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BattleMaster => BM General Discussion => Topic started by: Eldargard on July 15, 2014, 10:34:38 AM

Title: Getting Started Again
Post by: Eldargard on July 15, 2014, 10:34:38 AM
I am thinking about starting up again next week and would like suggestions on a good starting point.

Realm Preferences:
* Any island except colonies.
* Any government system.
* Lots of chatter and political action.
* Potential for mobility.
* Quick access to combat (I REALLY dislike the "too little honor/prestige to do anything ambitious" sage)
* A fun environment but little to no squirrel-tail, ice-cream, drug-fun, rubber-toy silliness.
* No evil/blood-thirsty realm identities. The realm should at least believe they are doing right  (Grey areas are great though)!
* I like SMA.
* Region Lords have authority over their regional resources.
* A realm with a dominant, strong religion that plays an important role in every day affairs (minus silly or drug dependent religions).

The last realm I played in was Cathay just as the big war with the Empire began. At the time the realm was just awesome and exactly what I look for. King Galiard and Duke Wilhelm were great to work with and I felt the realm did a better job of SMA than some realms on Dwilight manage. Of course, the above list is a set of ideals and I doubt any realm would be a perfect match and that is ok!

Thanks for the advice!
Title: Re: Getting Started Again
Post by: Cren on July 15, 2014, 11:53:48 AM
In Cathay we now have ice cream parlours, two houses of carnal pleasure (Dungeons & Dragons and The Blooming Rose) and a theatre named Waterstown Theatre where Tom Cruise occasionally performs. We are in midst of producing a new play called "Kindara and the 7 Sins" which would surely bolster our war funds.

And most importantly we have a Desire Demon masquerading as a Duchess. If you are okay with that then surely join in! :D
Title: Re: Getting Started Again
Post by: Eldargard on July 15, 2014, 12:02:09 PM
Quote from: Cren on July 15, 2014, 11:53:48 AM
In Cathay we now have ice cream parlours, two houses of carnal pleasure (Dungeons & Dragons and The Blooming Rose) and a theatre named Waterstown Theatre where Tom Cruise occasionally performs. We are in midst of producing a new play called "Kindara and the 7 Sins" which would surely bolster our war funds.

And most importantly we have a Desire Demon masquerading as a Duchess. If you are okay with that then surely join in! :D

I have to ask... Is this a joke?
Title: Re: Getting Started Again
Post by: Cren on July 15, 2014, 01:17:03 PM
Nope. This is what is happening while we are waiting for the inevitable, i.e., the Empire to conquer the entire island. Otherwise it is rather boring these days with Kindara half dead and no one left to support Cathay against four realms.
Title: Re: Getting Started Again
Post by: Anaris on July 15, 2014, 01:22:25 PM
Not that this is at all on topic, but...have you considered surrendering, if you're that bored of the war?

As for on topic, I'm no longer there myself, but I believe Luria Nova on Dwilight fulfills all your criteria except the religion one (and I suspect that's one you'll have trouble fulfilling outside of Sanguis Astroism or Sartanism...)
Title: Re: Getting Started Again
Post by: Haerthorne on July 15, 2014, 02:43:54 PM
Start a character on the War Islands, send a character to Beluaterra. Can't talk much for Dwilight. Atamara seems pretty slow right now except maybe for Talerium. The Far East is bogged down a bit right now, but looks like it's on the verge of a big change. Arcaea, Cathay, and Zonasa are some choice realms there if you want to take advantage of that. East Continent is probably good too.
Title: Re: Getting Started Again
Post by: Andre on July 15, 2014, 02:56:34 PM
Stuff may happen on Atamara soon. Right now peasants are complaining in Talerium about the Tara and CE alliance already, so that may make stuff happen, but idk.
And Talerium is decently fun even now, atleast in my opinion.
Title: Re: Getting Started Again
Post by: Indirik on July 15, 2014, 03:37:21 PM
Sartanisn on FEI is pretty much a formality these days.  (Not that it's been much of anything for the past year or more.) i don't remember the last time out drive anything important.  Even in the war against The Order,it wasn't really the driving force. It was mostly a spectator/cheering section for Arcaea's war.
Title: Re: Getting Started Again
Post by: Logar on July 15, 2014, 07:55:09 PM
Quote from: Scarborn on July 15, 2014, 12:02:09 PM
I have to ask... Is this a joke?

With the onset of the glacier, it brought forth certain ingredients which encouraged the development of this mysterious foodstuff called icecream. However an investigation is currently ongoing after consumption of an icecream recently caused the death of one of its consumers.
Title: Re: Getting Started Again
Post by: Eldargard on July 15, 2014, 08:16:13 PM
I could never come up with something like that in a million years...
Title: Re: Getting Started Again
Post by: Eldargard on July 15, 2014, 08:39:04 PM
I think I'll give Luria Nova a go! Thanks for the replies!
Title: Re: Getting Started Again
Post by: Cren on July 15, 2014, 09:24:39 PM
Quote from: Logar on July 15, 2014, 07:55:09 PM
However an investigation is currently ongoing after consumption of an icecream recently caused the death of one of its consumers.

Which was ironically a flavour aptly named Usul Mixed Monster Madness.
Title: Re: Getting Started Again
Post by: Constantine on July 15, 2014, 09:53:43 PM
Quote from: Scarborn on July 15, 2014, 08:39:04 PM
I think I'll give Luria Nova a go! Thanks for the replies!
Luria's overcrowded and probably about to cave in on itself.
I'd go with a more dynamic and turbulent realm, like Asylon.
Title: Re: Getting Started Again
Post by: Indirik on July 15, 2014, 10:51:20 PM
Quote from: Constantine on July 15, 2014, 09:53:43 PM
Luria's overcrowded
Sounds like a great time to go to war!
Title: Re: Getting Started Again
Post by: Fleugs on July 16, 2014, 11:14:15 AM
Quote from: Indirik on July 15, 2014, 10:51:20 PM
Sounds like a great time to go to war!

No problem, our enemies are bringing the fun to us at a daily basis!
Title: Re: Getting Started Again
Post by: Chenier on July 16, 2014, 01:55:42 PM
Quote from: Scarborn on July 15, 2014, 10:34:38 AM
* Quick access to combat (I REALLY dislike the "too little honor/prestige to do anything ambitious" sage)

This may be off-topic, but I really don't see anything positive coming out of this mechanic. It's newbie-hostile. In realms where battles aren't overly abundant (i.e. most realms at any given time), it can prevent a new character from having access to a great deal of actions and positions for a very, very long time. Worst of all, it prevents access to the sole means of gaining h/p outside of combat (police work and the such).
Title: Re: Getting Started Again
Post by: Eldargard on July 16, 2014, 02:30:14 PM
Quote from: Chénier on July 16, 2014, 01:55:42 PM
This may be off-topic, but I really don't see anything positive coming out of this mechanic. It's newbie-hostile. In realms where battles aren't overly abundant (i.e. most realms at any given time), it can prevent a new character from having access to a great deal of actions and positions for a very, very long time. Worst of all, it prevents access to the sole means of gaining h/p outside of combat (police work and the such).

I agree completely and have voiced the same opinion before. If I were playing a single player, PvE RPG it would make sense. In BattleMaster, however, the mechanic just feels... off if many ways.
Title: Re: Getting Started Again
Post by: Anaris on July 16, 2014, 02:46:25 PM
This has been addressed a number of times.

Like any game, BattleMaster needs to have a feeling of progression. If you start out able to do anything and everything, humans have a tendency to try a bunch of stuff, then realize that there's nothing new to look forward to, and get bored.

We need new players, there's no arguing with that. But there's also no point in making a change that will make new players twice as likely to stay after their first day—and four times as likely to leave after their first month.
Title: Re: Getting Started Again
Post by: Renodin on July 16, 2014, 02:56:04 PM
Dwilight In general seems to fit with your criteria Scarborn. Same for Beluaterra.

As for the Luria imploding comment. I hardly think so hehe. Rather it seems the opposite in more ways than just war or border expansion. Overcrowding was never a problem in any realm I think. Rather it creates more pressure to do well and offers more opportunities to interact.

Just start reaching out, don't sit around and wait but send that letter first. Throw out that Rp.

From what I've briefly seen of Scarborn he will be a great addition to the Realm.
Title: Re: Getting Started Again
Post by: Cren on July 16, 2014, 06:46:47 PM
He used to be a noble of Luria Nova. Brantley Unwin, remember?
Title: Re: Getting Started Again
Post by: Eldargard on July 16, 2014, 08:47:51 PM
I am surprised anyone remembers.

I was primarily a part of Luria Vesperi just before Solaria merged into Luria Nova then took over Luria Vesperi. I ended up leaving for the Grand Duchy of Fissoa shortly after the uniting of Lurias. I also had little to do with the realm itself and find the Luria of today to be quite different that the Luria I recall.

Still, Luria looks good so far. I am having a hard time with the whole "The games says your are a Duke of a Dukedom but I guess i can call you a King of a Kingdom if I have to" thing.
Title: Re: Getting Started Again
Post by: Eldargard on July 16, 2014, 09:05:21 PM
Quote from: Anaris on July 16, 2014, 02:46:25 PM
This has been addressed a number of times.

Like any game, BattleMaster needs to have a feeling of progression. If you start out able to do anything and everything, humans have a tendency to try a bunch of stuff, then realize that there's nothing new to look forward to, and get bored.

We need new players, there's no arguing with that. But there's also no point in making a change that will make new players twice as likely to stay after their first day—and four times as likely to leave after their first month.


Sure has. Though I do want to clarify that I was never in favor of removing H/P entirely or incentives to play. I simply see some aspects of the H/P system as incentively and some parts as plain frustrating. I also think that the unique player drive aspect of BM means that you do not always need a mechanical grading of numbers to provide a challenge as the other players often provide better challenges than "gain 3 more honor please" ever could.

My ideal state:

Challenge of attaining a Lordship/Government Position: Convince the players responsible for the appointment you are qualified and that is enough.
Challenge of Getting a Bigger Unit: Gain more H/P so they want to follow you into battle.
Challenge of Recruiting Elite Units: Gain more H/P so they wan to join you.
Challenge of Changing Your Class: None, but make class abilities more effective for characters with higher H/P if appropriate just like skills do.

I guess that my opinion is that when it comes to influencing NPC decisions, your characters H/P should be a key factor as the game does not really have any other way to judge you. If H/P makes courtier, diplomat and trader actions more effective, here is motivation to collect them. When it comes to influencing PC decisions, H/P rarely plays a role anyways and only serves to frustrate players. The real hurdle is convincing them in game with your words and actions. Besides, how honorable and prestigious people perceive your character rarely falls in line with your character's H/P stats.

Of course, I as I have said before, I do not have as complete a picture as the Dev team does and I will respect their decision on this as I am sure there are so many factors I am missing that it isn't even funny. I may still complain and through out potential solutions though!
Title: Re: Getting Started Again
Post by: Chenier on July 17, 2014, 02:48:15 AM
Quote from: Anaris on July 16, 2014, 02:46:25 PM
This has been addressed a number of times.

Like any game, BattleMaster needs to have a feeling of progression. If you start out able to do anything and everything, humans have a tendency to try a bunch of stuff, then realize that there's nothing new to look forward to, and get bored.

We need new players, there's no arguing with that. But there's also no point in making a change that will make new players twice as likely to stay after their first day—and four times as likely to leave after their first month.

I know progression is good, and that's namely why I approved of the character limits changes that favored the older players back in the days.

But perhaps the progression just needs to be rethinking. Most realms spend most of the time at peace. Even warrior realms usually need time to rebuild and prepare between wars. And that's not to mention the overwhelming majority of realm who tend to consider wars immoral and would scarcely ever want to start one on their own.

My biggest issue with the way things are right now is that, unless your realm fights a lot, and you choose to be an active troop leader in it, and your army happens to be one of those who see a lot of action, there is absolutely no way to evolve past those restrictions. The only non-combat means to increase H/P are unavailable to those with little H/P.

And where's the progression in being able to do... police work? Woohoo? Is that really a "reward"? Is that "progression"?

It's to be noted that the game already has some reasonable progression mechanics, such as recruitment limits.
Title: Re: Getting Started Again
Post by: Anaris on July 17, 2014, 03:15:44 AM
Quote from: Chénier on July 17, 2014, 02:48:15 AM
I know progression is good, and that's namely why I approved of the character limits changes that favored the older players back in the days.

But perhaps the progression just needs to be rethinking. Most realms spend most of the time at peace. Even warrior realms usually need time to rebuild and prepare between wars. And that's not to mention the overwhelming majority of realm who tend to consider wars immoral and would scarcely ever want to start one on their own.

My biggest issue with the way things are right now is that, unless your realm fights a lot, and you choose to be an active troop leader in it, and your army happens to be one of those who see a lot of action, there is absolutely no way to evolve past those restrictions. The only non-combat means to increase H/P are unavailable to those with little H/P.

This much, I agree with—that is, that there does need to be more to do in peacetime. However, I'm also working hard to make it more feasible for realms to spend more of their time at war.

I'd really like to see suggestions of something different to allow this progression, though, not just "let everybody do everything possible from the very beginning".

Quote
And where's the progression in being able to do... police work? Woohoo? Is that really a "reward"? Is that "progression"?

No. That's a newbie protection, and I'm pretty sure I remember when it first came in. To be honest, I don't know if it's as much necessary today, since I, at least, haven't seen the kinds of abuses that were common back before 2007-ish, with realms routinely forcing new players (sometimes new characters, but I can recall instances of realms with these policies giving a pass to characters of players they already knew were good) to do scut work for weeks or months—region maintenance detail, chasing down monster and undead groups, etc.
Title: Re: Getting Started Again
Post by: Vellos on July 24, 2014, 02:01:46 PM
Quote from: Anaris on July 17, 2014, 03:15:44 AM
No. That's a newbie protection, and I'm pretty sure I remember when it first came in. To be honest, I don't know if it's as much necessary today, since I, at least, haven't seen the kinds of abuses that were common back before 2007-ish, with realms routinely forcing new players (sometimes new characters, but I can recall instances of realms with these policies giving a pass to characters of players they already knew were good) to do scut work for weeks or months—region maintenance detail, chasing down monster and undead groups, etc.

I remember that as well.

To be fair that was, I feel, largely a product of the battle group system with intensely specialized armies. It often wasn't clear what group a new player or character would best fit into, so home guard armies were kind of a holding tank until they got placed. Not saying it was a good policy for keeping new people engaged necessarily, just I don't think it was so much about them being new and more about battle groups being a different play style than what we have now.
Title: Re: Getting Started Again
Post by: De-Legro on July 24, 2014, 02:47:38 PM
Quote from: Vellos on July 24, 2014, 02:01:46 PM
I remember that as well.

To be fair that was, I feel, largely a product of the battle group system with intensely specialized armies. It often wasn't clear what group a new player or character would best fit into, so home guard armies were kind of a holding tank until they got placed. Not saying it was a good policy for keeping new people engaged necessarily, just I don't think it was so much about them being new and more about battle groups being a different play style than what we have now.

It was a desire to maximise efficiency at the cost of inclusiveness. Since player numbers are down armies tend to be desperate for numbers which counters it to some degree, and as a player base the obsession with battle efficiency is in general much lower. I would like to think that since so many more of the player base that tends to be running realms and military has matured that such things would be rare enough that the protection probably is more a hindrance now then protecting the majority of new players.