Recent Posts

Pages: 1 ... 8 9 [10]
91
Conduct & Design Discussion / Re: How to Tutorial
« Last post by Cipheron on December 06, 2017, 02:27:07 AM »
I think you're focusing on the least important part of the suggestion here. Having colorful icons and stuff is a "nice to have" thing because it makes systems more appealing to use, however that's not the actual suggestion itself.

A "nice appealing graphic" was all I actually said in the actual suggestion. No more detail than that, so critiquing that on hypothetical details that I never actually said while ignoring all the relevant parts of the suggestion isn't really helpful.

An "appealing graphic" could be as simple as a simple shield outline, but with well-chosen color fills dependent on the type of achievement and a gradient / metallic finish. It doesn't have to be something you pay for, because that's nothing to do with what I was talking about. it's just good graphical design sense and understanding how color theory works, along with basic psychology. You make a bunch of colored basic shields you can collect for achieving different types of things and people will strive to collect them no matter how pointless it is. People don't care that it's pointless, they see slots that can be filled, they will want to fill them. And if you're clever about what those slots relate to, then you can give the players an extra push to achieve the meta-goals you have for what you want players to be doing, without forcing them to do it.

Also, standalone tutorials are heavily frowned upon in game design, the idea is almost completely outdated - it's much better to integrate your tutorial into the game itself, but in an ongoing way. Basically, instead of having people do some out-of-game tutorial, you have a small number of achievements visible to start with, and completing each one opens up related ones, e.g. you have "pathways" that the player can explore that go into more and more detail for a specific type of activity or play style. Hell, to build a tutorial system you'd really need to build all these systems anyway, it would just be easier and simpler and have more benefits to build it into the game as an "achievement system" which players love rather than calling it a "tutorial" which is basically groan-worthy to most players. It's about psychology here: the exact same system phrased in a different way can be perceived in a different way.
92
Conduct & Design Discussion / Re: How to Tutorial
« Last post by De-Legro on December 05, 2017, 10:55:42 PM »
By graphics I was just thinking of nice icons and stuff, not actual pictoral things. Generally, the idea was just to make it appealing, it doesn't need to be expensive.

I fail to see the difference. Icon creation, at least good icons is still the domain of artist. Unless we could find a set of matching icons that would suit the task in the free domain we would still need to pay someone to make them, or find someone willing to donate their time to create them. Given that currently Andrew is already putting his own money into advertising and simply keeping the server up and running just where is that extra money supposed to come from?

For reference when I paid a UI artist to create a set of 10 icons in SVG format for a game prototype I was working on, it cost me $700 AUD.
93
Conduct & Design Discussion / Re: How to Tutorial
« Last post by Cipheron on December 05, 2017, 10:47:05 PM »
By graphics I was just thinking of nice icons and stuff, not actual pictoral things. Generally, the idea was just to make it appealing, it doesn't need to be expensive.
94
Conduct & Design Discussion / Re: How to Tutorial
« Last post by De-Legro on December 03, 2017, 12:46:06 PM »
Well, another way to soft-code a tutorial is through and achievement system. e.g. you make a bunch of achievements, give them some nice appealing graphic, and when clicking on the info-tip for the achievement it links you to the relevant section of the manual or wiki. The advantage is that achievements are entirely optional and can be achieve sooner or later, but they are very appealing for a wide range of player types, and don't give the same groan factor of having to do a tutorial.


Or you just give a tutorial a skip buttons, and then don't need to find money to pay for graphics.
95
Conduct & Design Discussion / Re: How to Tutorial
« Last post by Cipheron on December 02, 2017, 05:30:14 AM »
Well, another way to soft-code a tutorial is through and achievement system. e.g. you make a bunch of achievements, give them some nice appealing graphic, and when clicking on the info-tip for the achievement it links you to the relevant section of the manual or wiki. The advantage is that achievements are entirely optional and can be achieve sooner or later, but they are very appealing for a wide range of player types, and don't give the same groan factor of having to do a tutorial.
96
Announcements / November 2017 Report
« Last post by Andrew on December 01, 2017, 03:37:17 PM »
Salutations Everyone,

I'm back again with the numbers from November!

If you're the type who's curious where the funds go or how much things cost, or even the condition of the game, well, here you go!

First and foremost, lets talk funding.

Income & Must Pays
(Keeping the Lights on)
TypeAmountNotes
Credit Purchases+15.00 EURHow much we received from player's purchasing credits
PayPal Transaction Fees-0.44 EUREstimated Percent lost in fees to PayPal
PayPal Transaction Fees-0.60 USDPer Transation fees to PayPal
Hosting Costs-40 USDAmount spent on server hosting

Total= -24.03 USDMonthly Total for November
Total+ 52.20From October
Total= 28.17 USDYTD Total

Well, it's certainly nowhere near last month. This kind of comes with the territory though, with how the credit system is setup. Sometimes players have a lot of credits, and sometime they don't.

What else would we, ideally, pay for though?

Additional Costs
(Things that improve the situation)
Advertising Costs-60.77 USDAmount spent on Google ads (Results will be broken down below)
Test Server Costs-40 USDAmount spent on the test server's hosting

Total-100.77 USD

As you can see, that costs a bit of money. The test server uses the exact same hosting plan as the live server, and has much of the same data, allowing us to push big updates to it first in order to make sure they don't catastrophically break something. It's not a required costs, but it's very much a nice thing to have. In regards to the advertising costs, that's got its own table below that goes more in-depth. These are the things I handle myself, as the game can't currently afford their cost.

Advertising Info
(New players are good thing)
TypeViewsClicksInteraction RateCost
Text Ad11,6363062.63%30.38 USD
Display Ad58,7728121.38%30.39 USD

Total70,4081,1181.59%60.77 USD

Like I said before though, this is something I've been paying for, myself, for quite a while now. From March of 15 through October of 16, I was paying for just a text ad. In November of 2016, I added the display (picture) ad. Lifetime, they've gotten 26,006 people to at least look at Might & Fealty.

Subscribers & Purchases
(What credits are spent on)
TypeAmountNotes
Subscriptions9,200 Credits
Heraldry0 Credits
Culture Packs0 Credits

Total9,400 Credits

How many players do we have though? I did say I'd share that this month. I will preface this with these numbers aren't as accurate as I'd like them to be, as the method I use to collect isn't ideal, but....

Players
(How many gods?)
Count TypeAmountNotes
7-day131Players
14-day147 Players
30-day163 Players

Is that what you expected? More? Less? I'll admit, I'm kind of curious.
97
General Discussion / Re: Making players an asset
« Last post by De-Legro on November 24, 2017, 10:34:03 PM »
More effective watchtowers?


Watch towers might need a range boost, particularly if we boost scouting and interaction ranges. However I was more thinking of the following case. Suppose you are a border lord. Your neighbour is mustering troops 3 settlements from the border. There is no way your towers are going to spot that, but there is no reason merchants etc would not be spreading that sort of unusual activity as they travel.


More effective watchtowers?
This is the point I was arguing against from the very beginning. There can be no doubt that players' behaviour is indeed heavily influenced by gameplay. If a player improves his standing in a game mostly by accumulating villages and resources, he will interact with other players in a certain way. If a player can actually get ahead in the game by gathering other players under his banner, he will be forced to interact with other players in a completely different way.


Well he already is if we wants to be truly powerful. Even the most prolific of settlement hoarders for example didn't amass the number of settlements the largest realms have. There are plans to tweak corruption so that it becomes relevant at a lower level though, which should help with some of that. Changing the trading/resource system may also remove the mentality of needing to control everything.


We could look at something like realm rating that we used to have displaying how many players vs realm size each realm had. Perhaps something a little less gamey but along the same lines. Once dynasties are in rulers could have a renown rating based on the number of dynasties present.
98
General Discussion / Re: Making players an asset
« Last post by Andrew on November 24, 2017, 06:32:14 PM »
I didn't say I wouldn't add religions, I said I wouldn't give them mechanics in game. Religions are on the TODO list but you shouldn't be able to take over a region just because the locals believe in the same faith in M&F--you play what the mortals effectively consider a demi-god.
99
General Discussion / Re: Making players an asset
« Last post by Constantine on November 24, 2017, 12:58:19 PM »
I would agree here, if there were better systems in place to get forewarning of the troop build up. There should be ways for at least a chance to exists that you find out the troops are coming before they cross the border.
More effective watchtowers?
However the point about silent attackers/troops in general is a annoying point. I am not sure about trying to force something though, we have the attack messages which are almost universally rubbish. To me this seems like a problem that is only fixed through changing the actual attitudes of players rather then mechanics, but if I are being honest we are moving beyond a the sphere that I am able to provide much insight.
This is the point I was arguing against from the very beginning. There can be no doubt that players' behaviour is indeed heavily influenced by gameplay. If a player improves his standing in a game mostly by accumulating villages and resources, he will interact with other players in a certain way. If a player can actually get ahead in the game by gathering other players under his banner, he will be forced to interact with other players in a completely different way. Think about it.
Not so much on religions though, as I don't want to recreate BM in M&F.
Andrew, that's not fair. Having mechanical religions in a game is not intrinsically a BM's thing. It's like saying that you don't want to have feudal hierarchies in M&F because you don't want to recreate BM.
Religions offer another parallel hierarchy and in a game of fealty this could be really interesting.
100
Conduct & Design Discussion / Troops V2.0 Upkeep
« Last post by De-Legro on November 24, 2017, 06:07:19 AM »
For a long time we have needed to change how upkeep on troops work. As it stands there are only two costs, one continuous which is the supply of of food, and one periodic which is the supply of equipment. As the game stands now there is no reason to not simply recruit the best possible equipment for your troops. The periodic supply of equipment (assuming you have recruited your desired unit already) is in general small enough to be handled by the building supply. For example realms like Nril can maintain 200 HI in every settlement, despite having relatively little metal supply simply because they don't need to retrain troops that often, and they are one of the realms that has been involvtemed in more conflict that anyone else.

This system ties into the proposed recruitment system, so please read that first. Under this proposal there are four possible upkeep factors
  • Food for the troops
  • Gold for building upkeep
  • Gold for equipment upkeep and purchase
  • Gold for troop wages
Again lets examine militia first. The militia draw equipment from the settlement Armoury, which is in effect the Lords personal armoury. As such the Lord would already be bearing the cost for supplying and maintaining the armoury (under a yet to be described system). As they are only part time troops and they live in their own homes, food is also their own concern (ie draw out of the same system as general population the same as now). So the only cost on militia gold for upkeep of the Garrison building and troop wages. In general the wages should be less the for equivalently equipped professional soldiers to offset the limitations of militia.

With professional troops we have the cost of the barracks structure, cost of procuring and maintain equipment and cost for wages. Food is something I have still considering. We could have them just continue to draw from the general food production of the settlement. What I was thinking about was since the barracks have a responsibility to feed their troops possibly they could use some of their treasury/operating budget to purchase food should there be a shortage in the settlement.

In terms of calculations we have two options for equipment/wages. Charge a single fixed amount based on a full contingent of troops and stored equipment regardless of the current state. Alternatively we could calculate the cost based on current troop numbers and stored equipment. The first allows for a barracks to accumulate its own wealth, which can then be used when for example it suffers catastrophic losses and needs to purchase vast amounts of replacement equipment. It also makes it much easier to calculate the ongoing cost you need to service. The 2nd system potentially saves you gold at various times and if we have a separate system for one off payments you could still provide an injection of cash to meet specific needs.
Pages: 1 ... 8 9 [10]