)

4) When the opponent takes the last turn to end the game, you get no information how and why – this refers again to point 1), the player makes a turn, but you are not aware of it – the screen is switched directly to the results and you have to scroll into the log file again, to learn what really happened - quite unemotional for a finished game. I don't need fanfares like in MF but a bit more victory feeling could increase the desire to play again.

I have read in a former thread, that is was intended from you to be nearer to Isotrophic, which I am not familiar with, but I guess this was more fact- and data driven implementation. Again, professionals might not have problems with that, but occasional players (or newbies) could be overstrained or bewildered, because the game interactions take place in a written log file only – and they could ask, where is the game feeling.