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Messages - Vivalas

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BM General Discussion / Discussion on Monsters
« on: May 31, 2018, 06:59:27 AM »
This might be somewhat of a rant, as it basically started as a rant message I threw up in OOC on Dwilight and was surprised to see similar thoughts.

But, I seriously think the monsters aren't very constructive to the game or add much in terms of anything really. In both Dwilight and BT we nearly had RP and conflict starting up before the hordes came back and everyone was confined to fighting monsters again instead of actually interacting. Perhaps it's just the sudden influx of monsters because of the bugs, but even with "normal" monster attack rates, realms like Westgard on Dwilight basically are confined to fighting nothing but monsters, while more eastern realms just get to chill.

I suppose I understand the premise of monsters: to confine realms and add pressure... but it really just feels like it ends up as a grind. Players want to politick and intrigue and exert influence over other realms, not just walk around fighting monsters all the time. It's unfun and uninteresting for me as a military leader, and I don't imagine it is anymore interesting to the people just following my orders and fighting what are basic silent NPCs. Granted this is just my opinion, but I feel some others probably share my thoughts.

Anyways, I am making this thread to just have a general discussion on monsters, their role in BM, player's opinions on monsters, and the dev team's actual reason for putting them in-- since I don't want hearsay on that point.

My various suggestions are as follows:
1. Remove or seriously tone down monster hordes. On Dwilight, maybe just confine them to the west. Allow actual player-generated conflict to brew on continents and possibly think of a different, less time-intensive method of forcing conflict.

2. Seriously buff monster hordes to the point they're not just an annoying grind but an existential threat. Scale monster spawning rates to fit a sort of "imaginary radius" that expands and contracts along with the number of nobles on the island. Regions and realms inside the circle are unaffected, but regions outside are swarmed and very hard to keep defended. Basically turn monsters in to a sort of hard radius in which civilization can practically exist, so it constrains land and resources enough to cause conflict while allowing conflict to actually generate. This is my personal favorite.

3. Make monster hordes a lot more periodical like Daimon invasions so that it's not just this constant wear but sort of major event that can cause much-needed interruption during long periods of conflict.


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Feature Requests / Re: Remove magic from EC (Stable)
« on: May 31, 2018, 06:49:51 AM »
Hm, maybe it still doesn't fit low fantasy but bringing magic in line with religion by having a little tree of occult research or something might be an idea. Instead of magic it's "divine intervention" and all the current magic stuff is reworked and made into things priests / religions can do.

Granted that's also a lot of work for an already stretched dev team.

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BM General Discussion / Exclude adventurers from newbie protection
« on: December 30, 2017, 09:09:42 AM »
I noticed recently as Judge that you can't take money from adventurers under 2 weeks old... I dunno if this is part of the new newbie protection things, but it seems a bit abusable.

Adventurers can be used in various powergamey ways, particularly when combined with spells, so giving them  2 week immunity can be a bit troubling. Also, I'm pretty sure you need like a month old account anyways to play adventurer and so you probably already have a feel for the game anyways. That and the fact adventurers have no rights :P

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Development / Inquisition?
« on: November 05, 2017, 04:15:19 PM »
Is there a way for region lords to directly arrest / persecute members of certain religions? This is alluded to somewhat in the wiki, and I'm wondering if there is a way to remove followers of other religions other than with the "persecute heretics" command priests can use.

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Beluaterra / Re: Official Akkan hate thread
« on: June 14, 2017, 11:01:48 PM »
We are also getting more and more upset players in Gotland about certain aspects of the invasion.
They also believe things are out of balance, annoying and boring.

It seems completely impossible to defeat certain daimon forces in battle while those forces don't really seem to be out to defeat individual realms.
As such force could easily take any capital.
It doesn't feel like where at war but just teased by an impossible enemy who forces us not to fight but rather preform TO's all the time(which is basically waiting and clicking on preform TO), its like an annoying, giant bully pushing over our sand castle every time we finish it.

We just fought the hoodlooms: 18K daimons vs ~ 25K humans, who killed more then a thousand men in their first charge.
They inflicted 50.000 hits in the first battle round and wiped off a superior force in one or two battle rounds, wounding almost everyone.
It required allot of coordination and time to get that force together with other allies.
Sure better settings could have been used by the humans, but no matter what settings would have been used, the humans would have been smashed.

I also had hoped to see more of an interaction with the roleplays concerning Jomorosh, they seem to be ignored.
Perhaps Vita isnt getting enough time to play the daimons by him self?

This. It's one thing when human realms don't coordinate. It's another when the combined armies of 3 realms get decimated (one combat realm was 1000 human casualties vs 50 daimons). I was very mad about this since it was one of those.... "What?" moments. At the very least change the CS to be a more accurate indicator of the Daimon's strength if they absolutely need to be that OP.

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Another small idea I had:

In Messages the ability to send letters and whatnot to allied military leaders, which includes realm military leaders as well as military leaders of all allied realms. (Perhaps this could be limited to military leaders of the realm).

Also the ability to send messages to all allied military leaders in the region, instead of just all allied nobles.

This might help a bit with coordination between marshalls, generalls, vice-marshalls etc. of different realms.

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Development / Re: Region lords can set their troop prices
« on: March 10, 2017, 01:10:37 AM »
Hm, I suppose it could go without being secret but it would be a bit more interesting otherwise.

And yes, the region lord pays or gains the difference in troop prices.

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Development / Region lords can set their troop prices
« on: March 09, 2017, 01:01:39 AM »
Basically the idea is to allow region lords to see the cost per 10 men of their recruitment centers, and allow them to change the buying price to make a profit or foot some of the bill for the army.

For example a lord with the best infantry center in the realm that is fully upgraded to 200 men could make 40 gold per 200 men just by raising the price 2 gold per 10 men.

Likewise, a really benevolent ruler could lower the prices of their centers dramatically to encourage a certain unit type or make refitting easier for their knights, at the cost of large sums of gold to their personal expense.

The actual cost would be secret of course, so this could lead to interesting options for intrigue and intrarealm conflict. People could accuse lords of charging exorbant fees and setting the price higher than necessary or lords could create a good public image of themselves by pretending they lowered the price when they actually didn't etc.

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Development / Re: Developer Roadmap: War Improvements Package
« on: March 09, 2017, 12:54:42 AM »
Whatever happened to this?

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Helpline / Messages not working on South Island
« on: November 03, 2016, 02:17:18 AM »
Suddenly I can't write messages on South Island. When I try to I get the following message,

"Parse error: syntax error, unexpected '{' in /home/battlemaster/website/war/message-write.php on line 549"

Is this just me? Is there a known workaround, is this affecting the whole island? As you can imagine this very disruptive.

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