Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Tristan

Pages: 1 [2] 3 4 ... 6
16
Strategus General Discussion / Inverse production efficiency.
« on: December 23, 2011, 02:31:21 pm »
While I have made many suggestions to strat improvement, I am fully aware that not all can come at once or will at all be implemented.
The following suggestion is a minor improvement to the current workings of strat.

In short, inverse production efficiency.
or, said in other words, chance PE to increase, not decrease the more people are crafting in a village.

Effects?

1) Randomers would then be more welcome in villages, and we can even imagine tax as a payout to people working in the village.
2) It will primarily be a bump to larger clans with fewer villages. Which is good. This tends to leave room for other clans.
3) It is more logical, that a village with many citizens, investment and production would be more effective and grow faster.

Start with pe of 50% and let it increase the more there are working in a village with a max of 100%.
Be nice and give a bonus to PE if clanless or people from a different faction are working there as well (multicultural bonus? ;))

17
Beginner's Help and Guides / The "should I retire?" thread.
« on: December 22, 2011, 05:20:56 pm »
Let's have it. We hear it often from new players. Is it worth for me to retire?

Under which circumstances would you recommend a new player to retire, and wouldn't you?


My opinion:
I wouldn't do it if I was gen 1 unless you want to respec and know you are going to play a lot.

18
tl;dr
There is none. Either you care to improve strat and read, or you don't and you don't read. Else go back to the troll cave.


ATS bandits. I hate you... and thank you for that.

Past few fights and strategies defending our caravans has been fun. At the same time a huge nuissance in our "build-up".

This got me thinking. As an avid strategy player I try everything to optimize the strategy, while as a warband player I honestly want good fights.
These can be against the odds fights or equal fights or unexpected fights. But I want fights and I want the ability to create more fights.
These things are not mutually beneficial.

This is not a discussion of carebearing. From my point of view, as I have stated before, this is unavoidable. Metablocks exist because they are the best move within the frame of the strategy game.

 I have already suggested earlier a way to make the strategy game better through a revision of trade. It's down to page 3 or 4 or something along these lines.
The problems of trade is that it increases micromanagement. Not something the warband gamer wants. But at the same time it was a way to increase depth something the strategy gamer wants. Most of us it was supposed to increase fun for both sides making bandits vs. caravans fights possible, something both gamers wants.

Ultimately it failed doing this. Why? Again I see it as a problem of strategy gamer vs. warband gamer.

The strategy gamer wants an alliance. Through that alliance he can make the most money through long caravans and these caravans can be protected by the greater resources of this alliance. He can also gather the largest amount of troops with the best equipment making him_stronger_than_the_enemy. If whole clans go bandit they will either not own land. If they own land, this pays better. Or they will be fiefs less and make less money. Hence:

The bandit will run out of resources. He has to fight the greater and wealthier caravans, he can't caravan himself cause the alliances have optimized this so he ends up with a large problem of being able to equip his troops to fight the caravans.
This imposes two further problems.
a) Caravans are only valid within a tightly nit group. It cannot be done more loosely as the alliance then looses money. While it is micromanagement, this is really not a problem for the more dedicated player. Hence neutral caravans and merchants are impossible to play as they would never be able to compete with the clan producing the trade goods themselves to begin with and trading within the alliance, under the protection of the alliance.
b) It won't work lowering the equipment prices as that will just give the alliance player an advantage over the bandit again. Just a notch up on the tier of eq.

This still doesn't change that trading is a good way to encourage banditry vs. caravans. We just need to find a way to make banditry for neutral viable.
(And no, asking people to break up large alliances is to ask humans not to be human. The frame of the game has to encourage it.)

Brain storm of ways to improve bandit changes:
Ways to go stealth, Ways to recruit and equip outside established fiefs, Ways to set up ambushes. Maybe limit certain of this to small armies, so they won't be used by larger alliances.

What we need is two levels of gaming.
1 tier between large alliances fighting for land
2 tier fights between small alliances and neutral bandits against the larges alliances caravans (I am mentioning caravans, but there might be other things)

What we should NOT do:
Is to increase micro management. A lot of the suggestions I see try to limit the larger alliances by increase the amount of work they are supposed to do. THIS WILL NOT WORK.
It will either bore people to death, or bring out the most avid of strategy gamers. Micro mangement will not kill alliances, it will kill the casuals.

Hence caravans's must be encouraged to give the bandit something to do. I mentioned my trading suggestion earlier. I think this could be an important step.
The way trade goods are gaining value over distance, should be switched with trade goods gaining value through need. Hence only the best luxury goods should be given value through long long trades. Other trade goods should be within short distances as I mentioned here:  http://forum.c-rpg.net/index.php/topic,18592.0.html.
This would be the first step to discourage the larger alliances within the frame of the game.
The second step would be to give a reason for alliances not to coorperate 100%. Titles, show-offs and rights is a good way to do that as suggested here: http://forum.c-rpg.net/index.php/topic,21966.0.html. This would in effect not increase micromanagement, but make alliances have to accept licking the boot of each other. And I am not so sure everyone is ready to accept another one as "overlord" when it suddenly gets on paper.

But we need more. I can't really think of it, cause every idea is messing with either what the strategy gamer will do in order to maximise chance of victory against the warbander's need for more fights. We need to think of a way. And no, saying people has to change is not it.

I might expand on the post when I think of more.

Edit 1:
I came to think of funny thing from independent roleplaying. Basically it is about "beliefs" or "keys". Now if a clan has a "we're the guardians of caravans" it basically means, we want to be able to guard caravans. This can't happen without them getting attacked.
If my belief is "I am the baddest bandit in the world", I need to be able to attack caravans and show that I am the baddest bandit in the world.
Would it make sense to apply a "belief" to each clan or choose from a list of key's and each time you live up to that key, you get rewarded?

19
Do we have such a thread?

I'd like to hear about your experiences, is any of them worth playing besides EVE, Minecraft & Terraria? (And lets not discuss that one.)

I know some golden ones are dead, but what is still alive and worth spending some time on?

20
Strategus General Discussion / The kingdom zone suggestion discussed.
« on: December 08, 2011, 06:50:38 pm »
Quote
I really like your suggestion Cooties.

Something along the lines of Crusader Kings (Paradox game). If you have x% of fiefs under your control or your vassals you could claim a title.
A title gave you the right to tax people.

In strat it could work something along these lines:

If the map is to be four times larger than now, then lets have 4 kingdoms.
Each Kingdom contains 5 duchies. You can claim a Duchy title when you have 66% of the fiefs in a duchy. HAving the duchy title gives you the right to tax every fief owner in the duchy.
When you control 3 of the 5 duchy titles or your vassals (Must be official vassals through an ingame system), you can claim the king title.
When you have the king title you can set a tax for the kingdom and what not.

Add to that:
- Attrition
- Vassal diplomatic system

It requires a larger map.

And we have something going.

Edit: Oh and if you gain 3 kingdoms you gain the title emperor and win the game!

I believe this suggestion merits discussion as well.

21
General Discussion / Are Archers getting framed?
« on: December 06, 2011, 12:23:08 am »
Just had the pleasure of standing on a roof (not an archer myself). There were far more xbows than Archers.

People call it Archer spam. Ranged spam is more correct word.

I don't believe only archers are to be blamed.

22
First of all lets keep flaming to a min. if you disagree with me, try to stay on point and argue why I am wrong.
Discussing meta-games in games is often sensitive so lets all just stay a bit aloof.

This thread is based on the following premise:

We would like to avoid one meta-block as the idea behind strategus is to combine strategy and tactics and a chance to play warband.

First argument:
It ain't just strategus. It is everywhere. I have played hours of Tribalwars, Kings age and Ogame and what not. I have been leader of larger alliances, won servers closed them what not. Pllaying a bit of Eve etc. But it always comes down to this:

Pre-server start a large active established clan rushes against another nemesis to gain momentum to kill the enemy. If the map is large several powerblocks can exist. If it ain't only two can. Either of those two sides then either conquers og bullies their way through their territory.

Such a game is mostly won in one of two ways:
1) At some point one block will gain the upper hand and knock the other part to their knees.
2) Internal dispute in a powerblock makes it crumble and the other block then:
a) Wins
b) Gives the remnants a chance to make a new powerblock in order to have an enemy to fight.

This is it. Smaller clans exist only to sort out active/non-active players only to conquer/recruit them into your fold.
More often than not the stalemate is only broken due to the internal dispute/inactivity of an important leader.

Enough about tribalwars etc. what does this have to do with strat?

Well, apart from the way battles are fought, it's exactly the same. They didn't find a counter for it.

If we force smaller factions, larger factions will just decentralise but in effect still be one clan.

Then can nothing be done?

I'm not sure. But:

1) The more there is for non-fief-owners to do, the better. A real chance for being a bandit or guard. NPC caravans and bandits?
Player owned ones are good, but there are not enough and profit from caravaning isn't great. Upkeep to troops are great and you can't get gold unless you are friendly with a clan that owns a fief. Fiefs are more important than ever before.
so: If small clans is to have a chance, find a way for them to make a living without fiefs. Forest hideouts? Small "villages" where you can hire bandits? Mountain hide outs... same shit.

2) A way so that people playing strat are playing strat. To many people don't play strat, they milk it. In other words it is to easy to organise and be a centralized organised whole. This is a) unrealistic, b) removes incentive and gives the faction leader god like abilities.
We have to find a way for people to be able to play strat, not just milk it. While production is all awesome and shit, a quest system might be more interesting. Faction leaders need npc bandits dead and give rewards for hunting them down (player fight for the npc's).
You need to "move" and do something beside click. Need people to think to make money.
A small organised active clan should be able to make more money than a medium sized clan of clones.

We need to find  way to break the evil meta of powerblocks that unfortunately hits every multiplayer-strategy game.

23
Dammit I hate whine threads. I really do, yet I find myself writing one right here, right now.

I don't care about nerfs & Buffs, they are meant to be. Sometimes they are overdone, sometimes not enough.

What I care about is being a carebear and having spent time looming items that fitted my theme. Of course min/maxing my theme.

With the new armor weight reevaluations that compromises between carebearing and min/maxing have now been made utterly obsolete.

Wtf are you talkiing about, you might still think?!

Tunic over mail. Rather that Heraldic mails that are in every way better looking for any clan member now have the same weight values as a tunic over mail.
It honestly make me feel quite a bit but-hurt, that hours of deliberation between carebearing and effectiveness with one stroke have been made invalid and redundant.

This is a huge fucking tweak. Does it make the game more balanced? Quite possibly, maybe for the better, but thank you for de-evaluating hours of work with one masterstroke.
Tunic over mail? price down by 50%
Heraldics mails? Price up by 100%

Fuck it I'm pissed. (Yeah major balancing fucks over peoples time/value ratio.)

Edit: Yes I am talking about my looms.

- Tunic over mails make clan switching color switching impossible. Hence heraldic mails always better to fit your current theme.
- You just made tunic over mail's completely redundant but for the most crazy ass people. Brilliant work right there.

Edit 2:
- In short, all of us with loomed armors that wanted to fit our clans theme have just go polestunned.
- But but but we are going to make a new armor with heraldics that are lighter?
- why do I care? I just wated three loom points on a former light armor now heavy!!! GIVE ME BACK MY LOOM points...
- Its like making a sword a polearm. Fuck it!

- more rage....

24
Title says it all.

If leaders are not to burn themselves out, please add this minor tool.

Thanks.

25
Mercenary Recruitment / A poor caravan attacked. Help wanted...
« on: November 07, 2011, 10:12:46 pm »
A poor caravan of the Guild was most unjustly attacked.
All ye friends of the Caravan Guild I ask thee to help us out and defeat the evil bandits lurking the area around Peshmi.

We have equipment, we have Guards... now we only need YOU.


(click to show/hide)

26
Sell/Trade / [Trade] Deadly Light Lance (Light Lance +1)
« on: November 02, 2011, 11:09:56 pm »
Hey. Quitting cav next gen, so want to sell my light lance. Any one interested?
Or trade for something else (infantry poleweapon).

27
This is part two of my improving tade, as part 1 was slightly flawed in believing the current system to be a tad better than I have realized it was. The primary problem being that trade goods are an arbitrary size only selling at the value in x town, not taking into consideration what was the production value of the item.

The second part is, that I know chadz wanted to implement resources to construct weapons, but as this is a greater project I will outline my idea for what can then be improved and built upon.

1) Trade goods. How you are supposed to make money.

Each trade good is divided into three categories:
a) Food
b) Tools
c) Luxury items.

We still have three kind of habitats (With villages further subdivided into 3 categories) with different patterns for consumption:

Villages that produce food, require many tools but little food. Almost no luxury items.
Villages that produce tools require much food, but few tools. Almost no luxury items.
Villages that produce luxury items require both food and tools. No need for luxury items.

Castles produces tools but needs food and luxury items.

Cities produce luxury items but need lots of food, tools and different luxury items.

Each of these habitats can be oversupplied so a player cannot of ever keep using the same trade route as you constantly have to watch our supply does not overtake demand.

The ratio of villages producing what is quite simple. 1 luxury good producing village per city. 1 tool producing village per castle. Rest does food.

2) Weapons

Weapons production works as before.

3) Transport

A player with no recruits can carry 4 tradegoods.
Each recruit can carry 2 tradegoods.
Each recruit can have a equus africanus asinus carrying an extra 4 trade goods
Each horse can carry 2 tradegoods as well as speed bonus.

4) How to expand on this platform

In time instead of producing "food" a village can produce apples and they can be in low or high demand around the world. Same goes for tools. Tools can easily be swapped for resources used in later weapon crafting system.

Recruits should consume Food not gold.

Owners of fiefs get a small percentage of tax for each inhabitant.

Number of inhabitants increase if the fief is well supplied in its demands (pop growth also improves defense).

Kingrimms suggestions:
(click to show/hide)

A very important point why this system is better for game balance than the current:

With the current system the cheapest villages to produce trade goods in are the most valuable.
The stronger clans will be able to take those villages leaving weaker clans to work in more expensive villages or not at all.
This only serves to increase the gap between the strongest and the weakest clans hence is opposite of what you would like to achieve with game balance.
With the system I suggest large clans will be able to maintain strong villages, but smaller clans working together could create wealth as well and be better able to share this wealth.

With the current system because of the extreme difference in production costs strong clans will only get stronger. We're talking as much as 10-15 gold more per hour per member.

28
In no strict priority. It is great that you can now actively play strategus, but micromanagement could reduced a bit with some of these suggestions.

1) Make it so that you can carry more than one type of trade good.
2) Make it so that you can store trade goods in your own fiefs or
3) Make it so that you can rent storage in neutral/others fiefs
4) Make it so that you can acquire some sort of item that allows to carry more trade goods (equus africanus asinuss?? x4 instead of recruits x1. No more equus africanus asinuss than recruits?)
5) Make a notification system that gives the option of notifying the player when he has reached his destination or is doing nothing.
6) Make an auctioning system so that you don't have to sell at a fixed price.
7) Make a way-point system.
8) (as cicero pointed out) Make it so that you can see your faction members trade good.

The following ideas are more twists than something essential (which I actually regard the above as):

a) If have as many horses as recruits you move faster on the map.
b) A sort of smith skill for trade goods.
c) Buildings that improve your fiefs production capability.
d) A tax on all trade inter-players in the markets in the large cities.

29
Strategus General Discussion / First Book of Beta
« on: October 11, 2011, 10:06:15 pm »
First Book of Beta - Chapter Three.

When Tristan, fourth of his name, ninth of his family, awoke in a world much changed.

And Tristan had heard a message, that all of his clan were to gather at a point somewhere to the south east.
Tristan walked in the direction and came upon a river and went to sleep only to wake up the same place, as he was the day before.
There was much confusion in his mind, because this did not make sense. Every day for three days he walked to the river, went to sleep, only to find himself at home when he awoke.
Tristan was sad and believed he had lost his mind and started praying:
 - "Dear god almighty. Why am I unable to move? Why am I stuck here in this hollow two-dimensional world?"
But God did not respond.
Tristan had lost all hope when one night a Firefox came to him in a dream and said:
- "Turn off the monkey! Look to the uttermost right of your mind in the top most corner of you dreams and you shall find a monkey. Kill it and you shall be free to move".
At first Tristan did not understand. Kill the monkey, what does that mean? He pondered for hours, where is the monkey in my mind?
He found it after a hard night of praying only it would not die. How do I kill the monkey, he asked the god almighty.
This time there was an answer.
- "With the white arrow"
- "Where is the white arrow?"
- "Where you found the monkey! Look through the windows of your mind"
Tristan sat down and meditated trying to locate the monkey. And there, through the windows of his mind he saw the white arrow and with it, he killed the monkey.
Tristan looked around. He was at the river and always had been. Was it just a hallucination he was back home? Had it just been a pretty fake cover that had thought him back home.
Did he even wan't to leave? The world was much changed that was clear. Had he lost his mind? Maybe his clan could help him regain his mind!

And then Tristan started searching for wisdom and a purpose in this world.

But first he had to cross the river. With the white arrow through the windows of his mind he tried to force himself over the river, but he could not. Strange.
He prayed to the God Almighty:
- "Why can I not cross the river, when I have always crossed this river"
But there was no response from God.

Tristan then met a man too trying to cross the river. But the River was dangerous and he was unable to pass.
The man started praying.
- "Oh god almighty why can I not pass this River?"
But there was not response from God.

Then an elderly man came and saw the two men trying to cross the river. One of them by sheer will and praying, the other through brute force... and praying.
The elderly man laughed:
- " God almighy do not care, that you cannot pass. You must find your own way around the river. The world has changed. But it is easy I only spent my life learning this!"

This raised an important question in Tristan mind. Had God left the world changed? Should he no longer be able to cross the river that he so often had crossed? How many young men would cry increasingly large rivers of pain only to find an elderly man laughing at their futile attempt?

This much wiser, Tristan decided not to cross the River, but to go around it. Ha, he thought, If god does not want to help me, I'll help myself.

He found himself in a forest. He walked for days and seemed to be going nowhere. Even with the white arrow through the windows of his mind was he unable to push his way through the forest. He was like stuck in his old dream of always warping back to his home.
He prayed to god:
- " Oh God almigthy, why can I not move through this forest?"
But God did not respond. Was it, like the elderly man had said, because he had left this, changed, world?
The young strong man from the river entered the forest as well. With rage and brute force he tried to cut his way through the forest, but he moved but slowly.
He did not pray to God, he only cursed at him:
- "Why is this world so evil, why is it so stupid and why can I not be king?"
And then the young man killed himself.

An elderly man came, and he laughed.
- "Why do you laugh old man?" Asked Tristan
- "Why not? Every fool knows that a forest is slow and that you should have taken the route around the river through the plains below, the towards, the hills. It is obvious. I only spent my life learning this"
- "But I asked God, and he did not tell me this" Responded Tristan
- "God do not care" mused the elderly man. And he left for the plains and gained much speed.

Aha, another important lesson. God does not respond indeed, he does not like monkeys, he does not want me to cross the river and the forest is slow. The plains it is then!

Tired but happy Tristan went to the plains below the hills only to meet with a yellow man on a large smiling camel. He recognized him as Bjarky, a clanmember of much wisdom.
- "Hail Bjarky, how fare thee" Asked Tristan
- "Great... I am trading!!!"
- "ttttrraaade? What is this you speak of?"
- "See, I carry these non-descript items from one place toa nother. On sundays I gain the square root of the month in days past the first year of gold coins times two if we're doing it on a Thueday. You just need to enter a village and you make money."
- "Thank you wise Bjarky, you made little sense, but I will do this trade".

And Tristan the trader wanted to enter a village to buy non-descript items in order to make money in the amounts of the square root of the month in days past the first year of gold coins times two... if he did it on a Thuesday.

Outside the Village Tristan saw a large group of people... All of them angry.
One of them was Toffi, a clan member of much wisdom.
Tristan asked:
- "Greetings Toffi. Why are you so angry"
- "God does not want me to enter the village, there is a force field, no one can enter. I will not move until God fixes the world"
There was much praying and cursing and nothing happened.
This time Tristan laughed.
- "Why do laugh Tristan and not pray or curse our god?" asked Toffi
- "God does not care, you have to find your own way in this changed world".

And there came Bjarky sad, cause he was unable to trade on Thuesdays, and entered the city.
There was much rejoicing and the people asked:
- "How did you break Gods will?"
And Tristan said:
- "Your white arrow in the windows of your mind must be stronger than mine!"

And then Bjarky sat down and told the angry mob how they could enter the City:
- "God does not care for you, he does not care for trade except for Thuesdays, but he does want you to go into the city".
He continued:
- "Find the white arrows in the windows of your world and set a direction directly towards the city. The use your arrow to find the place in your left most mind to enter the town.
It is easy. I only spend the better part of my life learning it."

And there was much rejoicing and Tristan started trading. Only, he did not understand why, and when he did his life had past only so he could laugh at those trying to pray to God the Almighty.

30
Game Balance Discussion / Find a niche for the Longbow
« on: September 29, 2011, 04:01:16 pm »
With arrows deciding pierce damage there is no reason to use the Longbow.

I'm speak on behalf of a friend here. Find a niche for it by tweaking the stats somehow?

Pages: 1 [2] 3 4 ... 6