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Topics - vonGenf

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Feature Requests / Check Taxes (new system)
« on: January 24, 2012, 05:19:42 PM »
With the new estate system, the "Check Taxes" button disappeared. The revenue estimation is now at a different place, so it's fine, but I checked it most often to see "Taxes are set to be collected in x days", which is more user-friendly than searching through old messages to find out when was the last tax day.

Could this information be put back somewhere in the new system?

Questions & Answers / Duelling for infiltrator
« on: January 09, 2012, 11:04:10 AM »
I play an infiltrator. I would like for various reasons to duel someone.

I plan to switch class, have my duel, and then switch class back to infil afterwards.

It has occurred to me that it may be considered abusing game mechanics. I think it's fine, because there will be consequences; mostly that I will not be able to perform any infiltrator action for the 15 (30?) days it takes to switch classes back and forth. But I'm not 100% sure... what do you think?

This is on the East Island. I can provide more information if needed.

It shows up as a map with no borders, no region names, no blight. The region I am currently in is highlighted (Grehk).

The Dwilight pages is as usual.

It could be a bug, or something is changing due to the invasion. I don't know.

I use Chromium 14.0.835.202.

General Talk / Photos from Arcachon
« on: October 23, 2011, 08:06:38 PM »
Last week-end I went on vacation on the french seaside resort of Arcachon. I thought some of you may enjoy the photos.....

Feature Requests / Feature Request: Buy elections
« on: October 22, 2011, 02:51:53 PM »
What if you could buy elections through family gold instead of regions?

By that I mean that when the election is run, you could pay gold for a chance to simply decide what the results will be. The outcome would be one of:

-You fail, nothing happens
-You fail, you get caught, the realm is aware (maybe you get thrown in jail)
-You succeed, the election runs its course but instead of displaying the counted votes it shows whatever you want it to show. The realm is unaware anything happened.

This wouldn't work for appointed posts, of course, but that's fine. On the other hand, you could buy a government position if you were so inclined. And in most cases it would be seen as legitimate. There are cases where it won't be seen as legitimate because it flies in the face of everything the characters expected, but this will be an IC indignation and not meta-gaming.

Mechanically, I think it could work like this, although many details could be modified maintaining the core idea:

-When an election of any kind (including referendums) occurs and you go to the voting, you sometimes get a link to "Influence the results...". This link should only appear if you have over a certain prestige (15?).

-If you click it, you get a boilerplate warning. Then you get to write down what you would like the result to be. This probably requires some interface where you assign number of votes. I think you should be able to decide the votes, not just the winner.

-It costs you 6 hours

-It costs you an amount of gold that depends on the size of the realm (10 gold/noble?). It should be easy to rig the vote in a two region realm where the vote counter is your cousin Billie Joe, it should hard in a 100k+ people realm with multiple cities.

-As a refinement, it could be paid by family gold.

-If you get caught, you get caught immediately.

-If you don't get caught, the votes goes on. You're still not certain if you will succeed.

-The probability to get caught should be fixed; I would say 20% caught - 40% fail without getting caught - 40% succeed.

-I can't see any skill it should be tied to, but in theory it could.

-When the vote terminates, either the results you've decided or the actual result, depending on your success, appears. Everyone just sees the result as normal.

-If multiple people try to rig the election, the successful one (if any) should be randomly chosen and race conditions avoided.

I think that's it!

BM General Discussion / Loyalty and Sympathy
« on: October 22, 2011, 02:30:07 PM »
Re: Feature Cut: Region Loyalty

I always figured sympathy and loyalty were different stats. A region has sympathy to different realms that can be seen by diplomats, affects loyalty and takeovers, and is affected by looting and warfare and diplomats and courts. Loyalty, on the other hand, is affected by both sympathy and estate coverage and courts, and influences control.

Reading the thread "Feature Cut: Region Loyalty" makes me think they may be more closely related than I thought, or maybe even the same.

Was I wrong?

Helpline / New estate system - paused character
« on: September 30, 2011, 07:32:47 AM »
I saw the first tax report with the new system today for my region of Kuugl on Beluaterra. The Lord has a 50% estate and one knight also has a 50% estate. That knight autopaused yesterday:

Knight paused   (22 hours, 29 minutes ago)
Rophlock Spirien (Knight of Kuugl) has been auto-paused due to inactivity. His bonds revert to the realm.

But even though he is paused, he received revenues:

Estate of   Size   Peasants   Tax Collected   Knight Share   Lord Share
Rophlock   50 %   2559   80 gold   68 gold   12 gold
Jos   50 %   2559   80 gold      80 gold
Region Totals         160 gold   68 gold   92 gold

I believe this is a bug?

BM General Discussion / New estates effect on looting and TOs
« on: September 11, 2011, 11:44:39 AM »
So, the new estates will have no effect whatsoever on the region stats. I think this is likely to have a huge effect on war strategy.

For example, currently, regions on the borders are more likely to be looted and TOed. This means that these regions should have more knights, and that their estates must be set mainly to authority. Most realms have their productive region in their heartland and a string of less productive but better controlled regions on their periphery. With the new system that won't work.

One advantage of this is that this will allow more expansion. A successful realm with a lack of knights will be able to expand until they reach the 1 noble/region ratio.

On the other hand, a realm with a 20 noble/region ratio will have no advantage whatsoever from this, except at most a doubling of their revenues as they have full estate coverage. I think this is likely to result in large realms absorbing small ones.

One further thing is that this would increase the effectiveness of looting, as you cannot count on the region going back to equilibrium. Currently, a well-controlled region will tend back to a good level of production, with civil work accelerating this; therefore armies can concentrate on protecting the region and eventually it will be useful. With the new estates, I think civil work will become mandatory.

Comments, ideas?

Far East Island / So You Want To Be The Duke Ozrat, do you?
« on: August 08, 2011, 03:44:34 PM »
But am I wrong? I really tried to be honest...  :-\

The only part where you are wrong is in saying that military types need not apply. Ohnar West is probably the only place I know where the ability to read a map is sufficient to get you named General. There were times when that was sorely lacking.

And we're not even talking about the high threshold needed to be named Duke.....

Moderator edit: I screwed up the split and typo'd the thread name. Not sure if this will fix it...

BM General Discussion / How BM is a linear game, and thanks for that.
« on: July 11, 2011, 07:36:39 PM »
This is not a request for a change; rather it is a comment on why BM is so great. Reading the thread on increasing the time pool (,781.0.html) reminded of some thoughts I had about why BM is a game I can keep playing without sacrificing my life, and I though I'd share them.

Many years ago, arund 1998-2000, I was playing a game called Earth:2025. I don't know if anyone else here played it, it had a few thousands player at some point, although many were undoubtedly multis. It had many of the same features as BM: you were controlling a single entity (in this case a realm instead of a character), you had complete control over your own realm and set your own goals, but the main goal of the game was to be part of a team. I rarely saw any spying or backstabbing, so maybe I can compare to the "mythical golden age" of BM; I think the main reason was that you were allowed a single realm, such that treason was really seen as personal treason, and no one would claim to play one character one way and the next one another. There was no meaningful IC/OOC separation either.

Like BM, the game let you accumulate hours, capped at a certain number that you would reach in roughly a day, and then spend them all at once. It didn't have turns.

Like BM, you could play with literally two clicks a day, although if you played only that way it was about as fun as playing excel spreadsheet optimization. The real fun was in joining a team ("alliances" in this case), reading countless messages and forum posts and IRC logs, and generally be involved in decision-making for your alliance.

There were other differences, of course, like regular resets, but enough introduction. I think the main difference, the difference that means that I can still play BM at the rhythm I want and not let it eat all my life, is that Earth:2025 was an exponential game. By this I mean that if you played the game on the two-clicks a day schedule, your realm would grow daily by roughly 10%. If you were really good at micromanagement it would grow by 15%, if you were bad or unlucky only 5%.

After ten days, the difference amounts to a 250% difference in strength. At the end of the month, a 1600% difference. As in BM, if you try to fight an enemy 16 times as strong as you are, you rapidly die.

The game therefore consisted in micromanaging your realm and that of your allies at the beginning, and then strike only when ready. Almost every war devolved into a world war; if war involved less than everyone, the realms at peace would almost certainly grow bigger than realms at war rapidly. This was fun in itself, although quite different.

What was not fun was the "play every single day" mentality this entailed. If you missed a single day, your enemy would outgrow you by 10%. If you missed 3 days in a row, you would lose comparatively 30% in size, and with no way to gain it back since everyone was micromanaging to keep that breakneck pace of 15%/day growth.

Eventually, once everybody understood how to micromanage their realm, this meant activity was the only deciding factor. And then you either you lose the fun, or you decide to put your whole life into it. It wasn't worth it and I quit.

BM is not like that. Sure, when you leave for a few days, or weeks, or months, other people grow in skill, gold, or land, while you're not. But they just grow linearly; they cannot use that growth as a lever to ever more growth and get so far ahead of you that you'll never catch them.

In BM, of course newcomers and less active characters are not as powerful as you are; but you actually can catch up.

Sure, if you train twice a day instead of once a day your troops will be better trained; nevertheless your unit will eventually be wiped out and you will have to start again, and you will be equal to others.

Sure, if your realm has 20% more gold than your enemy, all else being equal it will be 20% more powerful; but if nothing happens 3 months from now it will still be only 20% more powerful, and if you've found an edge by that time you can still win. They can't use that 20% advantage to become 4 times as big just by letting time pass.

And this is why BM is neverendingly great.

Feature Requests / Mark as unread
« on: June 02, 2011, 10:01:04 AM »
Let me start by saying that this is a low priority feature request. It is not necessary, it's only a helpful gadget, and I have no idea how hard it would be to code, but it would be nice if it was possible to mark messages as unread to remember to read them later on.

Development / Treaty friction is boring
« on: March 26, 2011, 10:46:50 PM »
I am playing an ambassador on Dwilight, and we now have to do treaty maintenance.

The general mechanics works well, and I understand the rationale.

However, maintaining treaties is one seriously boring activity.

Basically, for those who aren't playing ambassadors, you figure out that some treaty is "38 % degraded". If it reaches 100%, the treaty gets cancelled. So you have have a button that says "maintain treaty". You click it, spend 12 hours, and now the treaty is only "32% degraded". That's it.

What it means is that realms will have to tie up people in place in order for them to perform some activity that involves no RP, no battle and no obvious increase in stats that your realm-mates could see.

I do have an idea on how to change it such that it gets more fun, but retains the basic meaning of the mechanic. The treaty maintenance rate could much slowed, but it could be made that to maintain a treaty, two ambassadors involved would have to actually meet. This would foster interaction, rather than encourage people to stay in the capital and turn into button-clickers, but it would maintain the idea that unattended treaties do degrade.

It would not work for one way treaties, but I see no reason why these would degrade: you should be at war for as long as you want to be.

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