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Messages - Dragon

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1
Helpline / Re: Sage bug on Dwilight?
« on: February 04, 2012, 12:03:25 AM »
Understood. I must just be having the worst luck ever :D Thank you for explaining

2
Helpline / Re: Sage bug on Dwilight?
« on: February 03, 2012, 03:13:17 PM »
His destination being one of the two other regions nexy to this one?
OR would his destination be the region where we the rumors are?

3
Helpline / Re: Sage bug on Dwilight?
« on: February 03, 2012, 10:45:16 AM »
It is happening again... The sage is SEEN PASSING THROUGH the region of Flow but he is not in Flowrestown or Turbul (the only regions bordering flow)...
According to the explanation above he must then be in transit between Flow and one of its bordering regions correct? I am now waiting in one region and asking another advy to wait in the other. If he does not show up within 24 hours it is safe to say he mysteriously vanished

4
Helpline / Re: Message on Dwilight
« on: January 29, 2012, 01:29:58 PM »
Messages seem to be working for my noble on dwilight but my advy cannot send any.

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Helpline / Re: Sage bug on Dwilight?
« on: January 26, 2012, 05:21:59 PM »
Ok.. but when you go to a region and he IS there he should show under Quests correct?

I've been to all the regions without seeing him. I have two other adventurers which have been helping me and they have been unable to find him as well. We have been searching the regions posted above over and over. I guess we shall just have to do it a third time and pray for luck?

6
Helpline / Re: Sage bug on Dwilight?
« on: January 26, 2012, 10:49:59 AM »
It has been three days though... the message saying that the sage has passed through has now vanished from Flow as well. In other words we cannot find a single mention of the sage in any region surrounding the one he was in before he moved.

How does the sage travel work? Does he use hours to move just like the adventurers themselves?
Why is there no message of him anywhere now? What does that mean?

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Helpline / Sage bug on Dwilight?
« on: January 25, 2012, 08:29:47 PM »

Possible bug in sage movement found.

Please look at the Dwilight map while reading the following description of the sage movement.

1. Sage found in Turbul.
2. Sage leaves Turbul.
3. No traces of the sage in Fatexna or Tranquil.
4. Sage recently seen passing through Flow
5. No trace of sage in Flowrestown
6. Sage still recently seen passing through Flow
7. No trace of sage in Turbul
8. No trace of sage in Fatexna
9. Waiting to see if there are any traces in Tranquil (if there is not I have no idea where he has gone)

If the sage left Turbul and went to Flow (the only region where he had been seen passing through) then where did he go from there?` Did he walk across the water or teleport away?

This must be a bug must it not or can someone from the dev. team give an explanation on where he could have gone off to and why there are no signs of him anywhere except in Flow?

8
Development / Re: Takeover Feedback, please!
« on: January 09, 2012, 07:19:18 PM »
Attempting a CTO on Dwillight

I click : Take over this region... (adding it to your realm)
I then get the message : You can not take over a region that does not border your realm.

Other information:
The region has 533 population. We are 5 nobles. The largest unit is 142 men.


So... is the CTO broken?

9
Colonies / Re: Save the Colonies!!!
« on: January 01, 2012, 02:04:21 PM »
Does Giblot agree with quicker travel times though? ;)

Also one thing I've noticed since I first came to the Island about a year back is that Oritolon seems to be the default port for every new character coming to the Island. They have been getting new nobles this entire year while other realms seem to hardly ever get anyone. Unless a person chooses a realm manually they seem to end up in Oritolon by default. 

Are so many people maunally choosing to join the realm of Oritolon?

Or is Oritolon set as the default port for new nobles arriving to the Colonies?

10
Development / Re: Modifying TMP Training Reductions
« on: September 11, 2011, 10:38:49 PM »
The obvious conclusion of this thread is:
  • Less stick
    More carrot

I personally like many of the suggestions made. War is not easy. It is downright costly. Your ability to control your regions deteriorate as your lords are off fighting. Your unit expense rises doe to repairs and replacement. A system that helps mitigate some of these effects would encourage battles.


This. Seeing a "The people feel safe under the protection of you and your knights. Morale rises x%. Loyalty rises y%." in the daily region report if you have nice battles would probably do more to encourage fights than the current system.

Simple solutions like this. Provide incentives and it will work


11
Development / Re: Taking new regions becoming historically harder
« on: September 06, 2011, 11:31:57 AM »
It is becoming more and more frustrating to takeover new regions. And I've been seeing more and more people say, over the years, "No, we will not get into a conflict with our neighbor, because we do not have the means to sustain any more regions". It's suffocating the gameplay.
Players are spending more and more time and effort on region maintenance over the years, and less over actually fighting.

Hear ye, hear ye.
Refocus the game on battles rather than maintainance. Is not the name of the game BattleMaster?
Alternatively rename the game MaintainanceMaster... ?  I prefer the first option myself and believe most would agree. If we wanted to play Sim City we would probably... well ... play Sim City..
Put the battle back in BattleMaster !

PS: Credits to the Development team which is constantly working to improve the game. Yes we may take a wrong turn every now and then but everything done is in with the best interest of the game in mind and should one make a wrong turn one can always turn right again at the next corner. No doubt we will see the game improve soon enough. gogo Dev team!

12
Development / Re: Infiltrators
« on: September 03, 2011, 04:44:19 PM »

If we're changing infiltrators into spymasters (which I think is an excellent idea, and Tom quite liked it as well) as part of the plan to create plausible deniability then having them use different troops from everyone else seems contradictory.

Tom does like the spymaster concept, and it neatly dovetails into another idea he had recently.

Make two branches of Infiltrator then?

Assassin and Spymaster.
The branch chosen will unlock new options. The Spymaster would gain alle the before mentioned spy skills(Spy on army formations end so forth) while the Assassin might gain new ways to harm nobles (poision food, cut horse stirrup, sabotage balcony railings, etc.). There should also be an option to harm Para (stab healer, torch banner, sabotage cart, etc.) although this should perhaps be shared by both branch classes.

Amongst these new options several would be a lot less risk but also likely to do less harm. Forex. "cut horse stirrup" would be easy to do but in most cases only result in bruised pride for the target while worst case being able to lightly wound.  Chance of being spotted would be the biggest risk, while being captured closer to nothing. Chance of gaining infiltration skill this way would be low but there would be a small chance and thus newbie Infils could run around and train in this most amusing RP manner rather than sit in the academy 24/7.


By doing two branches Infils also become a lot more interesting to play with a longer carreer path and a chosen focus. Some would no doubt prefer the, perhaps slightly safer path, of a Spymaster and provide their realm with invaluable information. Others again will be more likely to opt for the Assassins way. There could be a minor formula edit as well on different ops where the Assassin branch is depending more on Swordskill for success on its operations and the Spymaster relies more on Infiltration skill.

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