Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Foxglove

Pages: 1 ... 19 20 [21]
301
Other Games / Re: Crown of Conquest
« on: November 16, 2012, 04:13:12 AM »
I've just put a mayor in a town in the far south central area of the map (taking it from an NPC mayor), so I suppose I'll be in the borderlands between these two southern kingdoms. Unless someone just decides to wipe out my mayor. I've recruited guards and upgraded traps, so it'll be interesting to see what happens.

Dungeoneering is a really good way of gathering gold. I've been making about 20,000 gold from each dungeon with healing and repair costs afterwards of only about 400 gold. I've also raided a couple of NPC controlled towns, but not got as much gold from them as the dungeons.

302
Other Games / Re: Crown of Conquest
« on: November 10, 2012, 08:52:07 PM »
I have a character running in a mayoral election right down in bottom left corner of the map. If I don't have any success I'll try heading back up into the blue. It seems like there needs to be a bit less red on the map to make the kingdoms level of the game interesting. Although there's so much red that I'd imagine that a few determined players could at least carve out another kingdom somewhere in red territory.

303
Development / Re: New Message System Feedback Thread
« on: November 09, 2012, 06:31:35 AM »
Things I like about the new system - the global mentoring channel in the new system is an excellent idea and should be a great help to new players. After playing around with the new system for a while, I also found that it was much easier to track down specific sent letters than it is in the old system.

Things that I prefer in the old system - the simplicity. When I first started playing I felt confident in writing letters to individual characters and groups (councils, religions, etc) within about a week of starting. From this admittedly brief go with the new system it doesn't seem anywhere near as intuitive to me. I'd even go as far as to say that the new system's way of selecting who you're writing to seems overly complex.

I also like that the old system allows you to preview letters before sending and gives a list of the recipiants at the head of the letter. That's useful on all sorts of levels, even at the most basic of giving a persistent reminder of the correct spelling of a character's name (just a shame that it doesn't also include their titles as it can be a pain to try to remember if someone is a Baron, Count, Earl, etc).

304
Development / Re: New Message System
« on: November 03, 2012, 07:39:20 AM »
I'm also not very found of the interface which feels overwhelming.

I agree. My sense of it just now is that it's confusing. Whether that would change with repeated use is something only time would tell.

I'm also wondering if it's possible to preview a message before you send it as it is in the current messaging system. I find that very useful, and I'd be sad to see it go.

305
Helpline / Re: Laaggggg
« on: November 02, 2012, 03:45:15 AM »
Me too. This has been happening on and off for a while for me, but seems to have got a lot worse in the last few days. Like Ironsides, I now often find myself doing other things while waiting for page changes. All other websites work fine, so it does seem to be a BM thing.

306
BM General Discussion / Re: anyone else having trouble?
« on: November 01, 2012, 05:15:33 AM »
Yeah, me too. I haven't been able to see the dynamic maps or anything in the statistics for a few days on any characters. I'd held off on filing a bug report because I thought it might just be a problem with my computer or possibly Firefox. Maybe it isn't. I've been hoping to check it out on a different computer, but haven't had the time.

307
Feature Requests / Re: Legendary Quests
« on: November 01, 2012, 04:52:26 AM »
 
We had something like this in Makar years ago, where absurd goals like "sack shanandoah" were handed out.

I think you've probably misunderstood. If you reread, there's nothing like saying "Sack Shanandoh" -- or indeed any sort of movement on the world map. I apologize if it wasn't clear enough in the initial description, but the legendary quest would be a self-contained event. Just like a tournament takes places outside the normal movement conventions and activities you can do on the world map, so would the quest.

Why does this need to be a feature, and not done by RP

That could be said about almost anything in the game. Why bother to have a game mechanic that runs a tournament when you could just ask everyone to gather in Perdan and duel each other to surrender? You have a real tournament because people enjoy it. By making questing an actual feature it gives structure and makes it real. Also, like I said in the benefits, it gives it an actual extra game event for people to enjoy and have fun with.

Why not allow priests sufficiently well ranked in the faith to do this,

Yeah, that's fair enough. In the spirit of the idea, that makes a lot of sense.

308
Feature Requests / Re: Legendary Quests
« on: October 30, 2012, 09:10:45 AM »
*cough* What makes you think I've been reading Le Morte D'arthur  ;)

It's also based on my experiences of trying to introduce some players of other browser rgps to BM. I asked them what they thought would increase their interest in the game and make them stick around, and the ability to go on quests was something that came up quite a few times.

This is just my shot at suggesting a way to introduce quests that might have a vague chance of being practical.

309
Feature Requests / Legendary Quests
« on: October 30, 2012, 08:32:10 AM »
Title: Legendary Quests

Summary:

Give margraves the ability to call a quest for a legendary artifact. The quest would be open to all warriors on a given island and would take the form of a type of treasure hunt. The quest would end with the possibility of discovering an artifact that would benefit the city of the margrave who called the quest.

Details:

Note: In order to save work, my hope would be that the legendary quest could reuse much of the underlying structure of the tournament, but with changes to the text.

A margrave would gain the option to call a quest for a legendary item, with the search lasting for a set number of days (say 7 days, for the sake of debate). Doing so would cost the margrave an amount of gold that would then be set aside as a reward for the noble who finds the item. Once a quest has been called, every appropriate noble on the island would receive a message with the option to join the quest. If they did so, they'd leave their unit behind, as with the tournament.

Once on the quest, the location of the nobles involved would be listed as 'unknown' reflecting that they are wandering the lands in their search. Each turn would generate a series of options such as 'Question the locals' to find information about the location of the item; or 'You are confronted by a mysterious swordsman/or a mysterious rider' giving the option to fight them (replicating the training of a tournament, but possibly with a reduced chance of improving the skills); and so forth. Each of these options would have a random chance of scoring the noble a point which would be silently accumulated. For example, "After questioning the locals, a merchant reveals that he has heard tales of such an artifact in a nearby valley" - silently score one point.

These points would accumulate to a 'trigger point' (say 10 points, hypothetically).  When the 7 days of the quest expire, every noble on the quest who has reached the trigger point will enter a melee (as with the battle of the tournament) as they are all deemed to have reached the same location on the quest and are now fighting for the artifact. Any nobles who have failed to reach the trigger point would just be returned home. In the melee, last noble standing claims the artifact and the gold reward.

The Margrave who called the quest then gains the legendary artifact for his/her city,  and the artifact gives a percentage reduction to the upkeep cost for buildings (say 25%, 50%, or what ever). The artifact deteriorates with time and disappears after a set number of days (maybe 60 days, maybe 90 days). The artifact belongs to the city rather than any character and cannot be sold, moved, otherwise traded, or repaired, so that it does not undermine the adventurer game.

Benefits:

Added fun. It gives players with margrave characters an extra tool (in addition to the tournament) to maintain player engagement, particularly during the inevitable periods of peace in a realm. Also gives rank-and-file knights and dames another activity to maintain their interest and participation in the game.

Introduces questing, which was a major part of both the literature and the reality of the Middle Ages, but is not currently represented in the game.

Roleplay opportunities, and possibly enhancing reasons for an opposing realm to try to take a city that has an artifact.


Possible Exploits:

Enemy margraves could use a quest to draw opposing nobles away from a war, but you can say the same thing about a tournament.

Margraves might use the percentage reduction in upkeep cost to use the gold saved to speed up building or enlargements. But they'd then be hit by the increase in upkeep costs once the artifact disappears.

310
Other Games / Re: Crown of Conquest
« on: October 29, 2012, 07:30:20 AM »
Yeah, I'm enjoying it so far. It certainly deserves to have more players than it seems to have just now. The developer appears to have put a lot of thought into it. There seems to be a decent about of different things to do, and I'll be interested to see how the different layers of gameplay (taking towns; building garrisons; forming kingdoms; etc) come into play as my party gets stronger.

The only issue I'm having with it at the moment is needing to go back to a healer in a town every time my characters take major damage. But I think that'll improve once my priest gets more healing spells. Recruiting a second priest would be a good idea too when I can find one.

311
BM General Discussion / Re: I need a list of other browser rpg games
« on: October 29, 2012, 03:14:54 AM »
torn.com (semi-active)
twilightheroes.com (active)

312
Other Games / Re: Crown of Conquest
« on: October 28, 2012, 02:50:54 AM »
Is there any way to transfer items from one character in the party to another character in the party? I've found ammunition in the sewers, but it was picked up by a warrior.

Also, the town I started in has no blacksmith. Does that mean that the equipment will just erode away and I'll have to buy new equipment? I'm assuming that a new party won't be strong enough to survive in the wilderness to go and find another town.

313
BM General Discussion / Re: Another Name ?
« on: October 26, 2012, 08:11:20 PM »
By the Sword Divided
Lords of the Isles
Call to Arms
Lands of Legend
The Crowns of Kings
Valiant
The Quill and the Sword
Swords of Honour
Fields of Glory
Knights & Knaves
Lords & Ladies
Days of Yore
Kingmaker
Shadow of the Sword
Border Princes
Legacy of Kings
Lands of Lore

Pages: 1 ... 19 20 [21]