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Topics - JeVondair

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1
Feature Requests / Feature Request Guidelines
« on: March 01, 2019, 01:52:15 AM »
Summary:
No more game changes that are only discussed on Discord.

Details:
Discord is not,and SHOULD NOT, be an acceptable place where game change features can go from concept to implementation. As it stands, major game changes can be railroaded through without the knowledge, or input, of the player base. Especially considering the nature of Discord and how swiftly even topics in shared channels can get lost.

Benefits:
See above. This is self-evident. Who thought that was a good idea?

Possible Downsides/Exploits:
None. None at all.

2
Roleplaying / The Curious Case of Kyryn Kye and Kyomi
« on: February 13, 2019, 05:52:14 PM »

Herein follows the tale of a son of D'Hara and a Daimoness of the Zuma...




Roleplay from Asriel
Message sent to everyone in Paisly (4 recipients) - 1 day, 17 hours, 37 minutes ago
Asriel perched on top of the guard tower. The scent of fresh cooked food wafted up and into his nostrils. His stomach grumbled but he had a far more interesting spectacle which lay before him. Far down below were the vague shadows of two human nobleborn and one creature he highly disliked.

The smell of the Zuma caused him to sneeze and today his head felt very heavy. Yet he kept his eyes peeled and perked his ears up, catching the drift of their conversation through broken sentences. He had become adept at doing this - people watching was his favorite. He never knew what juicy information his large ears would capture.

The creature was apparently also adept at convincing his race of mankind to bend to their will. If he had arrived any later he wouldn't have caught onto the creature's invitation to D'Hara itself - exactly where Asriel had just fled from.

As the two nobleborn spoke to the creature, Asriel pondered what lay in store for Dwilight...

3
Feature Requests / Accepted: Bring Referendums to Guilds and Religions
« on: February 05, 2019, 04:00:57 PM »
Title: Bring Referendums to Guilds and Religions

Summary: Basically just port the function available to realms and tweak it to work for religions/guilds as well.

Details: Historically, guilds and religions functioned very much like nations unto themselves. By adding the Referendum voting function to guild's and religions wherein elder members may write and launch referendum's for the rest of the membership to vote on, both organization types will benefit the same way realms did when that feature was added. Because the function already exists and is fine as is, it should be a non-intensive exercise to implement

Benefits:
  • Referendums should make both guilds and religions more engaging
  • Guild leadership will be able to reliably poll their members, which will allow them to better serve their players.

Possible Downsides or Exploits: None

4
Beluaterra / Rogue Waves
« on: October 16, 2018, 07:11:08 PM »
So it seemed as though Rines got hit by new rogues every other day. Curious, i ran a check through the last thirty days of messages and found that Rines DOES get hit every 6-8 turns (or 2.5 to 3.5 days). In the past month, that's no less than a dozen hordes that I counted as of today to 28.5 days ago.  This report is independent of any other region, just Rines.

To me, that seems like quite a lot. Worse, its been consistent. Certainly more than any other region I've ever lorded over. Are any other BT Lords having this same level of trouble?


Feel free to hijack the thread and rant about how increased rogue spawns effectively kills inter-realm interaction and therefore stifles gameplay. I'm not salty at all

5
BM General Discussion / The Daimonomicon
« on: October 15, 2018, 08:54:44 PM »
Hi folks,


Before Rania was wounded in the recent cross-island VIOLET CALAMITY RP, she was given a glimpse into the Netherworld that inspired her to assemble all known knowledge of daimons and their history with man into one compendium, aptly titled the Daimonomicon.


What I've assembled thus far has been canvased from across the entire wikispace, with some addendum here and there by myself as well as some input from Anaris and Vita. RP wise, this will be reflected as scouring many libraries for information in order to furnish this "book" with detailed descriptions of persons and events. I wouldn't say its near finished yet, however. Lot's of inforamtion is missing, so I am posting here in hopes that y'all will take a look and help me identify and add the missing pieces. It is my hope that this tome will become a touchstone for any player/character wishing to study the greatest foes of Battlemaster. There are still many questions left unanswered and many details that, thus far, remain lost to time.


Thanks in advance!

http://wiki.battlemaster.org/wiki/Heralds_of_Obeah/The_Daimonomicon


6
BM General Discussion / Adventurers
« on: October 11, 2018, 07:16:10 PM »
Is it me, or did advy's become a lot more difficult to play lately? Ever since the changes that implemented the new hunting options came out, I've found that I get defeated a lot more often, even on low-risk hunts when before I could blitz through group after group on highest risk and never encounter a problem. If there is an explanation someplace, I'd love to be directed towards it please.

7
BM General Discussion / Heroic question
« on: October 08, 2018, 06:18:56 PM »
Is there anyway to change your class FROM hero once its been adopted?


Backstory: So I was playing around with my infiltrator, got captured, and was worried when i couldn't bust out. Then I remembered that heros can bust out of jail, so I was looking at the class and clicked it, thinking for whatever reason that I could do a hero/infil. My thinking was to create a zorro-like character, a vigilante. Long story short, I was wrong. i'm now stuck with a hero that I didn't want and would change if I could as I put a lot of time and energy into infil training. So I waited for a few weeks attempting to change class. the button is still there for a hero, and you can still select it, but nothing happens, and if you try to change your class again, you get a message saying that you've already tried and you're basically locked out from the menu for another week.  :-\


I get why hero is supposed to be a difficult class to change out of, but does "difficult" in this context really mean "not at all possible?" Do I have to make a special request or is there any existing avenue to walkback my mistake?




8
Feature Requests / Additional Line Settings
« on: September 19, 2018, 06:48:48 PM »

Title: Additional Line Settings

Summary: As much as we are given to Roleplay, this game and all the plots within it revolve around a single aspect of play: Warfare. I want to expand game tactics by Adding a new dimension to combat in battlemaster by upgrading the line settings to include Left, Right, and Center. Flanking. Commanding Officer Morale bonus with associated Honor/Prestige benefits. Adds Flanking to battle calculations/report with associated +/- for units involved.

Details:
This is an idea to enhance one of the primary focuses of this game: battles. As it stands, we roleplay our place on the battlefield and imagine how we lead or units to victory or suffered defeat. We can improve this by adding a new dimension to combat in battlemaster by upgrading the line settings to include Left, Right, and Center alignments for units. This would be in addition to and located with the Front/Middle/Back/Rear settings we already have. In considering this feature, we’d also have to add the status of FLANKE(R/D). For example, take a scenario where a single unit of Rogues are being attacked by three human units (Groups A-C). For the sake of argument (and perhaps implementation) let’s say that the Rogues are default aligned to Center opposite Group B. Both sides proceed toward the other. At contact, Group B will have encountered the Rogues and begun fighting. Group A and C, however, being in different Rows, would continue to proceed forward until their sides contact the Rogue Group. The Rogue Group will then be considered FLANKED and be given minuses to morale. Groups A and C will be considered FLANKERS and be granted bonuses to Attack. HOWEVER, say the Rogues had 3 groups to match the humans, then upon contact neither group would be able to flank until on group on the opposite side was forced to withdraw. See where I’m going with this?


With this dynamic, I would argue that Honor/Prestige for battles needs to be looked at as well. It’s not hard to find examples in history where those on the front lines received the most honor, while those in the rear (usually the higher-ups) would gain more prestige. Arguably, this could be a separate post, but since I’m on the subject, the current BM system does not work this way and I believe that players should be able to vie for the positions they want based on whether they want more honor or more prestige for their characters. Naturally, units that do manage to flank other units should be (and historically were) awarded more honor and prestige. For example, in big battles, a noble commanding an infantry unit can expect to get up to +2 Honor/Prestige. Now, if that same unit managed to flank an enemy, I think they should get an additional A/P award. I also believe that should stack to better adequately express the coolness of one unit managing to flank multiple others in a single battle, but I digress.


Finally, I would say that if wherever a Ruler, General, Marshal, Or Vice-Marshal are arrayed (Left/Right/Center) in the line of battle (Front/Mid/Back?Rear) That any other units sharing that alignment should receive a morale bonus corresponding to the symbolic officer rank. Further, i would tweek these same algorithms so that enemy units are more likely to target units that are commanded by a titled officer or ruling council member. In war, this was often the case. While I'm at it, i would award players additional H/P for wounding a titled officer, but again, I digress.


In Conclusion, adding Left/Right/Center and associating attack as well as H/P bonuses for flanking units would enrich this game in a plethora of ways. With this feature, even the standard way that generals think about line settings will be revolutionized. Battles would require longitudinal planning and having a player that is a great general could be worth more on the battlefield than, say, having a wealthy stronghold or great recruiting centers. A small force can overwhelm a big one not simply by having better equipment, but better tactics. This addition would emphasize fighting smarter in this game.

Benefits: Marshals will be able to greatly increase their control of the battle. Grant players more control of the honor/prestige they can expect from a battle. Adds greater depth for tactically-minded players and more cinematic action descriptors for our roleplay-minded players. It would also make spying a lot more important, and a lot more difficult to rely upon. There are so many ways that this addition could enhance our game.

Possible Downsides or Exploits: I am uncertain with how this would conflict with the Marshal settings. From what I can see, it really should not have any impact on them at all? Regardless, I imagine that this would be a massive project to code. Technical difficulties aside, there is no way for players to abuse this feature that aren’t already established parts of the game (like intentionally sabotaging your own side by ignoring line settings and such). In addition, I don’t know how unit targeting algorithms are determined during battle so I am assuming its just random. So we would have to define if a unit is considered flanked simply by having an additional enemy unit in its same Line (front,mid,back,rear) Or if they are only considered flanked when engaged by two or more melee units. Presently, it seems like any melee unit in the same line can attack any other melee unit in the same line. If the Right/Left/Center change is implemented, that would have to redefined as well.


9
Beluaterra / BT Meme Inc.
« on: September 18, 2018, 08:12:43 PM »
For my 1400th(ish) post, I've begun to realize that my Boredom-to-Creativity index is starting to become a problem...


If you, like me, feel the need to meme from time to time, dump it here!



10
Helpline / Wiki Formatting Tips, Tricks, Assistance & Peer Review
« on: May 31, 2018, 04:29:53 PM »
It occurred to me that those of us who are interested in actively documenting our adventures and histories should have a place to come together, share knowledge, and assist one another in our various projects. I know that I, personally, am perpetually in need of help from wiki-wizards who are more knowledgeable than I.

11
Feature Requests / Under Debate: Oaths Tokens
« on: April 20, 2018, 08:28:28 PM »
Name: Oath Token

Summary:
So I had an idea a while back, years ago when some of us tried to make the Order of Aristocrats happen. Seniority was based upon how many personal oathes of feality your character held from other characters. Fastforward to last night while I was watching John Wick 2 for the upteenth time and I had an idea. Oath Tokens.

Details:
To take an estate in any region, a knight must send an oath token to the regional lord. I imagine this happening the same way we send item/trade requests. until a lord accepts the oath, your character will be unable to take an estate there. New characters automatically have their oaths offered/accepted upon character creation. but after that you're on your own! Once your Oath token is accepted, the option to take estates in other regions/realms will be greyed out as honor demands that you must first be released/absolved of your oath token. Unless a lord is incapacitated or killed, your character is bound to theirs.


Benefits:
The goal and benefit here is to improve the SMA across the game. Players will have to seriously consider and account for who they give their loyalty to. I feel that aspect is sorely lacking in game and this will do a substantial amount to bolster the BM experience.

Downsides:
I toyed with the idea of giving each character THREE oath tokens to account for lords, dukes, rulers respectively, but I felt that added unnecessary complication. This idea would be more functional if it were purely between the Lord/Knight relationship. This way, lords and dukes can still rebel or secede without being impacted at all. And since, whenever these occur, the lord/duke in question takes all of their knights with them anyway, it all falls together.


A possible abuse could be that in the event of a secession where knights are forced to leave a realm against their will. I believe this was specifically addressed in a different thread and it was concluded that a safeguard should be implemented giving impacted knights a certain grace period to return to their realm of choice. 

12
BM General Discussion / Best Wiki Pages
« on: April 20, 2018, 05:20:21 PM »
Link or upvote the best BM wiki pages that you've written or come across! I am looking for styles, prose, images, formats, layouts, tutorials, and all the things that separate a good wiki from a GREAT one!

13
Feature Requests / Under Debate: Scrying Scroll
« on: April 17, 2018, 04:40:39 PM »
Title: Scroll of Scrying

Summary: A new spell that gives the user a scout report of far-of regions.

Details: When used, the player will select a region from a list of all the regions on the continent to generate a magical scout report that can be shared. To specify, I am proposing the addition of this new spell to the existing pool, not increasing the frequency of their appearances.

Benefits: I think it would even be worthwhile to have a Lesser [1] and Greater [3] Scroll of Scrying, that latter would simply have multiple charges of the same spell. IN FACT it might be entirely worthwhile to double the entire spell roster in like fashion with Greater spells being that much more rare or difficult to cast, but I digress. Spying on Enemies from my far-off tower sounds classic and cool and fairly basic compared to the magic that already exists, imo.

Possible Downsides/Exploits: N/A?

14
Feature Requests / Under Debate: Add RP to Msg Filters
« on: April 11, 2018, 02:15:36 PM »

Title: Add RP to Msg Filters


Summary: There is a filter for every sort of message BESIDES roleplaying, and that doesn't make sense considering that RP is a prime focus of this game.


Details: Code will add an option to filter all message by their RP tag.


Benefits:This will be especially helpful in realms that have a prevalent Roleplaying culture and allow players to better track and navigate such.


Possible Downsides/Exploits: The only argument I've seen used against this idea is that not all realms RP heavily so its not worth it. Well that's just silly.

15
Feature Requests / Email Alerts
« on: April 11, 2018, 02:10:45 PM »

Title: Email Alerts


Summary:  Battlemaster will begin to send email alerts to players prior to autopausing and account deletion.


Details: I've been contemplating why players leave the game and one common thing I've heard, insofar as new players, is that they never formed the habit of logging in and checking. Or even just a reminder like "You haven't logged in for a few days and your comrades need you!" or something thus. People "don't have time" or just "forget." Once their title/position/account is lost, players see no reason to return. Players should be able to manage these alerts from their account screen. These emails will of course have nifty little links right to the family page, wiki, and forum. If the referral link works, we can throw that in there too so players can quickly fwd the email out to other people.


Benefits: I forget where I read about the psychology behind impulse reminders like this, but in theory, the alerts will help new players form log-in habits and hopefully attract/retain new players.


Possible Downsides/Exploits: IDK if this has been suggested before in this way. I also don't know what kind of resources it would take to achieve this and whether expending said resources would be worthwhile against this goal.

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