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Messages - Demivar

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Bug Reports / Re: Entourage Recruitment Text
« on: February 27, 2017, 01:05:13 AM »
This is related to the similar bug encountered when trying to do too many actions with soldiers. However due to differences in the way the entourage page is handled, it would appear that once you hit this limit, there is no work around to correct the issue. I advise against large entourage at this point, particularly camp followers as they add extra variables to the page.

This is a separate issue I believe. It happened with a character in a smaller settlement earlier on yesterday, who at the start of it had 0 entourage and only wanted to recruit 40. I just made a 2nd thread regarding the issue I'm facing with large numbers of entourage that are currently on the character. It's a matter of coincidence really, given that I was messing around with entourages quite a bit yesterday.,5906.msg33921.html#msg33921

Bug Reports / Form Bug with large numbers of entourage
« on: February 27, 2017, 01:02:01 AM »
So, I've been handing out troops to some returning players and some of my new characters. To make things easier I thought it'd be nice if I would recruit some extra entourage in advance of their arrival, so that they will have fully stocked camp followers as soon as they walk through the door.

As a result, I ended up with 120 entourage on my character. When they arrived, I tried to hand off some of my entourage and every time was met with the error saying that there are too many input variables (like when you try to give orders to too many men). I've tried it with multiple combinations, and all entourage types even when selected individually caused the same issue.

I can only assume that when the form is sent to the server, it sends the info on every member of the entourage and not just the ones that are receiving orders.

Bug Reports / Entourage Recruitment Text
« on: February 26, 2017, 03:50:31 PM »
Whilst being a bit lazy, I tried to recruit too many members to my character's entourage at once.

Rather than quoting the number, it simply said %max%. Not sure whether this normally works or not, but I'll try over-recruiting on some other characters to see if it can be reproduced.

General Discussion / Re: Bringing In Players
« on: February 22, 2017, 06:17:16 PM »
I think the issue we have is managing expectations, really. I'm in a more objective position to talk here because I differ from most M&F players in a variety of ways. I haven't been here since the start of M&F, nor would I have ever have heard of it if not for the fact that I knew Roran (which is in and of itself, odd.) The basic principles of M&F on a good day are appealing to me and the people I know, because you can fit it in at virtually any part of the day, with (in actual battles) solid combat mechanics so that it's hard to feel cheated, and the interactions in game are often in the end quite meaningful.

At the very first step however, this seems to fall apart. Most people that are drawn to M&F come from similar spheres, comprising primarily of forum pseudo-intellectuals. What people want to do is jump into it with some inverse exponential growth, and watch as you make your own little place get bigger and better indefinitely, where you can keep checking every micro-modifier to min/max what you're doing. I love efficiency, I love outdoing people, and everyone loves to have nice things, but M&F is actually better because if people play their cards right they can "catch up". People don't seem to realise this, and get annoyed as soon as they start. I get that everyone wants to build up their own super-palace with bells and whistles on, but people often start the game not realising that being within a realm is far more engaging.

I agree with Cipheron that the process of getting started can be quite irritating to some people, but how is that going to get fixed? There are few people with the ability to even attempt to fix things, and of all the methods of starting, selecting a settlement is the least common with new players (that haven't arrived as part of a group) for good reason. Perhaps one day we'll see an M&F free from bugs and with all of the convenience features that people would have always liked to see, but in reality the point is moot.

The way I see it is that a lot of people like M&F when they view it as an observer, but don't want to re-commit to it because so many elements get caught in cycles of self-destruction. If someone is invigorated, that's good. Whenever they're involved in something they'll likely allocate some time in their day and get done what needs to be done and that in turn reflects onto other players. That is the state where M&F thrives, however it rarely reaches that point. If someone isn't interested enough to check frequently, it might take them a fair bit longer to check M&F and receive the message, and even longer still because they aren't in the frame of mind where they're hyped to respond ASAP. Once the other players reliant on that person's action realise that no matter how many times they refresh the page, a message isn't going to magically pop through, they begin to check the game less frequently, and everything becomes far slower for everyone, and the people that are enthusiastic often stop being so quite quickly.

There are still enough good players kicking around that things can always be made to happen, however I suspect in the eyes of a new player it's like jumping into a tepid bath.

I hadn’t planned on a monologue but, sod it.

The benefits of M&F are less obvious than what entices people into the cheap browser games that plague the internet, the issue with keeping players is a simple matter of actually getting them to realise the places in which M&F shines compared to all of the other rubbish they’ve had advertised and recommended to them.

It’s important to discuss potential improvements, but what’s more important right now is general player policy. If we ignore a new player’s first few days of the game (which is an effectual shotgun blast to see whether they login more than twice when they don’t get instant gratification), we should really think about what makers players keep playing. Frankly I find it to be an iffy, atmospheric thing. If people at least see that things are going on around them, even if they aren’t directly involved they often seem to stick around to try get into a position where they can be a part of what’s going on.

Right now M&F is in a lull, things are happening but there isn’t much going on that a new player would really recognise. I personally know a fair few people who enjoy(ed) M&F and would return given the right circumstances, but the last thing we want is to drag players in so they can get bored, leave again and have their negative thoughts entrenched. We have a good stockpile of things to do to make things interesting, but for now we’re focusing on making mechanical improvements to our own realm so that the situation will be better for ourselves in the future and as a means to remind everyone that we’re still here.

When the time is right we’ll start rolling out our ideas and that should cause a spike in interest locally, but if it isn’t matched in the other realms that are potential activity hubs, any interest we create will end up fading away. As such, I think that it’d be beneficial to the community as a whole if we would have a concerted effort at some point to kickstart a bit more life into things, working on the assumption that activity breeds activity.

Bug Reports / Armoured Archers
« on: February 21, 2017, 02:34:57 PM »
Armoured Archers don't have a plural. With 1, you have 1 Armoured Archer, and with many it still says (Number) Armoured Archer.

May aswell stick it in the list of things for archiving.

General Discussion / Re: What's changed in the last few years?
« on: February 13, 2017, 03:24:43 AM »
Oddly enough, a friend of mine sent me this a few days ago. I'll ask them what they do.

Stories to tell / Re: The Hero & The Villain
« on: February 10, 2017, 01:55:45 AM »
Less so psychology, moreso basic deduction.

To avoid an argument I'll put it in simple terms. Your character was named "The Villain" and hence it's assumed that most characters, by default would refer to him as 'The Villain'. It is, to a different magnitude, the same as someone might perceive a guy known as "Boris the Cruel" or something like that.

You can't expect people to treat everyone they meet with complete honesty and impartiality. If the warning signs are there, people will take heed.

Stories to tell / Re: The Hero & The Villain
« on: February 07, 2017, 06:29:28 PM »
Mocking people in a sardonic manner, if done correctly, is humorous and entertaining. Provided it isn't too cruel that is. Not entirely sure what we're arguing about.

If you want to see how the edge cuts both ways, try mocking Constantine, then see what happens.

Stories to tell / Re: The Hero & The Villain
« on: February 07, 2017, 06:15:20 PM »
Pretty much, yeah. If it's used in a humorous manner that is.

Stories to tell / Re: The Hero & The Villain
« on: February 07, 2017, 05:58:17 PM »
Oh, I wouldn't call him sardonic, I consider that a good characteristic.

General Discussion / Re: New Fealty Offers please
« on: January 31, 2017, 01:21:04 PM »
It might be helpful, though in cases like these most of the characters already had links; the Tetsuyama land wasn't set to be inherited, and if a player wanted to they could send a single knight to establish contact for long term reasons.

On the contrary, it'd avoid the "Have some corruption desu" crap, and if a player does semi-ragequit they might not be arsed to wait for a knight to establish contact.

General Discussion / Re: New Fealty Offers please
« on: January 31, 2017, 01:10:01 PM »
I'm assuming you mean Harald Dubhaine, he killed off all of his characters and inherited the lot.

Bug Reports / Re: Trying to Mobilize troops from independent settlement.
« on: January 28, 2017, 11:11:41 PM »
It's an 'issue' which has been in M&F for a short while now, it is assumed to be done as a failsafe as sometimes the servers came under too much pressure.

"Warning:  Unknown: Input variables exceeded 200. "

Simply put, the server will only accept 200 variables at once. As far as I'm aware, each soldier has 2 variables sent to the server when you assign an order. Because of this, it appears that you can only issue orders to 100 men at once.

I might be wrong, but by issuing orders to smaller groups the issue is avoided, and the error message's first line is fairly self-explanatory

Realms Chat / Re: The Kingdom of Ascalon
« on: January 27, 2017, 06:15:55 PM »
That's what I meant.

Ascalon never has been good at fighting, and that war for Ascalon was just a chance to let Markson/Stonedman fight some of the Hawks.

Realms Chat / Re: The Kingdom of Ascalon
« on: January 27, 2017, 12:27:40 AM »
You're almost right Dystopian, though it's moreso the new regime taking a zero-bullshit policy and trying to revamp all of it's land. We aren't robbing people, we're just slapping them until they start making products, organising themselves and paying their taxes.

As for the Hawks, that was classic Ascalon, and through sheer luck it didn't end that badly thanks to good 'ol Markson. We're still woefully terrible, but slightly less so.

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