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Messages - Foxglove

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Development / Re: Alliance Size Restrictions Discussion
« on: May 22, 2019, 05:36:41 AM »
Restrictions on alliance sizes make no sense what-so-ever in RP terms, historical terms (game history), or in any number of other ways. It's clear that a lot of people across the game on various sides of wars are pissed about this change.

I would be interested to know what it's hoped this change will achieve. The EC has been thriving for a long time now on the continental war between the southern and northern blocs. Dwilight was stagnant for years before its 'bloc war' kicked off. I'm genuinely interested in what the perceived problem is with wars between large alliance blocs, and why it's thought it would be better to encourage wars between smaller alliances.

Also, I wonder how the planned introduction of Hinterlands is going to work with this change. I thought the whole point of Hinterlands was to allow realms to control a larger number of outer regions and not be as bothered by the loss of hinterlands as opposed to fully productive regions. To me, it seems like Hinterlands and region-based restrictions on alliance blocs are going to work against each other.

Feature Requests / Re: Religious Map Mode
« on: March 22, 2019, 03:32:47 PM »
An actual map showing regional spread of religions would probably be a bad idea. I can remember many times when religions have been declared evil and had to play a cat and mouse game with realms that wanted to destroy their temples. The Angels of Ulrith on Dwilight is probably the most recent case of this, but I can think of many others. The Church of Ibladesh, for example, had a long cat and mouse game to stop all its temples from being destroyed.

I'm far from convinced that giving people a map to pinpoint the locations of temples they need to destroy would do much to improve the religious game.


"the magic" does not mean wizards.

I look at my first post. I see i only say "maps are magic". I never say word about wizards or hocus pocus.

I join knights and sorcery game, I want - explore map. I want fight battles. I want become prince. I want magic sorcerers.

That's why people thought you were talking about 'magic' in the game.

BM General Discussion / Re: 1 Ruler Per account
« on: March 13, 2019, 03:22:14 PM »
Bad idea. There's a reason individual players have a ruler character in more than one realm - other people either choose not to run against them in elections because they don't want to be a ruler; or, they can't be bothered to write letters and campaign during said elections; or, if they become rulers, they don't put in any effort to try to make their realm (and the game) more interesting. There are numerous realms across the game where people could virtually walk in to ruler (or other government) position if they put in the slightest bit of effort.

Hard restrictions of this sort never work in this game. How would people feel if everyone was forced to play one priest character to revive the religious game, for example? The game works best when it's as open as possible.

I think there are also other things you should try if you feel there's something about the game that you like, but you're just not currently getting the experience you hoped.

You mentioned that you like magic at the start of this thread. Well, you could look at Angmar on Beluaterra. That realm is all about magic, and it has nobles and adventurers working closely together. It's been a bit disorganized since it lost its previous ruler, but is trying to get back on course. Of course, in this game, magic means collecting and casting scrolls, as well as prizing unique items. The game as a whole isn't a full on 'hurl a fireball at your enemy' sort of game, but Angmar puts more emphasis on magic than any other realm in the game.

On Dwilight, I'm the ruler of Westgard (which tends to be a very active realm in terms of player interactions - so conversations even for those not in positions of power), and I'd invite you to create a character there and I'll try to find aspects of the game for you to enjoy if you can clearly tell me what you're looking to get out of the game. If, after I've tried to create a role in the game to suit you, you're still not enjoying things, you (and the rest of us) will at least understand that BM just isn't the game for you.

On the other hand, I know that Avernus on Dwilight is a very active and organized military realm and actively seeks out battle. You would definitely get to fight battles there, but probably also have to run or support takeovers (which you seem to hate).

Looking more widely at the game, there are also different character classes that may suit you better. The infiltrator class gives a player much greater freedom to play the game in their own way. If you think that being an assassin and thief could be something that would interest you, that could be a class to try. Although it does take time to train up the skills to become an effective infiltrator.

Looking at the other classes, there's the priest. The priest game is very different to the normal game. It depends a lot on social interaction and communication and is very good for people who like to roleplay. However, it has nothing to do with fighting and battles, and so may not suit you for those reasons. However, there's scope for you to create a new religion almost anywhere in the game (perhaps apart from in the Sanguis Astroism realms on Dwilight).

Finally, remember that you have several different character slots for a reason. You could play one or two characters as warriors to get the war-fighting aspect of the game, then a third character as an infiltrator to get that part of the the game, and a forth character as a priest to try that part of the game (in addition to adventurers). This game has a lot of potential diversity across its playing experience if you choose to seek it out. It also allows you to play several different characters in several different places so that if on place is boring, there's probably something of interest happening in one of the other places where you have a character. The game design itself acknowledges that some areas will be dull at some times, and gives you a way to have another area were something of interest is going on.

Again, assuming there's something about the game that's kept you playing this far when you're not getting satisfaction, think about trying the things I've suggested. But, ultimately, not everyone will enjoy BM. Just as not everyone will enjoy every game.

Development / Re: 15 Nobles! 15!!!!
« on: March 07, 2019, 04:45:56 PM »
I think the 15 nobles threshold to found a new realm is reasonable enough. The game doesn't really need new realms at this stage, anyway. The conversion of Alara to Sydgard shows there are other ways to have fresh starts and try out new things. The same goes for realm mergers. Merge realms and create something new out of the merger (or meld existing cultures to provide a new twist).

New realms founded with a few nobles tend to be vanity projects that some times hit gold, but more often crash and burn.

Feature Requests / Re: Make Peace Temporary
« on: January 25, 2019, 05:51:27 AM »
That seems a bit pointless. I get the idea of maybe making people think about their diplomatic status, but defaulting it back to neutral occasionally isn't going to make anyone just decide to declare war. People create wars, not a diplomatic default.

Feature Requests / Re: Colonial Master!
« on: December 27, 2018, 02:23:42 AM »
Limit alliances to no greater than 1/3rd total regions

People will always find ways around hard limitations such as that. You might as well say, make sure every realm can only have 1 or 2 alliances. Any limitations of that sort would just lead to creative work arounds. For example, having an informal block of 4 realms (e.g.) with realms 1 and 2 as allies, and then realms 3 and 4 as allies, with the armies of all 4 rotating in and out of the theatre of war or attacking from different sides.

Artificial limitations to diplomacy don't really work very well.

Dwilight / Re: The Shameless Westgard Recruitment Thread
« on: December 20, 2018, 05:04:50 PM »
A force that hadn't refitted in a month, I would add.

Ah, wait 'till they see what we look like when we actually have a fully refitted army back at maximum strength, rather than when they're facing an army that's been in the field for a month  ;)

Somewhere in a private chamber in Westgard, Rosalind issues an order to put the 1st Gelene Washerwoman Company on standby to march to the front to help the enemy with their soon to be soiled breeches as an act of nobility and charity to the less fortunate.

Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 20, 2018, 04:52:33 PM »
The point of this whole thread is to recruit to fix these issues.

Which is a great thing. Realms need to be able to change and reinvent themselves. The point of the various recruitment threads on the forum should be for people to point out what they think is good about their realms, but also to be able to say how they think they could improve things. Some realms have a good vibe going that helps them to keep their players amused and entertained. For others, an injection of fresh blood or ideas can create new life in a stale realm. I should point out that I don't know whether Astrum is a stale realm or a lively one, but there's always room for improvement either way.

People being honest about the failings in their own realms, how they'd like to improve things, and trying recruit other players to help them make their realms lively isn't a bad thing. People should channel more positivity when players try to do that rather than the negative comments that I see in a few recruitment threads. People trying to make their realm as entertaining as possible is good for the game and those who try to do that need to be supported and encouraged.

Dwilight / Re: Monster Problems
« on: November 29, 2018, 05:55:02 AM »
As for the monster spawns, my admittedly short experience in D'Hara is that we are seeing quite enough numbers of rogue forces threatening our border thank you very much :)

Out of curiosity, what sort of strength?

Dwilight / Re: Monster Problems
« on: November 29, 2018, 05:19:22 AM »
Then shouldn't have caused issues with other players. Now it is a PvP realm whether you like it or not.

I wasn't commenting on that aspect. Just the part about the monster spawns and the decline of the opportunities for PvE play caused by the reductions.

Dwilight / Re: Monster Problems
« on: November 29, 2018, 03:58:24 AM »
Westgard's entire realm identity is based on PvE. It was set up that way by the players because they always expected the monsters to be around. Following recent discussion within the realm, its also become clear that by far the majority of the players enjoy the PvE play and would prefer to keep doing that.

Development / Re: Battle Report Unit Highlighting
« on: November 22, 2018, 02:18:26 AM »
Ah, that explains it! Thanks, Anaris.

Development / Re: Battle Report Unit Highlighting
« on: November 21, 2018, 03:51:09 PM »
Sirion; Battle in Brive at the sunrise turn change today (about 9 hours 35 minutes ago at the time of writing this); Thomas Foxglove; unit, The Scarlet Sentinels.

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