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Messages - De-Legro

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Realms Chat / Re: Basic Concept - for discussion
« on: November 17, 2013, 09:36:23 PM »
Yeah, some local variety. I would like to see some mix of tough sea dogs, maybe even pirates and peaceful fishermans/traders.

noble pirates?

Realms Chat / Re: Basic Concept - for discussion
« on: November 17, 2013, 06:44:02 AM »
Good ideas. However, we definitely want sub-realms, to bring in the greek model of small, independent states.

Quick idea until I have a time for a proper write up. As a group they believe they are superior to the mainlanders, having learnt to thrive on their islands. The are overly concerned with appearances and status, competiting endlessly at all levels.

In terms of the over-arching ruler, while generally weak, the position is prestigious leading to fierce competition to hold the rank. It really only has true power when the sub-realms unite in times of crisis. These leads to the saying "A good leader marshals his power in the time of crisis, a great leader manufactures the crisis"

Conduct & Design Discussion / Re: Would You Pay to Play?
« on: November 16, 2013, 12:11:52 AM »
Too many bosses and not enough workers... I have worked in firms like this before and the end result is always delays and confusion.  Would a battle of many nobles without armies not be the same?

Now if you have 10 nobles in a battle but they are not leading armies (or very small ones), then orders begin to become confusing, egos begin to show, you have to watch your own back for betrayal.  Who is in charge of the battle?  They all want their part of the glory by nature.

However give a noble an army and they are busy leading it.  The army is power... they are a tool to be used but at the same time they are loyal to you and watch your back.

So in other words... reduce the power of multiple individual nobles when attacking unless they have armies.  10 soldiers is a good round number but a sliding scale could be used.  If someone spawns 10 nobles to attack you, he would need 100 solders to do the job without risking the nobles.  If he does it anyway...and those nobles are killed/captured/wounded in the process then the player is no longer able to use that as a way to advance and instead will be forced on the defensive.

It also becomes a reason for nobles with troops to hand them out to others.

That is a very interesting suggestion.

Conduct & Design Discussion / Re: Would You Pay to Play?
« on: November 15, 2013, 03:26:04 PM »
which I will fix soon.

Not yet sure about the noble-without-soldiers-in-battle. You see, I don't want individual nobles to be able to attack, loot and take settlements.

Is this going to be a real concern long term though? Once regions start to get their walls up and have decent militia?

Conduct & Design Discussion / Re: Would You Pay to Play?
« on: November 15, 2013, 02:51:43 PM »
As to the original question of this thread. Yes I would pay to play. The asking amount is pretty modest, the game even at this point is pretty fun. The only thing that I see slowing it down is if we don't get enough players.

Conduct & Design Discussion / Re: Would You Pay to Play?
« on: November 15, 2013, 06:11:12 AM »

Hey, no need to get all ominous and foreboding on us. Before you started sending me messages about your story being ruined, I just thought we were all relaxing and having fun on an informal alpha test where the craziness we got into and tested out didn't matter much. If it means that much to you, I'll delete the characters after the turn rolls.

So what did we learn from this test?

And did you have to pass those soliders around after joining the battle in order to get 22 nobles to join a battle with only 15 men between them? I've never been able to get a noble to join a battle without troops.

Conduct & Design Discussion / Re: git experts ?
« on: November 15, 2013, 12:17:21 AM »
Ok, so sub-modules aren't the way to go.

Then what is?

Honestly, they are your only option to restrict read access that I know about. GIT was never really designed to restrict read access, hooks won't work for it like they will commit access. To me it looks like when GIT was create it was assumed that read access should be universal.

Conduct & Design Discussion / Re: git experts ?
« on: November 14, 2013, 11:59:01 PM »
If git could restrict read access, I wouldn't need sub-modules. :-)

Yeah I know, but Sub modules have a few gotcha's that can really catch out people that aren't experienced with GIT. Things like remembering to create a branch of a sub module any time you want to do work on it so you don't potentially screw up the pointers if other users run an update before you commit.

While you can use sub modules for what you want, really they are supposed to be for things that have separate life cycles. You might use a sub module to link to a 3rd party repository and you want to keep it at a certain revision until you CHOOSE to update it.

Only thing I dislike is that it also means when I change stuff across the project, e.g. add something new which also needs new template files and new translation strings, it means I have to submit the changes to lots of submodules, right?

Yes standard workflow is push to each sub module, then update sub modules in your main repository. The other aspect of this is that you will need to update the main repository whenever someone updates a sub module, in order to keep everything in sync.

Depending on how you set up people access to the sub modules they will also need to remember that a simple PULL command doesn't update the sub modules they have access to as well.

Conduct & Design Discussion / Re: git experts ?
« on: November 14, 2013, 10:35:58 PM »
Hm, what I read about submodules seemed more like it would remember that this folder is handled by a different repository and only track which revision, but not include changes in its own repository.

My directory structure is the standard Symfony2 layout:

Of that, translations, views and public might have to be opened to others.

Are you trying to restrict read access as well as write access?

Conduct & Design Discussion / Re: Code Quality and testing
« on: November 10, 2013, 02:46:50 PM »
Just starting to learn using PHPunit (+ selenium), but with this it seems easier to convert your test cases.

Codeception is built on top of PHPunit, and is compatible with any code written for PHPunit. It nicely extends the unit testing capabilities of PHPunit into a Behavior-driven development which emphasises easily understood tests so that non-code participates can contributes (BDD is also one of the worst offenders for buzz words and jargon I've ever seen, but the concept is good).

By default Codeception uses PHPbrowser for the acceptance and functional tests, but it has a module to use selenium if you prefer.

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