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Messages - Medron Pryde

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256
Helpline / Govern Regions Page Not Working
« on: December 26, 2016, 08:23:41 AM »
The bugtracker won't let me log in so I can't enter this bug in there.

The Govern Regions page (http://battlemaster.org/testing/GovernRegions.php) is not allowing me to give one of my regions a new lord.

The lowest region (Zisswi in my case) does not report region type, population, Estates, Tax rate, or anything.  All I get is a region name.  no other data.

I was able to give another region a lord recently, but today when I try to give Zisswi a lord I simply have no data and no options.

All other regions are reporting data as normal.

Most odd.

257
Beluaterra / Re: Wounding on BT
« on: December 26, 2016, 08:11:53 AM »
I had to abandon one of my heroes a couple months because he got caught in one of those loops.

He had been a hero most of his life.  He commanded cavalry and charged into every battle he fought against Daimons, monsters, undead, and players.

He lived to be over 100 years old because nobody ever managed to kill him.

At which time, if he got SCRATCHED, the old man code took over and sent him straight to seriously wounded for a week before letting me slowly get back out.  I once spent something like two to four weeks trying to move from one region to region next door after Daimons dropped on him and killed his unit.  Missed him AGAIN.  But the common bandit that robbed him as he walked away nicked him with a knife and dropped him to seriously wounded.  Then I'd wait a few days before I could tell him to start moving, another bandit would rob him, nick him, and I'd spend another few days seriously wounded.

I ended up retiring the character because the game code made him unplayable.

That was a disappointment.  I really wanted to see him go out in a blaze of glory riding with his cavalry into certain death.  But certain death just KEPT MISSING THE MARK....

Ahem...

So I retired him.  And then made a new character with the same name and made up a story about magical regeneration and a gift from the gods for a long life of faithful service.  I play him as the same character with a young body so I can give him another shot at death and glory.

;)

258
Beluaterra / Re: Is BT worth it?
« on: December 26, 2016, 08:01:48 AM »
The Daimon-worshipping realms are confirmed to slaughter player characters of all types in job lots whenever they get the chance.  Nothoi (my realm) recently lost somewhere between a tenth and a quarter of our characters when one of the realms did a run in behind a Daimon (powerful NPCs controlled by the game masters that periodically walk around and smash the human realms into bloody paste) assault and starting hitting the execute button as fast as they could.  There are some hard feelings over that.  Statements like "no mercy" and such.

But the human realms are a much more interesting place to play.  I have had a character on BT for the better part of a decade now, and it is one of the more interesting continents when it comes player interaction.

And one good thing about the Daimon invasions is they tend to wipe out any weak nation.  They sometimes target strong and vibrant nations for death too.  But they always wipe out the borderline nations that are smaller or less well rounded.  It keeps the continent in a perpetual of being ground down to near nothing and then being rebuilt.  It has the highest turnover rate of any continent, with the possible exception of Dwilight.

I can just about guarantee that gameplay on BT will be interesting.  Maybe not always enjoyable, but never boring.  I'm on my fourth Daimon invasion now.  I've been part of one of the most powerful realms every single time.  My realm has been swarmed and destroyed by the Daimons every single time.  This invasion may be the first time I'm able to succeed in helping to save a realm.

Maybe.

259
Beluaterra / Re: Netherworld
« on: August 08, 2016, 09:08:23 AM »
And now thousands of daimons are attacking Reeds.

They are cavalry.

All of them.

By Daishi, it's like watching a ravening pack of poodles trying to climb a smooth wall to get to the treats on the other side...

260
Beluaterra / Re: Netherworld
« on: July 07, 2016, 09:51:16 PM »
Well...for those of you who aren't aware...there was some...interesting things happening around Reeds the last few days.

First a new Daimon artifact appeared in Reeds.

Then Jactosh and his Daimons came by for a visit.  First they attacked and used their range 5 archers to decimate the walls and militia.
Then a force of undead and monsters came in to soften them up more.
And then Jactosh came in for the killing blow.  It didn't work out for him so well.

Over the period of two days we hit him with multiple personal attack scrolls, opened a portal directly around him, and used the Daimon artifact to twist magic sent to support him.  The undead his priest Akkon summoned joined Nothoi to defend the city.  The walls of Reeds were completely repaired.  Jactosh's Daimon guards disappeared into the portal, and then Jactosh himself was surrounded and captured by our soldiers.

He rots now in the dungeons of Reeds while his lesser Daimon units flee from the area in every direction.


We had people in and out of Reeds roleplaying their parts of the events.  We had nobles and adventurers running around and describing what they saw.  It was the largest single roleplaying event I've seen in a decade of playing the game.  And it was easily one of the most wild events I've ever seen here.  Everyone who took part and roleplayed in the event brought it to life and made it fun.  AKA...congratulations to the players for helping make something amazing happen.

:)

261
Beluaterra / Re: Netherworld
« on: June 11, 2016, 09:01:25 PM »
The instant rallying bug is not what I was talking about.

The issue is that they don't die, wait a turn or two to rally, and attack again, making it impossible to repair the walls while more monsters and undead march towards the cities in an unending series of waves that seem designed to wear out the defensive walls.

It is certainly possible that this is not designed and is merely an unanticipated "feature" of the code.  I would not be surprised at all if that is the case.  I have programmed many things in my life and understand well how things can take on lives of their own.

Heck, isn't it Elite that just had to roll back several new features because the AI figured out how to take advantage of them, created new technologies that had never been intended, and then started ganking real players by pulling them out of hyperspace and instakilling them with fully automatic rail guns or something equally crazy?  I'm actually really impressed with that.  I give them coodos for making something that could do that.  I'm also pleased that they stopped that by pulling the updates until they can figure out how to AI-proof them.  *snerk*

262
Beluaterra / Re: Netherworld
« on: June 11, 2016, 06:27:43 AM »
Not a bug.

The monsters and daimons are simply very resilient to being killed.

The undead will be wiped out in a single attack, but the monsters and daimons will remain for many turns with each battle merely wounding them rather than killing them.  So they come back and attack again before the walls can be repaired.

This is not a bug.  It is simply a matter of taking the capabilities of certain units to soak up damage without actually dying and turning them into a strategic asset to keep the human realms from performing repairs to their walls.

This has been seen and remarked upon by players in Dwilight where the monsters and undead are simply swarming the cities one turn after another and wearing the walls down without any chance to repair them.

This is more a feature I think than it is a bug.  Some have called it an exploit.  It is certainly possible that there will be a decision to change it, but that would only happen if those in a position to do so recognize that it is a widespread tactic across multiple realms, and even continents.  And the reactions of every human realm (AKA players of the game) targeted by it are universally negative based on what I have seen.

Calling it a snide comment to note this problem is attempting to deflect the issue and suggest it is not real.  I assure you, based on what I have seen both in game and on the forums, this is an issue that the players are very much aware of and are universally unhappy with.

263
Beluaterra / Re: Netherworld
« on: June 10, 2016, 06:49:46 PM »
Yeah...the people playing the Netherworld have been using that tactic for a while now.

It is how they brought the walls of Reeds and Keffa down from the 5 they were at the start of the Invasion.

Just kept sending little guys in between big waves so it was impossible to mount repairs on the walls...

 ::)

264
Beluaterra / Re: Netherworld
« on: June 10, 2016, 11:57:47 AM »
I guess I've been doing too good as lord of Reeds.

Those playing the Netherworld sent an assassin to Reeds with a magical spell to turn Yao Ling's bones inside out and tear them out of her skin.  The doctors say that she could die.  It is not the standard "you are on the verge of death" message I've seen many times.  It was something else that feels more dangerous that I've never seen before.

On the good news, I completed the repairs to the walls of Reeds that the Netherworld forces perpetrated.

It will be interesting to see what happens next...

265
Beluaterra / Re: Netherworld
« on: June 03, 2016, 06:56:31 AM »
Not really.

The fortified cities remain unbreached in most cases.

The undead and monsters are not generally capable of taking out a city defense...unless a lot of work has been done in previous weeks to reduce the walls and militia by constant wave attacks.

Which actually has been happening, and which is why some of the cities have fallen to this latest round of assaults...but those that remain should hold I think.

Unless the undead and monsters begin moving as one in large groups again as they did when they assaulted the Vales.  That would be unfortunate...

266
Beluaterra / Re: Netherworld
« on: June 02, 2016, 07:18:42 PM »
Yeah...pretty much it appears the end of the portals caused a monster and undead uprising across the continent.

Talk about a lot of battle reports coming in...

267
Beluaterra / Re: Netherworld
« on: June 02, 2016, 12:12:52 PM »
The last of the netherworld portals have been closed and now the monsters and undead are spawning again.

Oh lucky us...

268
Beluaterra / Re: Netherworld
« on: May 16, 2016, 01:23:15 AM »
Because being attacked by giant daimonic badgers is more interesting than some random monster...

Thought one always has to look out for those dang badgers...;)

269
Atamara / Re: Atamara's Fate
« on: May 14, 2016, 03:29:50 PM »
I agree.

270
Atamara / Re: Atamara's Fate
« on: May 13, 2016, 06:52:16 PM »
Vita.  Good post.

I have this to say in answer to it.  If setting up a condition where one alliance WINS an island is considered a violation of the social contract...then I would say that is how the devs should step in.  Make an official ruling on the problem and say it needs to be fixed or said group of players will be punished.  One issue with Atamara is that nothing like that ever happened.  There was a lot of sniping about Atamara, but never anybody in position of authority saying "do this, or this will happen."  With an explanation of why of course.

I don't think there's any question in anybody's minds that Atamara should have been fixed years ago.

And I'm sorry that I wasn't involved in the effort to do that years ago.  But I never recognized the problem until I became a ruler.  I never looked at the continent in that way.  And honestly, for a lot of years there I was burned out and only going through the motions of playing.  The only reason I really kept playing was because one of my character was the only elder priest of what has become one of the largest religions in the game.  I didn't want to abandon it or the other players who were part of it.  If I'd had any other position I would have logged out and never returned honestly.  Years ago.

Then I realized that Tara was falling apart.  Only a handful of our oldest nobles remained, and we just weren't doing anything.  I didn't know why.  I just knew it was wrong.  We couldn't have fought off a determined Girl Scout troop.  Rielstone could have beaten us in battle.  I'm not joking either.  I didn't know what was wrong, but I knew something was.  So I did the one thing that I didn't want to do at the time.  Because I was still burned out.  I volunteered to run for the Tyrancy of Tara.  And when I figured out what was wrong, I realized one very important thing.

I could never tell Tara what was wrong.  I couldn't tell ANYBODY what was wrong.  Because if I ever said it publicly, the Cagilan-Strombran faction of the federation would either destroy me or they would destroy Tara.  One thing that everybody here says is very right.  They did not accept people not towing the line.  Miskel proved that.  A succession of rulers in Cagil showed that again and again.  Just as the succession of Tyrants before me had shown that.  Ottar the Great he is known as in Tara.  One of our greatest rulers.  To the League he was a traitor because he didn't tow the line.  His player left the game because of that.  And then one Tyrant after another retired within a week and never came back.  Never spoke again in the realm.  Just stopped.

So when I became Tyrant and was told what to do, I did it.  I gave up Carelia in a heartbeat.  My sole rebellion was in granting every Carelian a place in Tara.  The League wanted them banished from the island so they could never threaten Cagil again.  So I gave them a new home, and I searched out everybody else I could find who I thought had a chance of doing something about the federation.  They were out there.  There were a lot of them.  Both inside and outside the League.  And sometime in all of that I realized that I liked the game again.  That I enjoyed it again.

We pushed to pressure the alliances and break them.  And we pushed.  And we pushed.  And one by one, alliances crumbled and people started to realize the truth.  And in the end we made the entire League realize that the continent had to change because it couldn't stay the same.

We did it.  We won the battle that was really worth fighting.  We broke the federation and put Atamara back on a path to total war without the League being in charge of it all.  AND WE GOT THE BLOODY LEAGUE TO AGREE TO DO IT!  That's the most amazing thing of all.

And then the devs just sunk it all.  But they should have acted long ago.  When players were being pushed out of the game entirely for standing up to the power bloc, the devs should have stepped in.  It should NEVER have been up to a literal conspiracy of players to try to talk them into making the change.  In the full knowledge that they could be driven from the game.  Knowing that some already HAD been.  The devs should have stepped in long ago.  Because the rest of us players were at a severe disadvantage there...

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