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Post by Tim on Jan 3, 2009 5:28:55 GMT -6
Well, soon you'll be able to get a really wicked set... once v2 is officially done and a stable release is out.
Updated the dice game. Some of you will love the changes I made, and I'm fully aware that others will hate it. The goal was to make it so the game no longer generates unlimited money for those lucky/patient enough to play, and also add more interaction between actual players. True my changes will limit things for you to do (meaning you can't just sit there clicking the gamble button repeatedly while waiting for battles anymore), but I think in the end it will be better for the game and the economic system. Sorries!
One game every 10 minutes in each town. You can pay the wager amount to get a roll in for the a chance to win the pot. The more that jump in, the bigger the pot and smaller your odds. There will be one NPC in the pot, so you can always win something if no one else is playing (thouth this also means there's a chance that no one wins (computer wins). Wager amount is randomly decided from 10cp, 1sm, 10sm, 1gc, or 10gc (future release may have this adjustable by city rulers, but not v2). If you don't like the amount one town's dice game is for that turn, you can go try another. Only your roll is available to you until the 10 minutes are up, to ensure people don't avoid playing because they can see someone else had a good roll. Results of the previous game (last 10 minutes) are displayed below, so you can see who won with what when the game's over.
Enjoy!
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Post by Jenlyn on Jan 3, 2009 12:58:57 GMT -6
That ruins the point of the tavern for me. I only use it to deny others my gold, so losing it to them in a gambling spree is counter-productive. I'll either have to create an alt and market stuff back and forth, which I hate, or buy junk in the shop and sell it until I'm broke, with no chance of coming out ahead at all, like I did with the old tavern method.
Traveling from town to town is exceedingly dull, so I'll probably just spend less time in the game, bouncing in and out just to do my battles and dump my gold onto a mule. *shrugs* Like you said, others will surely enjoy it, though.
EDIT: Wow, you can't even choose how much to wager anymore. Yeah, I won't play the dice any longer, but that does not mean it isn't an improvement.
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Post by Tim on Jan 3, 2009 15:59:30 GMT -6
Or you could just deal with having some gold available to lose...
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Post by Jenlyn on Jan 3, 2009 16:28:32 GMT -6
*shakes head* No, I can't deal with that.
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Post by Tim on Jan 5, 2009 9:41:32 GMT -6
As you may have noticed, I didn't get around to the reset this weekend. However, looking at what's left on my list, I'd expect the v2 launch to be right around a week out. Hopefully I will have an announcement of a hard date in the next 48 hours or so. I'll try to make sure you guys have at least 5 days notice (I know when I'd like to do it, it's just a matter of does it give me enough time to get things where I want them).
In case you're curious, I have two moderate sized code changes left (vault sorting and finishing the alt restriction stuff), as well as a handful of small tasks. Hopefully none of it will take too long to get sorted out, including bug fixes.
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Post by Jenlyn on Jan 5, 2009 10:42:29 GMT -6
How restricted will alts be? Will we still be allowed to have them?
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Post by Tim on Jan 5, 2009 11:42:07 GMT -6
Yes, I will still allow somewhere between 3-5 chars per player (haven't decided on exact number), though really if someone really wants to they could make more (it'll take them a bit of work and management though to make it through the loopholes that I'm not going to describe here for obvious reasons). Also, interactions between you alts will be limited to prevent abuse. Will give more details once the changes are out there.
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Post by Jenlyn on Jan 5, 2009 18:26:36 GMT -6
That's cool; as long as I can play in different clans.
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Post by Tim on Jan 6, 2009 1:44:38 GMT -6
Added some of the checks in. No more trading between alts (need to fix a loophole with this one still). Dueling between alts no longer counts towards clan wins, results in no gold loss, and nets you only half the xp.
FYI, alt's checking is primarily based of IP addresses, so if you and a friend/relative share a computer and don't want to be counted as alts, please PM me and we can try to work something out.
Nothing added to limit numbers of alts yet, but 'best I can do without being really annoying solution' is in going to be implemented. Will explain more once it happens.
*Braces for backlash from alt users*
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Post by Jenlyn on Jan 6, 2009 10:15:26 GMT -6
Yeah, I figured you would stop the trading. I dislike that, but I know that it's been abused before. Since you can be so precise as to determine how much XP is gained in an alt battle, does that mean there's a chance you might bring back XP for defending? I mean, that's why Craig took it out--because people were just hammering their main with 20 alts and the like, but if you can curb the XP from alts, can we just do away with the alt XP altogether and allow XP for being attacked again? That would prompt people to leave gold lying about more than screwing up the dice games will...
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Post by Mat Cauthon on Jan 6, 2009 10:28:22 GMT -6
I'm not saying that i like this but good job Tim
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Post by Tim on Jan 6, 2009 10:30:57 GMT -6
To be honest, I hadn't thought of that. With all the past abuse, it had always just been in my mind that defense xp will be abused. However, it is a real possibility if I limit alts and limit/deny alt battling xp. There's still other potential issues (clans/friends only battling each other to keep the xp between them), but it's worth exploring. Unfortunately, with the launch of v2 less than a week away, I don't feel there's time to sufficiently test this and catch any remaining loopholes before v2 and I don't want introduce potential problems this late in the game. So no to defense xp for v2. For v3, that might be a different story.
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Post by Jenlyn on Jan 6, 2009 11:35:21 GMT -6
Awesome! As far as keeping XP between them, that's what allies are for. I mean, without any mechanism for harming a foe beyond stealing whatever gold they have lying out and maybe dropping their win % if you can really gang up on and pwn them, the best way to defeat a foe is to deny them wins and XP while piling them onto your allies. It is how the Tower "fought" in the Buggy version. Maybe there is a way to cause harm to your foes, though. I do not have any ideas for it, but surely there is something that can be done. I would not want to see it become as hostile as War of Empires, as that just makes it time-consuming, with everyone logging on all the time to put out the fires, so to speak, but without a way of unleashing a little bit of wrath, it remains a friendly game, where allies hook each other up with XP instead of joining together to be...wrathful. I do not mind the friendliness of the game, however. It is actually like a breath of fresh air to log on here after an hour in WoE and not care that my attack log is full.
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Post by Tim on Jan 6, 2009 12:14:04 GMT -6
Ah, but that's the beauty of it! Beating allies does not count towards your clan score either (though you do get all the other perks), so you can horde the XP, sure, but your clan won't rise in the ranks either. Sure, you could have unofficial alliances, but then you don't get the perks of helping each other take control of towns (which will hopefully continue to become more worthwild in future releases). Yay strategy! And yes, I agree about keeping the atmosphere lighter than WoE. I did one Age of that (Age before Age of Headhunt, as I was in HH's empire and helped him get GO). It's a really fun game, but to be competative you have to put your life into it for a few months. I hope to make improvements to GoS, give it a bit more competativeness (competition keeps things interesting), and may even 'borrow' some ideas from WoE (already have actually). But one thing that's important to me is keeping it so that you can still be at least competative with others if you only log in once a day. I know that philosophy irks some (as it so far has limited the things that you can do with one char in a day), but I want to keep this game accessable to everyone, especially those with lives beyond the Internet (waves at you strange, mysterious people ). Not many games that mesh with that, so I'll try to keep this one that way. I will say to those of you who want more options to keep you busy: Wait for v3.
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Post by Jenlyn on Jan 6, 2009 12:53:59 GMT -6
I remember. Alaina joined us late and told us that you were planning on joining us the following age and helping to teach us, but you did not. Luckily, we learned the ins and outs on our own (and with a little help from CONQ), and eventually named an age "Avalon." I did not know that allied wins don't count towards a clan's total. I don't think DIVAS has any allies anyway, but I am glad that you told me this all the same. There have been moments when the game almost become one in which you could harm a foe. In the Fun version, the White Tower and Salidar had a good fight, keeping one another on their toes with gold transfers lest it all go to the enemy, and Celtia waged a brilliant piece of economic warfare in The Breaking when they took control of all the resources. Surely there is a middle ground between the weak war of minor resource-denial that the Aes Sedai fought and the stranglehold that Celtia put on everyone.
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