TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Friday, 12 November 2004 - 21:01 Well I think "Req" knows what I mean by:
"Perhaps "beginner games" and even early low level games could be made "easier to learn by making them easier to play" (i.e. give the new players more resources and gold per turn, etc.(i.e. lower the level of difficulty for them))."-TR
For those who don't know what I mean, what I mean is in "beginner games" and very low level games the "level of difficulty" of the game can be reduced by having the starting amount of gold and resources increased by as much as 50% and possibly also the amount/turn can be increased also. Maybe everything can be "stepped up" in "beginner games" for learning purposes like possibly buying two tech/turn instead of just one.
These are standard methods used by other games to reduce difficulty (e.g. buying a wrong tech is not so disasterous if you can buy another or not having enough wood to build is not as great a factor and archers can be purchased also). I know the new player has to learn to budget also but holding his interest I think is more important at first.
PS: This is not necessarily assuming that this idea is liked but rather just that it is understood as possibly a way of making the game easier to learn by making it easier for new people to play.
TR Last Edited : Friday, 12 November 2004 - 21:10 | Genghis Bob Joined 11/11/2001 Posts : 849
| Posted : Friday, 12 November 2004 - 21:21 If beginner games (as well as ultra) are already "double trouble," and therefore not completely in line with ranked games, then perhaps increasing the amount of income could help the learning curve.
Though your idea may not be "liked" by Req or others, I think it's a good idea to kick around. Particularly since retention is (and has ALWAYS) been such a problem (just look at the number of names compared to the number of active players, it's a MASSIVE disparity). | | StCrispin Joined 26/06/2004 Posts : 203
| Posted : Sunday, 14 November 2004 - 00:47 Did I hear mention of GETTING RID of the PER TICK MP/BP??? This would cause ia RUSH on server log in at turn start and be a HUGE crippler to those of us with jobs who cant always log on the INSTANT the new turn arrives (Or those of us who see sleep as more beneficial than playing our turn right away).
My argument to this no tick thing... beyond being troubling to those of us who get stomped alredy by people who spend thier life on here (dang addictive game!!).... It would cause server problems with everyong logging in at the same time... how would the server stand up to 500 players logging in at the same time?
I could discuss the effects on gameplay (I like the tics because sometimes im 11 spaces away and can only move 10 and I need that 1 MP to get in and attack before I get wastedby archers) but i think the server strain is more of an issue than gameplay or playability.
I vote NO to removing tick for MP/BP and I also vote NO to making resources Tick based since it would reduce the benefit (or lack there-of) of the marketplace. | |
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