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Post by Legend on Dec 22, 2010 22:21:10 GMT -5
Edit: Just to clarify, I've moved this thread here, from the test.ninjawars.net thread to give it a separate/clean area for discussion. The feature/change Legend is referring to are: Speed/Amanita Mushroom, and Icing/Ice skills will now have an effect that stays on a player, and doesn't stack. --Tchalvak
2 huge issues for me ... icing and speeding i'm almost ok with the icing one even tho i would just remove the damn option if your going to do this my problem really is in the speeds not to be a dick or trying to put down any ideas heres my view point ...
the most common thing to do on ninjawars is kill which leads to running out of turns which leads to people getting bored and logging off ... unless they speed themselves or someone speeds them (from what i understand it doesnt matter who speeds who its once per life) so everyone would come in for about 20 minutes spend there turns and then leave ... the game would die extremely quickly.
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Post by Tchalvak on Dec 24, 2010 1:38:26 GMT -5
Ok, so this concept needs further discussion, because turns, and how many people get, how much they can be taken away, and how much play we get out of 'em, are all important parts of the game. Ninjawars was originally designed to be a daily, turn-based rpg. In the standard use, you log on, you do some stuff on one day, and then, resources somewhat exhausted, you come back again tomorrow to repeat the cycle. Why was it set up this way? Perhaps one reason is to prevent over-use of resources by browsing users (e.g. continuous use of the server could become costly). Another is to make a more level playing ground, such that players wishing to play 24/7 would not trivially outpace players who were sane. ( ) Those reasons apply to us still today, but maybe not as much as they have in the past. I (we, speaking for beagle without his consent but guessing at what he would like) -want- players to use our server, even if it's just the few active players, and not a lot of semi-active players. As long as people who come by can still join in (so, we can't let spam bog us down or have the servers be overloaded). As far as a level playing field, we've obviously got a long way to go to achieving that (with players starting at level 1, and players working their way past level 250, and yet not a lot of balanced combat even between those two divides). So if having lots of turns and the accompanying play makes things more fun, I'm in favor. I don't think that we can really do infinite turns, aka infinite play per day, the way the game is set up wouldn't really support it (e.g. if everyone gets 23423423 turns a day, what does the work page mean? what does gold gained through work mean?). However, it is a possibility that the amount of turns that players get right now doesn't match the amount of play that players would like to do. So----> First, items: Icing is going to cause the slow effect. The slow effect will decrease a player's speed stat. If they speed themselves/use a mushroom, the slow effect will go away. If they speed themselves a second time, a "fast" effect will go on them. So icing will gain effectiveness in other ways. It'll steal some turns, but it'll also do other stuff that'll make up for the loss of stealing lots and lots of turns continually, which has never really been fair even in the nerfed state that it has been brought down to. More spamming than anything else. Yes, icing someone is a method of defense, but there are other defense methods coming now. Speeding/mushrooms-> Add the "fast" effect upon first use. Second time around, currently doesn't allow a second speeding. I can probably modify that to make it so that if the person is already sped up, it still adds some turns, so that each life you can speed yourself up some, and if you're desperate, you can speed yourself for a less powerful effect even after you've already sped yourself up. I'll probably do something similar (and quite weak upon repeated use) with icing. How does that sound as a more polished solution for icing and speeding? As far as turns, I'd be open to adding in some code that gives extra turns to players that are active, at least while there aren't a lot of other players that are active. For example, maybe if you're on the only one on at some half-hour reset, you get some more turns. Something along those lines so that people who want to can play a little longer, though not continuously. Do you guys find that the amount of turns that you're getting now isn't enough?
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Post by annihilate on Dec 24, 2010 6:49:57 GMT -5
I'd like to see more turns given at a bi-hourly basis. At the rate it is now, if you are lucky enough to meet a kind high level player willing to help you out, you'll get somewhere. If you don't, you're not getting too far. I believe it's 2 turns per half hour, so why not up it to anywhere from 5 to 10 per half hour? 10 is a bit over-kill I think, but...
I am confused. What exactly does the "Fast" and "Slow" trait do besides Fast making your Mushrooms/Speed scrolls less effective?
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Post by Legend on Dec 24, 2010 13:54:13 GMT -5
I can understand the whole make a level playing field, but the people that start now would never have a snowballs chance in hell to catch up to someone level 250
BUT here's a though
if there was something to do that would benefit a different aspect of the game that doesn't use turns basically gameplay would go like this
sign in and use all my turns killing ninja then i go do this new aspect for about a half hour until i get more turns then i get some more turns and kill more ninja then i mess with this other aspect till i get some more turns again
idk what this new aspect could be but it could be some sort of like mini game or something like that?
but i do like the more turns per half hour and more turns if your the only one active, and the less turns per speed after the first
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Post by Beagle on Dec 27, 2010 0:28:30 GMT -5
Yes, we want to provide an alternate gameplay path that isn't directly related to turns and levels. Something that's more flavorful, quests, story/plot, etc.
We need to make the game balanced as well as more playable. We know this. We're trying to get there.
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Post by Legend on Dec 27, 2010 19:58:43 GMT -5
alright well thats a good thing but I definably think that you shouldn't make it only one per life, I think the slowly becoming less effective is a good idea or upping the amount per speed
also sorry I keep calling it speed, but aminata is just too annoying to type
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Post by annihilate on Dec 29, 2010 6:02:24 GMT -5
I just Mushrooms.
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