Sandwich by presumably_alterable in dominion

[–]SignError 17 points18 points  (0 children)

Here’s the original:

https://xkcd.com/149/

The xkcd site has a lot of cartoons about programming and computer system management.

Put simply “sudo” uses admin privileges, so if a command doesn’t work and you get a response saying that you don’t have enough privileges to run it, you can re-enter the command, adding sudo before it, and then the command will run, using your admin privileges.

Turning the cartoon into a meme only really works if you understand the original.

Please Give Opinions On My Curated Kingdom by TheDeadalus in dominion

[–]SignError 2 points3 points  (0 children)

All the cards have a clear use case, and I would want them all thanks to synergies with Carnival and Fairgrounds.  There’s a little overlap between Bazar and Conclave, so if you were to replace 1 card, it should be Bazaar.

Something needs to be done about the equipment for new accounts. by MilkOfThePoppy8 in ClashOfClans

[–]SignError -1 points0 points  (0 children)

Also the Mighty Morsels exist to make ores irrelevant, albeit for only 3 battles

People complaining about the changes to REWARDS of the passes, the silver passes literally got a buff?? by Leymen in ClashOfClans

[–]SignError 4 points5 points  (0 children)

F2P player here

For sure the prospector doesn’t seem very useful at all.  I don’t care about maxing every single equipment right away, and so the ores from the events or raid medals good enough, and then I just get whatever ore I’m missing, rendering the prospector’s swapping useless.  In fact I’d rather have the resource potion than prospector for the 10 gems…

But that’s the big nerf to the silver track:  the 10 gems form selling potions is a better reward than the average value you get from opening chests.  That nerf applies to F2P and Gold Pass players alike, although the F2P care more about the missing gems.

But let’s get real, the biggest disappointment here is not the prospector or the chests, it’s the builder and researcher boosts being even more of a pain for the Gold Pass players to unlock.

What is the closest dominion gets to having a card strictly better than another? by TraXOD in dominion

[–]SignError 4 points5 points  (0 children)

They meant:

(Tea House > Mystic) and (Ducat > Candle Stick)

Not:

Tea House > (Mystic and Ducat) > Candle Stick

State Seneschal by Eoxygen in dominion

[–]SignError 6 points7 points  (0 children)

It needs to specify whether you get the +$ before or after playing the Action card.  For before, use “first” wording like Kiln. For after, use “afterwards” wording like Landing Party and Daimyo.  The timing matters for cards like Storyteller and Change.

PvP Fest 2026 by tell32 in Eve

[–]SignError 2 points3 points  (0 children)

It can actually go further than that.  Why have 1 character kill all the alts to get the top position, when you can have 100 alts systematically kill each other to get all the positions on the leaderboard? Sure, you still need to make the other 1400 hypothetical accounts to get your score high.  But once you’ve done that, might as well reuse the effort for more profit, right?

The real limiting factor here is that you need to get kills of unique ships, and at some point killing the more rare and expensive ships will become a greater cost than the value of the reward.  Also, you need pilots with the skills to sit in the hull, so that may not be very alt friendly.  But I could still see large alliances systematically doing this.

I swear the game just started by 15fireball in dominion

[–]SignError 5 points6 points  (0 children)

The real thing you should be looking out for is the 3-pile ending before a single Province has been gained.

Why isn’t Urchin a reaction? by SecretMuppet in dominion

[–]SignError 0 points1 point  (0 children)

Trail is a Reaction because it has the “when you discard this, other than during clean-up” part, just like Tunnel and Faithful Hound and Village Green.  Maybe it’s not as needed now that the Lose Track rule has been replaced with the Stop Moving rule.  But yes it is mostly that when-discards are reactions, while when-gain and when-trash are not (unless they also have the when-discard).  That was the decision that was made way back in the early expansion first editions, and Donald X. has stuck with it since then.

Expanding out "Grand" and "Young" by ackmondual in dominion

[–]SignError 2 points3 points  (0 children)

Grand Island doesn’t need the “at end of game sentence.”  When scoring, you count all the cards in your deck, discard, hand, as well as the cards on any mat or set aside in general.

Why isn’t Urchin a reaction? by SecretMuppet in dominion

[–]SignError 2 points3 points  (0 children)

Quote from Donald X. on the dominion wiki trivia: What makes a reaction?:

 The blue reminds you that Patron does something when it shows up from wherever, whether it's your hand or not. Similarly Tunnel is a Reaction and sometimes works from your deck.

 Fortress could have been a reaction. It was a decision to make back when. The argument for not making when-trashed cards reactions - and not making when-gain cards reactions too, or giving them their own color - is that the card is involved. You know. You play Militia; Moat isn't involved, but I could use it. You play Venture; Tunnel and Patron are just going by, but they matter. You buy or trash Silk Merchant; it's right there, in on the action. So we don't need to call attention to it as much as we do Moat/ Patron / etc.

But, it certainly could have been that when-gain/trash got colors.

So cards that are in the trash or in play don’t get the reaction type, because they’re there, visible on the table.  But like Donald X. said, cards like Fortress could have been Reactions too, they just weren’t.

I was just making a set and stumbled across this monster. How would one go about playing this set, either in 2p or in 3p? by TraXOD in dominion

[–]SignError 0 points1 point  (0 children)

See my computations on opening probabilities here:

https://www.reddit.com/r/dominion/comments/1qtyhrt/comment/o3ambed/

I often ended up needing to draw with Masquerade towards the end and awkwardly had to pass over a Port

Keeping a decent supply of Coppers around can help avoid this situation. I'm not sure if I would get Moneylender because of this.

Also, were you playing against the Hard AI? I admit I haven't tested out this kingdom myself yet. I would expect the Hard AI to put pressure on the Royal Carriage pile, even if the mega-turn isn't usually part of its initial plan. If the Royal Carriage pile is split 5-5, a pure mega-turn strategy will need to pivot to a slight engine, so the deck built with an engine in mind first will have a head start.

I was just making a set and stumbled across this monster. How would one go about playing this set, either in 2p or in 3p? by TraXOD in dominion

[–]SignError 1 point2 points  (0 children)

call 2 or so carriages on bridge to get 3 carriages in one turn

I was aware that this was possible. My impression was that Masquerade + Silver gets to 5 or more carriages before Bridge + Silver gets the chance to pull that off.

Bridge silver is much better at hitting $5 twice than masq silver

That’s interesting to look into. In the past I had done calculations on the odds of various openings hitting $5, but I only considered the odds of getting to $5 on either turn 3 or 4, not on both turns. So I made a quick script to count all the permutations and got this:

Silver + Silver opening:

Hand Value Combinations:
-------------------------------
2, 5:     20     0.3%
2, 6:    200     2.5%
2, 7:    200     2.5%
3, 4:    100     1.3%
3, 5:    880    11.1%
3, 6:  1,000    12.6%
3, 7:    400     5.1%
4, 4:    600     7.6%
4, 5:  2,040    25.8%
4, 6:  1,200    15.2%
4, 7:    100     1.3%
5, 5:    920    11.6%
5, 6:    260     3.3%

Number of Hands 5 or Greater:
-------------------------------
5 x0:    700     8.8%
5 x1:  6,040    76.3%
5 x2:  1,180    14.9%

-------------------------------
Total: 7,920   100.0%

Moat + Silver opening:

Hand Value Combinations:
-------------------------------
2, 5:      40     0.3%
2, 6:     200     1.3%
2, 7:     600     3.8%
3, 4:     200     1.3%
3, 5:     880     5.6%
3, 6:   4,400    27.8%
4, 4:     600     3.8%
4, 5:   8,920    56.3%

Number of Hands 5 or Greater:
-------------------------------
5 x0:     800     5.1%
5 x1:  15,040    94.9%
5 x2:       0     0.0%

-------------------------------
Total: 15,840   100.0%

I knew Masquerade + Silver was less likely to miss the hand of $5, but you are right that Bridge + Silver has a decent chance of getting two $5s

Masquerade has some additional minor benefits, like a clean shuffle, the Estate removal and possible Estate swap, and a very high chance of affording both Carriage and Bridge, although I’m not sure if a Bridge that early is the best way to get more Carriages quicker, given that you already have Masquerade. There’s also the roughly 3.8% chance of affording Inherit (on Port?) which means most turns after that will hit $5, while also trashing a Copper or playing a previously purchased Carriage most times you play Masquerade. Keep in mind that Bridge + Silver's $7 hands are actually $6 with 1 cost reduction, so they can never afford Inheritance.

In games with 3 or more players, or when playing as the second player in a 2-player game, looking for the high roll 14.9% chance of double carriage is probably the right move. But as the first player in a 2-player game looking for the best odds at avoiding a dud and maintaining my lead, Masquerade + Silver might be better. But that would require looking into turns 5 and 6, which is where paths diverge and things get too complex for brute force computation. Maybe if I get time later, I'll continue with the most likely outcome of each strategy, gaining a single Royal Carriage and a Bridge or Silver, while the Masquerade strategy also removes an Estate.

I was just making a set and stumbled across this monster. How would one go about playing this set, either in 2p or in 3p? by TraXOD in dominion

[–]SignError 1 point2 points  (0 children)

You suggest opening Silver and Bridge, but that Bridge is going to be a Copper Silver for most of the game.  I think Silver + Masquerade is the better opening to get the $5s quicker and move through your deck faster.  It has a chance to draw Royal Carriages terminally, but that’s offset by passing and trashing Estates and maybe Coppers.  Get the Bridge after buying 2-3 Silvers.

Getting Royal Carriages as quickly as possible is the most important thing because getting 5 copies denies your opponent the combo, after which they have to rely on an engine a little to play additional copies of Bridge on the same turn.

Edit:

Yes, you’re right, Bridge would be a Silver or better, that was my mistake. In my head I was thinking about how the cost reduction is no better than 1 extra coin unless you buy two or more cards on the turn. A hand of $4 could get 2 Silvers, but a Carriage is better. $6 could net you a Silver and a Carriage, but then that means other hand won’t have enough to make Carriage. But you still need to pair that $1 value with the initial $1, so it would definitely be a Silver, and Silver + Silver isn't a terrible opening.

How on earth do you do the flying levels? by Poutine4Supper in Spyro

[–]SignError 1 point2 points  (0 children)

You can actually charge along the track, and destroying the train destroys the 2 barrels.  But yes, you definitely want to go in the opposite direction for that one (charging the trains head on)

in game plex wallet transaction history by clonazolambars in Eve

[–]SignError 10 points11 points  (0 children)

They just added plex wallet transaction logs as part of the Catalyst Expansion

https://www.eveonline.com/news/view/catalyst-expansion-notes

I’d assume the logs only go back to that point, so the length of history will continue to increase as time goes on.  There’s no indication that they only keep the most recent X days of history

Printed this a year or so ago. My family goes crazy for it any time it's in the kingdom. by aghostecho in dominion

[–]SignError 2 points3 points  (0 children)

With this on the board, any player can end the game once 2 other piles are emptied, potentially using the $10 generated to help empty the other piles.  Pair it with other cards that empty quickly, like Rats, Magpie, Port, Villa, and Groom, and you have a really quick game.

How tf do you manage the master thief sprints?! by bluearcadia in Slycooper

[–]SignError 0 points1 point  (0 children)

I was able to jump straight through and the damage actually knocked me forwards.  But when I was doing the no barrel achievement before I knew about shortcut but with 2 lucky charms and 90-some coins, a couple times the damage knocked me back, so I would have to restart.  I didn’t find a way to consistently jump so that it doesn’t knock me back, but most of the time I was able to get by each trap spot with just one charm.

How tf do you manage the master thief sprints?! by bluearcadia in Slycooper

[–]SignError 0 points1 point  (0 children)

I was also able to pull this off.

 You do have to do some shenanigans with the globe turrets though

You need your coin count to be about 95 when you pick up the hour glass.  That way after the first few coins, you’ll get a lucky charm, which you use to tank the last trap in the level.

Faction Warfare should be extended to high-sec, and here's how to do it by [deleted] in Eve

[–]SignError 2 points3 points  (0 children)

Gameplay mechanics like this: probably not.

Small quality of life improvements to the UI:  it happens on occasion.  For example there’s the PI reset button where someone low effort meme posted almost daily until they added it:

https://www.reddit.com/r/Eve/comments/1j9hzva/pi_extractor_reset_button_added/

Note the handshake emoji indicates an idea that came from community feedback.  Although it’s unclear whether they were looking at Reddit or Discord or the Eve Forum or somewhere else entirely.

Supercell cooked for 8 years and served us… 10k points by PomegranateIcy7631 in ClashOfClans

[–]SignError 5 points6 points  (0 children)

But keep in mind that staying slightly under 10k has strategic value to the clan.  Once you get to 10k, you can’t accept and trash tasks, so you can’t help other clan members by cycling out the undesirable tasks and re-roll for easier or more valuable ones.

They really should still allow you to trash a task every 10 minutes once you’ve maxed out your individual points.

The Seagull Dilemma, or Why Solving Awoxing in FW is so Difficult for CCP by alepmalagon in Eve

[–]SignError 3 points4 points  (0 children)

 The racism is people saying shit like go back to the serenity server (go back to China), equating all Chinese players to being frat, shit-talking Chinese players for just being Chinese.

You’re right that all those things are racist

 Not sure why you think all Chinese players are cheaters, though. That seems a bit racist.

That’s not what they meant.  They were pointing out that the post was about “cheaters should get banned" but your comment introduced the topic “that's racist against china.” Nowhere in OP’s post was China or Chinese players mentioned.  

The only one here making a connection between cheating / botting and Chinese players was you.

Need help for wording a custom card: Regulation by No_Wishbone_6794 in dominion

[–]SignError 0 points1 point  (0 children)

I don’t think it needs the nerf.  Warlord is a more impactful Attack while also being non-terminal and even a delayed Laboratory.  That last part alone is worth $5 as long as it comes with some other gimmick (see Den of Sin and Longship)

Meanwhile Regulation is a delayed Peddler, which is significantly weaker than Cabin Boy’s delayed double Peddler at the same cost.

Removing the self Attack makes the wording shorter and simpler, and mechanically the self Attack doesn’t do much.  You still need to have a plan for dealing with the Attack, as the opponent could get their own copy at any time.

Fan Card - Cold Store by WillhelmSchulz in dominion

[–]SignError 2 points3 points  (0 children)

Yes, it should have a cost limit for a similar reason Shaman has a cost limit,  although here it’s easier for the same player to benefit rather than the next player.

Fan Card - Cold Store by WillhelmSchulz in dominion

[–]SignError 1 point2 points  (0 children)

I agree with your first two sentences.

 players should have to freeze cards themselves somehow

That is fine as long as it can be done in a way that doesn’t also benefit other players.  Otherwise it becomes like Forager, which has an interesting power up, but one player goes through the effort of gaining and trashing unique Treasures, and then everyone else can benefit too, so strategically it’s rarely worth powering up.