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Messages - Sacha

Pages: 1 [2] 3 4 ... 91
16
Dwilight / Re: Astrum vs Westgard
« on: September 30, 2016, 03:33:20 PM »
A Hemmings causing trouble? Well I never! :P

17
BM General Discussion / Re: Cart
« on: September 21, 2016, 01:27:04 AM »
They're really only ever useful if you have 90% wounded men in your unit. And even then, just get a few healers and wait a turn and most of them will be up and running again.

18
East Island / Re: Perdan and the Realms It Interacts With
« on: September 15, 2016, 05:26:44 PM »
The thing is that Gotland is full of goat herders/humpers who pretend to be nobles, obviously. :P They wouldn't know better.

Don't care, still won!

19
East Island / Re: Perdan and the Realms It Interacts With
« on: September 15, 2016, 04:45:32 PM »
Yeah, name recognition, voting in the oldest folks 'because they deserve it', or something.

Well I did just win rulership in Gotland on a platform of mostly just 'Vote Sygg, see what happens!' :P

20
East Island / Re: Perdan and the Realms It Interacts With
« on: September 15, 2016, 01:57:04 PM »
Were there no other candidates then? Silent characters usuallu don't win unless they sneakily run alone.

21
BM General Discussion / Re: Automatic bounties
« on: September 15, 2016, 01:46:42 PM »
I'm one of the laziest BMers around, and even I manage to keep the pot filled at all times :P

22
BM General Discussion / Re: Players you want to play with
« on: September 12, 2016, 01:28:11 PM »
Anyone know what happened to Mayhem? :P

23
Development / Re: Permanent injuries?
« on: September 06, 2016, 01:55:32 PM »
I wouldn't remove torture at all. How about giving people a choice? You can choose to spill the beans or stay quiet. If you stay quiet, it means you won't talk during the interrogation time and the enemy judge can torture you for information or just because he / she is a sadist.

If you choose to spill the beans, enemies can get a portion of your letters without leaving permanent injuries.

If the judge is a sadist, why would they even care if you talk or not? Will a sadist stay his hand just because you say "Don't torture me i'll talk!"?

This is just going to lead paranoid players to include even fewer people in important matters, since now everyone can just spill the beans to avoid torture (and they will, if it does any actual lasting damage). As far as I can tell, most torture isn't even done to get info, but mainly to screw with hated enemies.

24
Development / Re: Permanent injuries?
« on: September 06, 2016, 12:08:44 PM »
Judges should be feared. People don't give a damn about tortures at all. They write messages acting like tortures did nothing to them.

How about this.

Torture has x% chance to permanently injure a character. However, if you torture someone, that person gets released immediately. Plus if you want to make tortures will something you want to think twice on, make it also lift bans too.

Torture is too wonky to pour into fixed code, because it leaves one side completely helpless and the other incomplete control.

If you hate someone to a point where torture is an option, why would you want to lift his bans in the process? Conversely, if you already banned him, why not just execute him and be done with it?

We have Akkan who writes the most gruesome torture RPs that would leave the victims dead or at the very least absolutely crippled for life (which kind of falls under bad RP sportsmanship too if you ask me), but a week later they are gallivanting about again, sometimes with no skin left, or all their toes cut off, or burnt to a crisp.

And let's not forget the War Island, where torture was pretty much a hazing ritual. You weren't a proper warrior until you'd spent some time in the enemy torture chamber. A formality for those who were captured in battle.

Just remove torturing nobles altogether, except if both realms are at Hatred. RP-wise it adds almost nothing, and I can't recall ever having found much useful info in the torture reports anyway.

25
Dwilight / Re: Monster Problems
« on: August 31, 2016, 05:42:09 PM »
Well I'm cautiously optimistic. I guess the trick is finding the right balance. But it'll take at least a couple weeks of observation before we can really say if the changes (if any) are good or bad.

26
Dwilight / Re: Monster Problems
« on: August 29, 2016, 07:22:31 AM »
Turning down the spawn rates would be a start. Turning down the need to micromanage your realm to find that perfect balance between size and density would help too. Turning down micromanagement in general would help. The more you force realms to focus on their own problems, the less opportunity you give them to make problems for others.
 
IMHO, the game started going downhill when region maintenance became a numbers game. When I started playing, the main reason to choose a particular lord was the lord themselves. As a lord looking for knights to draw to his cause, my main concern was looking appealing to them; i.e. have a personality and ambitions that spoke to them. Now, knights are mainly just employees. I need them for tax efficiency, they need me to have an income. The game as a whole was more RP-driven 10 years ago because players didn't have to focus most of their playing time on managing their own realms.

You want suggestions? Get rid of estates as anything more than an RP flavor text, and bring back the old 'communist' tax systems. Simplify, man.

27
Dwilight / Re: Monster Problems
« on: August 28, 2016, 09:04:17 PM »
Well we are saying it was a bad idea. It hasn't achieved its goal, quite the contrary. Realm interaction has dropped even further than it already was. Luria would have been warring by now, if we didn't have bi-weekly monster invasions of 10-15k CS to deal with. So the way I see it the devs give us two options, fighting to retain those lands and increasing monster spawns there, or leaving the regions to go rogue, increasing monster spawns there. Either way we just end up with more monsters.

28
Helpline / Re: Type of takeover vs. Region maintenance
« on: August 24, 2016, 12:13:30 AM »
I've had that thought too back on the War Island. We used to retake lost lands the friendly way, but TOs took quite some time so we just went for the brutal approach, since it didn't really leave any lasting damage anyway.

It also doesn't seem to matter how many people are supporting the TO. Five nobles can take a region by 20% a turn, but twenty-five nobles will also take about that long.

29
Dwilight / Re: Monster Problems
« on: August 23, 2016, 11:40:24 PM »
If I remember correctly, they don't really start a TO unless many of them gather in one place.



True, but most of the time it happens so fast you have almost no time to counter them. It's like suddenly all hordes in the area converge on one region in the span of 2-3 turns.

30
Dwilight / Re: Dat Alliance Bloc though
« on: August 23, 2016, 12:00:43 AM »
Hey, at least when I declared war on Arnor in HD, it was for a reason (protect one of the secessionist realms that formed from the break-up of Morek Empire). This just came straight out of left field, as I don't think Arnor was planning to intervene with all the monster issues they're having.

You'd think people would have stopped looking for rhyme or reason behind Mayhem's antics by now :P

The Mayhem doesn't do what the Mayhem does for the Mayhem. The Mayhem does what the Mayhem does because the Mayhem is the Mayhem.

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