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Messages - Medron Pryde

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1
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 14, 2018, 05:32:50 PM »
Yes, and I think some of them have done so more than once in order to do precisely that...

2
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 13, 2018, 03:12:50 AM »
Yeah...talk about negative vibes.

From people who aren't even in Astrum and don't even know what's going on in Astrum.

I'd appreciate it if players wouldn't try to sabotage other players like this.

I'd also request an admin come through and cull the obvious haters from this thread so people reading it won't be scared away by those with obvious bias.

3
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 11, 2018, 07:50:28 PM »
And as noted, I question the entire range of your description.  It is a massive exaggeration in my opinion.

Yes, Astrum did become less interesting as all we could fight was the undead and the monsters.  That happened in pretty much all of the realms out there.  Westgard is probably an exception because fighting rogues is what they were born to do.  But all of the realms that thrive on international wars and conflicts got less interesting when that was denied us by the swarms.  Yes, the realms were hemorrhaging players like you because we couldn't do anything short of wait for the next rogue swarm to plaster us.  There were entire threads on these forums devoted to asking the devs/mods to get rid of them so we could get back to having fun again.

Now that those pleas appear to have been answered, the swarms are lessening.  We have the chance to spread our wings again, and we are doing so.

And now we are looking for new players who want to join us for exactly that kind of fun.  :)

4
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 11, 2018, 12:37:05 PM »
That's an interesting description of the realm from someone who is no longer there.

I'm afraid we're going to have to agree to disagree.

We've recently sent an expedition west to collect taxes.  Though the Tol Goldora situation has made such an expedition impractical for the moment.

We also liberated the Holy City of Caiyun and rebuilt the First Temple there.

And now we are gearing up for more excitement.

Has it been a little quiet in the past?  Absolutely.  The rogue swarms had all of us practically hanging by our fingernails with nothing to do other than hunker down and fight monsters and undead.  Now that they are fading away and become less omnipresent, we're back into the range of actually doing stuff with other realms.  Which makes things a lot more exciting.  :)

5
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 11, 2018, 07:28:19 AM »
I'm not aware of anybody who left because people didn't answer letters.

I'm aware of one or two who left for other reasons...but not a lack of letter responses.

One look at my message feed would prove beyond a shadow of a doubt that lack of letters is not a problem.  ;)

6
Feature Requests / Re: Character letter endings
« on: December 10, 2018, 08:26:08 AM »
As someone who plays a noble family that is uncommonly "non noble" in acting, I can assure you that I fully mean every lack of honorific I give every time I talk to the effete nobility.

;)

7
Dwilight / Shameless Astrum Recruitment Thread
« on: December 10, 2018, 08:19:46 AM »
Astrum is one of the oldest nations on Dwilight, having been a major player in Western Dwilight long before the rogue waves took it over.  Astrum was one of the few realms to survive by relocating to the Islands and peninsulas of the central sea and the edge of Eastern Dwilight.  That makes Astrum a rather unique nation in many ways, removed from much of the chaos of being surrounded on the mainland, while being centrally located to go anywhere on a moment's notice.

Astrum continues to perform "tax collection missions" in her old lands in the west, which generally includes sending forces to battle monsters and undead in the west and then collecting the gracious gifts of the locals in thanks for liberating them from those vile monsters while encouraging them to rise up and defend themselves as well.  (OOC AKA looting the helpless locals until they get fed up and form their own militias.  hehehe)

Astrum is a theocracy of Sanguis Astroism so if you are looking for fun in the religious game we have plenty of that as well.  In spades.  Sanguis Astroism is the most powerful religion on the continent, so you'll also be coming in top dog on that level.

Speaking of being the best, Astrum has some of the best and richest cities in Dwilight, meaning that nobles here are uncommonly rich.
Astrum also has some of the best special forces and mixed infantry in the entire game, meaning that rich nobles here can have uncommonly good military units.

Basically....Astrum rocks.  Come be one of the cool kids and help kick the dust bunnies out of heretics everywhere.  :)

8
Feature Requests / Re: Colonial Master!
« on: November 22, 2018, 08:56:44 AM »
I'm not certain I agree with a hard limit on allies, but I can see where it would be interesting.  And it could work.

That said, I prefer the gradual idea of making larger alliances less...efficient at doing what they do.

Possibly one way of doing it that wouldn't be a blanket "alliance does less damage the larger it gets" could be a "army is less effective the further it gets from your capital" idea.  My first inclination would be to actually have that be a distance from your border idea, but that would quickly be played with by empires asking to "acquire" land closer to the fight so their armies would work better.  Making armies less capable the further they roam from their capital would act as an empire-size limiter as well.

9
BM General Discussion / Re: Whats Going on with Portal Stones
« on: November 19, 2018, 01:17:37 PM »
There have been times during Invasions in which they were admin controlled, and some players have over the years been given control of them during invasions, but they are generally NOT player controlled.

There is a very limited AI to them that causes their movement and assaults and such that is automated as much as possible behind the scenes in most cases.

10
Feature Requests / Re: Colonial Master!
« on: November 19, 2018, 01:12:33 PM »
Unfortunately, many of the things meant to push things into action only punished other realms and left Tara and CE untouched.

The icebergs that hit the north and south and destroyed entire realms didn't twitch us in the center of the map at all.  They actually weakened our enemies and caused the Taran-Cagil alliance to be even stronger by comparison.

A giant tornado or earthquake or something crazy like that blew the center of the alliance into dust bunnies actually would have weakened us and given the others a chance to do something.  Yeah we would have bitched about it, but it would have saved the island.

Imagine something like the continent-wide stoppage of emigration that has been used on Beluaterra during Invasions aimed at Cagil and Tara.  Have a storm smash Foda and all the other border regions to dustbunnies.  Randomly kill the second character of anybody who had a character in Tara and Cagil.

Yeah, it would have been heavy handed.  But at least it would have been targeted against the nations that were seen as the problem instead of the last few who had enough fighting spirit to stand against us.  Yeah, we would have bitched, but it sure would have made things exciting.

Instead, nobody made the hard call until the end, when the players finally made the hard call and brought about a circumstance that allowed all of us to break it up and start a new crazy war.  And then the island was sunk anyways.

1)  the players shouldn't have been forced to make that decision in the first place.
2)  the admins had the responsibility to make something stick to push what needed doing.
3)  the admins shouldn't have punished the players after the players showed the moral courage to do what the admins had the power to do but never did.

The point in the end is that sometimes the admins have to make a hard call that nobody will like for the good of the game.  They have to have courage to do.  They also have to do it in a way that doesn't attack the players.  Just say...look...we've got an issue here.  We have to change it for the good of the game.  Nobody did anything "wrong" by doing it this way, but it had unintended consequences and we need to change things.  Yeah, the players will grumble and bitch, but if you say it's for the good of the game and if you don't blame players for playing badly, they'll understand.  They'll move on, and look for another way to find an advantage in the never ending competition to outmaneuver the other players.

Which is exactly what we all should do in a game called BattleMaster filled with armies and medieval warfare.  ;)

11
Feature Requests / Re: Colonial Master!
« on: November 17, 2018, 01:09:06 AM »
There's nothing wrong with trying to win.  It is admirable in fact.

The drive to win, to outmaneuver the other guys, is one of the things that makes BattleMaster such a great game.  It is always in flux, with alliances shifting as time goes and everybody is scrabbling for an advantage.

That and various mechanics in the game makes alliances truly winning the game all but impossible, and I think that is a good thing.  It helps to drive the competition to win that keeps all of the continents flowing back and forth and ever changing.

Atamara was one of the few instances where all those mechanics failed to account for one single thing.  The single thing that kept Tara and Cagil from ever betraying each other.  Loyalty.  Pure and simple loyalty.  I remember when Tara was Foda and two other regions.  That's it.  Hemmed in on three sides by nations that wanted us dead.  And who stood with us in those darkest of all days?  Cagil.  Only Cagil.  We fought together as brothers and broke back attack after attack and in the end we began to break one enemy after another.  Enemies we destroyed or turned into allies.  And then we marched on, brothers in arms until the very end.  Because no game mechanic, no shifting alliances or drive of personal power or averice, could override the deep and abiding loyalty that Tara had for the nation that had saved her in her darkest hour.

Tara and Cagil together were unbreakable.  Beatable?  Yes.  But their brotherhood was unbreakable and every nation that fought one of them knew, if one called, the other would come with no questions asked.  Neither wished to beat the other.  And in the weirdest way, neither wished to win over the other.  They were brothers, and they stood back to back through thick and thin and no one could come between them.  Soon other nations began to realize that the only path to survival was to ally with one or both of them.  And as the years passed, that resulted in the lock of alliances that held sway when I became Tyrant.

The fact was that no gentle or ungentle admin pushes, no player connivings, no game mechanic, no nothing could get Cagil and Tara to break up because it just wasn't their story.  It broke every bit of their shared history and culture to even consider betraying the other.  It was roleplaying and camaraderie at its finest.  I don't think I've seen another alliance as solid and neverending as that one was anywhere else in BattleMaster.

It took a YEAR of hard work and consistently higher tensions to drive enough of a wedge between the two to pull the trigger and actually have a realistic and fun story of how that alliance finally broke up.  And that was with the rulers of all the realms combined working together to pull it off.  It was one of the most challenging and rewarding things I did as a player, and you know what?  You know the really tough thing?

I still feel like I betrayed Cagil.  We all decided as players that we had to do it for the good of the game.  We had to kill the Cagil-Tara alliance.  And I still feel guilty to this day that I had to do it.

That is how much power there was in the shared history of Cagil and Tara.  They were brothers.  Period.  End of Line.

12
BM General Discussion / Re: Whats Going on with Portal Stones
« on: November 15, 2018, 12:47:35 PM »
They just got a LOT more difficult to work with.

Which probably means IF they work you'll get a major prize.  ;)

13
Feature Requests / Re: Colonial Master!
« on: November 15, 2018, 12:46:01 PM »
I do agree it should have happened earlier, but I don't blame the players for not realizing it.

They were playing the game the way they knew to play the game and doing it to the best of their abilities.

And those abilities were very great indeed.  ;)

Of course the abilities of their enemies were very great indeed as well.

I doubt Cagil and Tara ever would have become as strong as they were if they did not have enemies the caliber of Falasan and Abington that drove them to become stronger to survive.  It truly was the best of times in one of the greatest continent-wide conflicts ever seen in the game, and the fact that someone truly did "win" and gain effective control over the entire continent was amazing.

I should have been saved for all time.  I'm honest here.  It should have been enshrined as one of the crowning moments of the game and saved so anyone could log in and look at it to see just what things were like.  The database forever paused and never moving another day so people could pop in and take a look whenever they felt like it.

And then Atamara should have been reset on an active server like every war island ever was when someone WON THE GAME.  But that wasn't on the players to decide to do.  The admins should have done that.  I don't blame them for not doing it either.  They kept hoping if they tweaked something they could force the players to change how they played and do something different.  But the players were stubborn and didn't cooperate because they didn't see the problem.

I didn't see the problem when I was just another player on Atamara.  I didn't see the problem until I became Tyrant of Tara and looked around and thought...well...frak.  This sucks.  What do we do with this pile of crap?  I've always assumed that is why the last Tyrant before me stopped playing.  He couldn't figure out what to do.  Honestly, neither could I.  But I did know one thing after my third day as Tyrant.  The Cagil-Tara Alliance had to die if there was too be any future on Atamara.

In the end, we did it.  The players broke the alliance and started the biggest war since...well...the LAST big war on Atamara.  And it was shaping up to drag the whole continent into it with fractured alliances that were going to blow the kittens out of the rafters.

Then the admins sunk Atamara on us.

I don't blame the players for winning on Atamara.  And I don't blame the admins for failing to figure out how to fix it.  I do credit the players for figuring out how to fix it with the powers they had bringing life back into the continent.

And I blame the admins for sinking it after the players did all of that hard work.  They proved that they would punish the players even if the players did everything right and went out of their way to fix things it wasn't normally in their job description to do.  And that object lesson was not good for the game.  A lot of players left over it and never returned.  And that's just a bloody shame in my mind.

14
Feature Requests / Re: Colonial Master!
« on: November 14, 2018, 07:04:18 PM »
I wasn't there for a long time.

That said, I don't blame any players for trying to win.  I think the players of Cagil and Tara did an awesome job of conquering the center of Atamara and tying up the rest of it in alliances.  It was a fun game for them to play and they played it very well.  Then there was nothing to do and players started to hemorrhage from the continent.

That was when I stepped up to become Tyrant, looked around with the eyes of a realm leader for the first time, and realized....well...this sucks.  We're going to have fix this somehow.  And other realm leaders were thinking the same thing, and we started working together to break the Cagil/Tara alliance and start up the biggest war in a very long time.

To reiterate.  I don't blame the players for playing the game the best they could.  I may wish they had figured out how to fix it after they realized things were broken, but if we're being honest that's not what I EXPECT from players.  But a new generation of leaders did manage to work with the remaining old school leaders to break it up after everybody realized something had to be done.  We did it.  I'm proud of the fact that we did it.  :)

15
Feature Requests / Re: Colonial Master!
« on: November 13, 2018, 05:12:31 PM »
I fully agree that the "win" the Cagil/Tara Alliance had on BattleMaster was not good for the continent.

And the players agreed in the end.

That's why we broke it up.  :)

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