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Messages - Accatitippi

I'm sorry if that came through a bit aggressive, but it is a legitimate question, especially since you are complaining about the rule satisfying people's pet peeves.

Those people would otherwise have to play with cards they don't like, so the changes improves their experience quite a lot.
In your case, on the other hand, I'm arguing that the change would be hardly noticeable (actually, impossible to notice before several hundreds games) if it weren't highlighted in the log.

So I was wondering, do you feel that that hardly noticeable change actually meaningfully degrades your experience of Dominion? Because personally I can't see how it could, unless you play a lot and really love, say, rebuild, which might be the case, hence my asking.

For the record, my ban list is Possession and Harvest, my dislike list is Rebuild, Cultist, and Save. So I'm personally more in the camp of wanting variety, but I still think the ban list was a great idea, even though I'm not fully in its target audience.
Quote from: MusicalRose on 31 August 2019, 03:45:49 AM
It's a matter of both, and in rankings, skill should take precedence.  Fun can happen very easily in non-ranked games, and that's what I thought those were always for.

No this isn't enough to make me quit.  I just think a lot of people were TBH being really gross about pet cards.  I have cards I really hate too, usually because I lose when an opponent knows how to use them and I don't.  I place more value here on being able to interact and strategize around the game in full. 

As I said before, pet peeve folks have won the day here.  I'm not going to take up arms to get it changed, but I do dislike it.  Justifications from pet peevers aren't going to make me like it any more.
Looking at the banned lists, I think people ban/dislike cards due to "fun" reasons rather than "skill" reasons, so there is that. Also, I haven't run any maths, but the effect on the leaderboard is probably negligible - if you are really bad at one card, you probably aren't very good with the rest either, and anyway that card is affecting at most one game out of 30 or so.

Do you feel personally damaged by this change? How?
Quote from: MusicalRose on 29 August 2019, 10:31:03 PM
I also dislike the ability for players to ban cards in automatch, but it seems I'm either in a minority or a relatively quiet majority, so the folks who have pet peeves win the day here. 

Personally, I think that skill at the game requires knowledge of all the cards, especially if you're going to be playing in ranked games.  If you want to resign turn 1 because you can't deal with a particular card, that's your prerogative and you can take the rank hit (and I can block you).   

I think banned lists are much better off in folks creating their own tables. 

Best of all worlds might be for those of us who want the full game to have the option to not auto-match to folks who have anything banned.  They can do their thing and I can do mine with other folks who want to play the whole game.

It's not a matter of skill, it's a matter of fun, really. There are essentially no downsides here. You still get the full game, your opponent still gets to ban whatever, they're not robbing you of anything. Their gain in fun is pretty big over many games, while you wouldn't even notice the slight skew in the card distribution, if the interface wasn't so in-your-face about it.
You probably wouldn't notice even the bigger skew that would result from always playing the same opponent: let's say Alice and Bob play Dominion together. Bob says "I have banned one card, but I'm not telling you which."
They then proceed to play 30 games in a row. At the end, Alice still has no way to be sure about which card has been banned.
Actually, Bob might have banned 5 cards without telling her anything, and Alice wouldn't even suspect that.
Quote from: Pizzaelemblast on 22 August 2019, 08:40:59 PM
Yeah... and the 'more important' stuff we settled on was just logsearch and better text colors in the log... Nothing else convincing...

You settled on, you mean.
I think you need to step back and consider what you're trying to achieve here. You did all you could do, argued extensively in favour of your variant and now know that it's being considered by the only person who can do something about it (in case it had never been considered before, which I highly doubt).

What does not help you is insulting him and the other people who are arguing with you. You're also misrepresenting his and our words, turning expressions of reasonability and patience into support for your idea and admissions that 3-pile is bad.

I suggest you try banning cultist, ill gotten gains, ironworks and whatever card enrages you, and try to play on? Consider also this: page and peasant (and spirits) are essentially engine component piles that break the 3-pile rule! So your idea has already been implemented, how good is that?
I for one think that the Dominion base game 1st edition had a pretty unfortunate (slow, weak, clunky) mix of cards, and am very happy with how the game has sped up a fair bit since seaside or so.

Pizza, I've been discussing (and criticizing) Dominion cards and rules - and coming up with my own - for a few years now. I'm not defending 3-piles due to lack of imagination, I defend that rule because it works and I like it.
I was actually very surprised at the variety of the banned cards.
I'm very happy to see some cards slightly less often in order to avoid some highly annoying games with cards I dislike.
Consider that the human brain is very good at detecting pattern even when they aren't there. With 314 possible Kingdom cards there is a 4% chance for each of them that you won't see it in your next 100 games, so there are about 12 cards that you won't see in quite a while, and this has never bothered you - you probably didn't even notice steaks of absence. Suddenly the absence of some cards is very conspicuous thanks to the ban lists being declared at game start, and your brain feels like "they don't appear in automatch anymore", when they would have likely not appeared anyway!
You make it sound like the depletion of piles is an event that is not in the players'control, but it very much is, and in fact is one of the main fields of player interaction in Dominion.
Knowing when you can afford to lower the piles to dangerous levels and when you can't is an important skill in Dominion, just like knowing when you should go for piles and when you should go for points. Then there is the whole topic of finding the tricky 3-pile endings, which is often a very satisfying puzzle onto itself.
That said, a 4-pile game would be an interesting change in pace once in a while (eg, at about the same frequency as colony games happen), but I'll leave it to Donald to introduce that to official Dominion if and when he sees fit.
Username: Accatitippi

There are two features that I'd like to see:
A. a chat function saying "Player X is tyiping..."
This would make it much less awkward to leave tables at the end of the game and so on. Also, generally makes a chat much more usable to have a conversation in.

B. a way to play a couple of games once in a while with all expansions
Sometimes I play a lot of Dominion, and love the subscription system. Sometimes I just don't have time, or have other things in my mind, but get the Dominion itch, and would like to play a couple of games. I can pay 4€ for the whole month, but that feels expensive, or I can play Silver/base, but that's less fun (and it's what I'm doing). A third option would be appreciated, like being able to buy 100 games to be used whenever I feel like or a "Casual Gold" subscription limited to a certain number of games per month.

C. as an extra, the ability to see trash contents by hovering over "Trash", instead of clicking it to get in, and then again to go back to log. You know, like the play areas and tavern mats work.

1. An offline client, allowing you to play campaigns against bots
Yes, and more so if the bots become good, and if it runs on mobile.

2. A bot with a setting for different play styles
Interesting, but not fundamental. It would be cool if we could write our own bots, though.

3. A strong bot.

4. Options for timed games
Not interested at all.

5. Options for undo settings
I like the way undo works by default, wouldn't probably care to change it.

6. Online mini-tournaments; the option to easily create one for you & your friends.
This is cool. I wouldn't use it, but I like it.

7. Option to invite specific players to your table
I wouldn't use it much (on account of having no friends), but it's a useful feature for sure.

8. More translations (to what language?)
I'm not the right person to answer this one. If there was an Italian version, I wouldn't use it because Dominion is in English for me. It would just be weird. Needless to say, if you do an Italian version, watch out for errors in the translation of many pubblished cards. If you need help, I'd be happy to get involved if it happens in a period when I have time.

9. Better animations when cards are gained/bought/played/...
Yes. Not fancy, but clear and functional. And you need more bats when Curses are gained.

10. Better visualization of split piles, Archive/Crypt contents, Prince targets, ...
Definitely fundamental.

10. Option to hide the log
Only when the game can be played without the log.

11. Android app (or just improved compatibility?)
Yes! I'd love to see something as smooth as Androminion, with good AIs, and multiplayer. Right now I still play a lot of Androminion (more games than I play on Shuffle It, for sure), which says a lot about how good and convenient that implementation is since it's basically solo, the bots being worse than Rattington.

12. iPhone app (or just improved compatibility?)
I wouldn't use it.

13. Downloadable game logs
I'd love love love this. I'm not the right person to do this, but if you made it convenient for people to write something like the old councilroom, I'm sure somebody would do it, and the world would become a much better place.

14. Improved moderation (dealing with chat abuse, slowplayers, ...)
Never had problems that weren't solved by the small yellow lightning bolt.

15. Tutorial on how to play Dominion
I wouldn't use it, but it's probably important? Even just a short passive video explaining the basics in 5 minutes would go a long way.

16. Tutorial on how to play dominion online.
There are some non-obvious things which would do being explained. Maybe the nonobvious things can be made obvious, and then you don't really need this one.

Lord Rattington:
Province: quantity 2, points 12
Miserable: quantity 0, points 0
Twice Miserable: quantity 1, points -4

So the total is right, but it's a bit strange to include Miserable here.
When gaining a Harem in an Aqueduct game, I get asked whether I want to move the vp from harem to aqueduct before or after taking the points from the aqueduct. Now, I believe this is only ever relevant for defiled shrine/aqueduct/crown games (isn't it the only way to have vps on a kingdom treasure?).
So, maybe don't ask unless there are points on the relevant pile?
And anyway, I can't think of any edge case where I wouldn't want to take the points. :)

I suspect that this was the Emporium that I drew with the Patrician, but I'm not sure.
The previously played Emporia looked fine.
General Discussion / Re: Abusive Behavior In-Game
18 June 2017, 09:11:42 AM
Quote from: jsh on 18 June 2017, 03:35:57 AM
His language was bad, but I don't blame him for being upset by your arbitrary undo rules.

Yeah, but don't try to shift the blame on the OP. Nobody is entitled to undoes.
And abusive language should never be justified, regardless of circumstances.

It's already really awkward to negate undoes, making it extra awkward by placing blame on the refusing player can only make the atmosphere worse.

This is why I think there should be some degree of automation in granting or refusing undoes.
No new information revealed: always grant.
Reaching beyond opponent's most recent turn: always refuse in rated games.
All others: ask - but leaving the ability to automatically refuse those (which would also void your own requests in the same situation)

You are correct.
I've reproduced this bug from the other side and it seems that the swindling player gets a "done selecting" button but no card display window.
I would be extremely satisfied with an online text version optimized for mobile. But that's not done overnight either.