The RNG loved Spork and Rend. It hated the Disciples! The game might've been very different if they'd managed a few conversions.
Edcrab on
0
El SkidThe frozen white northRegistered Userregular
edited June 2009
Suggestions for next time:
Don't play with the underlying mechanics too much, because they worked really well.
You will have to play with factions and win conditions- half the fun was not knowing what the heck was going on and how peoples' win condition might change to screw you. You should DEFINITELY tell the networked factions that there will be no giant robots, or they'll just suicide again. Even if you ARE going to give them giant robots, don't even hint it.
Don't play with the underlying mechanics too much, because they worked really well.
You will have to play with factions and win conditions- half the fun was not knowing what the heck was going on and how peoples' win condition might change to screw you. You should DEFINITELY tell the networked factions that there will be no giant robots, or they'll just suicide again. Even if you ARE going to give them giant robots, don't even hint it.
Yeah, I guess the Behemoth is going to be a one-time only occurence. It wouldn't do to have any future Domarian teams begging the thread to kill them
Also shaking up the factions makes good sense. Doing the same four-way again would take away the surprise elements.
Incidentally, I almost feel bad about the Disciples being led to believe that the Renegade was dead. Almost.
Don't play with the underlying mechanics too much, because they worked really well.
You will have to play with factions and win conditions- half the fun was not knowing what the heck was going on and how peoples' win condition might change to screw you. You should DEFINITELY tell the networked factions that there will be no giant robots, or they'll just suicide again. Even if you ARE going to give them giant robots, don't even hint it.
Yeah, I guess the Behemoth is going to be a one-time only occurence. It wouldn't do to have any future Domarian teams begging the thread to kill them
Also shaking up the factions makes good sense. Doing the same four-way again would take away the surprise elements.
Incidentally, I almost feel bad about the Disciples being led to believe that the Renegade was dead. Almost.
Honestly I don't think that really affected our play at all. I think around day two or three we started theorizing that he actually wasn't actually dead and were wondering what that would mean for us. If nothing else we knew that there was a serial-killer type player out there.
Spectral, I just want to say something personal, just you and me:
grudge...forever, any chance I have will be used to kill you.
I mean that with the utmost love.
Good thing I'm all for preemptive strikes.
And so the vicious cycle shall continue.
A shame I don't even know what I'm being grudged over.
Existing.
All of you can't use the same reason.
I think we can, actually.
EDIT: The reason I prefer HP over RNG are two-fold, but it might not fit the flavor of your game, so take it with a grain of salt.
1) HP means that a person's intent achieves some result, however small. This result can be built on later instead of having effectively never occurred.
2) HP means more info available to the person being attacked, as well as presenting a longer timescale on which to make decisions. Compare getting attacked with a 33% attack (and not knowing the percentage you're hit with on a miss) and getting hit for 3 damage and having 9HP.
Spectral, I just want to say something personal, just you and me:
grudge...forever, any chance I have will be used to kill you.
I mean that with the utmost love.
Good thing I'm all for preemptive strikes.
And so the vicious cycle shall continue.
A shame I don't even know what I'm being grudged over.
Existing.
Basically, actually. That and you were the first person to vote for me snowballing into a bandwagon in this and 6 String Phalla (minus the bandwagon and irrelevant of the fact that I was in fact evil that game) which was a good enough excuse to me to target someone blindly from here on out.
Spectral, I just want to say something personal, just you and me:
grudge...forever, any chance I have will be used to kill you.
I mean that with the utmost love.
Good thing I'm all for preemptive strikes.
And so the vicious cycle shall continue.
A shame I don't even know what I'm being grudged over.
Existing.
Basically, actually. That and you were the first person to vote for me snowballing into a bandwagon in this and 6 String Phalla (minus the bandwagon and irrelevant of the fact that I was in fact evil that game) which was a good enough excuse to me to target someone blindly from here on out.
Eh, whatever, you won't be manly about it, of that I'm certain.
EDIT: The reason I prefer HP over RNG are two-fold, but it might not fit the flavor of your game, so take it with a grain of salt.
1) HP means that a person's intent achieves some result, however small. This result can be built on later instead of having effectively never occurred.
2) HP means more info available to the person being attacked, as well as presenting a longer timescale on which to make decisions. Compare getting attacked with a 33% attack (and not knowing the percentage you're hit with on a miss) and getting hit for 3 damage and having 9HP.
I think it comes down to how you want guards to work, and HP and damage amounts.
I don't want half the game to be "speculate how much hp everyone has/guard guards/vig hits for/etc."
I'm a fan of keeping things simple, and I feel RNG is simpler, if less reliable.
EDIT: The reason I prefer HP over RNG are two-fold, but it might not fit the flavor of your game, so take it with a grain of salt.
1) HP means that a person's intent achieves some result, however small. This result can be built on later instead of having effectively never occurred.
2) HP means more info available to the person being attacked, as well as presenting a longer timescale on which to make decisions. Compare getting attacked with a 33% attack (and not knowing the percentage you're hit with on a miss) and getting hit for 3 damage and having 9HP.
I think it comes down to how you want guards to work, and HP and damage amounts.
I don't want half the game to be "speculate how much hp everyone has/guard guards/vig hits for/etc."
I'm a fan of keeping things simple, and I feel RNG is simpler, if less reliable.
EDIT: The reason I prefer HP over RNG are two-fold, but it might not fit the flavor of your game, so take it with a grain of salt.
1) HP means that a person's intent achieves some result, however small. This result can be built on later instead of having effectively never occurred.
2) HP means more info available to the person being attacked, as well as presenting a longer timescale on which to make decisions. Compare getting attacked with a 33% attack (and not knowing the percentage you're hit with on a miss) and getting hit for 3 damage and having 9HP.
I think it comes down to how you want guards to work, and HP and damage amounts.
I don't want half the game to be "speculate how much hp everyone has/guard guards/vig hits for/etc."
I'm a fan of keeping things simple, and I feel RNG is simpler, if less reliable.
Complexity = Chaos.
For some of us, though, Chaos =/= Yay :P
El Skid on
0
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
EDIT: The reason I prefer HP over RNG are two-fold, but it might not fit the flavor of your game, so take it with a grain of salt.
1) HP means that a person's intent achieves some result, however small. This result can be built on later instead of having effectively never occurred.
2) HP means more info available to the person being attacked, as well as presenting a longer timescale on which to make decisions. Compare getting attacked with a 33% attack (and not knowing the percentage you're hit with on a miss) and getting hit for 3 damage and having 9HP.
I think it comes down to how you want guards to work, and HP and damage amounts.
I don't want half the game to be "speculate how much hp everyone has/guard guards/vig hits for/etc."
I'm a fan of keeping things simple, and I feel RNG is simpler, if less reliable.
Complexity = Chaos.
For some of us, though, Chaos =/= Yay :P
Complexity = people need to pay attention and not just drift through = GOOD
EDIT: The reason I prefer HP over RNG are two-fold, but it might not fit the flavor of your game, so take it with a grain of salt.
1) HP means that a person's intent achieves some result, however small. This result can be built on later instead of having effectively never occurred.
2) HP means more info available to the person being attacked, as well as presenting a longer timescale on which to make decisions. Compare getting attacked with a 33% attack (and not knowing the percentage you're hit with on a miss) and getting hit for 3 damage and having 9HP.
I think it comes down to how you want guards to work, and HP and damage amounts.
I don't want half the game to be "speculate how much hp everyone has/guard guards/vig hits for/etc."
I'm a fan of keeping things simple, and I feel RNG is simpler, if less reliable.
Complexity = Chaos.
For some of us, though, Chaos =/= Yay :P
Complexity = people need to pay attention and not just drift through = GOOD
It's a little more difficult when a thread moves 10 or so pages a day. Games like FE got a bit ridiculous in that regard.
EDIT: The reason I prefer HP over RNG are two-fold, but it might not fit the flavor of your game, so take it with a grain of salt.
1) HP means that a person's intent achieves some result, however small. This result can be built on later instead of having effectively never occurred.
2) HP means more info available to the person being attacked, as well as presenting a longer timescale on which to make decisions. Compare getting attacked with a 33% attack (and not knowing the percentage you're hit with on a miss) and getting hit for 3 damage and having 9HP.
I think it comes down to how you want guards to work, and HP and damage amounts.
I don't want half the game to be "speculate how much hp everyone has/guard guards/vig hits for/etc."
I'm a fan of keeping things simple, and I feel RNG is simpler, if less reliable.
Complexity = Chaos.
For some of us, though, Chaos =/= Yay :P
Complexity = people need to pay attention and not just drift through = GOOD
Did I mention this was an awesome Phalla? Even though I was dead, reading all the faction and win-condition wheedling at the end was hilariously entertaining. More phallas need multiple factions.
Posts
Not that it would have helped me THIS game, but nothing would have.
Not bitter. Nope.
Don't play with the underlying mechanics too much, because they worked really well.
You will have to play with factions and win conditions- half the fun was not knowing what the heck was going on and how peoples' win condition might change to screw you. You should DEFINITELY tell the networked factions that there will be no giant robots, or they'll just suicide again. Even if you ARE going to give them giant robots, don't even hint it.
I mean that with the utmost love.
Good thing I'm all for preemptive strikes.
Yeah, I guess the Behemoth is going to be a one-time only occurence. It wouldn't do to have any future Domarian teams begging the thread to kill them
Also shaking up the factions makes good sense. Doing the same four-way again would take away the surprise elements.
Incidentally, I almost feel bad about the Disciples being led to believe that the Renegade was dead. Almost.
And so the vicious cycle shall continue.
A shame I don't even know what I'm being grudged over.
Existing.
Honestly I don't think that really affected our play at all. I think around day two or three we started theorizing that he actually wasn't actually dead and were wondering what that would mean for us. If nothing else we knew that there was a serial-killer type player out there.
All of you can't use the same reason.
EDIT: The reason I prefer HP over RNG are two-fold, but it might not fit the flavor of your game, so take it with a grain of salt.
1) HP means that a person's intent achieves some result, however small. This result can be built on later instead of having effectively never occurred.
2) HP means more info available to the person being attacked, as well as presenting a longer timescale on which to make decisions. Compare getting attacked with a 33% attack (and not knowing the percentage you're hit with on a miss) and getting hit for 3 damage and having 9HP.
Boo!
Eh, whatever, you won't be manly about it, of that I'm certain.
Good thing I don't care! Time to bring the pain!
I think it comes down to how you want guards to work, and HP and damage amounts.
I don't want half the game to be "speculate how much hp everyone has/guard guards/vig hits for/etc."
I'm a fan of keeping things simple, and I feel RNG is simpler, if less reliable.
Complexity = Yay.
For some of us, though, Chaos =/= Yay :P
Perhaps one of the few things we agree on.
I'll be honest, I was only skimming the thread today.
The game ended Fail Bitch.
You really think I'd listen? :P
This is the sound of you missing the joke.
Now I'm lost.
It's a Tommy2Hands impression.
I'll do that throughout our entire mini to spite you!
Guess it was a bad joke...
Bleh, if you had quoted that originally with the bold I would have gotten it.
You're right, I apologize. I mistakenly thought you were sharper than that.
You know what they say about assumptions.
They taste better eaten with a Spork?
That's true for everything.