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Messages - Andrew

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1
I'd have to sit down and run some math to decide whether or not I'd want to replace subscriptions outright. As it stands, subscribers are enough to keep the game running, but as for vanity items, not sure.

I'm more likely to reward subscribers, with discount vanity items or free vanity items, than I am to replace subscriptions though.

2
Realms Chat / Re: Major Cultures of the Game
« on: October 20, 2017, 11:03:31 AM »
I was looking at the Legendary Families section of the wiki and I've seen there aren't any. Who could be?
T
o be honest, I'd put Stonedman there even if he was a twat. Eirenikos, Symmachus, Calinus, Arescod, Lasar maybe. Lasar is an almost mythological name to some people. Like he never really existed.

I've kind of got a rule that I'd never put my own family in the highest position. I'm not against the others, and since he's dead now, had Lasar asked, Andrew would've helped him kick Mercia's nobles off his retreat. No idea bout Vanessa though.

That said, rereading this topic makes me want to add player culture group systems in to the game.

3
Realms Chat / Re: Major Cultures of the Game
« on: October 20, 2017, 10:59:25 AM »
As long as you are not violating the terms of service, this is no wrong way to play Might & Fealty.

If that means you and a few of your friends take up masks and monikers and scare the entire core of the map into being scared of your sword, do it.

If that means you use your characters to take of swaths of land from which to build and maintain your forces, so be it.

If you just want to roleplay being a sorcerer, do it.

Just, please, be civil about it. There's no need to call people twats or an ass or any other insulting or near-insult type names. We're all here to play and have fun, so can we do that, without me having to lock yet another topic because people forgot how to be civil?

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General Discussion / Re: What is an Artifact worth? (In Credits)
« on: October 20, 2017, 10:25:51 AM »
Quote from: Artifact #1,because surprisingly I made the first one
It is spoken that many millennia ago a group came together to maintain the balance of this world. It is not known what eventually happened to all these people, but the fifth still survives, his sword still the one they used in the first enchanting so many years past.

This "Fifth Blade" was forged at Iungard before Iungard was Iungard and before they'd even chosen a name for themselves. When Iungard became Iungard, it was only proper that these swords also became "of Iungard".

This sword is unlike most today. It was forged by the hands of First Ones in the magic fueled furnaces of old. It's metals, alloys that cannot be made anymore, and it's design, as original as the hands that made it.

Between the ever changing faces of runes that cover the blade of this broadsword, the hilt that never seems to lose it's finish, or the gemstone in the pommel that seems to change color based on some external phenomenon, it is a blade as unique as the First Ones themselves.

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General Discussion / What is an Artifact worth? (In Credits)
« on: October 19, 2017, 04:12:40 PM »
Poll kind of says it all.

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Conduct & Design Discussion / Re: New Permission System Design
« on: October 13, 2017, 01:30:49 PM »
I'd not even make that setting use the existing lists system. It'd be far simpler to jsut have the game do something like "if (in_array($settlement->getLord()->getUser()->getCharacters(), $currentcharacter) { allow } else { deny }". If I'm understanding the code right, I think that logic would be part of this function: https://github.com/Zanaras/MaFCDR/blob/master/src/BM2/SiteBundle/Service/PermissionManager.php#L52, along with an update to the form used to select settlement permissions to allow that as an option. We would possibly also want to make that a user profile selectable, so there could be a default setting for players to have when taking over a settlement.

Someone mentioned somewhere to allow RealmPositions to be on lists, technically, they already can be. It's just not fully implemented. I THINK all that we'd need to do is expose the field on the form, build a search method for it (by stealing the one used for realms, settlements, or characters and modifying accordingly), then edit this line here: https://github.com/Zanaras/MaFCDR/blob/master/src/BM2/SiteBundle/Service/PermissionManager.php#L121, to include a check for $member->getTargetRealmPosition and whatever logic is needed--it shouldn't differ too much from the character one, just with an additional step to fetch the position holders and see if the character we're looking at is one of them. The database itself already supports this logic, and has since the server move--that is, the field in the database for positions exists on permission list members and has a relation setup to the ream positions. I do sometimes do small updates knowing what I want to do to an area later.

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General Discussion / Re: Discussion - Subscription Levels
« on: October 13, 2017, 01:15:09 PM »
If realms cost upkeep, it won't be while I'm running the server.

The EVE Online approach has a few ideas to it though. This is part of why I was debating giving out credits to those who support development of the game, and the game already has free subscription levels for those I think are worth having one (no one does though, not even my own accounts).

If we take the Skyrim approach to skills, it may make it worthwhile to invest in skilling up characters for sale to others, and a highly skilled character could fetch a nice sum, theoretically. Character transfers, at a small fee (to the game, selling characters is debatable), are already on the todo list.

Artifacts are presently on the todo list to be purchasable. I've not determined a price for that though. Could also make them something you get after having so much subscription time. That might encourage people to stay subscribed actually. What would be a good rate, I wonder?

De-Legro mentioned player houses being a subscription or purchasable, but I'm kind of on the fence about that, because they'll already be something that encourages players to have heraldry, and they'll have some in-game mechanics associated to them.

Another idea is making monuments and memorials in cities or on the map a paid item, for like 100 credits or something. I'd want it low enough people would use it, but high enough to make it something done sparingly (because too many damn memorials would be really annoying).

A multi-sub system would be... interesting, though I fear confusing. Right now it's a question of subscribed or not. If there are multiple mini-ones, it's a question of subscribed or not, if yes, which ones.

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General Discussion / Re: Discussion - Subscription Levels
« on: October 12, 2017, 10:22:09 AM »
It is theoretically possible for me to figure out what most of M&F income actually is.

I'm loathe to go microtransactions, but if that's what most people spend money on (likely), and it'll still support the cost of the game's server, I can bring it up with Tom.

It's also something I'd want to ask the player base at large what their thoughts on it are, especially those who are presently subscribing.

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Conduct & Design Discussion / Re: New Permission System Design
« on: October 12, 2017, 10:14:42 AM »
I'm on the fence about a hidden "my characters" list, because I can imagine people using it, and people not using it, in different situations. I don't think it'd be hard to code, though, without creating a hidden list--just add a check in the dispatcher somewhere to check to see if this character belongs to the same user. The only downside is that you'd have to add it to EVERY place permissions are checked.

That said, we could make it a settlement option to allow same user characters entrance. Or we could make it a player setting that each user can toggle.

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General Discussion / Re: Discussion - Subscription Levels
« on: October 10, 2017, 01:51:01 PM »
The game was 100% paying for it's own hosting before the move, and then some. As it stands right now though, all income goes to Tom, mostly because I've not gotten around to changing the PayPal API so I can receive the income then transfer the income-after-deducting-costs to Tom. It's also a discussion I need to have more thoroughly with him sometime, about what he wants done about all that and what I can spend on what.

A lot of the life in this game was lost due to lack of development and server issues. I can pretty easily get an email to anyone who ever played for longer than like 2 weeks, but that's a one-off thing if I do it. I'd want to give those returning players something that was truly interesting to return to--which is hard when I'm the only coder that is contributing (in the sense of the game is running code made by someone) to the game. That said, if you know people who left who would have good input, I'd love to hear their thoughts on things.

I have been wondering though, people may choose to make multiple accounts because they can't afford the game themselves. Would it be worth it to add ways for players to earn credits or subscriptions? The game already has volunteer subscription levels in the code that I added should I decide to reward someone for helping.

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Conduct & Design Discussion / Re: The 1.1 Update Topic
« on: October 10, 2017, 09:43:09 AM »
I always thought of it as the addition of burning oil and stuff or provide salves for wounds.

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Conduct & Design Discussion / Re: The 1.1 Update Topic
« on: October 10, 2017, 06:02:43 AM »
If memory serves, I added moats and apothecaries. I may remove the defense bonus from apothecaries and give the full 10 back to alchemists.

As to why moats, because they're a real thing?

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Conduct & Design Discussion / Re: The 1.1 Update Topic
« on: October 08, 2017, 08:59:09 AM »
Got some more work done on this. Rebalanced about half of the building defense bonuses in order to add in a few new types without making settlements even harder to crack.

Hopefully, what I've got done thus far will work as is, but all this will be hard to test without it all being there, so this will probably involve a LOT of fixing once everything is there and we start plugging it into the test server.

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General Discussion / Re: Why M&F peaked so young
« on: October 07, 2017, 09:53:50 PM »
That's doable, we'd just need to decide on the distance or rules. You could do distance, or current realm they're in, or any number of things. (Yes, it is possible to find the current realm someone is standing in.)

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General Discussion / Re: Why M&F peaked so young
« on: October 07, 2017, 07:33:51 AM »
I've been toying with a system for another thing of mine that would enable people to have conflicting information, but it'd be non-trivial to implement on M&F.

That said, I do like displaying the knight offers on the public map, but I don't think it's as trivial as just adding a line to map.js to load knight offers. I tried this, it did nothing. Might have to set the game up so that if you're not logged in it redirects to a different map, rather than the one used everywhere else. If we did that, then it should be pretty easy to load up knightoffers. Map.js needs some rework anyways, as there's no reason to load roads on the char start screen.

That said, I do agree with De-Legro. It's too easy to know things. Only lords shall know total populations of settlements at a glance. This should make it FAR more interesting for collecting taxes. It may also encourage or discourage town halls (which maintain the stats on population).

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