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Topics - AdamH

#21
If I play a Crystal Ball, there are sometimes 3 options for what to do with the card I reveal, and there are sometimes 4 options. If there are three options, the buttons for those are in the middle of the play area, and if there are four options, the buttons are over on the right.

This is so annoying, why are they in different places?
#22
Two issues:

1. Over the last three days I've noticed that in rated games, the game is extremely laggy. I've asked my opponents if it's on their end too and they have confirmed. For example, my opponent plays a Margrave and I draw a card, it shows up in the game log right away but it will take 3-4 seconds for that card to appear in my hand so I can click on it. The rest of the interface telling me I need to discard seemed to come up right away, just not the card itself.

2. I was playing last night and there were some very weird display issues with displaying cost reduction. My opponent played a Highway and the cards in the supply did not change cost a lot of the time. Then sometimes he would buy a Highway and THAT card in the supply showed as having the appropriate reduction but none of the other supply cards would show the cost reduction.

I did get a screenshot of this but I'm not going to share it publicly right now. We were playtesting a kingdom I'm designing for an IRL tournament I'm hosting in a couple of months where money will be on the line so I don't want this kingdom to be visible to the public until then. I could send the screenshot privately to someone but I'll need to know everyone who sees it because they'll have to be disqualified from that tournament. Idk maybe I could censor it enough to show the bug but where you can't see the kingdom?

All of this was on an HP desktop computer using the latest Google Chrome. I don't notice this in bot games but it's possible this is only an issue with the interface on human opponents' turns?
#23
If my opponent takes a while and the "make opponent resign" dialog box pops up, I can no longer right-click on cards to read their text. It would be nice if I could still do this.
#24
Interface Issues / Blacksmith prompt text incorrect
28 April 2022, 08:24:25 PM
I play a Blacksmith and the blue prompt text asks me how I should play my Town Crier. See attached image.
#25
So I press the new table button. Depending on who I'm playing I want to use a different card pool level and maybe enable/disable liked/disliked/banned cards. In order for me to do this, I have to press the "select kingdom cards" button, then close a huge popup window so I can finally adjust these settings. These settings should be available without me going through unrelated menus and stuff to get to them.

So the settings for card pool level and liked/disliked/banned cards -- why can't they be on the bottom under "game options"? Or at least visible under "kingdom options" without having to open and close a window.
#26
When someone uses a Favor with Family of Inventors, it shows up in the game log that they spent a Favor, but the game log doesn't say which pile the Favor token was placed on. This information seems important to be put in the game log.
#27
Interface Issues / Order of cards in hand
02 March 2022, 02:55:03 PM
I have card stacking on in-hand.

Let's say I start my turn with 5 Alchemists in hand. As I play them, I add more cards to my hand, some of which are not Alchemists. Some of these cards are added to the left of my Alchemists and some are added to the right of my Alchemists, so every time I go to click another Alchemist I have to search my hand to find it. I never used to have issues like this with the old client, and though I can't be sure because I can't go back and check, I think it was because newer cards in hand were always added to the right, so I had the luxury of at least being able to look to the left of my mouse cursor if I wanted to play more of the same thing. Whatever order it is now, well I can't figure out what it's trying to do. I feel like the order of my cards is just random now.

Please make it so that new cards added to hand are always on the right (or left, as long as it's consistent).

See, when people say "the new UI sucks, go back to the old one" I know that's not helpful, but I just don't see why the code for this had to be changed. Maybe it did, I don't know, but there are so many things that just worked or were intuitive before and the way it is now, it just doesn't make any sense. I don't see myself ever getting used to something like this and now it's just harder to play. When you change something about the UI, you have to think about if it's actually better for some tangible reason because when you change something it's more than just people complaining because they don't like change -- you lose all of the progress and reasons WHY it was the way it was, based on thousands of hours of people using the software. It's pretty clear that not many hours of actually using this software was put in before it was released and it shows -- so many little things like this are not just different, they are worse.
#28
I've attached an image of what it looks like when my opponent has five cards in their hand.

If I'm looking at this display, what it looks like to me is that they have a stack of five cards, then four other cards on top of that. The red number box means that there is a stack of cards here and there shouldn't be splayed cards that go with that stack. Every time I look at this part of the UI I'm confused as to how my opponent got 9 cards in hand and have to think through it again.

Either splay the cards, or if there are too many, show one card and the red number box. Doing both just doesn't make sense.
#29
Interface Issues / Kingdom display with Ruins
02 March 2022, 02:30:31 PM
I brought this up before release and it seemed to be fixed, but I guess not. When I click on the kingdom button, the ten kingdom cards should be in two rows of five. The only exceptions to this are Young Witch and Way of the Mouse. The end. When ruins are in the kingdom, it messes with the display (see attached image).

The old client had this right. It took forever but we finally got there. Why is that code not being reused here?
#30
game #96506734 on tokyo.

I was pretty focused on what was happening in the game so I can't say exactly what caused this, but I attached an image of what happens when I hover over my "set aside" box on the turn where I piled Blessed Villages and had a few Boons set aside for next turn. There is an empty box with nothing in it.

Another thing, not specific to this game, is that sometimes when my mouse cursor exits the Dominion window somewhere on the corner of the screen where these "Exile" or "Set Aside" boxes are, the boxes get stuck in this weird state where now they are always up until I hover over the box again. These boxes should only appear when my mouse cursor is in the window AND it's hovering over the "Exile" or "Set Aside" box and shouldn't be there if my mouse cursor is not in the browser window at all.
#31
Interface Issues / Nausea
22 February 2022, 04:41:01 PM
I finally managed to get a game in on a different computer and I was able to play a game of Dominion on this new client. I felt like I was going to throw up after maybe 9 turns, so I stopped playing. A quick search through various Discord channels shows that I'm not the only one with this issue. I've tried a few different animation settings and ended up turning animations off -- the time I got nauseous the animations were off for the whole game.

I'm not going to play a game that makes me feel this way. I've paid for a subscription that lasts through the end of the year, for a product that didn't make me physically sick to use.

I gotta be honest with you, Allies previews are in a week and this client has obviously not gotten the testing it needs. It will be a huge disappointment if I can't play with these new cards because you decided to break online Dominion a week before.

Please revert the changes until more testing is done. If the game continues to make people nauseous to play and the changes are not reverted, then I'd like to be refunded for the rest of my subscription.
#32
Connection Problems / Client performance
21 February 2022, 09:52:08 PM
Since the new client update, everything lags horribly. It takes 30 seconds of the spinning castle before the login screen is even displayed, and every click takes about a second to resolve. It was this way when the new stuff was dev.dominion.games, while the regular dominion.games was responsive and fast like always. I had hoped that maybe the dev server was a machine with lower specs and it would be better when it was released to the main one but the performance is still the same.

I paid for a subscription that goes until next year for a client that worked. I want the old one back until this one has the bugs worked out. It's pretty clear this one hasn't been tested enough.
#33
I reported this problem on the Discord where supposedly feedback was welcome but there was no reply. It is still a problem. After using the touchscreen on my laptop, no matter where I touch, I'm kicked to fullscreen mode. It's consistent that after using the touchscreen twice in the Dominion window that it kicks me to fullscreen mode.

I'm on an HP laptop using Google Chrome on Windows 10. I can give more information if needed.

An option to disable fullscreen mode would be an acceptable workaround until this is fixed.

This makes the client unplayable on my laptop, which makes it unplayable for me. I paid for a subscription until next year for a client that actually worked, can I have that client back please?

It seems like this client wasn't really tested well before it was released.
#34
Game Log Issues / weird money line +$1, Fool's Gold?
14 October 2021, 11:44:37 PM
game #87250796

Turn 12 - Lord Rattington
L plays a Fool's Gold and a Copper. (+$2)
L gets +$1.
L plays a Gold and a Silver. (+$5)
L buys and gains a Gold.

That third line about getting +$1. I'm not sure what the intent was with these lines, maybe it's something with Fool's Gold? Maybe it's something with combining treasure plays in the game log? In any case, that "gets +$1" doesn't make any sense to me and probably shouldn't be there.
#35
I've been reading up and doing some research about durations and Thrones since the rules change for Empires. I think there may be a bug/interface issue with Shuffleit, but I'm not positive that I'm completely understanding what's going on here.

My source for this is the DS Wiki, specifically http://wiki.dominionstrategy.com/index.php/Duration#Prior_Rules -- Unfortunately I was not able to find a more authoritative source but if there is one I'd like to know about it. I'll quote the relevant thing here:

QuoteIn the past the rules around tracking cards that play Durations extra times were different.

Originally, cards that played cards that played Durations extra times were left in play as well (e.g. Throne Room plays Throne Room that plays a Duration). This was changed via a ruling to only be the card that directly played the Duration extra times was left out.

Also, originally the cards playing Durations extra times stayed in play only until they stopped doing something. This was changed with the release of Empires to have them always stay in play until the Duration left play instead. This affects situations where either the Duration leaves play earlier (e.g. Procession) or the extra play(s) of the card didn't trigger the Duration effect (e.g. when playing Tactician with a Throne Room under normal circumstances).

I've been doing my testing with Mastermind. Let's say I play a MM on turn 10, then at the start of T11 I decide to triple a Mastermind, and then do some other stuff. At the start of T12 I'm presented with three tripled actions at the start of my turn, and two MMs out in duration-land -- so far so good. I triple some stuff, then later triple another MM. T13 I have three tripled actions and now three MMs in duration-land. This would keep going with all of those MMs in duration land. This seems to me like it conflicts with the first ruling I quoted. It seems like there should only be two MMs in duration-land at the start of each turn and the rest should be discarded.

But let's say this is the way it's supposed to be. It's certainly the current implementation. There's no way for me to distinguish between the MMs I'm using at the start of my turn that will cause multiple MMs to be discarded from duration-land and the ones that won't. I should be able to at least determine the order those MMs would be played in and know which one is happening -- either that or if you don't want to change the interface, you can at least assume this was done in the way that is most favorable (discarding the most MMs possible instead of the least) by default instead of what it is now, which seems like it just keeps as many out in duration-land as possible.

I sort of thought all of the rules were implemented correctly on Shuffleit -- I was actually using the client to double-check my understanding of the rules so that I could talk about them intelligently in IRL situations, but I'm pretty sure this one is way wrong.
#36
Game 58393727, turn 11

Going into T11 I had a Ghost in play, which found a Captain. At the start of T11 I play two Captains just like I should.

During T11 I play another Captain and then an Outpost. Still fine.

At the start of my T11 Outpost turn, the Ghost and Captain are still in play, and for some reason I'm playing three Captains at the start of this turn. It appears that the Ghost is playing its Captain at the start of both regular T11 and Outpost T11.
#37
Interface Issues / deck contents cut off screen
20 October 2020, 06:04:09 PM
There seems to be an issue with the text box that displays the deck contents at the end of the game. I've attached an image of what I saw, for the top deck, the number of Governors (3) is chopped off the right side of the screen.

The browser window was maximized on a monitor with a 1920x1080 resolution, it was Google Chrome, I don't think there was anything goofy about it.

Most other window sizes didn't cause this kind of thing, but this one did, so there is probably an issue with the code that decides where the text box ends. If anything, I would think it should be cut short of where the window ends so you can actually read all of the text.
#38
Interface Issues / Coin of the Realm "smart ask" autoplay
17 September 2020, 04:00:15 PM
I have the "smart ask" autoplay for Coin of the Realm enabled. If I'm remembering right, it used to be that there was no awful giant button, begging me to call my Coin of the Realm unless I had zero actions left, but I'm playing a game now and there it is.

I can already right-click on the card and there's a nice button there for me to press whenever I want if I decide I want to call my Coins with more than zero actions left, but if "smart ask" is enabled, I should never ever see a button in my play area that asks me to call my Coins unless I have zero actions left.
#39
Feature Requests / Banned card list for bot games
10 September 2020, 10:56:50 PM
After playing my tenth game in a row against a bot where I got a free win because of a certain card that causes it to play horribly, I had a revelation. Why isn't there a list of cards we can ban from games with bots?

First, this would provide an immediate solution that actually works for all of the cards that cause the game to hang whenever the bot tries to play them. I know it's probably in the bot's code to never buy these cards, and the hope is that this is enough that the bot never has to play that card and figure out how to make a decision that it's not coded to make, but as we can see there are cards like Swindler and Masquerade and whatever that get around this.

The severity of the bot hanging in this situation is HUGE -- it makes the software completely unusable in the worst possible way when it does happen, and I realize that some of these issues can be hard to track down and fix, so having a list of cards that will just never appear in the kingdom when a bot is in the game will solve this problem immediately so this kind of thing doesn't have to exist in your software where users can suffer from it. I guess this doesn't completely the case where "continue with bots" is used.

Second, it provides a more elegant solution to the fact that the presence of some cards in the kingdom means that the bot will fall flat on its face and it is absolutely no fun at all to play against the bot. Whenever I see one of these cards in the kingdom in a bot game I just resign and re-roll at this point. Sure, for some of them it would be easier to just change the code to "never buy Counterfeit ever" and it would be a huge improvement, but other cases are probably more difficult to code and just having them not appear at all fixes the problem for all of them. Here's a starter list of cards that I will see and just re-roll the kingdom when I see (with Lurker and Torturer sometimes I can get away with promising myself I won't buy the card but that's super lame):

Torturer
Counterfeit
Lurker
Bandit Fort

This list doesn't even have to be visible to the user, it can just happen behind the scenes, at least it shouldn't be configurable for the cards that have AI bugs. Maybe a little warning could pop up when you specify a kingdom with one of the bugged cards in it, warning the user or something? I don't really know or care about the details. I just know that banned cards lists are already implemented and this would almost certainly be very very easy to code and would greatly improve the user experience AND solve several huge huge huge problems with the AI that are causing the software to crash.

EDIT: Looks like reddit has a thread about this. Maybe this list is a bit more complete? https://www.reddit.com/r/dominion/comments/iwrgca/lord_rattingtons_biggest_weaknesses/
#40
If this is supposed to be there then it's certainly not clear what it does.