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Messages - De-Legro

#1
Quote from: PolarRaven on July 11, 2019, 10:15:15 PM
I have looked around and recently thought to myself that there seems to be an inequality where alliance blocks are concerned.
I understand what the dev's are working towards with this type of restriction, but I am thinking that the current restriction based on REGION count leaves lots of room for inequality. 

What is it that actually makes an alliance?
I do not believe that the strength of an alliance (or a realm for that matter) should be based on the number of regions involved/included.
The true power of an alliance (and a realm) is the NOBLES that are involved.
It is the nobles that affect the world around them, not the regions that they hold.

On the EC, the
Perleone/Perdan/Sydgard/Vix Tiramor block includes 79 nobles.
Sirion/Caligus/Shadowdale block includes 54 nobles
Eponllyn/Nivemus block includes 46 nobles
There are 190 nobles total on EC.  190/3=63.33

On Beluaterra the
Thalmarkin/Ar Agyr/Gotland/Grehkia block includes 62
Nothoi/Angmar/Caelint block includes 38
Obia'Syela/Shattered Vales block includes 47 nobles
There are 162 nobles total on BT.  162/3=54

War is fought by the nobles of a realm, not by the number of regions they hold.

This is partly true, but not the entire story. Nobles are essential in war, but so is resources gold in particular and quality RCs. The number of nobles alone is just as bad a metric as regions, how many of the nobles are active, how many are in armies, how effective are those armies?
#2
Feature Requests / Re: Allow Traders to Carry Food
July 11, 2019, 04:20:53 AM
Quote from: Medron Pryde on June 23, 2019, 06:34:11 PM
Well, this may be a Dwilight only problem due to the massive distance between individual regions, but I've seen issues in Dwilight with bankers being unable to buy food from fringe farm regions because they are so far away that they simply can't access the markets out there.

If a banker could physically move to the area and take the food out and return it elsewhere, that could help.

Of course, so could increasing banker's trading range.  And that may be the simpler route.

This is simply one way to address the issues that shortened trading ranges can cause with intra-realm food trade.

Or just move the banker to be closer to the source? Or move the food in stages? Do we really want to make it so bankers can always access every region for trade? If so just get rid of their radius and give them full trade access. Then again with our realms shrinking due to density is this an issue for most?

#3
Just allow Marshals to place units where they want them, custom marshal formations.
#4
Feature Requests / Re: Allow Traders to Carry Food
June 16, 2019, 11:23:46 PM
Quote from: Medron Pryde on June 14, 2019, 08:14:23 AM
It could help to get food to regions outside the banker's trading distance.

That alone seems like a good idea to allow it again.

They already cane? Isn't the trading radius of traders greater then the bankers (unless the banker is a trader). You can also have them position themselves inside and outside of the realm in order to access more markets. The bigger issue generally is there simply isn't a market to tap that is willing to sell your realm food. Traders carrying food in the past struggled to source enough fast enough to keep up with demand, least that was my experience when trading on Dwilight. We had friendly realms to sell us the food, we simply could not travel fast enough to keep up with food requirements.
#5
Feature Requests / Re: Allow Traders to Carry Food
June 12, 2019, 03:16:40 AM
Quote from: Abstract Logic on June 05, 2019, 02:24:03 PM
Yes, I was wrong, it was always just caravans. For some reason I was thinking back in 2005-06 it was carts. Checked the wiki though and no mention in the histories of that.

If we are going to start labeling, and dismissing, things as simply busy work then there isn't going to be anything left in the game. I can make the same argument about everything in the game.

It isn't completely about being able to travel, which is not pointless, it is about being an actual part of the trades. You buy the food at one price, it is your food, you then find a place to sell YOUR food in order to make a profit. Having the option to do both, broker and carry food, means it would be up to the player to decide if they think this is worthless. Leaving the decision in the hands of the individual player is much better than handing down a mandate from the top.

As for making the class anymore attractive, that is an opinion and thus the answer will be varied. You may not think it makes the class more attractive but what about other people? I recently changed to a trader, saw that brokering was the only thing that existed, and changed off the trader class in less than a week. Had there been more to the class, for instance the ability to actually buy/sell food, then I would have stayed on the class.

I am not labelling, I am explaining why it was removed. Realms were suffering because very few people wanted to play traders and travel around hauling food. Thus a system was devised to make the whole thing simpler.
#6
Feature Requests / Re: Allow Traders to Carry Food
June 05, 2019, 01:27:13 AM
Indeed, I remember when D'Hara was first formed and I had to travel to Astrum to buy caravans so that I could try and feed the isles. We got rid of such things and allowed traders to "broker" trades over distance. Pointless travel is just busy work, it doesn't make the class anymore attractive. Traders and the realm Banker simply overlap too much. If we make traders more important to trade, people complain the Banker doesn't have a good overview and/or control. Giving the Bankers more power and ability makes traders less essential.
#7
As someone that doesn't play powerful characters, how much of a change is this making? How many power blocs need to be rearranged? How much smaller must they be to fit within the new criteria?
#8
Feature Requests / Re: Scout from map
March 15, 2019, 12:08:31 PM
Quote from: Medron Pryde on March 15, 2019, 11:44:26 AM
And that's why I avoid 90% of the websites out there that are resource hogs and information scarce.

Oh sure, now that I've updated machines, the dynamic map doesn't drag my machine to its knees like it did my old netbooks.  And the less said about what it did to my older android devices the better.

But the political map is still just easier and quicker to open.  The dynamic isn't as annoying as it used to be, but I shouldn't have to upgrade a computer to play a text-based game because it relies on sloppy java code.  Not saying YOUR coding is sloppy.  Saying that java is sloppy, and there just isn't much you can do about that.  Other than stay the hell away from it.

But that's my Old Man Website Coder fingers doing the talking.

JavaScript, it is an entirely different beast to Java. It worked fine on my old google pixel, it works fine on my 10 year old laptop.
#9
BM General Discussion / Re: 1 Ruler Per account
March 14, 2019, 01:09:02 AM
Quote from: Zakky on March 14, 2019, 01:01:03 AM
People already know if they want to make things fun, they need to take risks. But do people want to let go of their hard earned titles? Doubt so.

That is a pathway to fun for some, not for all. And hard earned titles? It is also not particularly consistent to have a RP world full of risk takers.
#10
BM General Discussion / Re: 1 Ruler Per account
March 14, 2019, 12:21:48 AM
Quote from: Zakky on March 14, 2019, 12:07:44 AM
In Luria, I generally only send marshals (or the military council) what I want armies to get done for the coming week. It has worked quite well so far. The only time when I actually directly ordered armies was when marshals wanted me to do it to reduce confusion of having the same order across 2 armies. But for about 3 or 4 months, we've managed to maintain a system of general only ordering marshals and marshals ordering TLs directly. So I'd say, it is entirely doable. But you need to find active marshals which is quite a challenge these days with reduce players.

Sure its doable, people just mostly don't. It is one more point of contact, one more delay with orders getting out depending on people play time etc etc. Besides so many realms no only have 1 army.
#11
BM General Discussion / Re: 1 Ruler Per account
March 13, 2019, 11:39:40 PM
Quote from: Abstract Logic on March 13, 2019, 11:30:35 PM
It usually works like this: a military council discusses strategies for the war, the general decides what to do in the grand scheme of things (e.g. which regions to target or a vague looting run), the marshal decides how to execute this plan (e.g. when to move where, what are the line settings), and the vice-marshal is there in case the marshal is wounded or is unable to give the orders (maybe the player is busy with life that day/week.)

There can be variations to this but generally this is how it works. As you can see, it isn't one person doing everything but a team of players. Want to get involved in the process? Make some plans yourself and send them to the realm or military council.

That is the ideal that we wanted back when we said Generals shouldn't send orders to the army. In most realms I have been a part of General dictate every aspect of the war. There may or may not be a council that discuss matters but the General sends out all orders for movement, refit and the like. The marshals only job is formations, pretending you are in a realm that uses them. Otherwise the General orders also include all required line settings.

#12
We have this in M&F well sort of it was half implemented. Tom ran into lots of implementation issues and the projected time to complete simply blew out. Then he stopped developing completely.

It is a great idea, we still want to have it in M&F which suffers from a information black hole that BM doesn't.
#13
Feature Requests / Re: First fight for new player!
March 13, 2019, 09:55:37 PM
Quote from: Tourmaline on March 13, 2019, 08:12:00 PM
Love this idea. A tutorial island in essence. Give players the choice of either going to the tutorial island first or starting off on the main continents. Have the tutorial island be a very simple war island with nothing but people that want to be mentors and only a handful of regions. Perhaps make it reset every month or something to keep it from ever being anything long term.

That is a slightly different idea again. Adds flexibility to the experience but doesn't address what I see as a key issue with retaining players, that instant and immediate feedback upon signing in. If someone isn't online and has the time to interact with you when you create a character chances are you aren't going to log in again.
#14
Is this not a extension of the fame system?
#15
Quote from: Zakky on March 13, 2019, 04:28:20 AM
Can even new infiltrators do this? Or do you still need well trained infiltrators?

To be honest I was never particularly skilled. I refused to spend gold to train a infil and learned completely on the job and was able to do it.