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BattleMaster => Locals => Colonies => Topic started by: Valast on December 02, 2011, 08:44:25 PM

Title: Save the Colonies!!!
Post by: Valast on December 02, 2011, 08:44:25 PM
We love the Colonies... Right?!?

But they are becoming stale.  Now we dont want to break from our characters motivations do we?  So we can not artificially invent OOC answers.

So what exactly would we just like to see come about?
Title: Re: Save the Colonies!!!
Post by: Zakilevo on December 02, 2011, 10:52:28 PM
Never had a character there. I didn't like the fact it only had one turn change.
Title: Re: Save the Colonies!!!
Post by: egamma on December 03, 2011, 03:43:24 AM
Make it easier for the advies to collect portal stones, so that one can collect 8 stones and "detonate" it in Portion City.
Title: Re: Save the Colonies!!!
Post by: Ketchum on December 03, 2011, 04:24:51 AM
Collect all 8 Portal Stones, open a Daimon Invasion Portal and watch the Colonies island burning... Oh, yeah!  :P
Title: Re: Save the Colonies!!!
Post by: songqu88@gmail.com on December 03, 2011, 12:15:30 PM
Someone did collect 8 portal stones recently on Dwilight. Nothing happened. More realistically, I'd like to see the day when at last the whole urban myth is put to rest by having the adventurer who collects all 8 portal stones activate it, have it do nothing, and have the recoil of the energy that it releases fry the adventurer only and affect absolutely nothing else, thus killing off the adventurer dumb enough to meddle with stuff that he/she cannot understand.

And also because finally that will teach people that portal stones do not do what they think they do anymore. Unless it changes for 5th, but that doesn't seem likely. That seems more like a faith-based religion spread, pen is mightier than the sword thing. You know, the Light's parting words with the whole "Light in our hearts" thing. But of course, I guarantee by the end of 5th, no one will remember that, no one will care that the whole thing about the Light was that it was a manifestation or something or other having to do with the power of human faith. And then BT dies because people in a bigger group start to get dumber as there are more egos flying around, and bad ideas suddenly become more frequent. Funny stuff.
Title: Re: Save the Colonies!!!
Post by: egamma on December 03, 2011, 09:10:26 PM
Someone did collect 8 portal stones recently on Dwilight. Nothing happened. More realistically, I'd like to see the day when at last the whole urban myth is put to rest by having the adventurer who collects all 8 portal stones activate it, have it do nothing, and have the recoil of the energy that it releases fry the adventurer only and affect absolutely nothing else, thus killing off the adventurer dumb enough to meddle with stuff that he/she cannot understand.

And also because finally that will teach people that portal stones do not do what they think they do anymore.


http://wiki.battlemaster.org/wiki/Adventurer/Items/Usable (http://wiki.battlemaster.org/wiki/Adventurer/Items/Usable)
Quote
A weird stone of no apparent use. However, you have heard that eight such stones form a magic circle in stories and legends. Inside that circle, portals to other places or even worlds can be opened, or closed.
(when used) You need eight portal stones to build a magic circle. Collect X more
(when you use 8 stones) "You put the portal stones into a magic circle. They lock into place and magic flows. Nothing obvious happens for a long while...

Finally, the stones begin to glow, and you become excited, anticipating the opening of a portal to another plane of existence.

However, what you get is not all that you had hoped for. Yes, the stones sing, thunder rolls, and a beam of bright green light shoots up into the sky...but then the stones explode, and you seem to hear a mocking laugh, and the suggestion of a voice whispering, "Come to Beluaterra and try that..." ".
(In the region) "Strange Lights (just in) All in the region see a column of light shoot up into the sky from somewhere nearby, and hear a rumble of thunder, but when nothing else happens, they go back to their business."

We know that there isn't anything that they do, currently,  but we REALLY, REALLY wish that they did work.
Title: Re: Save the Colonies!!!
Post by: Gustav Kuriga on December 03, 2011, 11:27:24 PM
Question... has anyone ever gotten 8 in Beluaterra and activated them?
Title: Re: Save the Colonies!!!
Post by: Chenier on December 04, 2011, 12:22:38 AM
Question... has anyone ever gotten 8 in Beluaterra and activated them?

They were used in the 3rd invasion. Both ways, I believe.
Title: Re: Save the Colonies!!!
Post by: Valast on December 04, 2011, 08:14:58 AM
I did in BT one time.  First invasion they were in use.

Was a cool IG message about something.

Sadly it did not help me to fly like super man
Title: Re: Save the Colonies!!!
Post by: songqu88@gmail.com on December 04, 2011, 11:25:07 AM
Snooping around the map, the Lendan Stones, Arak Castle, and the Arrakir, don't have region IDs. Or not anymore. Or...if they do they are really out there random somewhere that make no logical sense in the format of the rest of the map.

The Colonies map is the only one that could definitely use a graphical upgrade though.
Title: Re: Save the Colonies!!!
Post by: egamma on December 05, 2011, 05:05:26 AM
Snooping around the map, the Lendan Stones, Arak Castle, and the Arrakir, don't have region IDs. Or not anymore. Or...if they do they are really out there random somewhere that make no logical sense in the format of the rest of the map.

The Colonies map is the only one that could definitely use a graphical upgrade though.

I don't think anyone could ever move to those regions. They're on the wiki for flavor, however. A map upgrade to possibly use those, for invasion or other purpose, could possibly breath new life into the Colonies.
Title: Re: Save the Colonies!!!
Post by: Valast on December 05, 2011, 04:41:43 PM
When the Lich King saved OT.... the tunnels to the castle opened up.  One guy from Lukon tried to make it and was trapped in a void between existence and nothing.
Title: Re: Save the Colonies!!!
Post by: songqu88@gmail.com on December 05, 2011, 06:07:49 PM
I once had my character fall into a void of weirdness where he was technically "returned to capital" but showed up in no region, and the region info gave some weird error. Was pretty funny, if it weren't for the fact that I couldn't move anywhere. I could still send messages though.
Title: Re: Save the Colonies!!!
Post by: Crownguard on December 05, 2011, 08:57:04 PM
The Colonies are my favorite continent and I do not find them any more stale than anywhere else in the game.  Lack of players in general and the loss of so many old time players that originally made the game so much fun has led to apathy in general on multiple continents.

Some things that would be great to see on the Colonies though just off the top of my head:

Title: Re: Save the Colonies!!!
Post by: Bael on December 05, 2011, 09:04:34 PM
Never had a character there. I didn't like the fact it only had one turn change.

Ditto.
Title: Re: Save the Colonies!!!
Post by: Revan on December 05, 2011, 11:57:28 PM
Save the Colonies? This has an easy answer. If/when Minas Thalion next take Irdalni, the Duke of Alowca should switch allegiance to them. Minas Thalion are proving that they're about the only realm who can hold a candle to Lukon in terms of military organisation and well, how could it not be a good thing if Lukon got it's first proper rival in a while? Hopefully the leadership of Oritolon would then make a hasty about face, relinquish claims on the lost lands and work with Minas Thalion to take Lukon city.

I actually tried to play devils advocate with my other character on the matter with Duke Pyran. He'd been making noises about secession due to the poor war effort after all, but alas, he's stonewall Oritolonian. Probably won't happen. But I do think that'd shake things up a fair bit. And Giblot would definitely end up with the space she needs to reassert herself up north.

Failing all that, my impression is that the Lukon-Oritolon relationship is inexorably falling apart so there are bound to be some interesting things happening eventually! Especially with it looking unlikely that Minas Thalion will get rolled over any time soon. It seems like that nest of anti-Oritolon/Lukon feeling is here to stay.

Snooping around the map, the Lendan Stones, Arak Castle, and the Arrakir, don't have region IDs. Or not anymore. Or...if they do they are really out there random somewhere that make no logical sense in the format of the rest of the map.

The Colonies map is the only one that could definitely use a graphical upgrade though.

I'm certain Arak Castle and Arrakir belonged to Lukon when I first started playing. Their removal was probably something to do with the Lich King. Tom was a vengeful god back then. The bridges that link Assassins to Helsera and Briarull to Hilly Holes were put in to try and relieve the relentless pressure on Outer Tilog too. Something to give Giblot another outlet and presumably, stop things getting stale. Happening in 2005 I think. It's mentioned in the GGG somewhere, anyway.
Title: Re: Save the Colonies!!!
Post by: songqu88@gmail.com on December 05, 2011, 11:59:04 PM
There's a possibility that the smaller player pool may be linked to the fact that there is only one turn per day. Also, the rather less graphically nice looking map.
Title: Re: Save the Colonies!!!
Post by: STiAle on December 06, 2011, 08:49:13 AM
the Duke of Alowca should switch allegiance to [Minas Thalion]

Never gonna happen

Quote
[Duke Pyran]'d been making noises about secession due to the poor war effort after all, but alas, he's stonewall Oritolonian.

And the ruling family of Warmanoras has now become a die-hard MT hater since MT's ill-considered raid to the region, not to mention the fact that Ori's PM has an estate in Warmanoras. MT will get a brutal taste of Ori's long standing tradition of political struggle if Alowca joins them. ;D That will be interesting for Ori & MT players, but doesn't really change things for other realms.
Title: Re: Save the Colonies!!!
Post by: steelabjur@aol.com on December 06, 2011, 06:45:50 PM
My biggest issue with the Colonies is the travel times when combined with one turn a day turn battles into once a month activities at most, especially once the roads decay from battle. For example, let's say Vladamire Abjur has a unit of 100 men and no scouts and wants to travel to Ammersfield from OTC (due to Outer Tilog's ongoing war with Giblot, this particular path has become familiar stomping grounds to me). The most direct route is Outer Tilog - Rollsovar - Ammersfield, which looks like a fairly small trip right? That movement would take him roughly 50 hours, or 8 turns. That means that move will take literally more that a week real time to perform. A week to travel through one region. That's not including the return trip (which, if there is any wounded, is going to take even longer and there is going to be wounded guaranteed from the starvation in the area). I know that things are supposed to move slower in the Colonies, but that's a touch ridiculous, don't you think? Turns things into a slog and it's hard to keep things interesting when most of your time is spent in the middle of moving to the place where action is (hopefully) going to happen. Fighting the Giblot nobles is easy, the real fight comes not from their army but from their regions!
Ran into a similar problem in the Assassins, moving across those bridges from the Bakker Woods to the eastern regions we gained is a pain in the neck. It's practically the same amount of time spent to move from DC to Koolaris via the bridges as it is to travel south to Steepglades first and then head north from there, and that method is almost always the better choice tactically (it's easier to keep an army cohesive over shorter 1-2 turn "hops" than it is trying to move it over a long multi-turn path). Makes maintaining Helsera and Koolaris difficult as well for Courtiers.

Personally, I'd do away with the roads (due to there supposedly being "very little infastructure outside of the main cities" already being one of the main causes of their being only one turn a day in the colonies) and take a look at slashing travel times generally. I'd also consider making it harder to control regions outside of those bordering the various Capitals, the aforementioned lack of infrastructure again making it harder to control places just outside of a realms' easy reach and thus making succession/colony takeovers a more attractive option to empire building. Hopefully it would also encourage tribute-type war concessions as opposed to wars of annexation. Realms that really hated each other could still wipe the other off the map, but it would be better to setup a new realm in their place as opposed to try to rule the regions themselves. I really think that would make the Colonies play more like how they're described to be than how they currently play now while making them unique and fun in their own way.
Title: Re: Save the Colonies!!!
Post by: Somra on December 06, 2011, 07:43:06 PM
Other than that awesome skeleton-spawning spazzed out failure on taking OT city back when (with the 'Assassins Colony' implosive massacre), I haven't seen anything really assist the unique culture of the Colonies for a fair while. And the Lich King has had plenty of time to prepare since his last excursion..
So yeah, definitely up for having him wake up from his nap.

As far as the Lenden Stones, they were the very first thing I really focused on when I started playing years back. They've always been a bit special to me; So, so long as whatever is attributed to them is added in well, I'll be pleased with their improved integration into the game. Of course, I also did some extensive RPing of there being Rhinos out at the Stones.. A tribute of some sort to that would be lovely <3
Title: Re: Save the Colonies!!!
Post by: Valast on December 07, 2011, 02:24:11 AM
I'm certain Arak Castle and Arrakir belonged to Lukon when I first started playing. Their removal was probably something to do with the Lich King. Tom was a vengeful god back then. The bridges that link Assassins to Helsera and Briarull to Hilly Holes were put in to try and relieve the relentless pressure on Outer Tilog too. Something to give Giblot another outlet and presumably, stop things getting stale. Happening in 2005 I think. It's mentioned in the GGG somewhere, anyway.

Nope never belonged to Lukon.  BUT it did come active one time.  But just once in the 8+ years of playing there
Title: Re: Save the Colonies!!!
Post by: Chenier on December 08, 2011, 08:10:27 AM
My biggest issue with the Colonies is the travel times when combined with one turn a day turn battles into once a month activities at most, especially once the roads decay from battle. For example, let's say Vladamire Abjur has a unit of 100 men and no scouts and wants to travel to Ammersfield from OTC (due to Outer Tilog's ongoing war with Giblot, this particular path has become familiar stomping grounds to me). The most direct route is Outer Tilog - Rollsovar - Ammersfield, which looks like a fairly small trip right? That movement would take him roughly 50 hours, or 8 turns. That means that move will take literally more that a week real time to perform. A week to travel through one region. That's not including the return trip (which, if there is any wounded, is going to take even longer and there is going to be wounded guaranteed from the starvation in the area). I know that things are supposed to move slower in the Colonies, but that's a touch ridiculous, don't you think? Turns things into a slog and it's hard to keep things interesting when most of your time is spent in the middle of moving to the place where action is (hopefully) going to happen. Fighting the Giblot nobles is easy, the real fight comes not from their army but from their regions!
Ran into a similar problem in the Assassins, moving across those bridges from the Bakker Woods to the eastern regions we gained is a pain in the neck. It's practically the same amount of time spent to move from DC to Koolaris via the bridges as it is to travel south to Steepglades first and then head north from there, and that method is almost always the better choice tactically (it's easier to keep an army cohesive over shorter 1-2 turn "hops" than it is trying to move it over a long multi-turn path). Makes maintaining Helsera and Koolaris difficult as well for Courtiers.

Personally, I'd do away with the roads (due to there supposedly being "very little infastructure outside of the main cities" already being one of the main causes of their being only one turn a day in the colonies) and take a look at slashing travel times generally. I'd also consider making it harder to control regions outside of those bordering the various Capitals, the aforementioned lack of infrastructure again making it harder to control places just outside of a realms' easy reach and thus making succession/colony takeovers a more attractive option to empire building. Hopefully it would also encourage tribute-type war concessions as opposed to wars of annexation. Realms that really hated each other could still wipe the other off the map, but it would be better to setup a new realm in their place as opposed to try to rule the regions themselves. I really think that would make the Colonies play more like how they're described to be than how they currently play now while making them unique and fun in their own way.

Which makes me wonder... Are there ever any battles on the colonies? They must be rather small, as the colonies have poor regions mostly and people have to limit their recruitment so that they can pay them for 2-3 weeks.

On top of the "twice the travel times, half the hours, hours the turns" I already stated, I'll add that core things like tax and payment working the same as elsewhere pretty much made it unplayable to me.

I did try the colonies a few times. Left, then came back. The 1 turn per day wasn't what bothered it, it's all of the rest that did.
Title: Re: Save the Colonies!!!
Post by: steelabjur@aol.com on December 08, 2011, 12:13:13 PM
Which makes me wonder... Are there ever any battles on the colonies? They must be rather small, as the colonies have poor regions mostly and people have to limit their recruitment so that they can pay them for 2-3 weeks.

On top of the "twice the travel times, half the hours, hours the turns" I already stated, I'll add that core things like tax and payment working the same as elsewhere pretty much made it unplayable to me.

I did try the colonies a few times. Left, then came back. The 1 turn per day wasn't what bothered it, it's all of the rest that did.

There are, but they are very infrequent against other players. Travel time plus one turn a day makes getting places a headache, especially in areas that have seen frequent battle/looting and have bad roads as a result. Lukon can field an impressive army, and Giblot and Outer Tilog aren't slouches in a pinch either. The Assassins army was never very big for that reason though, and I can't speak for MT or Orits military capabilities.
I tend to go with a throwaway method of troop recruitment, the honor loss for losing them due to not paying doesn't bother me (rather I try to offset it with what I gain from battle), so I load up as many high quality troops as I can afford to get to the front and just worry about getting them into battle, I set my unit to 90% retreat as default and use them to grind down the enemy. If any of my men survive, I use them to hunt and loot as much as I can first rather than worry about saving them for their training, cohesion, or the like. I fight tooth and nail for every scrap and try to make any victory by my enemy as costly as I can.
Title: Re: Save the Colonies!!!
Post by: Zane on December 10, 2011, 07:36:57 PM
More magic in the Colonies would be great fun.  A wildcard like magic could do very nicely complimenting the quirky, rather eccentric nature of the Colonies.

I've never had a problem with the 1 turn per day, but then again, I've been playing a priest there for years so turns mean almost nothing to my play.
Title: Re: Save the Colonies!!!
Post by: Chenier on December 10, 2011, 11:40:37 PM
More magic in the Colonies would be great fun.  A wildcard like magic could do very nicely complimenting the quirky, rather eccentric nature of the Colonies.

I've never had a problem with the 1 turn per day, but then again, I've been playing a priest there for years so turns mean almost nothing to my play.

Haha, yea. I remember now, last time I was on the colonies... I *wanted* to become a priest of Shadowism. But go figure, they didn't want to let me, because some dude heard bad rumors of things the family could have done on Beluaterra. That's pretty much when I decided to pack up and leave, and that was my last attempt to try to set up on that continent. I had tried to get involved in Outer Tilog a few times, but always ended up bored to death. The amount of RP was absolutely below what is often advertised, and the little that was RPed at the time were mostly isolated random narratives of "this is funny because it's gory".

Come to think of it, my experiences with the Colonies suggests that it has a very similar player culture to AT's. Same trends for clear-cut divisions into stereotypes, importance of sillyness in humor, tensions frequent if not constant but battles much more sporadic, etc.
Title: Re: Save the Colonies!!!
Post by: songqu88@gmail.com on December 18, 2011, 05:23:33 PM
Once upon a glorious dream, there was a nobleman's player, hidden betwixt the horrors and the Rock, scheming that upon the perusal of items in Assassins, seeing as only but a stronghold was left remaining, no path would there be for the useful defeat of information upon emigration through the city or townsland, so as to bring shame and honor upon them all.
Title: Re: Save the Colonies!!!
Post by: Tom on December 29, 2011, 08:51:45 PM
  • Magic & Magic scrolls: I have had two scrolls total... ever, used them and they fizzled saying my skill with that wasn't sufficient or something like that.  Drop more scrolls exponentially or introduce something else that proliferates magic and it's use on the Colonies so that our skills with them do increase and they have an actual effect in game.

I actually like that. We don't yet have an island that is different in magic.

Once the new travellers system is on stable, it would actually be feasable to have a lot more wizards on Colonies than on other islands, thus making scrolls easier to get.
Title: Re: Save the Colonies!!!
Post by: feyeleanor on December 30, 2011, 12:07:47 AM
I say give the Lukon players what they want: a decent apocalypse  ;)
Title: Re: Save the Colonies!!!
Post by: Thanatos on December 30, 2011, 02:35:07 AM
Hell yeah!... Apocalypse is  always a good idea!! :D

but seriously.... I don't think adding anything in game is really the issue, although some cool additions would be welcome .... travel time is too slow and as mentioned already it just plain takes  to long to get across the island and people get bored waiting over a week just to get next door,  cutting down the time it takes to get anywhere would increase the amount of battles per month and keep more people around.... the way it ist now we're lucky to see a good fight once a month, if that....failing that idea, a warp portal from Portion to Giblot and Alebad would work for us ; )

More fights per month...and more people will stick around for sure, right now we get people join every month and leave out of utter boredom because they can't be bother to travel for 10-14 days just to find our prey has run away and we have to loot an empty region and turn around for another 10-14day trip home... no fun at all there....

Making the regions easier to manage would free more people up for combat too....I know its all part of the game to have to constantly manage regions and its not to say thats a bad thing, it isn't...adds to the realism and makes it more than just a wargame, BUT... with the lack of players on the colonies it makes it harder and sometimes impossible for some realms to wage war and keep their regions stable at the same time....again, less fighting, less action....more people leaving the colonies out of boredom.


as far as people making political changes in the game and re-wiring alliances and wars to make things more interesting.....not so much goona happen I don't think, we all wanna kill who we wanna kill ;) ...long term friends and enemies have been made and we all want to see the outcome of our alliances and wars.....it just takes to damn long to get to where we need to go to kill the people we want to....and half the realm can't come anyway...cuz we have to little players to keep regions from revolting while we're away trying to keep our realms and the island alive with some action.

Big battles and constant fighting is what keeps people around and keeps them into it and not loosing interest... making colony regions easier to maintain and by doing so freeing up more people to fight, and making the travel times and therefore the trips to the battles faster would put some action back in there, and that's what it is seriously lacking at the moment, and why people leave.

Another Liche King rampage, wizards, whatever else would all be cool, but the main problem is the drag and waiting time involved between fights.....any fights.... we can chase undead around or chase realms around, but if it is going to continue to take so long to get from point A to where we get to kill stuff....then I don't see anything really changing as far as more players wanting to stick around long term......that's my 3 cents on it anyway ; )


PS: if you are goona do anything crazy.....the jk about the portal from Portion to Giblot... would be a nice one   ::)  heh
Title: Re: Save the Colonies!!!
Post by: Tom on December 30, 2011, 03:19:32 PM
So basically, speed up travel and things are good? That's literally 30 seconds and two database queries.

Title: Re: Save the Colonies!!!
Post by: Morningstar on December 30, 2011, 05:23:48 PM
So basically, speed up travel and things are good? That's literally 30 seconds and two database queries.

Absolutely that would help. Almost 1 week to travel 2 regions is painful.
Title: Re: Save the Colonies!!!
Post by: Tom on December 30, 2011, 05:56:39 PM
ok
Title: Re: Save the Colonies!!!
Post by: Valast on December 30, 2011, 06:36:59 PM
Thank you for listening. 

This should boost the conflicts a good bit.  Also allows for different approaches to battles.

The long held  idea that you can not be flanked unnoticed may have just flown out the window!
Title: Re: Save the Colonies!!!
Post by: Morningstar on December 30, 2011, 06:58:44 PM
Thanks Tom!
Title: Re: Save the Colonies!!!
Post by: Thanatos on December 30, 2011, 07:53:43 PM
Nice!....that was fast.....you the man Tom  8)

This'l help things alot, im sure....thanks
Title: Re: Save the Colonies!!!
Post by: Valast on December 30, 2011, 10:09:55 PM
Quit kissing up Thanatos...  a simple thank you is enough!  Sheesh... I play this game with you for nearly a decade and you still wont stop with the "please let me please you" attitude.

Some one punch him.
Title: Re: Save the Colonies!!!
Post by: songqu88@gmail.com on December 30, 2011, 10:53:25 PM
/me punches Valast.
Title: Re: Save the Colonies!!!
Post by: Valast on December 30, 2011, 10:55:39 PM
SONOFA!  Un-Cool...
Title: Re: Save the Colonies!!!
Post by: egamma on December 31, 2011, 04:35:51 AM
Wow--with 2 database queries, Tom made the roundtrip from Portion to Giblot shrink from 28 to 20 days! That will certainly make things more interesting--if nothing else, that means 3 battles in 2 months, instead of 2 battles in 2 months.

Of course, that also means that the travel time from Briarull to Hilly Holes is shorter, and Wirkfyr to the Steepglades...

Seriously Tom, you have made a major improvement to the playability of the Colonies. Thank you!
Title: Re: Save the Colonies!!!
Post by: Valast on December 31, 2011, 11:38:45 PM
I am not sure if that was sarcastic or not....  lol you old dried up goat!

 :o
Title: Re: Save the Colonies!!!
Post by: egamma on January 01, 2012, 07:33:05 AM
Not sarcastic--you can tell because everything I said is factual. I'm okay with the shorter travel times, the Abaka-Gretzen trip went from 14 hours to 10 hours, enabling Gellin to make the battle in a single turn--and then the "Archer Opening" combined with the old Mixed Infantry berzerker code and my men got slaughtered on the first round.
Title: Re: Save the Colonies!!!
Post by: Dragon on January 01, 2012, 02:04:21 PM
Does Giblot agree with quicker travel times though? ;)

Also one thing I've noticed since I first came to the Island about a year back is that Oritolon seems to be the default port for every new character coming to the Island. They have been getting new nobles this entire year while other realms seem to hardly ever get anyone. Unless a person chooses a realm manually they seem to end up in Oritolon by default. 

Are so many people maunally choosing to join the realm of Oritolon?

Or is Oritolon set as the default port for new nobles arriving to the Colonies?
Title: Re: Save the Colonies!!!
Post by: Revan on January 02, 2012, 06:52:38 PM
Does Giblot agree with quicker travel times though? ;)

Also one thing I've noticed since I first came to the Island about a year back is that Oritolon seems to be the default port for every new character coming to the Island. They have been getting new nobles this entire year while other realms seem to hardly ever get anyone. Unless a person chooses a realm manually they seem to end up in Oritolon by default. 

Are so many people maunally choosing to join the realm of Oritolon?

Or is Oritolon set as the default port for new nobles arriving to the Colonies?

Heh, Oritolon has been haemorrhaging nobles non-stop throughout the year. If people aren't being chucked out through rebellion or cheating, veteran players have been pausing/disappearing for one reason or another. Oritolon also seems to be a favourite destination for deported infiltrators and they scarper away again sharpish. The grass is greener on your side, honestly.
Title: Re: Save the Colonies!!!
Post by: egamma on January 02, 2012, 06:55:37 PM
Heh, Oritolon has been haemorrhaging nobles non-stop throughout the year. If people aren't being chucked out through rebellion or cheating, veteran players have been pausing/disappearing for one reason or another. Oritolon also seems to be a favourite destination for deported infiltrators and they scarper away again sharpish. The grass is greener on your side, honestly.

Giblot seems to get a fair number of infiltrators as well. Players that use the duchy selection to look for duchies in need of nobles, probably have Oriolton pop to the top of the list.
Title: Re: Save the Colonies!!!
Post by: De-Legro on January 02, 2012, 10:22:24 PM
Does Giblot agree with quicker travel times though? ;)

Also one thing I've noticed since I first came to the Island about a year back is that Oritolon seems to be the default port for every new character coming to the Island. They have been getting new nobles this entire year while other realms seem to hardly ever get anyone. Unless a person chooses a realm manually they seem to end up in Oritolon by default. 

Are so many people maunally choosing to join the realm of Oritolon?

Or is Oritolon set as the default port for new nobles arriving to the Colonies?

It has been a while, so I might be remembering incorrectly. Oritolon has generous tax shares for nobles that don't have an oath. When you get deported and just want to get enough gold to pay the captain for the trip back, this can be very helpful.
Title: Re: Save the Colonies!!!
Post by: Ketchum on January 15, 2012, 04:34:35 AM
It has been a while, so I might be remembering incorrectly. Oritolon has generous tax shares for nobles that don't have an oath. When you get deported and just want to get enough gold to pay the captain for the trip back, this can be very helpful.
Shhh... Dont tell everyone  ::)

Yes, Oritolon has generous tax shares. That's how we have been attracting lot of nobles all around throughout the years. You can do it too for your realm if you want. I can't stop you from doing exact same thing my realm has been doing, can I?  :P
Title: Re: Save the Colonies!!!
Post by: Pirates on January 19, 2012, 03:45:25 AM
Save the Colonies?  Well, I guess you took matters into your own hands and sorted that one out on your own, eh Val?
'Cuz I gotta feeling things are gonna perk up around there shortly.  In eight years, not one team landed one troop
on a single Lukonian wall. But I'm pretty certain if they had a pirate or two with them, all that would change overnight. har

I love the idea of magic. How funny would it be if 500 incoming barbarians were suddenly in their underwear?
"There is an odd flash of green light. Your weapons and armor turn to dust. Your troops, not being idiots, turn tail and run away." har

More battles, less results.  Troops should be cheap and plentiful, but it should take scads to even dent a fortress.
City sieges should last for weeks. There should be supply caravans bringing in food and gold. The defenders should
get free troops during sieges. No replacement cost. No solider is going to say, "Well, if you can't pay me, I would rather
the guys that are going to kill us all, kill us all." When the enemy is at the gate, you fight to stay alive, not to make a buck.
Then there could be real battles. The defenders could defend aggressively. Even drive their way through the lines and
march off the counter attack the attacker's city. It should be freaking damn near impossible to take out a fortress five.

We need scope, scale, flexibility, uncertainty, fickle fate. Cut and dried is boring and how the game died.

Rogue regions should heal quickly and return to the nearest fold. No way they would prefer to slip back into subsistence
existence after they had enjoyed the markets, goods and services and culture of their urban neighbors. It is just dumb
that we can kill powerful kingdoms by driving a few regions rogue. Either maintain significant military forces there, or they
pretty much immediately repair their roads and reestablish their trade routes back to their nearest markets. The attackers
made a bit of loot, but the actual damage done is not great or long lasting. If anything, it should cement their good will
towards their local Lords, who do not pillage them and burn their crops. This idiocy of needing to spend weeks to get them
back up and running, when it took a hot three or four days to drive it rogue, is well, it's retarded.  It models nothing and
effs up game play massively. Hard for me not to come right out and call Tom stupid here. Oops.

"You did not answer the verification questions correctly. "
But obviously, I AM a spambot. har
Geez, like a spam bot is going to answer at all. I can't believe there is a right or wrong to that.
Or is the presumption that a spambot smart enough to know it needed to say something there, would
also programmed ethically to provide the correct answer? "Aw, ya caught me, I am a spambot, darn it."
Title: Re: Save the Colonies!!!
Post by: De-Legro on January 19, 2012, 03:49:43 AM
Save the Colonies?  Well, I guess you took matters into your own hands and sorted that one out on your own, eh Val?
'Cuz I gotta feeling things are gonna perk up around there shortly.  In eight years, not one team landed one troop
on a single Lukonian wall. But I'm pretty certain if they had a pirate or two with them, all that would change overnight. har

I love the idea of magic. How funny would it be if 500 incoming barbarians were suddenly in their underwear?
"There is an odd flash of green light. Your weapons and armor turn to dust. Your troops, not being idiots, turn tail and run away." har

More battles, less results.  Troops should be cheap and plentiful, but it should take scads to even dent a fortress.
City sieges should last for weeks. There should be supply caravans bringing in food and gold. The defenders should
get free troops during sieges. No replacement cost. No solider is going to say, "Well, if you can't pay me, I would rather
the guys that are going to kill us all, kill us all." When the enemy is at the gate, you fight to stay alive, not to make a buck.
Then there could be real battles. The defenders could defend aggressively. Even drive their way through the lines and
march off the counter attack the attacker's city. It should be freaking damn near impossible to take out a fortress five.

We need scope, scale, flexibility, uncertainty, fickle fate. Cut and dried is boring and how the game died.

Rogue regions should heal quickly and return to the nearest fold. No way they would prefer to slip back into subsistence
existence after they had enjoyed the markets, goods and services and culture of their urban neighbors. It is just dumb
that we can kill powerful kingdoms by driving a few regions rogue. Either maintain significant military forces there, or they
pretty much immediately repair their roads and reestablish their trade routes back to their nearest markets. The attackers
made a bit of loot, but the actual damage done is not great or long lasting. If anything, it should cement their good will
towards their local Lords, who do not pillage them and burn their crops. This idiocy of needing to spend weeks to get them
back up and running, when it took a hot three or four days to drive it rogue, is well, it's retarded.  It models nothing and
effs up game play massively. Hard for me not to come right out and call Tom stupid here. Oops.

"You did not answer the verification questions correctly. "
But obviously, I AM a spambot. har
Geez, like a spam bot is going to answer at all. I can't believe there is a right or wrong to that.
Or is the presumption that a spambot smart enough to know it needed to say something there, would
also programmed ethically to provide the correct answer? "Aw, ya caught me, I am a spambot, darn it."

Sophisticated spam bots are able to answer all sorts of verification questions, including some of those annoying mangled word images.
Title: Re: Save the Colonies!!!
Post by: Will Bell on January 24, 2012, 09:56:52 PM
As the Current Ruler of Giblot, (who finally made it to the forums), I'd say faster travel times are good.  Sure it makes Giblot easier to attack, and thus easier to defeat.  But it makes the game more fun and the loss of one realm doesn't mean the end of the world, well unless your one of the poor souls manning the walls of said realm.
Title: Re: Save the Colonies!!!
Post by: Ketchum on January 31, 2012, 03:32:57 PM
Hmm, it is time to save Colonies eh? Let see what we can do but haven't do :P

Yeah, what Pirates suggests is quite good. We should Implement those Magic Scrolls and Unique Items having bigger better effects during battle or after battle or before battle. As far as I recall from my last Adventurer 2 years ago, Magic Scrolls is pretty useless. I highly doubt the Magic Scroll changed on Colonies island since then.
Title: Re: Save the Colonies!!!
Post by: De-Legro on January 31, 2012, 11:10:35 PM
Hmm, it is time to save Colonies eh? Let see what we can do but haven't do :P

Yeah, what Pirates suggests is quite good. We should Implement those Magic Scrolls and Unique Items having bigger better effects during battle or after battle or before battle. As far as I recall from my last Adventurer 2 years ago, Magic Scrolls is pretty useless. I highly doubt the Magic Scroll changed on Colonies island since then.

Some scrolls have been implemented in those two years. There were announcements about it.
Title: Re: Save the Colonies!!!
Post by: Ketchum on February 01, 2012, 12:22:26 PM
Some scrolls have been implemented in those two years. There were announcements about it.
More magic scrolls with wide area effect rather than only the region where battle took place?

Just start my new adventurer, with the new character slot given to my character family  :P
Title: Re: Save the Colonies!!!
Post by: De-Legro on February 01, 2012, 03:04:32 PM
More magic scrolls with wide area effect rather than only the region where battle took place?

Just start my new adventurer, with the new character slot given to my character family  :P

What sort of effect are you looking for? But no not so far as I know. BM is a LOW MAGIC world after all.
Title: Re: Save the Colonies!!!
Post by: James on February 01, 2012, 03:14:32 PM
...and the suggestion is that Colonies becomes a bit higher in magic...
Title: Re: Save the Colonies!!!
Post by: Ketchum on February 03, 2012, 11:43:20 AM
...and the suggestion is that Colonies becomes a bit higher in magic...
Exacto!  ;D

Or perhaps the rumored threatening Tom lightning bolt on all Rulers in East Island, might work here in Colonies if no Duke of cities willing to secede?  :P We have too dominating realms, controlling 2-3 cities at the moment......
Title: Re: Save the Colonies!!!
Post by: De-Legro on February 03, 2012, 11:45:47 AM
Exacto!  ;D

Or perhaps the rumored threatening Tom lightning bolt on all Rulers in East Island, might work here in Colonies if no Duke of cities willing to secede?  :P We have too dominating realms, controlling 2-3 cities at the moment......


Are there wars? Cause so long as battles are being fought why would Tom threaten lightening bolts?
Title: Re: Save the Colonies!!!
Post by: Ketchum on February 03, 2012, 11:52:24 AM
There are wars, if counting all these realms.

Outer Tilog/Lukon versus Giblot

Oritolon versus Minas Thalion

On one hand, we have Lukon having 2-3 cities(Lukon city, Portion city and Wetham city).
On one hand, we have Oritolon having 2 cities(Oritolon city, Alowca city).

The rest of the realm made do with 1 city each. You know, it is kinda boring if we keep at status quo. Gotta make the island interesting~~
Title: Re: Save the Colonies!!!
Post by: De-Legro on February 03, 2012, 11:55:31 AM
There are wars, if counting all these realms.

Outer Tilog/Lukon versus Giblot

Oritolon versus Minas Thalion

On one hand, we have Lukon having 2-3 cities(Lukon city, Portion city and Wetham city).
On one hand, we have Oritolon having 2 cities(Oritolon city, Alowca city).

The rest of the realm made do with 1 city each. You know, it is kinda boring if we keep at status quo. Gotta make the island interesting~~

Don't believe Tom has ever threaten lightening bolts just because a realm is successful enough to hold more land then others on the island. The EC thing was because there were no wars if I remember correctly.
Title: Re: Save the Colonies!!!
Post by: Telrunya on February 03, 2012, 02:08:11 PM
EC was indeed locked in peace for very long, I believe. There even was a big drought at first, but that failed to shake things up.
Title: Re: Save the Colonies!!!
Post by: Valast on February 07, 2012, 04:27:20 PM
Exacto!  ;D

Or perhaps the rumored threatening Tom lightning bolt on all Rulers in East Island, might work here in Colonies if no Duke of cities willing to secede?  :P We have too dominating realms, controlling 2-3 cities at the moment......

Whoa whoa whoa... Don't go pinning this all on me or my ability to keep cities.

I don't see a reason to punish people for being successful.  Look at the history and you see a realm going from near destruction to the Lukon of today...and if you look at the military might, realm income, and player count you should be able to see that Lukon has had the ability to do very terrible and destructive things that would have ruined the fun for most everyone.

Instead we have guided Lukon down a path that has allowed many many chances at plots and wars against us.  But you cant blame Lukon (or me) for them not working out well for the plotters.

The mentality of "make changes and lightning bolts to make things more fun" is a flawed concept.  We have not tried to win the game... but we have been very successful at  controlling situations through military, diplomatic, fear and IC friendships.

Through all of this...through all the years playing there...the only thing changed was the idea that Lukon must destroy all enemies.  Instead, if you have not noticed, Giblot is still alive... Assassins are still alive... OT is still alive...  All of which have had wars with Lukon.  Lukon even helped to rebuild OT.

The truth is... Oritolon is not strong like it used to be.  It is a political bee hive... sweet honey and terrible stings... but still just a bee that MT has proven they can swat.

Look, at the end of the day I am not going to change the way my characters act.  They are who they are by design.  One tries to destroy Lukon... one tries to guide a terrible hoard of very questionable nobles.

Lukon will always be a bully...  You want to stop them then go for it... but your not the first to try and I certainly cant just let ooc concerns change the character of my characters...lightning bolts or not.

Lukon does believe in a sort of manifest destiny... That the island will one day belong to three realms who will war and struggle like nothing any have seen before.  Those realms are yet to be known... but many believe one will be ruled by the Lich King himself.

Now... if you want to change the world... go out and find those who want to see it changed... gang up on us, and whoop our hind end.  But lets not fight in the rain...no one wants lightning bolts


















Title: Re: Save the Colonies!!!
Post by: egamma on February 07, 2012, 06:09:12 PM
I agree with valast. And, I've been solidly on the receiving end of Lukon's wrath--first in Wetham, then in Giblot, and now in Minas Thalion.

The Colonies are always at war. You can't say that about any other island. Why change that?
Title: Re: Save the Colonies!!!
Post by: Will Bell on February 07, 2012, 07:45:24 PM
I agree Lighting Bolts sting... and lets face it are a bit shocking...

To stop myself from the puns and horrible jokes filling my head.  I'll say this, the game is great fun if your in one of the realms where the action is, weather that be from wars or just from the community.  If your unlucky enough to be in a quiet realm, like Giblot has somewhat become, while  being the punching  bag for the island, the game stinks...  But having said that it can be great fun to very publicly fight to the bitter end.  But you've got to have a crowd to cheer you on.

Lukon has what Giblot once did, PEOPLE, Vocal people.  People who want to be in the game, not just check in once in a while.

So should lighting bolts fall from the sky to smite the Lukon Dogs (sorry Giblot propaganda slipped in there), no.  Lukon has played the hand they were dealt, maybe even preforming a service to the Colonies by ridding the world of the quiet realms making way for the large, loud, and popular realms to take their place.
Title: Re: Save the Colonies!!!
Post by: Ketchum on February 08, 2012, 01:43:42 PM
I agree lightning bolt is a source of unhappiness really... Perhaps is time we assassinate those duke of cities and plotted to takeover their places, and voila! Secession, and new realm at hand  ::)
Title: Re: Save the Colonies!!!
Post by: Ketchum on February 18, 2012, 09:19:46 AM
Hmm, after reading Dwilight about that NPC realm controlled by GM, maybe we should have Lich King rise up again with his army(controlled by GM) of course  8)
Title: Re: Save the Colonies!!!
Post by: feyeleanor on March 01, 2012, 01:11:41 PM
We're about to lose Minas Thalion and possibly Giblot. When that happens the status quo will naturally change because otherwise there'll be no wars to fight.
Title: Re: Save the Colonies!!!
Post by: egamma on March 01, 2012, 04:02:02 PM
Yep. The problem is, Lukon is spreading out its enemies to the 3 remaining realms, and with a little luck and some time, perhaps all 3 will turn against Lukon.
Title: Re: Save the Colonies!!!
Post by: Psyche on March 01, 2012, 07:56:23 PM
My vote still goes for the Liche King.
Title: Re: Save the Colonies!!!
Post by: Ketchum on March 02, 2012, 01:34:57 AM
Yep. The problem is, Lukon is spreading out its enemies to the 3 remaining realms, and with a little luck and some time, perhaps all 3 will turn against Lukon.
Agree whole-heartedly. High five!  ;D

Maybe Colonies does not need to be save in a hard way. Just a few cities secession will be enough to create many new realms. How I miss Lukon engaging character, Blackbeard and his humor, rhythm words, tinged with hints. I saved tons of information from him :P At one time, Blackbeard almost pulled it off, a secession of Lukon city itself but somehow Ares got wind of it  >:(