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Messages - Foxglove

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16
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.

17
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?

18
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.

19
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.

20
Development / Re: Battle Report Unit Highlighting
« on: November 22, 2018, 02:18:26 AM »
Ah, that explains it! Thanks, Anaris.

21
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.

22
Development / Battle Report Unit Highlighting
« on: November 21, 2018, 03:38:08 PM »
The bug is fixed, but I still don't get my unit highlighted in battle reports. Does anyone else have the same?

23
Dwilight / Re: The Shameless Westgard Recruitment Thread
« on: November 14, 2018, 06:30:30 PM »
Woah, I heard you were funding infiltrator training to plunder rogue region tax offices for the good of the crown and country. Is that true??

Not only will Westgard fund an infiltrator's training from novice to expert, but we'll also keep you constantly busy. I believe Westgard is the best place in the game to play as an infiltrator. We've put effort in to infiltrators that sees them as valued members of the realm. I'd honestly love Westgard to have the largest number of infiltrators in the game. In a lot of realms, infiltrators are seen as a potential unit leader going to waste, but not in our realm.

If we could get a few more infiltrators, I also have some plans to try something a little different around the infiltrator playing style that I don't think has been done before (which I'm not revealing yet  ;) ).

So, in short, if you've never played as an inflitrator before and fancy trying it, Westgard will support you all the way. Or, if you have an experienced infiltrator and are bored with getting banned, come to us and we'll try something a little different for you.

24
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

25
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.

26
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.


27
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.

28
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.

29
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.

30
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.

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