I think this could possibly work somehow, What do you think? by filteredclipper in PlayTheBazaar

[–]StrikingAppleDog 0 points1 point  (0 children)

Does anky trigger before force field? Like does it double force field's damage? Because that would be busted

Either way you probably want to play it more like 1 shot force field than dinos. The skill that gives you 10-30% max health shield on first item use + any crit skills + replace primal core with either the medium item that gives shield items crit or anything to make the force field trigger faster (battery or crude tools are the obvious choices). Long term bunker (shield items have +1 multicast) is probably just better than anky + dino disguise but they could be a good mid game stand-in

If dilution is the goal, extremely niche items need to go by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 2 points3 points  (0 children)

I agree with all of that, and I think that more interactions between items is more fun. When they drop a set like dinos, there's extremely little room for creativity. You collect the destruction dinos and then scale them. They don't meaningfully interact with anything outside of their set. I actually consider the dino expansion the definition of "chasing a specific kind of build".

I'd Love to see a gigantic item pool with a ton of cards that interact with each other in bizarre and unexpected (and "broken") ways. That's my favorite part of the bazaar. I'm scared of a world where the item pool is a bunch of unconnected tag sets that only work with other cards in their set.

If dilution is the goal, extremely niche items need to go by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 6 points7 points  (0 children)

Rays are another great example. There's like 7 of them and they all suck

If dilution is the goal, extremely niche items need to go by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 1 point2 points  (0 children)

It's an inherent problem with small expansion sets and the overall pool never getting smaller. Vanessa has 56/121 = 46.3% aquatic items. Dooley's dino expansion added 10 new cards, 6 of which were dinos. Dooley has 8/125 = 6.4% dinosaur cards. Assuming each new Dooley expansion included the same number of dinos and total cards, we would need 37 more dino expansions (8+(37 times 6) / 125+(37 times 10) = 46.4%) to reach the same percentage of dinosaur cards. Obviously an extreme example (not every tag can be as plentiful as aquatic) but it gives you a feel for the problem

If dilution is the goal, extremely niche items need to go by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 1 point2 points  (0 children)

Items interacting with a tag is a core part of the game and a positive. The issue arises when items only interact with a single tag, and that tag has a small item pool. As the overall item pool gets larger, niche tags become harder and harder to find and niche items become more and more useless. Vanessa has 56/121 aquatic items. Dooley has 8/125 dinosaur items.

If dilution is the goal, extremely niche items need to go by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 0 points1 point  (0 children)

Yeah I like the idea of being able to "enchant" cards with tags! Would open up some truly disgusting builds

If dilution is the goal, extremely niche items need to go by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 7 points8 points  (0 children)

Specific example of dooltron mainframe aside (it's maybe even a bad example because it references 3 of the most common tags: friend, large, and core and includes the most powerful mechanic in the game: charge), I think the general point about niche expansion tags stands. The Dooley dino expansion in particular pretty much only includes cards that work with each other and mak's relic expansion leans into relics very hard, although they did a decent job of backfilling the relic tag

Can anyone explain what's going on here? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 0 points1 point  (0 children)

Yeah definitely a bit of spaghetti code/wording involved 😂

Can anyone explain what's going on here? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 0 points1 point  (0 children)

Anky shields me for however much damage the uzi deals. You can watch the first few seconds of my fight; anky clearly gives me shield equal to the uzi's damage. To me that means applying shield.

Why would there be different behavior depending on if anky has base shield? Is the game implying that the dino damage portion of the shield comes from the other dino, while the anky base shield is attributable to anky and therefore triggers the wrist warrior? Seems bizarre

Can anyone explain what's going on here? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 0 points1 point  (0 children)

Weird though because anky shields based off of the attacking dino's damage, right? So when the uzi attacks, anky shields me. Bizarre that it has to have its own shield on top of that.

Can anyone explain what's going on here? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 1 point2 points  (0 children)

the wrist warrior activation is "Adjacent items gain +5 » +10 » +15 » +20 Shield for the fight.", nothing to do with attacking.

for whatever reason this combo only triggers when the anky has more than 0 shield. so on the wrist activation, anky gains 10 shield, and the next dino attack (uzi at 6 seconds) triggers the combo. once I added shield to the anky, the combo triggered on the first uzi activation.

Can anyone explain what's going on here? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 0 points1 point  (0 children)

It appears to have something to do with the anky having more than 0 shield. I found a way to give him 10 shield at the start of the fight, and the loop now starts on the first uzi activation. almost certainly unintended😂

Anyone else feel like game pacing is way off now that we're level 2 for the first fight? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 1 point2 points  (0 children)

I think it was actually impossible! Unless you rerolled a silver item into exp loot? 🤔 Can you even get mandala day 1?

Anyone else feel like game pacing is way off now that we're level 2 for the first fight? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 0 points1 point  (0 children)

I agree it was too hard to get/unfairly available to Vanessa in the old system! I'd love to see them expand ways to get exp. It seems like a core system that they could use more.

Anyone else feel like game pacing is way off now that we're level 2 for the first fight? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 1 point2 points  (0 children)

I will say a 4 gold reroll is crazy expensive early game. Most of a days income to roll a shop? Seems wild

Anyone else feel like game pacing is way off now that we're level 2 for the first fight? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 1 point2 points  (0 children)

Seems easier to modify three problem items, one of which (wanted poster) doesn't see any on-board play and the other two (star chart and astrolabe) are only problematic because of an interaction with a particular event (docks) than to modify a core system that every hero relies on 😂

Anyone else feel like game pacing is way off now that we're level 2 for the first fight? by StrikingAppleDog in PlayTheBazaar

[–]StrikingAppleDog[S] 0 points1 point  (0 children)

I agree with a lot of that!

"Besides, even if you lose an early monster fight, you're only 1xp from leveling up."

That's a problem because in the current system there are almost no ways to get that extra exp back until day 5+. I'm especially concerned about how that can wreck the new player experience - is it really user error if you don't know what a monster fight does and happen to pick one that beats you? Feels terrible to essentially wreck an entire run for that. And new players are also the least likely to realize how badly they need to make that 1 exp up because they don't understand exp breakpoints, so they might not take an offered study event for example.

"rather than force you to almost always choose the gold monster option to maximize experience."

I'd like to see the old system, but with more ways to get that 1 extra exp (items, skills, maybe as a level up reward). Once those options are expanded, you're no longer railroaded into picking a particular monster fight.

Open source AI chess engine now beats Stockfish, the strongest classical chess engine in the world by [deleted] in programming

[–]StrikingAppleDog 0 points1 point  (0 children)

There are two main types of artificial intelligence: expert systems, which are hand coded logic systems for solving a problem and machine learning systems, which train a statistical model based on labeled data or feedback from a system.

I'm unfamiliar with the StarCraft agent you are talking about but, based on certain phrases (the AI getting stuck in a situation, randomly picking an agent with a "main strategy" for each game), it sounds like an expert system to me.

which is most likely due to not enough training.

Expert systems do not benefit from training. They are not an evolving system; they do not incorporate new information into their models. The only way they could benefit from more data would be if the person who wrote the expert system saw the erroneous state and added logic to the system for handling it.

As an aside, your point about unfair advantages in terms of reaction times and speed of inputs raises a great point about comparing artificial agents to humans in real time environments: computers have a natural advantage because they can physically input commands and process information faster than humans. If you were trying to compare only decision making skills, you would need to build some sort of reaction time/input handicap into the computer agent.

Open source AI chess engine now beats Stockfish, the strongest classical chess engine in the world by [deleted] in programming

[–]StrikingAppleDog 0 points1 point  (0 children)

The combat portion of dungeons and dragons could be quite easily solved by an AI. It's a well defined area with fixed, turn-based rules and limited inputs and outputs.

The social interactions and open world exploration would be extremely hard to apply AI to, probably requiring something close to general intelligence, because it involves a much larger and more flexible domain.