cRPG

Strategus => Strategus Issues => Topic started by: Matey on October 10, 2011, 09:13:45 am

Title: Speed... working as intended?
Post by: Matey on October 10, 2011, 09:13:45 am
just wondering if this is the way its supposed to be.. but...

plains 0.25
steppe 0.25
hill/mountain 0.15

why is everything so crazy slow? i know its supposed to be slow on rough terrain and all... but is .25 really as fast as we get? its taking me like 40 hours to cover half the map...
Title: Re: Speed... working as intended?
Post by: chadz on October 10, 2011, 10:09:43 am
Why not?

I'm not against changing it, but needs reason. Also, the max (and only) speed last round was 0.25 as well.
Title: Re: Speed... working as intended?
Post by: Digglez on October 10, 2011, 10:37:26 am
i like slow, means logistics play a bigger role.

Is there a penalty for moving thru forest?

also, how are you seeing your movement speed?  I have latest eyecandy for firefox and dont see that anywhere
Title: Re: Speed... working as intended?
Post by: Matey on October 10, 2011, 10:43:27 am
its listed in char page. and i coulda sworn we had 1.0 speed in last strat? it takes about 8 hours to go from tulga to ichamur... im pretty sure that was about 2 hours last strat...
also can you detail the changes to attack/transfer radius? it seems like the circle in eye candy is no longer accurate and that now you have to be basically right on top of a player/fief in order to interact with it... does this mean fiefs cant fire supplies out with a decent radius? cause logistics were already a huge stressful pain in the ass in last strat.. id hate to see it get even worse :X
Title: Re: Speed... working as intended?
Post by: chadz on October 10, 2011, 10:45:30 am
It showed 1.0, but that was hardcoded, more or less - it has been 0.25 for a long time.

And yeah, daisy chains are a thing of the past.
Title: Re: Speed... working as intended?
Post by: Matey on October 10, 2011, 10:53:55 am
can fiefs still transfer at greater range than players? and players transfer to fiefs at decent range? seems like things are going to be really slow and annoying, it was already like pulling teeth trying to get everything where it needed to be last strat... sounds like itll be like pulling teeth while getting kicked in the nuts this time.
Title: Re: Speed... working as intended?
Post by: chadz on October 10, 2011, 10:55:54 am
no, you need to be on the same spot to do a trade. but it sounds you're having trouble with the usability rather than the feature. so tell me how to improve the interface :)
Title: Re: Speed... working as intended?
Post by: Matey on October 10, 2011, 11:03:01 am
interface is prolly fine... but lets see...

last strat the key to logistics was fiefs. you could have someone at max range of a fief, transfer to the fief, then from the fief to another player at max range of fief, thus you could get supplies around quickly to reinforce or launch intercepts.

this strat it sounds like you would have to go stand on the fief then transfer to it... so you may as well go march all the way across and stand on the other player and transfer to them... or just keep going to where they are ultimately needed... this will slow things down a lot... and worse... its a nightmare trying to have enough people active who can run troops all over... it was hard enough having someone online when all they had to do was transfer something to a fief... or to get stuff from a fief and then attack someone. it just sounds like its going to be a lot harder to move troops around now...

it just sounds like things are getting more tedious and less fun... which seems counter-productive to making the game more enjoyable :P

p.s. .25 for grasslands and .15 for mountains is kinda silly anyways... why would anyone care about picking optimal paths if the difference is 60 hours or 56 hours... either way they are just going to come back in 3 days to enter the town... why not something like.... .5 for good terrain... .3 for forests and such and .15 for mountains and such...
Title: Re: Speed... working as intended?
Post by: Amo_the_Grey on October 10, 2011, 11:18:51 am
If it's possible... If you have a pony in your eq you should move faster :P if you are in plains or steppes your speed is x2 so it'll be 0.5 instead 0.25. If you are forest or whereever  travel is more difficult speed with horse and without horse, speed is same. This rule can be only for teams up to 25 man. Bigger army moves without bonus. If it's not possible i think that speed in plains/steppes should be little bigger value... 0.3 or 0.35.
Forest 0.25.
Hill/Mountain 0.15
See/River/Cliffs 0.005 (you can travel but very slow)

It's just my propose, speed values can be diffrent but more varied.
Title: Re: Speed... working as intended?
Post by: Overdriven on October 10, 2011, 11:48:42 am
p.s. .25 for grasslands and .15 for mountains is kinda silly anyways... why would anyone care about picking optimal paths if the difference is 60 hours or 56 hours... either way they are just going to come back in 3 days to enter the town... why not something like.... .5 for good terrain... .3 for forests and such and .15 for mountains and such...

This is a very good point. The speed difference is so minimal between terrain, I doubt any one is going to pay attention to whether or not they are crossing rough terrain especially over larger distances. The difference needs to be greater.

I can also see where your coming from with the new system for transfers. In all honesty it's going to make this an absolute bitch when it comes to trying to organise things. I think it'll only benefit larger clans who have the numbers to account for people being inactive/not really wanting to do much in strat.

And I know it's probably to try and gear towards the idea of not allowing clan leaders to just do everything, but in my experience with strat, to get anything done requires a lot of work, and few people are willing to do it. In GK we have a policy that anyone who wants to can play a bigger part in strat. But the logistical issues of actually organising something means that no one wants the burden and are actually happier to just sit in fiefs farming gold/troops and then play in the battles we get. I think this will just add to the organisational nightmare that strat already was.
Title: Re: Speed... working as intended?
Post by: chadz on October 10, 2011, 12:07:52 pm
There is not only the speed variable. You can pass mountains quickly alone / with few men. If you try to do the same with a big army, it would probably take a week.  (Also, mountains should be 30% of .25, need to check what's wrong there...)
Title: Re: Speed... working as intended?
Post by: Overdriven on October 10, 2011, 01:09:07 pm
There is not only the speed variable. You can pass mountains quickly alone / with few men. If you try to do the same with a big army, it would probably take a week.  (Also, mountains should be 30% of .25, need to check what's wrong there...)

Ah nice idea  :)
Title: Re: Speed... working as intended?
Post by: dynamike on October 10, 2011, 01:18:36 pm
There is not only the speed variable. You can pass mountains quickly alone / with few men. If you try to do the same with a big army, it would probably take a week.  (Also, mountains should be 30% of .25, need to check what's wrong there...)

*cough*changelog*cough*

Would be neat to know these things...
Title: Re: Speed... working as intended?
Post by: Vovka on October 10, 2011, 02:22:29 pm
Why not?
I'm not against changing it, but needs reason. Also, the max (and only) speed last round was 0.25 as well.
    I think the main reason for this is that there will be a lot of grind money  for upkeep and fewer wars.  :?
after money wipe half clans could not afford the army of 2-3k.  :mrgreen:
Title: Re: Speed... working as intended?
Post by: Tristan on October 10, 2011, 02:43:50 pm
I don't seem to be moving at all.
Do I need to manually direct my char through bridges to cross water?

Edit: Ah now I see why. When ever I scroll My char switches back to his spawn position. Honestly I have no clue where he is now!
Title: Re: Speed... working as intended?
Post by: Tristan on October 10, 2011, 03:44:33 pm
Yup I am stuck. Even though I press move to... It shows me a different place some moments later only to warp me back to spawn after any sort of action taken in the strat page.
Title: Re: Speed... working as intended?
Post by: Phazey on October 10, 2011, 03:59:01 pm
I kept trying to walk over a river. Took me a while to figure out it was better to walk around it.  :rolleyes:
Title: Re: Speed... working as intended?
Post by: PhantomZero on October 10, 2011, 04:46:54 pm
I kept trying to walk over a river. Took me a while to figure out it was better to walk around it.  :rolleyes:

Or use a bridge.
Title: Re: Speed... working as intended?
Post by: Overdriven on October 10, 2011, 04:47:14 pm
I kept trying to walk over a river. Took me a while to figure out it was better to walk around it.  :rolleyes:

Does it not automatically redirect you round it/over a bridge?  :|
Title: Re: Speed... working as intended?
Post by: Lt_Anders on October 10, 2011, 05:23:55 pm
Does it not automatically redirect you round it/over a bridge?  :|

No. It just cancels your movement leavingyou going wtf?

Sigh rivers seem a tad wierd to me. We need waypointing, or pathfinding damn it.
Title: Re: Speed... working as intended?
Post by: Tomas on October 10, 2011, 05:37:38 pm
I'm stuck in a river.  It cancels my movement no matter which direction i try and move.

Any suggestions
Title: Re: Speed... working as intended?
Post by: Tristan on October 10, 2011, 07:47:59 pm
Curse them rivers!!!! My movement is borked as well because of them.
Title: Re: Speed... working as intended?
Post by: Matey on October 11, 2011, 02:19:05 am
so will strat now work like this? http://www.youtube.com/watch?v=qLlUgilKqms
Title: Re: Speed... working as intended?
Post by: PhantomZero on October 11, 2011, 05:10:22 am
You guys seriously expected pathfinding or automatic re-direction? It draws a line exactly to where you are going from where you are and gives no fucks about what is in the way.

Now waypoint is a sensible feature that could be added.
Title: Re: Speed... working as intended?
Post by: Mannhammer on October 11, 2011, 05:35:02 am
I spawned in the river fork between Slezkh Castle and Bazeck. I've been struck there for over 24 hours. I've tried to move out of the river many times. Each time I get a way point and an ETA, but when I refresh the page an hour later I'm still in the same spot.

How do you get out of a river when you start there?
Title: Re: Speed... working as intended?
Post by: Flawless on October 11, 2011, 05:34:46 pm
I would suggest a slightly higher speed at bridges. maybe .1?

Edit: also, here is an idea for the final version, have roads built in or as an upgrade for your village/castle/town so that it allows for faster travel times and makes them a desirable area to control and keep safe.
Title: Re: Speed... working as intended?
Post by: Overdriven on October 11, 2011, 05:39:36 pm
You guys seriously expected pathfinding or automatic re-direction?

If a river disables all movement...then yes. If that is the case then an easier solution would simply be to reduce the movement speed on rivers quite a lot. Still makes them a bitch to cross, but at least you can do it. Not everyone wants to go on strat several times a day just to make sure they can get over a bridge.
Title: Re: Speed... working as intended?
Post by: Keshian on October 11, 2011, 06:50:22 pm
I would suggest a slightly higher speed at bridges. maybe .1?

Edit: also, here is an idea for the final version, have roads built in or as an upgrade for your village/castle/town so that it allows for faster travel times and makes them a desirable area to control and keep safe.

That would be awesome.  Build roads from your fief to a neighboring fief with a movement speed of 1 on the road.
Title: Re: Speed... working as intended?
Post by: BaleOhay on October 11, 2011, 07:47:22 pm
i know you said that the speed .25 stayed the same... but did the pixels on the map increase? I seem way slower then in strat 2.0
Title: Re: Speed... working as intended?
Post by: Matey on October 11, 2011, 07:56:41 pm
part of the reason its so painful now is having to stand on a fief to get inside... used to be youd spend an hour getting close then going in and doing your stuff.. now you have to spend an extra 90 minutes getting directly on top of the fief.
Title: Re: Speed... working as intended?
Post by: Overdriven on October 11, 2011, 08:24:40 pm
On another note...I appear to be stuck on the cliffs to the West of Dhirim. There must be about 30 people here in the same position. Can you actually move off of them? I'm trying now but nothing is happening.

Edit:

Ah in this case moving backwards off it works lol