Monday, November 10, 2014

Bridge Match 3 - Board 27

Board 27 - Dealer South - None Vul

Opponents convention card: Majeure cinquième
Opponents playing strength: Advanced

My hand: Q J 8 6 T 3 Q 3 2 J 7 6 3

West opens 1 diamond in second seat and partner bids 2 diamonds, Michaels. Well, I sure have a 4 card major and not a lot of points... Is a jump bid here stronger or weaker than a regular bid? I'd think it should be weaker, with 3 diamonds as the way to show a good hand? I for one am a law abiding citizen so I like 3 spades here. Let's find out if Jack does too... West bids 4 diamonds over my 3 spades and partner goes right to 4 spades which gets passed out.

West leads the A of diamonds.
NORTH
A T 5 4 2
A Q 6 5 2
8 4
T
WEST
A
SOUTH
Q J 8 6
T 3
Q 3 2
J 7 6 3
WestNorthEastSouth
Pass
121Pass3
44PassPass
Pass
1Michaels

Wow, partner's hand is not very good. With 2 diamonds I really don't think he should be the one pulling from 4 diamonds to 4 spades. Oh well. I have a heart loser, a club loser, a spade loser, and two diamond losers. I need to get rid of two of those. Picking up the K of spades in West is one way to get rid of one, and I guess the other is to finesse him for the K of hearts too. But first let's see how many tricks they take off the top... A-4-6-3. 5-8-J-Q. Uh... What? I mean, thanks! Time to draw trump. Q-K-A-3. T-9 of clubs-6-7. 2-4 of clubs-J-9.

Oh, right... Those hearts aren't actually tricks. Maybe I was suppose to ruff them out? Oh well. Too late now! Let's just play them and hope for a 3-3 split I guess. T-4-Q-8. A-7-3-K. Ok, hearts are 4-2. This means I only have 9 tricks. Actually, I can get a 10th in hearts after losing a heart and ruffing a heart. And it doesn't matter what order I do that in, so I might as well ruff the first one in case West is being tricky. He isn't, but I still have 10 tricks so I make 4.
NORTH
A T 5 4 2
A Q 6 5 2
8 4
T
WEST
K 9 7
K 4
A K T 9 7 5
K 2
EAST
3
J 9 8 7
J 6
A Q 9 8 5 4
SOUTH
Q J 8 6
T 3
Q 3 2
J 7 6 3
There are 8 different results for this board. In addition to our 4 spades making there was a 4 spades down 3. The rest of the contracts were played by EW, with 5 diamonds down 3, 5 diamonds making, 5 diamonds making up 1, 4 diamonds making, 4 diamonds down 1, and 3NT up 1. That's a lot of different diamond results! All of which are worse than 4 spades making, so we get 14 MPs here. But only because West gifted us the diamond trick. Though if we hold it to down 1 we still get 10 MPs, so I guess my 3 spade bid worked out for the best?


Jack disagrees with my 3 spade bid because he thinks it's a limit raise. He wants me to bid 2 spades. This is twice now that the opponents have opened and we end up trying to find constructive ways to get to game. That's not how bridge should work. If the opponents open it's exceedingly unlikely we have a game so we should be trying to find the right partscore or the right level of interference to get them to a bad spot. I really think 3 spades should be weaker than 2 spades on this auction. Jack also disagrees with my play of the hand. He wants me to play on hearts before drawing trump, and when I do play on hearts he wants me to float the T instead of finessing the Q. I think I'm fine with both my plays here.

Ranking after board 27/60: 6/16 with 53.44%

Sunday, November 09, 2014

Bridge Match 3 - Board 26

Board 26 - Dealer East - All Vul

Opponents convention card: Majeure cinquième
Opponents playing strength: Advanced

My hand: 8 K Q T 8 7 3 2 Q J T 9 6

East opens 1 spade, I double. West bids 2 spades and partner bids 3 hearts. East follows up with 3 spades. Now, I'm a little light for my bid, and I don't have a 4th heart, so I'm a little leery about bidding 4 hearts here. I pass, as does West, but then partner decides to bid 3NT and East doubles for penalty. No trump can't be the right spot... Could clubs? Or should I just retreat to 4 hearts? I'm a little worried partner will take a 4 club bid as a cuebid and I'm not sure it's even a good place regardless. If we're playing at the 4 level we might as well be in game. East doubles my 4 hearts bid for penalty too.

East leads the 8 of hearts.
NORTH
K J 9
9 7 5 2
K Q 4
K 4 3
EAST
8
SOUTH
8
K Q T
8 7 3 2
Q J T 9 6
WestNorthEastSouth
1Double
233Pass
Pass3NTDouble14
PassPassDouble2Pass
PassPass
1Penalty
2Penalty

Oh no. Partner's 3 heart bid was based on 4 of them to the 9. And we have no aces. So we're going to lose 4 tricks off the top, and then probably lose a trick to the J of hearts as well. Unless hearts split 3-3 and East led 8 from J8x? That feels super unlikely. Playing West for Jx is probably better. Ok, I'll do that. 8-K-3-2. I need to draw trump and get rid of the A of clubs. I'm worried that if I play clubs they'll ruff some. But I don't really have trump control so maybe that's fine? I should play a club. 6-7-K-2. 3-A-Q-5. East cashes the A of spades. A-8-5-9. And the A of diamonds. A-2-5-4. I now have all the high cards, except for that pesky trump suit. So I draw some trump after winning the diamond East returned. West wins the A of hearts and then cashes the J of hearts. East shows out, so West has another heart. But the best he can do is put me back in hand, so I'm up.

Down 2, doubled.
NORTH
K J 9
9 7 5 2
K Q 4
K 4 3
WEST
Q 5 4
A J 4 3
J 9 6 5
7 5
EAST
A T 7 6 3 2
8 6
A T
A 8 2
SOUTH
8
K Q T
8 7 3 2
Q J T 9 6
All of the other tables played spade contracts. 4 spades made 3 times, went down 1 3 times, and 3 spades made just in. This means we actually get 6 MPs. Of course if partner had just passed out 3 spades we get an extra MP. Oh well.


Jack disagrees with my double since it promises 12 points and I only have 8. I knew I was doubling a little light, but I didn't expect it to put Jack on tilt the way it did. He also disagrees with my 4 heart bid and would rather I sit for 3NT doubled. I played that out, and went down 4 doubled. I could have cashed out for down 2 doubled if I wanted to give up, though.

Ranking after board 26/60: 7/16 with 51.65%

Friday, November 07, 2014

Bridge Match 3 - Board 25

Board 25 - Dealer North - EW Vul

Opponents convention card: Majeure cinquième
Opponents playing strength: Advanced

My hand: A K J 8 A Q 9 6 4 T 2 5 4

I open 1 heart in 3rd chair. Partner responds 3 clubs which should show 6-9 points and a 4 card fit. It's entirely possible his 6 points are in the majors and we have 4 minor suit losers off the top. And if he actually has a minor suit trick we're probably giving up a major trick to get it. So 3 hearts is likely the right place to end up. East has other ideas and gets in there with 3 spades over my 3 hearts bid. Time to take him for a ride.

I lead the K of spades.
WEST
7
K J T 3
A 9 7 4
8 7 3 2
SOUTH
A K J 8
A Q 9 6 4
T 2
5 4
WestNorthEastSouth
PassPass1
Pass31Pass3
PassPass3Double2
PassPassPass
1Bergen
2Penalty

K-7-6-4. Well, partner sure didn't have points in hearts! And East has a heart void. I have 2 more spade tricks for sure, maybe even 3 as long as I don't touch them again. I think I probably want to take away the entry to board, so I lead a diamond. 2-4-K-3. Partner then is a real pal and cashes the A of clubs. A-6-5-2. He switches back to diamonds to remove that entry. 5-8-T-A.

Declarer is in, but on dummy, and for likely the last time. He uses this entry to fire out a club. 3-9-K-4. Now in hand, he draws trump. Q-A-3-5. If declarer has both the T and 9 of spades I don't get a 4th spade trick no matter what I do, so in that case playing two spades on my own is probably a good thing to do. It means I never play a heart, and I throw declarer in to lead minors to partner if partner has any tricks there. The other option is to cash the A of hearts, which declarer will ruff. This sets up the K of hearts, but declarer probably doesn't have an entry to board in order to cash it. And I can still exit the 8 of spades when I get back in with the J. Could partner actually have minor tricks? He's shown up with 7 of his max 9 points. But both minor suit Qs are outstanding. And I guess the actual concern is if declarer has 2 more diamonds back he might have an entry to board. Ok, that's reason enough I think. I'm going to play spades.

J-7 of clubs-T-2. Partner has my back in spades. Oh well. I play another. 8-7 of diamonds-2 of hearts-9. Declarer then plays a diamond to board as it turns out partner only had 2 diamonds as well. Guess it could be a good thing I didn't set up those hearts after all? Declarer doesn't run out a heart and instead plays a club to partner's Q. Declarer is then up. Down 2, doubled.
NORTH
T 6 5
8 7 5 2
K 5
A Q T 9
WEST
7
K J T 3
A 9 7 4
8 7 3 2
EAST
Q 9 4 3 2

Q J 8 6 3
K J 6
SOUTH
A K J 8
A Q 9 6 4
T 2
5 4
The other 7 tables all played contracts from my side, and they all went down. 3NT went down 3, 4 hearts went down 2 4 times, and down 3 twice, with one of those being doubled. Stopping in 3 hearts would have been a top board assuming I didn't butcher the play, having them overcall locked it in. 14 MPs to the good!


Jack disagrees with my 3 heart bid. He thinks my hand is good enough for game. I think he's crazy. We have at most 23 points between the two of us and a 9 card fit isn't enough to bump that up to game. Especially when we could easily have only 20 points! He then disagrees with my double. After the enemies offer to give us a top board (in retrospect if I don't lead a spade I have 4 trump tricks guaranteed so I just need 1 trick anywhere else from partner or my heart A) he wants me to bid 4 hearts. He then doesn't want me to draw trump on the opening lead, which I can agree with, but he wants me to try to cash the A of heart which feels sketchy to me. I think leading a minor and daring them to draw trump probably makes sense. It's unlikely they can pitch a stuff heart on a minor trick since I'm short in both of them. He then doesn't like my diamond switch. Well, he likes it, but he wants me to play the T instead of the 2. I think I like keeping the T to force the A on the second round if I need to. He then disagrees with my club signal when partner cashes the A. I played 5 from 54 and he wants me to play 4 to discourage. I wanted to encourage, actually, since I have a doubleton. Oh well. Finally, he disagrees with my play near the end to cash the J of spades. He wants me to give up and cash the A of hearts. Considering declarer does have an entry to board I'm pretty sure this costs us a club trick. It does gain us back the spade trick though, since partner had the T, so it turns out to be a wash but I think the EV is bad.

Ranking after board 25/60: 8/16 with 52%

Thursday, November 06, 2014

World of Warcraft: Garrisons

The big feature being added in the Warlords of Draenor expansion is the ability to create your own little city. A form of player housing, if you will, but instanced in a way that you don't need to compete with other players for land. They took a baby step in this direction with the farm in the last expansion and from the reading I've been doing today it seems like they've gone all in on making these garrisons awesome.

From the sounds of things you ultimately get to have 12 buildings and 20 followers in your little town. But there are 25 possible buildings and 291 possible followers so you sure don't get to have all of the things at once! So there's a lot of picking and choosing to be had as you build the buildings you most want to have and recruit the right followers to properly use those buildings. The buildings can all level up to level 3, and the followers can level up to 100 (and then can level up their gear) so there's an awful lot of numbers to make bigger in these things. I like making numbers bigger!

I decided to take a read through what the buildings do to see if I could come up with a preliminary plan for what I'll want to work towards. You get 5 buildings guaranteed (town hall, mine, herb garden, fishing shack, and pet house) and the rest are divided up by size of the building. You get 3 small buildings, 2 medium buildings, and 2 large buildings of your choice.

There are 10 possible small buildings and they mostly have to deal with crafting professions. 8 of the buildings are specific to a crafting profession (like blacksmithing) and are used to get the recipes for those professions, to give you access to more of the daily cooldown generated crafting materials, and to allow people who don't have those professions to craft most of the stuff. Like, for example, Darkmoon Faire cards, which can be crafted with the scribe house. That sure does make me tempted to get a scribe house for both of my level 90 characters... And makes me wish I had more characters to level up to get more scribe houses...

The other two small buildings are the salvage yard and the storehouse. The salvage yard looks like it lets you accumulate transmog sets (may be of interest to some people but not to me... I have axes on my head and shoulders!) and small amounts of gear for you and your followers. The storehouse lets you access your bank and the guild bank from your garrison and lets you start more work orders in the other profession buildings. It's unclear if that will increase throughput or just let you go longer without logging in to add more orders to the queue.

The medium buildings all do a wide variety of things. There's a pvp house which gives you titles and pvp related quests. There's an inn which gives you daily pve dungeon quests and gives you more control on what followers you can recruit. There's a lumber mill to generate extra garrison supplies. There's a trading post that lets you sell stuff for garrison supplies, gives you access to the auction house, and gives you a reputation gain buff. And there's a barn which gives you leather, meat, and a new crafting reagent used in all epic item recipes. It seems odd that everyone gets free ore and herbs but you need to use a medium building to get free leather. Sucks to be a leatherworker I guess? I also have no idea how hard it will be to get garrison supplies so I don't know if the buildings that give you more are awesome or just for people who don't play much.

There are 5 large buildings that do a variety of powerful things. The armory makes all quests you do have an increased chance of awarding bonus loot, lets you generate gear for your followers, and gives you free bonus rolls on raid loot. (You get at most 3 per week, but have to pay a fair amount of currency to get them. This gives you one for free.) The barracks lets you level your followers up faster, lets you fight in the open world with one of your combat followers helping, and raises the follower cap to 25. The mage tower lets you move quickly around the continent without needing to use flightpaths. The gearworks gives you a bunch of crazy engineering abilities including the ability to drive around in the open world with a tank of some kind. The stables gives you access to new mounts, lets you mine and pick herbs while mounted, and increases your mounted movement speed by 20%.


It's hard to know just by reading about these things how important the different things are going to be. Is the bottleneck going to be garrison resources? Follower levels? Follower gear? Specific followers? I believe you earn resources and followers just by playing the game and questing so my gut feeling to start is that they aren't terribly important for me if I'm going to be playing a fair bit at the start. So I probably don't need to worry about the buildings that pump those out? This makes me think my eventual setup is going to be a blacksmithing house, a scribe house, and a storehouse for small buildings. A barn and an inn for medium buildings. And a stable and a gearworks for large buildings. And I'm pretty happy the mine, the fishing shack, and the pet house are locked in!

Wednesday, November 05, 2014

World of Warcraft: Professions in Warlords of Draenor

I did a bunch of reading last night to figure out what exactly is going on with all the professions in the coming expansion. If I want to level stuff on my alts do I need to also level up their character level or do they just need to get close enough like in the past?

Turns out the answer to that question is very simple. It looks like pretty much every profession is learned in exactly the same way: by killing monsters in a WoD zone. They have a chance to drop an item for any profession (primary or secondary) that you've already learned and that item will start a short quest chain for that profession. Complete the quest chain to unlock the ability to level that profession up to 700. The items all have a minimum level requirement of 90, so before any character can raise a profession up above 600 they need to hit the current level cap.

What's interesting is the quest chains give you some other stuff above and beyond just unlocking the ability to get up to 700. It gives you some stuff towards your garrison which I haven't really delve into yet and it gives you some initial recipes to use in leveling the profession. All of these recipes are worth skillups starting from level 1 and use stuff from the WoD zones. Gathering professions let you gather stuff in WoD zones even at level 1. It's unclear if archaeology will actually let you skip ahead or not but everything else looks to be guaranteed able to level from 1 to 700 just off stuff you get in the expansion zones.

You won't need to go running to a trainer to raise your profession cap every 75 levels like I had to do when I just leveled my mining back up. Even if you started at level 1, you get the ability to go all the way to 700 just from that one quest. They did also make it so you get a benefit from leveling your professions up though. You get a daily cooldown ability that makes 4 copies of an item at level 1 or 10 copies of it at level 700. You use these items to make all the good stuff, so making more of them is obviously better. But if you don't want to run around lower level zones to gather materials and level up the old fashioned way you can get in there at level 1 and catch back up pretty easily. And it's way better to get 4 of those items at level 1 than to get nothing at all until you get up to 600 or 700!

From the sounds of it you do may well need to go unlock the professions first before the quest items will drop, so if you're starting out or are switching things up you probably want to go at least learn the profession at level 1 now before the expansion hits. Leveling it up now will almost certainly take longer and be more expensive than waiting, but if you don't have anything more productive to do before the expansion hits it could be a thing to do.

It also seems like if I want to have more professions going I'll need to level more characters up to 90. With only a week to go I feel like that's not going to happen, though maybe I'll go fool around on my druid and see what happens...

Tuesday, November 04, 2014

World of Warcraft: Preexpansion Things To Do

When I started playing World of Warcraft again a couple weeks ago I had a few things I wanted to try to get done before the expansion hit next week. The three main ones were to level mining back up on my death knight, hit max level with my rogue, and complete the crazy legendary cloak quest that dominated the entirety of the last expansion.

I needed to level mining (again) because I'd dropped it for the better challenge dungeon bonuses provided by engineering. They got rid of all profession specific bonuses in this coming expansion so there's not really any pressing reason to keep engineering around. I like having a gathering profession to go with a crafting profession because sometimes I like running around in a circle picking stuff off the ground and I like to avoid the insane material cost at the start of an expansion when leveling my blacksmithing. They may have taken the realm first achievements out but I'm still going to level blacksmithing pretty early on. I'll probably be able to make a fair amount of cash selling pvp gear to people as soon as they hit max level. This took some time but was easy and fun and is now done.

I wanted to level my rogue because he's my main way of making money. He's my glyph maker and I want to be able to make any new glyphs and the new Darkmoon Faire cards as soon as possible. That'll probably require farming up some herbs on my own and he'll need to be max level to pull that off. This also took some time, and was less fun because a lot of quests are annoying for whatever spec my rogue is (AMBUSH!), but it was still fairly fun and is also now done.

The legendary cloak quest now looks like a pipedream. I missed a week or two of raid resets in the middle thanks to being hacked and moving and not having enough gear to pug the newest raid zone and that's set me back too far. This isn't something I can just throw more time at since it requires drops from raid zones and I can only try to get a drop once from each boss each week. I didn't really want the cloak other than it wasn't going to be possible to get it when the expansion hits. Pugging the raids was fun, and I may still keep trying in the hopes of getting super lucky and going on a streak of lucky drops, but I've pretty much given up on this happening.

So what now? I can level more alts to get access to more professions? (I miss having a jewelcrafter, for example.) I can farm up achievements by running raid zones from previous expansions? (I assume I can solo them now.) Apparently Blizzard is pretty serious about continuing to add actual Pokemon content to the game with crazy boss fights and the like... So maybe I should get on that? I've been playing it a bit while waiting for raid queues to pop and it's been pretty fun.

Monday, November 03, 2014

Oculus Rift

My brother has a developer kit for a pretty cool virtual reality system that's being developed called the Oculus Rift. It's basically a headset with a couple of high definition lenses, an infrared camera, and a lot of infrared lights that combine to track your head movement while showing you a 3d display that moves around as you do. My brother's wrists are worse off than mine are so he brought it over to see if I could get it set up and working with my computer. My computer is a good 7 years old by now, but I did get set up with a good video card setup when I got it, and it turns out to work reasonably well.

I got a couple of 'games' working last night. The first is not really a game; it's just a demo called Tuscany which lets you walk around in a house in virtual Tuscany. There's a fire place and a fountain and the like and it all looks pretty real. And it uses stereo sound based on where you're looking so by turning your head you can change which headphone the crackling of the fire comes from.

The second one is a game called Windlands where basically you're exploring around in a 3D world filled with trees and platforms and such. You have the ability to shoot grappling hooks out of each of your hands (using the trigger buttons on a xBox 360 controller) and can use those to swing around and climb up as if you were Spiderman. You aim your shots not with the controller like you normally would, but by moving your head to look where you want to shoot.

Some people report issues of nausea with the system like with other 3D screens, but I didn't notice anything. I have no troubles with the 3DS either, so maybe that's just me. I did get a headache after using it for not too long, because I'm blind and I don't really like contacts. I've been told the headset doesn't play well with glasses (the screens need to be right close to your eyes) but there are other lenses in the box so I'm going to need to find out if I can use those in some way instead. Otherwise having everything be blurry is pretty much a deal breaker for me.

It does have me wondering about how one would actually use such a device to make a good game as opposed to a game that shows off what the device can do. It reminds me a little of the Wii controller. A cool idea when I first saw it, but ultimately really finicky/gimmicky. It can do some things you just couldn't do otherwise, but when it tries to work with a 'normal' game it just feels wrong. But then maybe I'm just old and crotchety.

A lot of the games I like to play are about mechanics and numbers, not so much about looking cool. I still like it when a game looks awesome, don't get me wrong, but Final Fantasy X is such a good game because it had a fantastic undercarriage before the great paint went on top. Is there the space for a cool looking VR game that also has a solid game underneath? I guess I could see something like Oblivion working well with this sort of system. Or a more movie like game? Alan Wake perhaps? Or maybe steal from Ready Player One and rebuild old games inside a world... Play a Pacman arcade table or such. Or run Zork as a 3D puzzle adventure instead of a text adventure. I wonder what the copyright timeframe is on something that old...

Sunday, November 02, 2014

Bridge Match 3 - Board 24

Board 24 - Dealer West - None Vul

Opponents convention card: Bridge World Standard
Opponents playing strength: Good

My hand: K Q 8 6 3 J 8 2 Q 7 6 4 2

West opens 1 spade, partner overcalls 2 hearts, and East passes. That 2 heart bid is really awkward for me... My club suit is not good enough to bid at the 3 level and I only have 1 heart. I guess partner should have a decent enough suit to make that bid, so I'll just leave him here. West agrees.

East leads the 5 of spades.
NORTH
J
K J 9 5 4 2
K Q 7 3
A 3
EAST
5
SOUTH
K Q 8 6
3
J 8 2
Q 7 6 4 2
WestNorthEastSouth
12PassPass
Pass

Well, I have a club loser, and 2 diamond losers, and a spade loser, and some number of heart losers. Quite possibly 3 or 4 of them. I don't really have an entry to board to cash spades in order to pitch my club and diamond losers either. Maybe the enemies will put me in? Anyway, let's see when they let me in. 5-6-A-J. West shifts to a diamond, which gives me an entry. 6-3-A-2. Another diamond. My entry does go away if this gets ruffed, but there's not a lot I can do about that. T-J-4-7. Ok, the extra diamond loser is gone now and I can pitch the club loser here on spades. So I do that. K-9-3 of clubs-3.

North's hand is up other than all those pesky trump losers. And the diamonds could get ruffed. Should I cash the last spade winner to pitch a diamond? Probably not. I just need to get rid of the trump and I can finesse the K on the first round if I play them from board. So I do that.

3-Q-K-8. That Q is interesting. But I really have no play here except to draw trumps and hope. 4-6-2 of clubs-T. I'm now missing the A and 7 of hearts, so I should lose 1 or 2 more tricks. I only lose 2 if they ruff right here. They don't, as they play a club to my A. I draw out the trump and am up after losing to the A of hearts. Making 3.
NORTH
J
K J 9 5 4 2
K Q 7 3
A 3
WEST
A T 9 4 2
A Q T
6 4
K J 5
EAST
7 5 3
8 7 6
A T 9 5
T 9 8
SOUTH
K Q 8 6
3
J 8 2
Q 7 6 4 2
1 pair made 3 hearts, 1 pair made 2 hearts, 1 pair went down in 3 hearts, and 5 of us played 2 hearts making 3. So we get 9 MPs on this hand.


Jack agrees with me all the way!

Ranking after board 24/60: 9/16 with 50%