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Messages - 007Bistromath

#1
I know this is a forum about the digital version, but I don't know where I would talk about this.

I like to play the paper version sometimes too, and I'm always struck by how much better it would be if it were the plastic version. Currently your choices are either sleeving, frequent replacement, or just not playing the game too often. Those are annoying, expensive, and sad, respectively. Plastic cards are pretty good these days. Dominion is the perfect game for a plastic print run. Not only would it not need replacement nearly as often, you get riffle shuffles back when a deck gets fat. Really awkward to do that with sleeves.

I'd pay like $120 for just the base set.
#2
Interface Issues / Scheme 9 from Outer Space
01 May 2020, 05:20:49 AM
#42621454 on tokyo

It's not even in the set.
#3
Feature Requests / Re: Druid Boon Selection
13 April 2020, 06:13:46 AM
The officially recommended setups include selected Druid boons. That's a pretty good sign you're supposed to be able to do that if you want to.
#4
Feature Requests / Druid Boon Selection
09 April 2020, 10:08:59 AM
I'd like to be able to pick which boons the Druid gets at setup. It's taking me a really long time to get sky, field, and sea.

Edit: 1/1320, ez game, ez life 8)
#5
General Discussion / Re: Dominion: Nocturne
13 August 2017, 09:25:55 AM
Ha. This is funny.

For a couple months now, I've been wanting to make a thread along the lines of "it's always bugged me that the only type with only one card in it is Curse." I didn't, because my experience with gaming fora is overwhelmingly that people hate kicking around unrealistic ideas for the fun of it. If the thing wouldn't ever be implemented in a million years, they don't want to talk about it, and always refuse to understand that you're not making a serious suggestion.

Today I log in and see this. I have no idea if there will be Curse cards other than Curse in Nocturne, but that's certainly in keeping with the theme it presents. That's some validation. :P
#6
Feature Requests / Re: Time Is Money
22 July 2017, 01:32:52 AM
I know they're not subscribing. That's the point. If they can only pull this trick once a month without paying, they won't bother.

If my numbers seem too low, that's one thing. More complicated games take longer, and so do new players, that's entirely true. I don't know what a good number is, but an average exists and the devs will know what it is.

The other thing is that I'm only suggesting this for rated play. More than anything this would serve to alter the purpose of the two modes. Specifically, you wouldn't generally use matchmaking in practice mode. It's for teaching, playing with friends, off-site league play, and bot stomping. Rated play now serves these purposes: finding trustworthy opponents to add to a friends list, establishing a rating to better curate that list, and participating in on-site tournaments if those are ever a thing.

If paid think time were implemented, what we'd effectively actually be paying for is gated, socially engaging matchmaking. Worth a buck, I think!
#7
Feature Requests / Time Is Money
21 July 2017, 05:45:41 AM
It hasn't happened to me yet, but judging from the forums and some peoples' names, it seems like slow-play griefing is a pretty serious issue. I've thought of a genius fix for that, if the staff are willing to tinker with the business model a bit.

Instead of (or, if you must, in addition to) charging for expansion sets, have a subscription provide a certain amount of rated-game think time per month. Maybe you get 30 minutes or so for free, and if you play the game alot, you get a sub for another 60. But griefers who make one game take 30 minutes are shut down completely unless they want to pay through the nose. Meanwhile, if you aren't playing Very Seriously, and want to just mess around with friends or teach newbies, you can take as long as you want in practice mode.

This solution requires no reporting, no investigation, no banning, just a tweak to what you get for your money, and the problem is instantly gone.
#8
Feature Requests / Re: Original Base & Intrigue Cards
31 January 2017, 08:12:01 AM
Definitely not. It's a bit of a gamble, that's true, and it's certainly not worth it early in the game. But later on, it works fine. Think about it from the perspective of the guy being attacked. I don't care if there's an estate in my hand; I'm at the point where, in three or four cards, I've got five coins and some cool cantrip. Then I see all that stuff just fall off the top of my deck. It's a tactic that works best when there's good trashing, because it interferes with efforts to optimize.
#9
Feature Requests / Re: Original Base & Intrigue Cards
23 January 2017, 09:14:54 PM
I always got more mileage out of Spy by not automatically keeping bad cards, actually. If you're chaining several of them together, it's worth it to dig under that estate to dump the silvers and witches it was protecting. Even with only two spies, if it's a copper, I might dump it, because if I get another copper it's way more of a problem for my opponent. I pretty much only put junk back on the last spy.
#10
Feature Requests / Re: Original Base & Intrigue Cards
17 January 2017, 03:45:29 AM
That hardly seems like an argument in favor of Artisan to me. The thing that makes it an essential buy in that set is Throne Room, which is always disruptive. If TR/KC are on the board, then any number of terminals which are usually "maybe if I have time after I get established" become "I will pay any price for that."

As for Feast vs. Silver, I tend to find that in any game where the choice is between those two, I wind up with too many silvers and getting lots of 5-7 when I should be going faster. Feast serves the same purpose while allowing your deck to be just a little thinner. It's not great, but it generally worked for me. I'd like it back.
#11
Feature Requests / Re: Original Base & Intrigue Cards
16 January 2017, 10:58:13 PM
Quote from: Icehawk78 on 16 January 2017, 08:05:17 AM
According to Donald X, they were all removed for being particularly and notably bad, and we generally all replaced with other cards that did essentially the same "concept" but better.

See the secret history post here for more details: https://boardgamegeek.com/thread/1648227/secret-history-dominion-2nd-editions

The decisions mostly make sense, but Spy and Feast were good. I can understand not wanting Spy from a design standpoint; if you're playing with somebody that doesn't know what they're doing, a decision per player per Spy can be a drag. Learning to use them right is easy though, and there's lots of engines they fit well in. As for Feast, 4 is often littered with fairly meh cards. One or two Feasts in the early game lets you turn "guess I'll buy another silver" into a jumpstart. They also sometimes feature in the "embarrass your opponent" phase of a successful engine.

Replacing Feast with Artisan is particularly confusing. The topdecking is neat, but ultimately it has the same problem as Adventurer: I have six. I'm buying gold. Something has to be seriously compelling to make me do something else at that price, and Artisan isn't it unless my deck already has lots of stuff that synergizes with it, which means I'm probably starting to buy victory anyway.
#12
I don't have the game number, as I refreshed the page before it occurred to me to report the bug, sorry.

If you possess somebody (or at least the bot, I haven't played a human here yet) and lose the game immediately afterward, after you get the result screen and press Ready, the previous game will reopen, show you the other player's last turn, and leave you stuck on the game screen unable to play. Pressing Resign brings up the confirmation dialog, but confirming does nothing.