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Messages - allanfieldhouse

#16
"Second to top" is the position you want to use for basically all of the awesome Secret Passage combos/tricks. Wishing Well, Herald, etc.

At the very least, I'd like to have buttons for top, second-to-top, and bottom when playing Secret Passage.
#17
General Discussion / Re: Journey Token
22 February 2017, 04:45:40 PM
Honestly, "colored = good play" is more intuitive and would be a better design. Unfortunately, it just doesn't match up with the wording of the card.

Lots of possible solutions of course. A translucent up/down arrow over the image, for example.
#18
General Discussion / Re: Journey Token
22 February 2017, 04:38:09 PM
Okay, so this implementation is completely backwards from how the real game works. A colored boot icon is "face up" IRL. Why would you make it backwards?
#19
This is because it's using the default "alert", which the browser will let you block (for important reasons). To fix this they'd have to implement their own modal popup for warning messages. Or use one of the many libraries that provides this feature.
#20
Type /undo (in the chat) and then every action in the log has a dot next to it. Click the dot to go to that exact spot. You could even go back to turn 1 if you wanted to.
#21
General Discussion / Re: Reloading an old game
10 February 2017, 06:51:04 PM
Thanks for the update! I especially appreciate the "it isn't very user friendly yet" part so that we know it's still definitely a work-in-progress.

I'll try out that Marin turn, but didn't you say in Discord that the turn lasted a half hour or something?
#22
When King's Courting King's Courts, the number of (non-KC) actions you end up being able to play is: 2n-1 (where n is the number of KC you play).

The basic explanation for this is that when you're chaining them together, each additional KC uses 1 previous KC play and adds 3 new ones. 3 - 1 = 2. But the very first KC isn't as efficient, so you don't quite get double (hence the -1).
#23
I think Adam's new player description is pretty accurate (and troubling).

I think the "loud minority" idea is completely backwards. Most people don't even know this forum exists. Judging from the initial impressions threads on here, f.ds, reddit, and bgg, the response to the new client was mixed, but mostly negative. The average player thinks the new version is worse than what it replaced. A lot of serious players like it better.




The idea behind this thread is that people want to like the new version, but we need some reassurance from the developers rather than blind trust. Just a little communication.

The last release was ~2 weeks ago. They could've said "we're working on X, it's going to take a while", but they didn't. Instead, all we see is no progress for 2 weeks and counting.
#24
Even a dumb "beginning bot" should just try to spend all its money every turn -- that's what new human players do after all.
#25
Feature Requests / Re: Remember login
06 February 2017, 09:36:32 PM
Quote from: LastFootnote on 06 February 2017, 09:16:31 PM
Quote from: allanfieldhouse on 04 February 2017, 02:41:13 PM
Quote from: LastFootnote on 01 February 2017, 04:25:50 PM
The solution is not for Shuffle iT to "remember" your login credentials. That would be awful. The solution is to use a cookie so that Shuffle iT recognizes your session and can bypass the login screen altogether. If I'm in a game and hit refresh, I should not be sent back to the login page at all.

That's what everybody in this thread means.

No, they don't. In fact, Philip specifically mentions browsers storing your login credentials, but makes no mention of "this will all be moot since we'll soon be implementing sessions with cookies". So I'd say my comment was well warranted.

Hmmm, maybe you're right. The issue of the browser's password autofill (that Philip commented on) is definitely a small issue compared to having the site remember who you are even through page reloads (cookie solution).
#26
Interface Issues / Re: "Crown" Logic
05 February 2017, 04:46:26 PM
It's funny that their autoplay solution was one of the options immediately suggested in this thread, but then it was shot down because of all the times where that makes it play wrong (obviously, turning the feature off in an individual game will fix it when there's an edge case).

I DO think that behavior is the best/most intuitive long-term solution though.
#27
Quote from: zeruf on 05 February 2017, 07:27:06 AM
it would be nice to have a way to see duration cards / mats without hovering

The obvious solution (at least I think so) is to have 3 tabs for the log area: log, trash, and durations/reserves. Right now it functionally works like 2 tabs (plus the hover feature), but it's just not displayed that way. This would also allow for displaying both player's durations simultaneously.
#28
Quote from: AdamH on 02 February 2017, 02:48:19 PM
I think the guideline is to have the most common case be the most intuitive.

I agree. The problem is that we're never all going to agree about what's most intuitive for every card. I can't even agree with myself about some cards! Early game, when I play a Sauna and a Silver, I obviously want to trash that Estate sitting in my hand. Later in the game, I have 0 cards left to trash, so it's really annoying when it prompts me if I want to trash.

I think we (well...the developers) are just going to have to pick a default choice for each card and then live with the annoyances introduced when you don't actually want that default.

Quote from: AdamH on 02 February 2017, 02:48:19 PM
Unfortunately, regardless of what is chosen, there's no way around the fact that you'll have to be stopped in the middle of Counterfeiting your Silver [after a Sauna] to say yes or no to trashing a card.

I think for the most part these defaults need to be chosen to make sense for that particular card. When you have multiple choices interacting between multiple cards, things are always going to be tricky. Unless there's a particularly bad interaction (like this http://forum.shuffleit.nl/index.php?topic=1453.0), it's okay for a complicated interaction to have a slightly more complicated interface.
#29
Interface Issues / Re: "Crown" Logic
04 February 2017, 03:34:12 PM
Quote from: Diedre on 27 January 2017, 12:05:13 PM
Implementing a button "Play as Action" in the case where you have Crown and no more Action cards in hand is a option.

Further back in the thread, people explained that you don't actually play Crown "as" an action or a treasure. You always play it as an "action/treasure" but during a specific phase of your turn.

While that argument may be true, I still think the "play as action" or "play as treasure" options are the simplest and most intuitive way of wording the choice. I know Donald places a lot of emphasis on simple wording when designing cards, and I'm assuming that preference carries over to the online implementation. This wording is functionally the same, and everyone understands what it means.
#30
I'm not sure if this is actually a solvable problem, but I wanted to post it anyway to get others' thoughts.

If you have a CotR on your mat, during the middle of a long KC-KC-KC chain of actions, the interface will prompt you if you want to call your Coin between every single play of an action. So like 30-50 times for a normal action chain. I've literally trashed a CotR that I otherwise needed because that interface was so annoying.

So technically you should be allowed to call the coin at any point in the chain, but I'd really prefer it not prompt me because it never* actually matters. You can just call the Coin later on if you need the actions.

*Edge case: You need the extra actions right away because you're going to play a Storyteller and use Diadem for extra money from your actions. Ugh, there's always an edge case, isn't there?