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Messages - Foxglove

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1
East Island / Re: Highmarch's Betrayal ---- What next???
« on: September 07, 2018, 03:54:53 AM »
Now, now... Two Obsidian warriors actually turned up close to a potential battlefield the other day. I thought I was hallucinating when I saw the scout report  :P

2
Feature Requests / Approved: Colour Code Attachments
« on: August 29, 2018, 02:32:31 PM »
Title: Colour Coding for Attachments

Summary: Introduce two different colours for attachments in the list where you select which attachments to add to a letter. One colour for scout reports and battle reports from your own character; a second colour for reports from other characters.

Details: Fairly self-explanatory. It would require the addition of a colour coding system to the list of tick box attachments where you select which attachments are added to the end of a letter. This is mainly important for scout reports. Although it would likely also be useful for other kinds of reports in the attachments list.

Benefits: This is a solution to the problem of people sharing the wrong scout reports because they're not sure which are the new ones they've created through their own scoutings. As the attachments list currently stands, if you have lots of fresh scout reports in one turn, it's not immediately clear in the list which reports have been generated by your own scouts and which ones have come from other characters via their report letters. All the reports are only marked as 'fresh', so you can get a long list of fresh reports if you've been looking at reports from other people that turn before you send out your own scouts, and there's no immeditate way of telling your own scout reports apart from those shared by others. I know that, generally speaking, your own scout reports are the lowest on the list of ones marked 'fresh', but this isn't a very clear distinction and is causing confusion. Some people seem to be having trouble getting used to the new attachments system, and this is likely to help everyone.

Possible downsides or exploits: None.

3
Development / Re: Can we cut Dwilight some slack now?
« on: August 24, 2018, 02:49:53 PM »
Another mistake was to allow Westgard to flourish in the West. That sent the population density down overall. Those westgard knights would have been more useful in the east to increase density.

It wasn't a mistake. You have to remember that all of the nobles who joined Westgard when it began had been forced to move to Dwilight because of their islands sinking. Westgard was an important psychological carrot to induce players to move characters to Dwilight (including some players who'd never played on Dwilight before (such as me)). By giving players something new to create, the Devs gave people an incentive to move. If they hadn't done that, Dwilight may not have got anything like as big an influx of characters as it did. It's also worth noting that Westgard has consistently been one of the most successful realms in Dwlight in terms of keeping a good noble count. In contrast, at least half of the eastern realms are failing.

This whole idea of 'the West should be abandoned and move everyone to the East' seems to be rooted in a mindset that the East is somehow intrinsically better. Which is untrue. Pretty much any quarter section of the map is theoreticallly as good as any other section. We could just as easily say that everyone should move in to the Northwest section in the box formed by Gelene, Darfix, Eidulb and Crysantilys. The same is true about the central map section. It's pretty much as good as any other section although it has the added advantage that every realm could probably reach every other realm via the sea.

I have yet another suggestion which I think will make it a really interesting, crowded and unique continent. Here it is. Make all regions unlivable except for those directly bordering the inland sea. That way humanity would be confined to a narrow strip around the inner coast, making sea travel important and forcing us all together to fight and trade. There are about 70 such regions so the density would be much greater than currently. It can be implemented very simply and easily. nothing like this has been attempted before and it would create a unique campaign in which the islands and sea travel would be really important. Its a great experiment and should be tried on this experimental continent.

People just don't like being forced to move, what ever way its done. This is the central problem that needs a solution. Anything that tells players 'you must move or you will be destroyed' is going to be counterproductive. Any time this has been done (e.g. with the ice) players have left the game in protest or disgust. If you - or anyone - wants players to move, it needs to be done through incentives. However, it should be noted that while my charater of Rosalind has been ruler of Westgard, she's repeatedly made offers to small realms that Westgard would help them to relocate their entire realms to other places in the map. For example, Madina has been offered Westgard's help to try to move to a more northern coastal city at least 3 times that I can remember.

So, the problem has three aspects. The first is that people can't be forced to move without creating negative blow back. The second is that people have natural sentimental attachments to their realms and don't want to let them die off even when they're down to a handful of nobles. The third is that some people are sentimentally attached to geographic sections of the map (particularly Madina, where the players really do love their lsland).

Any solution must satisfy these three problems, or it won't work. Redrawing the map simply to move every existing realm closer to each other is the ideal solution, but it's never going to happen. It's far too much work for a small volunteer Dev team. Also, by the time that such a big project was finished, some of the small realms might have ceased to exist anyway.

Resurrecting the nomad code to allow realms to relocate is a possible solution. However, this runs in to the problem of the identity of some realms being so wedded to their geographic locations that they wouldn't use it.

The solution probably is something along the lines of trying to induce everyone to form up around the inner sea using the nomad code or some other means. The main difficulty with that is that most prospective coastal capital cities are over on the inner coast of the West. But, vitally, any solution has to be done with the broad consent and input of the players so that they feel that it's a team effort. The wishes of realms that just don't want to move have to be respected and the solution works with them. Some how.

To be honest, and I don't know if this could even be done, the best thing would probably be just to have the Devs manually move entire realms in to formally rogue regions that are Dev stabilized. So, for example, some massive magical event moves Arnor (intact as a realm) to Golden Farrow. The nobles fall asleep and just wake up in a new perfectly stable area of the map in a better location. Again, it would have to be done in consultation with the players of the effected realms so they could choose where they landed to a certain extent.

Incentives are the key. Rather than forcing things on people.


4
East Island / Re: The War
« on: August 09, 2018, 03:11:44 PM »
That's nonsense. Maybe Mathias didn't want to war them, but Caligus/north would've definately moved anyway.

No, the north wouldn't. Thomas spent several real life months arranging the Highmarch/Fallangard treaty with the north and getting Caligus onboard. Had Fallangard accepted the treaty, it could have walked away from the war losing nothing and it wouldn't have been under any threat from the north for the duration of the war. Once the war is over, Fallangard and Caligus would then have been left to sort out the issues between them in what ever way they saw fit (that was written in to a previous version of the treaty, but I can't remember the wording. I rewrote that treaty so many times....).

Obviously, I can't predict whether Caligus and Fallangard would have ended up fighting again. Relations between Fallangard and Caligus might have improved under influence on Caligus from some of the other northern realms. But Highmarch was incredibly protective of Fallangard throughout the treaty negotiations, so Highmarch would probably have sided with Fallangard in a Fallangard/Caligus war. But it's hard to predict these 'might have been' scenarios.

Fallangard made a huge mistake in rejecting the treaty (I know they probably don't see it that way, however) and in then burning their bridges with Highmarch.

5
East Island / Re: The War
« on: August 08, 2018, 06:40:01 PM »
Sirion, Nivemus, Shadowdale, Eponllyn, Caligus and Redhaven are the northern side, now plus Highmarch which recently flipped to join the north. Perdan, Vix Tiramora, Fallangard and Obsidian Islands are the southern side. But Obsidian Islands isn't doing much (as usual  ;) ). It's mainly Perdan and Vix Tiramora doing the fighting for the south, although Fallangard is doing okay at participating considering its size. From my perspective, I'd say the north is winning, but its very slow progress. Some people might say the war is bogged down in the Highmarch/Perdan section of the map, but I'd say the north is gradually chipping away at the southern lands. It's hard to say which nation is the strongest. I think Sirion is fieldling the most CS at the moment, but Perdan and Vix Tiramora are both pretty strong too. Nivemus would also be in the mix when they're at full strength.

The far south of the map has its own war going on. Perleone against Alara and Minas Nova. I can't say who's winning. Just looking at the map, you'd think Perleone was doing badly. But I don't think the map tells the full story. Alara appears to have lost several regions in past few days. Perleone is also probably the potentially strongest of the three far southerners.

6
Helpline / Re: Messages
« on: August 08, 2018, 04:00:15 AM »
I think the easiest way to make it more elegant (from my perspective) would be to prohibit empty messages.

Which is fair enough. But it would probably just be people writing 'Scout Reports', or something like that. It's really just an aesthetic issue about how it all looks. If, as Chenier reports, it causes problems on mobile to write messages, it's probably best not to prohibit empty messages. People will probably get used to the new look reports.

7
Helpline / Re: Messages
« on: August 07, 2018, 03:26:17 PM »
Scout reports shared through the attachments when sending a 'Report' message look very odd under this new system. Really just a blank message with the attached scoutings under the character names. Overall, I think the new system is an improvement, but this just looks strange. I'm not sure whether anything can be done to make it look a bit more elegant.

8
Development / Re: Archer targeting
« on: July 27, 2018, 03:21:30 AM »
Where do you see that?

It's that faded out text that's up at the top right of the game pages when you're playing a character on Dwilight. It currently reads, "stable". I remember noticing it myself last week and thinking it was strange, but then forgot about it.

Actually, now that I've just checked, it also says the same thing on Beluaterra.

9
BM General Discussion / Re: Discussion on Monsters
« on: July 11, 2018, 03:09:54 PM »
I think it probably needs to be slightly more complex than that (perhaps a mechanic to explicitly abandon a region if density is low, so that you can prioritize keeping the ones you actually care about, and potentially even move the realm bit by bit if part of the problem is your location)

Definitely, because without some ability to control which regions your realm governs, it could easily end up with isolated realms separated/surrounded by rogue regions with the realms unable to close the gaps because their takeover option is disabled.

Also, it might be worth thinking about whether the takeover option would be disabled just when trying to take a rogue region, or whether it would apply to all regions. If takeovers were also disabled when your low density realm was in a war with a high density realm, it could be pretty frustrating. Essentially not being able to fight back in any constructive way.

10
BM General Discussion / Something to Do While Wounded
« on: May 16, 2018, 05:16:37 PM »
I've been thinking about this for a while, but one of my characters moving to critically wounded status brought it back to the front of my mind. What I've been thinking is, wouldn't it be good if there was something you could do with your wounded character while they're out of action? Something that sort of encourages players not to see being wounded as a totally bad thing that essentially stops you from playing that character for a few days.

The thing that came to mind on this was how in celtic mythology they thought that the separation between our world and the 'otherworld' was quite thin and it was possible to slip between the two. What I was thinking was that while a character is wounded, perhaps they could slip in to some 'otherworld' area of the game where they can do something. On a strictly Middle Ages level, it's also similar to how people could have religious visions in the delirium of being badly wounded.

I don't know how easy or possible it would be, but perhaps part of the current code could be reused to form this otherworld to minimize Dev time on it. The things that came to mind were, what if all wounded characters from across the game could fight each other in some way using the dueling code? Or what if all wounded characters from across the game could communicate with each other and RP this otherworld?

The idea would need to be worked out in more detail. But all this would replace the brief glimpse of messages you see when seriously or critically wounded (which tend to be a bit frustrating anyway). Essentially, it would form some sort of mini-game that you could only play with a wounded character.

Thoughts?

11
Feature Requests / Re: Archer nerf
« on: April 27, 2018, 04:10:50 PM »
I must say that I've noticed this as well. Most tactics I've seen in the game now revolve around heavy use of archers and ranged special forces, with token melee units used to the fore to hold up the advance of the massed ranks of ranged forces.

However, it should be noted that all melee forces are almost entirely useless against the massed monsters on Dwilight, so this compels armies to use ranged forces against them. Any rebalance of ranged units should take in to account the peculiarities of Dwilight, or we'll have a lot of deeply frustrated players if the monsters suddenly become almost unbeatable.

12
East Island / Re: Redhaven
« on: January 19, 2018, 05:42:14 AM »
I love the name, who came up with it?

That would be me. I suggested a few names privately to Hector, one of them being Redhaven (literally a haven for the Redwings), and he then suggested that name to the other Xavax. A few alternative names were kicked around, but most of the Xavax seemed to go for Redhaven.

13
East Island / Re: Redhaven
« on: January 16, 2018, 06:31:13 AM »
He's basically been inactive for, maybe, 3 months. Or something like that. We're actually pretty worried about the player. Ecthelion didn't respond to any IC or OoC letters sent to him during those months, even though he (or someone on his behalf) must have been logging on at least once a week to prevent loss of titles/autopausing before now.

It's hard to imagine that Brian/Ecthelion would play the game continuously for 14 years and then just up and leave without saying a word to anyone.

14
Helpline / Re: What Happens to Bonds When You Change Realm?
« on: December 20, 2017, 04:43:34 AM »
Okay. Thank you.

15
Helpline / What Happens to Bonds When You Change Realm?
« on: December 19, 2017, 02:22:12 PM »
It's been a long time since I had a character change realm, so I can't remember what happens to the bonds that you carry. I know you take the gold you carry with you to the new realm where you can then convert it back in to bonds at your new capital city. But what happens to bonds you're still carrying when you change to your new realm? Do they go to the realm income of your old realm? The realm income of your new realm? Or do they just disappear?

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