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Messages - Anaris

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Helpline / Re: QUESTION - Infiltrator Actions
« on: August 17, 2017, 09:54:32 PM »
Your prestige should never drop from an infiltrator action unless you are spotted. In fact, it is being spotted that causes your prestige to drop—because people find out that you, a prominent noble from a wealthy, well-known family (even if you're brand-new at the game, IC, you're still among the best-known families in the world), have been spotted engaging in dark and dastardly activities most properly assigned to those of lower birth.

If you do see conflicting messages like that, and can screenshot it, please do so and make a bug report.

Helpline / Re: WIKI CODES
« on: August 15, 2017, 08:50:56 PM »
Please don't use ALL CAPS.

BM General Discussion / Re: Order of battle?
« on: August 10, 2017, 02:44:07 PM »
Nope. Each unit is randomly assigned a slot in the order and gets to take their actions.

Perhaps it should be something more like that, but currently, it's not. It's pretty much

All units take their actions, interspersed
Damage is resolved
Next round

Newbie Board / Re: Not Arriving in time like the Travel says.
« on: August 08, 2017, 10:59:06 PM »
How many hours did you have available before turn change, and how much longer does it say it will take to get there after turn change?

BM General Discussion / Re: Instant Revolt after TO
« on: August 07, 2017, 06:25:15 PM »
Actually, to be more accurate, it has been fixed. And then it got un-fixed. So I fixed it again. But then it broke again, and I haven't had chance to re-fix it yet.

BM General Discussion / Re: New Player Experience
« on: August 04, 2017, 04:37:50 PM »
So it boils down to this: can you think of a mechanic that doesn't harm people in a way to dissuade them from waging war, doesn't overpower the strongest in a way that would dissuade others from war, and is not easily bypassable by gimmicky false wars and the like, and does not penalize people during a normal peace cycle after (or before) an important war?

I think I can, though it's not simple, and there is, of course, still no guarantee that it won't suffer from some of the same problems as the others. Note that all of this, while I have written (at least parts of) it down before, is still highly speculative and if it were to happen, it wouldn't be in the immediate future.

It involves making some changes to recruitment centers that I've wanted to do for a while, to combat the homogenization that's occurred over the past several years. Essentially, I would add the possibility of values above 100% for equipment and training, but in different ways.

Equipment above 100% would be something centers could rarely generate with, and in a similar manner to the current RC-selection system, you wouldn't be able to create more than a small number of them in your realm at a given time. (You could, however, capture them from other realms—adding a potential drive for war.) This would be "Expert Equipment", and would normally be unusable to the soldiers, because its use is too complex.

But that's where the extra training comes in. RCs could not generate with extra training, but as units engage in battle, they would have the ability to gain training above the usual 100% (just training the unit would not be able to surpass that limit: battle would be required for it). Their total training level would be a limiting factor on their ability to use their equipment, much like adventuring/combat gear level is a limiting factor on an adventurer's ability to use their skills.

But as yet, none of this is particularly a reason to go to war. This extra training should give two reasons:

1) The training developed from fighting decays after a while. The game would keep track of when the unit had been in battles, and after it's been a while since it's been fighting regularly (not just a single battle every few months), its skills would start to get rusty. Slowly at first, then with increasing speed over time. It would only lose the training from battles: the training it was hired with and the training from training sessions would stay.

2) Though RCs would not generate with the ability to hire troops with expert training, there would be a way to allow them to have it: You can retire a unit to the RC as expert trainers, which adds a portion of their expert training to any unit hired from there. It would have to be a unit of the same type as the RC, each RC could have only one set of expert trainers, and, as I said, it would only be a portion of the expert training the unit retired with. Furthermore, and most importantly for this, after a period of time, they would get old, and begin to die off or retire.

This would be something the game would warn you about well in advance, and even when it was coming very close, you could still hire expert-trained units from the RC that could help you in fighting your next war, so even letting it go past the "deadline" would not cripple your fighting ability. But it would leave you with less, and should be a pretty clear incentive to engage in warfare telegraphed RL months before you would actually need to worry about any reduction in capability.

(I have some ideas lying around, too, about adding a "war fatigue" mechanic that incentivizes breaks in wars that have dragged on for a long time; that one would involve region stats starting to fall if you ignored it too long, but since its purpose is to get you to find a way to declare peace, hurting your regions is actually in line with that goal, and shouldn't be as counterproductive. The basic reasoning behind this is twofold: 1) Players get bored when all they're doing is marching to the front, fighting one or two battles, then marching home for weeks or months on end; and 2) Giving both sides an incentive to come to some sort of agreement is likely to increase the frequency, and thus the normalcy, of peace terms that involve a small number of regions or large sums of gold changing hands, rather than abject surrender.)

BM General Discussion / Re: New Player Experience
« on: August 03, 2017, 06:56:23 PM »
What about rebellions against their current lords? Instead of needing the stats to be super low, maybe if they're too peaceful, the peasants start to get some thoughts of "independence" and start wanting freedom.

Yes, that's exactly what we tried.

Think about it for a minute, Bronnen. What happens if your regions start revolting? Does that put you in a good position to go to war? Or does it mean that if you try declaring war and fighting battles, you'll end up getting the floor mopped with you and lose even more?

Any kind of "regions have trouble if you are at peace too long" system is going to be guaranteed to set up a lose-lose situation for anyone who falls afoul of it.

BM General Discussion / Re: New Player Experience
« on: August 03, 2017, 06:48:01 PM »
I'm wondering if there's some peasant mechanics that can be introduced to encourage war. Similar to how peasants get mad when you're at war for too long, they could get mad when you aren't at war often enough.

We tried this. It nearly killed the game, because it introduced a vicious cycle: there's not enough war, so peasants get upset (manifesting as trouble with regions), so trying to go to war would be far too dangerous, so we have to fix up our regions, so there's not enough war....etc.

Or maybe have peasant armies attacking other regions to strike out on their own. They could have the banner of the realm they spawn from and everything, but make players have absolutely no control over them.

That wouldn't achieve anything except to annoy people. If Realm A doesn't want to go to war with Realm B, peasants from Realm B attacking Realm A (which everyone knows is not being done by the players) will do nothing to provoke a war. If Realm A does want to go to war, sure, they could use the peasant attack as a pretext for war, but they could also use any of a dozen other things that already exist.

Helpline / Re: Cannot Login with my account
« on: July 27, 2017, 05:11:15 PM »
When is the last time you successfully logged in?

If it's been a while and your email account no longer exists, maybe you missed the messages warning you about your account getting deleted...?

BM General Discussion / Re: New Player Experience
« on: July 26, 2017, 03:39:44 AM »
My experience with new players is that they seem interested in the game, send a few messages, get discouraged when only 1 or 2 people answer, and leave within a few weeks

Those are the easy ones to snag.

I was talking about the ones who create an account, create a character, play once, send no messages, and never touch it again. There are a depressing number of those.

East Island / Re: Switching to another realm to spy for a few days
« on: July 24, 2017, 03:04:15 PM »
Lots of people try the game out, log in once, and never come back, unfortunately. I'd love to improve the experience enough that they try to stick around, but I don't have enough information on what makes them leave to be able to do a very good job of that.

East Island / Re: Switching to another realm to spy for a few days
« on: July 24, 2017, 01:36:30 AM »
Unfortunately, the in-game means really do generally boil down to "don't trust newbies."

That's how we end up with the destructively secretive culture that developed in the EC and AT years ago, where no one joining the realm was allowed access to any significant information for weeks or months after joining.

The best way to discourage this, in my view, is for the culture of the game to be such that anyone who tries it will be told, "Not cool, man," and the realm he's doing it for refuses to take his info and bans him.

Helpline / Re: imprisonment to other realm
« on: July 21, 2017, 06:34:08 PM »
Nobles never travel completely alone. They always have at least some retainers with them—even if they may leave them at their camp (or inn, or whatever) when they go a-murdering.

When you're attacking someone, it's not when he's out alone, it's when he's sleeping, among his own people.

Which page is that? Can you provide a URL and a screenshot?

Helpline / Re: Advy unable to travel over long distances?
« on: July 18, 2017, 01:31:52 PM »
A lot of the far western regions on Dwilight have such bad roads that they take 22 hours to go back and forth between. An advy can only amass a total of 16 hours in his/her time pool, so how can an adventurer possibly travel anywhere between or to these areas?

Try it and find out! ;D

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