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Messages - JDodger

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526
Development / Re: Army Readiness
« on: December 15, 2015, 07:21:27 AM »
after you fixed the bug on my one character i was able to make a new army and compare my own "readiness" with the state of my unit.

i would suggest that ED is not being taken into account nearly enough. with 47% damage and 92% morale my unit was showing a readiness of 94%.

Units will drop to a 98-96% after only a couple of days dug in in a non-city region. So that massive difference in ED is barely making a dent in readiness.

Again, I'm not sure how your math works on the backend, but to me the most useful way "readiness" could be tracked is very basic. Just show the percentage of its maximum possible cs that the unit is at currently.

527
Dwilight / Re: Gelene
« on: December 15, 2015, 07:14:30 AM »
you need to be careful about hitting back or jumping between tabs on scout reports. it resends the "send out scout"--> "x region" command, using another scout and costing another hour.

wounded troops slow you down a lot unless you have carts. in some cases to ridiculous extents. and if they heal along the way it doesn't get any faster, which to me makes no sense but maybe it's hard to code.

528
Development / Re: Army Readiness
« on: December 15, 2015, 01:00:35 AM »
I really prefer not getting into specifics, but the following things affect it:
  • Cohesion
  • Morale
  • Damage
  • Wounded

yes, i know.

without anything more specific, my previous post is the best i can offer.

529
Development / Re: Army Readiness
« on: December 15, 2015, 12:02:30 AM »
This question may be a bit hard to answer, as the number given has always been an abstract percentage with no easy method of verifying its relevance or accuracy.

It certainly seems to be a bit more "precise", or maybe "exacting" is a better word, ticking down in smaller increments quicker than before.

I still use it the same way I always have, though: observe what percentage TL's start complaining about wanting a refit at, and doing my best to preempt that as the percentage draws closer.

Were you to share some of the backend numbers we might be able to have a better discussion on what various marshals find useful.

530
Development / Re: Concrete dates for upcoming changes
« on: December 14, 2015, 09:49:20 AM »
thx bud

531
Development / Re: Concrete dates for upcoming changes
« on: December 14, 2015, 09:26:39 AM »
I guess you guys went ahead with the 14th anyway... can't access FEI.

kind of annoying as I was just moving to cash bonds, assuming the 21st was the deadline.

there is no link to emigrate my character there.

532
Development / Re: Mentoring system
« on: December 11, 2015, 09:39:59 PM »
I miss the mentor system from back in the day. I always planned to make my chars mentors when they were old and grey, and write books. The latter of which I always thought was one of the coolest things about the mentor class.

I'd suggest the following, to make the mentor class more attractive and to encourage its use across all realms:

Make it similar to the Ambassador position in that it is a realm-assigned role and not a subclass. This will make it more attractive for players who also want their chars to be heroes/traders/diplos/whatever, also enabling new players to learn about those subclasses from those who actively play as them.

Figure out a good ratio of mentors:total noble count and implement some form of incentive to get realms to assign the position accordingly, with each realm no matter how small having at least one, and increasing the total number of mentor "slots" according to the size of the realm.

Allow new players to select mentors on each of their characters within a certain time limit. Have a system where their different options on each character come along with some kind of metrics showing who is more active, who is more active in direct messages to their students, who plays what class(es), etc. This will enable new players to choose active mentors involved in the classes that interest them.

533
BM General Discussion / Re: Realm run by guilds
« on: December 11, 2015, 09:23:39 PM »
I don't necessarily know that guilds will help intra-realm communication that much. In fact dividing such communications into exclusive channels might reduce overall activity as less realm wide messages will be sent and responded to.

Guilds are a good way to increase communication potential with allied realms though. Encourage everyone in two or more realms to join the same guild, suddenly you have the potential to easily talk to twice as many players.

534
Development / Re: Concrete dates for upcoming changes
« on: December 09, 2015, 07:54:16 AM »
thx bud

535
Development / Re: Concrete dates for upcoming changes
« on: December 09, 2015, 07:43:24 AM »
What is the difference between "closing" and "access removed"?

Seems like a minor technicality that won't affect players, just curious.

536
Development / Re: Concrete dates for upcoming changes
« on: December 09, 2015, 12:14:44 AM »
Yes, but since then I have seen dates thrown around like the tenth, fourteenth, and twentieth.

Can I take this as confirmation that FEI and AT will be fully functional all the way til the 21st?

537
Development / Concrete dates for upcoming changes
« on: December 08, 2015, 11:46:16 PM »
When will FEI and AT be closed, ie, players cannot access their characters there other than to emigrate?

When will the islands officially be sunk and characters moved?

When exactly will elections be held in the new realms?

All of these have been addressed in posts I've seen and then seemingly contradicted elsewhere, plus finding this information is largely buried in longer threads at this point.

It would be useful for all players to have a very clear, simply stated set of dates to go by, uncluttered by side discussion.

538
Colonies / Re: The Future
« on: December 08, 2015, 08:08:13 PM »
The regions not having names on the map thing seems to be by design, as the Colonies are a "wilder place where many things are different".

539
BM General Discussion / Re: Exciting times
« on: December 07, 2015, 09:21:06 PM »
I would have preferred for refugees to land in established realms and have to form political ties with their realm mates toward forming new realms. Would have been more interesting for all involved and possibly caused new reasons for conflict among (and within) established realms as various factions competed over the cities.

The way it's being done is really not so bad though.

540
Dwilight / Re: Which interesting realms to join in Dwilight?
« on: December 07, 2015, 09:09:14 PM »
A banker can hold a Duke hostage by starving his regions of food.

and more

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