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Messages - Anaris

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Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 12, 2018, 02:11:12 PM »
On the other hand, if someone prominent in Astrum holds these as ideals, and people join Astrum expecting them, they can work together to make the things he says true.

If, on the other hand, everyone just says, "Astrum is terrible, don't go there, no one ever does anything," then there's no chance for the realm to improve.

Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 11, 2018, 08:05:45 PM »
When Westgard was founded, it was (as I recall) one of four realms set aside for refugees of the sinking, the other three being in the south of the EC where the ice receded.

If they wanted a PvP realm, they could go to Alara, Minas Nova, or Greater Xavax (as they became). If they wanted to fight monsters, they could join Westgard.

If I recall correctly, there were still several people who didn't pay attention to what they were getting into, and complained about Westgard being all PvE. I don't think they stuck around long.

Feature Requests / Re: Activating Shipyards
« on: November 30, 2018, 09:28:02 PM »
What was that intended purpose again? I remember when they were first implemented, but that seems like it was about 5 years ago.

Providing something resembling scout reports of sea zones—basically, giving you some idea of who's on their way toward you from the adjacent sea zones.

Feature Requests / Re: Activating Shipyards
« on: November 30, 2018, 09:24:36 PM »
Phasing out ferry routes would be nice. However, it's not on the TODO list for the foreseeable future. There are just too many things that still rely on regions being connected by old-fashioned routes to function properly.

Shipyards already have an intended purpose; it just needs to be implemented. (That is on the TODO list in the foreseeable future.)

Dwilight / Re: Monster Problems
« on: November 29, 2018, 03:54:06 AM »
And that realm made it PvP. How great is that.

If Westgard's players were enjoying the PvE, and that's what they were there for, then it's not great at all if that's being taken away from them.

Just because that's the way you like to play doesn't mean it's the way everybody has to play, so long as what they're doing isn't causing a problem for the island/game as a whole.

Development / Re: 2 Dimensional Battlefield
« on: November 28, 2018, 04:05:22 PM »
I actually have answers for those, because the dev team has had serious discussions of both a 3-section battlefield and a full 2D battlefield in the past.

For a 3-section battlefield, if you try to put all your troops in one flank...that becomes the center. If you try to game it by putting a very small number of units in the other two sections, too bad, the section with the most men is still the center. That's practically the definition of the center, actually.

For a 2D battlefield, while there's a possibility we would still use a similar method of allowing armies to deploy on flanks, we certainly wouldn't allow any finer-grained control than that 'vertically".

Implementing a 2D battlefield would enable some much more interesting possibilities, like obstructions in the battlefield (trees, river with a bridge, etc), fortifications designed like a star fort, chokepoints, and other cool things that make combat much less of a straight "my army's CS is bigger than yours" slugfest.

Development / Re: 2 Dimensional Battlefield
« on: November 28, 2018, 02:06:24 PM »
What if it wasn't truly 2d but just three lines of the existing 1D map. In line settings you would choose "Center, Left Flank, Right Flank" along with the existing front, middle, back and rearguard. The units in different lines don't directly interact or fight each other as that would be too complicated, but if one side takes a whole line whatever lines are adjacent to it take penalties and have an ever increasing risk of retreat.

It is possible that that would require less work than making it fully 2D.

But I wouldn't bet heavily on that.

BM General Discussion / Re: Lemon Fame 3
« on: November 26, 2018, 05:53:52 PM »
Between the two of you, you're getting warm.

Feature Requests / Re: Banditry option for adventurers
« on: November 23, 2018, 02:49:46 PM »

This is the sort of thing that would lead people's default reaction to seeing an adventurer to be "beat, arrest, execute".

Then the adventurer game wouldn't be any fun at all.

(This has been requested many times before, and rejected each time, both by Tom and by me.)

Development / Re: Battle Report Unit Highlighting
« on: November 21, 2018, 04:13:37 PM »
Please check your Options (accessible from the left navbar when on your Family page). You should see options for highlighting there...and you should see that none of them are actually selected. ;D

Development / Re: Battle Report Unit Highlighting
« on: November 21, 2018, 03:57:31 PM »
Sirion; Battle in Brive at the sunrise turn change today (about 9 hours 35 minutes ago at the time of writing this); Thomas Foxglove; unit, The Scarlet Sentinels.

Thanks, I'll take a look.

Development / Re: Battle Report Unit Highlighting
« on: November 21, 2018, 03:45:13 PM »
Can you please post the realm and time of a recent battle you observed this in (since the bug was fixed; it was not, unfortunately, something I could easily fix retroactively), and the full name of your character involved in the battle?

BM General Discussion / Re: Whats Going on with Portal Stones
« on: November 18, 2018, 03:47:09 PM »
Also, the undead are not player-controlled.

There, fixed that for you.

Feature Requests / Re: Colonial Master!
« on: November 18, 2018, 01:05:48 AM »
Really... where does one draw the line?

I don't know. It's a hard question, and I won't even try to deny it.

But when you've got significant chunks of the playerbase, including major figures on the dev team, telling you, repeatedly, over the space of RL years, that your actions are detrimental, you need to change them, and you're going to ruin/are ruining the fun of many people, then maybe that should mean something.

BM General Discussion / Re: Whats Going on with Portal Stones
« on: November 18, 2018, 12:59:12 AM »
On a minor technical point it would be useful if the portal stone failure/death message went to all in the region rather than just the individual.  In the middle of an attempted collective RP those remaining had to wait a couple of days to figure out what was going on from a supposed crucial moment.

An excellent thought. I will make a note to add this (or ask another dev to do so).

An unintended consequence of the portal stones changes might create an opposite incentive to what seems to be being encourage.  Namely, if you do find a few portal stones you effectively start an arms race.  If you do not use them and someone else activates a portal, the implication of the last event was you would lose half of them.  Or was that element a one off?

No, that was part of the big event, and we did it manually. It's not something I expect to be doing again.

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