Author Topic: Speed... working as intended?  (Read 2494 times)

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Offline Matey

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Speed... working as intended?
« on: October 10, 2011, 09:13:45 am »
+2
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...

Offline chadz

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Re: Speed... working as intended?
« Reply #1 on: October 10, 2011, 10:09:43 am »
0
Why not?

I'm not against changing it, but needs reason. Also, the max (and only) speed last round was 0.25 as well.

Offline Digglez

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Re: Speed... working as intended?
« Reply #2 on: October 10, 2011, 10:37:26 am »
0
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

Offline Matey

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Re: Speed... working as intended?
« Reply #3 on: October 10, 2011, 10:43:27 am »
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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

Offline chadz

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Re: Speed... working as intended?
« Reply #4 on: October 10, 2011, 10:45:30 am »
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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.

Offline Matey

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Re: Speed... working as intended?
« Reply #5 on: October 10, 2011, 10:53:55 am »
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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.

Offline chadz

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Re: Speed... working as intended?
« Reply #6 on: October 10, 2011, 10:55:54 am »
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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 :)

Offline Matey

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Re: Speed... working as intended?
« Reply #7 on: October 10, 2011, 11:03:01 am »
+1
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...
« Last Edit: October 10, 2011, 11:06:29 am by Matey »

Offline Amo_the_Grey

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Re: Speed... working as intended?
« Reply #8 on: October 10, 2011, 11:18:51 am »
0
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.

Offline Overdriven

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Re: Speed... working as intended?
« Reply #9 on: October 10, 2011, 11:48:42 am »
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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.

Offline chadz

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Re: Speed... working as intended?
« Reply #10 on: October 10, 2011, 12:07:52 pm »
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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...)

Offline Overdriven

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Re: Speed... working as intended?
« Reply #11 on: October 10, 2011, 01:09:07 pm »
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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  :)

Offline dynamike

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Re: Speed... working as intended?
« Reply #12 on: October 10, 2011, 01:18:36 pm »
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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...
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Offline Vovka

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Re: Speed... working as intended?
« Reply #13 on: October 10, 2011, 02:22:29 pm »
0
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:
« Last Edit: October 10, 2011, 02:23:39 pm by Vovka »
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Re: Speed... working as intended?
« Reply #14 on: October 10, 2011, 02:43:50 pm »
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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!
« Last Edit: October 10, 2011, 02:45:08 pm by Aemaelius »
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