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Topics - Bael

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Black Forest / AI making game too easy
« on: October 13, 2016, 04:47:37 PM »
Moved to steam forum.

Black Forest / Hourly Turn failing
« on: September 21, 2016, 11:20:32 PM »
The hourly turn just failed to run on Eberhost, Falkental & Schlangenkamm. It was <1 before the hour, and is still <1 afterward. Really annoying, because I happened to be waiting for it.

Black Forest / AI or AFK player better?
« on: September 17, 2016, 02:42:06 PM »
Pretty much the title - an AI /might/ build a wall, and repair his house. But that's about all. On the other hand, a player who is afk and then dies off leaves you his land as common to build on and his wood as up for grabs.

Black Forest / Dynamic Start
« on: September 16, 2016, 09:57:55 AM »
    Add a quick-start game type option!

    I feel the main complaint that people have is that games don't start quickly enough.

    If possible, make a dynamic game start type, where people jump in and start playing immediately on day 1. At the end of day 1, any families not taken are taken by AI. AI families are marked on the map.

How do you all feel about this suggestion?

Black Forest / Option to "Opt out" on the first day.
« on: September 16, 2016, 09:20:52 AM »
I've put up two suggestions on the suggestion site, the one being a dynamic start (people start as soon as they join, until the end of day 1), the other being adding a tutorial.

If you've gone through the tutorial and finished your actions but don't want to play the game any further, what do you think about an option to "resign", thereby making the family available for another person (only applicable for dynamic start)?

Just thought that I would kick it around here before first suggesting it.

I have a feeling that giving people the option to kick themselves out is generally a bad idea, but I'm also thinking about the welfare of the remaining people dealing with newcomer inactives.

Black Forest / General Bug Reporting
« on: September 08, 2016, 05:13:46 PM »
Watchtower bug

I have yet to see reduced wood gathering from not manning the tower. On the previous day on Ulmendorp, 22 people gathered wood, and the tower was not manned. All 22 people still gathered 3 wood for that day!

Black Forest / Requested Features XD
« on: September 07, 2016, 08:20:32 PM »
So, it seems your game is getting some interest  ;D Just saw that one game has 20/20 people joined.

And so, on to the feature requests/suggestions (most are probably already planned):

1) Make the game autostart on full players :P
2) Sort events by family
3) Make tab and enter work on the login screen when going from user ID to password, and 'test'
4) Make a new server autogenerate as soon as there are no empty/available servers

Edit 1

5a) Make the countdown timer more accurate
5b) Once everyone is ready, make it a 5 or 10 minute countdown
5c) Change the ambient noise for this period from friendly birds to more menacing audio.

Black Forest / Player levels for TBF
« on: September 05, 2016, 09:17:55 PM »
In Die2nite, I recall that after doing a certain amount of playing, you got a better status, and only people with this better status could join certain games, thereby ensuring that some games actually worked and had a fair chance of going far. If there is enough interest in the game, would you consider implementing something similar?

Black Forest / Contemplations on gameplay strategy
« on: September 04, 2016, 11:18:32 PM »
This is just based on what i have observed so far. It may turn out to be a bunch on bunk once we get further in (day 7), so feel free to comment if you have been further along. I will be practically testing these soon once the new villages start running.

Premise 1: Unless a wolf or a fox is attacking, you are better off with a wooden structure. Assumption: only working from fox to monster. Beyond that is unknown.

Why? In my experience, survival games are a matter of attrition, not overwhelming force. As such, resources and work days are precious, and the wasting or not of them determines who survives longer. For every creature that attacks, barring fox and wolf, they deal more 'work-day damage' on stone structures than wooden.

If you consult, you will see that typically stone reduces damage by one, except in the case of boars. But every 1 point of damage done to a stone structure will require at least one work day to gather 1 stone, while a wooden structure must sustain 3 damage per gathering workday in repair materials.

Conclusion: Depending on the ratio of wolves/foxes to other animals, wood may be the better option. However, for every wolf/fox hit, you are potentially saving some time (but the wooden structure wood only be repaired after more attacks to be efficient, so it would not be a great loss).

Premise 2: If you are not building a stone wall (building from premise 1), huts are your best option.

Why? Well, wood walls take 2 workdays to build, 3 to gather (with 2 wood left over), and have 5 hp. Huts take 1 workday to build, and also need 3 to gather, (with 1 wood left over), and have 8hp. So 1 less day, 3 more hp, and no chance for them to get damaged inbetween!!! And even somewhere to sleep if desperate ( you may even get another family in it, to help repair it).

Conclusion: Huts ftw!

Premise 3 : It is almost never worthwhile to repair a fence

Why? It costs 2 wood and 2 workdays to repair a cumulative of 2 damage to a fence (1 damage 1 day, 1 damage the next). It costs 2 wood and 1 workday to build a similar fence. And optionally another workday to clear the destroyed fence, with a chance at lumber return. In addition, the damaged fence will protect the new fence, if you desire to upgrade it (although why build fences anyway? :P - refer Premise 1 & 2). Only if it is in a vital position and can't be reinforced with additional walls might it be worthwhile.

Conclusion: Don't repair fences, if you do build them. And if you do build them, put them on the outside row, so if they get damaged, you can place one on the inside row.

Black Forest / PVP discussion
« on: September 03, 2016, 03:00:59 PM »
Any interesting addition. However, it seems to me to be another argument against building a stone house. Because with a stone house, it would be "cheaper" to damage a house than to repair it. Each damage point would require one work point to gather one stone, and then another to repair, whenever you decide to do so.

Black Forest / Turn stuck on Ulmendorp!
« on: September 01, 2016, 05:54:08 PM »
It's been <1hour for a few hours now...

Edit: I want to cut my wood (not a euphemism) and collect my wheat and do stuff dammit  ;D

Second Edit: It's run now, but its getting later every day.

How long does each turn take? It seems to be 1 or 2 hours!

Black Forest / Feedback on game manual
« on: August 30, 2016, 06:30:17 PM »
The manual is very useful, but it doesn't give anything on the following:

How much damage can a fence/wall/stone wall take?
How much does it cost to repair?

Black Forest / Well/Graveyard Bug?
« on: August 29, 2016, 11:33:03 PM »
The well is marked as "graveyard" status, and it appears it cannot be manned.

This is in Ulmendorp.

Black Forest / Gathering & Exploration
« on: August 26, 2016, 11:17:53 AM »
In the game "die2nite", one of the main, and perhaps for some THE main activity/enjoyable activity was getting out into the desert, finding cool stuff for as long as they could, then doing the same the next day. How do you see "The Black Forest" replacing or equaling that aspect of the game, either in the same area (gathering) or in another area?

Helpline / Cost of capitol move?
« on: May 12, 2014, 05:25:58 PM »
Can anyone please explain the factors involved in the cost of a capital move? I have been under the impression that the size of the realm affected it (smaller realm = less cost) but does the distance moved also affect it? And the type of region to which it moves?

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