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Messages - GoldPanda

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526
Helpline / Re: New Estate System
« on: September 10, 2011, 08:58:53 AM »
Question/concern: It seems to me that there are two ways for a lord to control the income of his knights. He can either tweak their estate sizes or adjust their tax rate. Why is the latter still needed? If I want my knights to receive more/less gold, why can't I just increase/decrease their estate sizes? Why go through the extra step of making my knights pay taxes, when I, as lord, pretty much decides what share they get anyway? Is there actually an interesting trade-off between adjusting the estate sizes and changing the regional tax rates?

It seems to me that the regional level tax is just a needless complication, and another feature that needs to be maintained by the devs, and might break (or become buggy) later.

527
You can destroy enemy realms, but then your subsequent conquests would get increasingly harder, as you would be fighting nobles from all the previously destroyed realms as well.

So it's better to defeat and pacify enemy realms. Better yet, force your enemies to fight on your side.

528
Feature Requests / Transfer Army Sponsorship to Any Noble
« on: June 25, 2011, 10:15:46 AM »
Right now, if you click on the "Transfer" link on the army sponsorship page, it automatically assumes that you want to transfer the army sponsorship to the Duke owning city where the army HQ is located.

I would like to be able to transfer the army sponsorship to any noble within my realm, via a drop-down list.

529
Helpline / Re: monsters and swordfighting
« on: June 23, 2011, 11:37:51 AM »
A nobleman doesn't fight. He stands in the back row and "supervises". Occasionally a plucky enemy infantryman makes it to him, and gets put down by nobleman's superior swordsmanship skills. (Even 5% is pretty good odds against a peasant.) Then the nobleman complains that he got peasant blood on his plate-mail.

530
Development / Re: Retention Revisited
« on: June 20, 2011, 03:16:55 AM »
One thing I'd like to note:

Player population is highly seasonal, from my personal, informal observations throughout the year. Many students seem to play BM from their schools' computer labs. We tend to get more players during spring and autumn, when schools start, and bored students start surfing the web instead of doing their homework. Conversely, player population dips during summer and winter, when students (and everyone else) leave on vacations.

Do this survey again in September and you may see a different story.

531
BM General Discussion / Re: Looking for a Map Editor
« on: June 20, 2011, 03:15:22 AM »
But I like the current maps.  :-[

532
Development / Re: Infiltrators
« on: June 16, 2011, 11:18:47 PM »
If some option allows infiltrators to bypass the academy altogether (because it is always strictly superior to academy training), then it's a buff for that class.

My claim is that the classes are balanced just fine right now. To make things fair again, you would have to add options that allow every other class to train up their skills faster than at the academy. Even if they take little to no risk, diplomats and priests are useless the first few weeks.

533
Development / Re: Infiltrators
« on: June 16, 2011, 07:14:07 AM »
I'm fine with lower risk training options, but they have to train slower than academies, or stop giving you skill training after you hit some low skill cap.

Otherwise no infiltrator would ever spend money on academies, which is supposed to be the fastest way to train skills for most nobles.

534
BM General Discussion / Re: Too much peace too much for Dwilight
« on: June 16, 2011, 02:12:08 AM »
Why would we go to war with realms that sell us food? That's obviously bad for business.

We do fight Monsters occasionally, but now I'm seeing lulls where Monsters do not spawn anywhere near us for weeks. Did the rogue spawning code get a tweak lately?

535
Development / Re: Infiltrators
« on: June 15, 2011, 11:28:33 PM »
Indeed, which is generally why when I'm active the enemy try to move into every region I can reach. This is also where the two turn move problem comes into play, cause they can see me in the new region on the same turn as I am arriving. Course they have to have someone close by to make use of it, but it has certainly happened before. When your realm is constantly besieged by 4-5 Arcaean infiltrators you tend to start looking at ways to limit them.

If the enemy has to task three or four active knights with nothing but hunting you down, I would say you are more than pulling your fair weight for your realm.

It's all about player skill. If you know what you're doing, you can seriously hamper an enemy realm. If you don't know what you're doing, the most damage you can do is making the enemy Judge burn some honor/prestige points.

536
Development / Re: Infiltrators
« on: June 15, 2011, 11:24:46 PM »
Or, more often than not, your wound will do nothing but cause you to lose 2 hours or so from your time pool as you insta-heal at turn change... Tweaks to make it easier in regions without militia/allied troops and much harder in regions with a lot of both would make it both realistic and a more balanced, though, in a context where training times are cut.

Maybe you should invest in better infiltrators. :) When one of my realm-mates get stabbed by an enemy infiltrator, it's usually a serious wound or worse. I think I've ever only seen one instant-heal since the new wound system was implemented. Normally the victim is out of action for about one to three days, even for young nobles who are supposed to heal quickly. If it was anything, it was a major buff for infiltrators.

Sounds like you guys want another class. One that has less risk, less training time, and less damage output to compensate.

Basically you want "infiltrators for dummies". 8)

537
Development / Re: Infiltrators
« on: June 15, 2011, 12:01:06 AM »
We're trying to add to the game here, not take away.

That's fine with me. My impression is that infiltrators are expensive glass cannons that take a long time to make, and people are trying to get around the "expensive" part as well as the "long time" part.

If you add low-risk, low reward options for infiltrators, then it would need to increase your skills slower than at the academy. Otherwise nobody would use the academy. (Or you can have a skill cap as you suggested.) I don't think that would address the complaint though. The complaint seems to be that the whole process is taking too long, in addition to being too risky.

Quote
Is the infiltrator class really ok as is, where it takes months of boring training to get anywhere(or in my case, not get anywhere)? Is there any way to make it less disappointing? Are even the simplest actions too high risk, thus preventing people from actually gaining their skills by doing things instead of training at the academy?

I cannot think of an alternative that would be fair to the other classes. Again, infiltrators can force me to skip my turn. That better come with some significant risk. And with the new wound system, a single successful attack can disable a noble for days.

538
Development / Re: Infiltrators
« on: June 14, 2011, 08:51:51 AM »
No other class can sneak past enemy armies to directly damage their production, blow up fortifications, burn food, steal gold, and force other players to skip their turns.

It's a high risk, high reward class. Just because the costs are high does not mean that they get a free pass to skip the training phase.

The only valid reason to make their training phase easier would be if nobody was surviving long enough to be good at the class. I can tell from personal, painful experience that there are plenty of maxed-skill infiltrators running around, so that's not true.

539
Development / Re: Infiltrators
« on: June 14, 2011, 01:15:19 AM »
Executions work just fine the way it is right now. Infiltrators already have a good chance to auto-escape when the Judge tries to execute them. (Remember that you only see the results of executions that were successful.) Deportation is a slap on the wrist. Ban is like hitting your wrist with a feather.

None of the other classes are effective until they "train up". Warriors will not win any tournaments with low swordsmanship, or be able to fight off an enemy Infiltrator. Courtiers can't raise region stats very much. Diplomats and Priests are pretty much worthless the first few weeks on the job. Why should Infiltrators get special treatment?

The only problem I can see is the click-wars between Infiltrators, knights tasked with hunting them, and Judges. Making the "patrol the streets" police option effective even after the Infiltrator has acted would help on the part of those acting against Infiltrators. I'm afraid the Infiltrator class itself is always going to attrack turn-junkies. If you stab someone early in the turn, you disable him for an entire turn. If you stab someone late in the turn, he might be disabled for only an hour.

540
Feature Requests / Re: Starvation with Teeth
« on: June 14, 2011, 12:53:49 AM »
The looting is just to make sure that your troops don't starve to death before actually fighting the enemy. Of course, it will be followed by TOs, because surely your lords can do a better job at managing these regions than your neighbor's lords.

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