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Need Testers For Duel Game (Centauria Map)
I am not complaining about the beta games? I do not even know if they will go to turn 12.
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I think the turn limitations are fair when considering all of the various options/desires/viewpoints for the Duel game. People won't pay for a game that'll only last 6 turns so there has to be a minimum limit on declaring victory.

It also depends on which kingdoms/players are involved. Two dragon kingdoms will go fast but what about the Halfling vs Underworld? It'll take about 10 turns to develop a decent agent (L10 assassinate a pwr-2 wizard is roughly 40% success which isn't that good) so half of a 24 turn game could be spent just developing agents/wizards/troops as a normal game.

Political/military kingdoms may have faster games but not if up against a skilled player. So the length of the various Duel contests depends upon the kingdom matchup as well as the players themselves. For the Most Artifact victory condition, I think regardless of which kingdoms are involved, two new players will probably require the full 24 turns to pick up artifacts and steal/destroy them from each other. There are also some players who want to play a casual game and want to take as much time as they want to enjoy the game in a relaxed manner.

So all of the various options and viewpoints have to be considered than just one that's rushing to victory. Perhaps to satisfy the more experienced player, I could throw in the option for a faster (no limit) on declaring victory but how many people would be interested in paying for a quick 6 turn game? Maybe a few but not many...
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I can send request to support when both players have agreed the game is over before turn 12. It will happen more often than I guess you think. i think many players would rather start a new game vs being dragged through a loosing one. The casual game arguement you and LD are making makes no sense to me because it is a two player game. The two players can agree the game does not end before any turn they like. No need for an artificial limit. Perhaps to balance how kingdoms build up, no comment do to sensorship, artificial limit works here.
I like the idea to have a variant to have no artificial limit. Fine to keep the standard with a 12 turn limit for those new players and casual gamers.
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On a different topic. I think starting with 2 towns and 1 village in your home region and a 2nd village with no starting group in the second region may be better for an overall goal of having the two kingdoms build up and fight.
removing the second group out of the enemy region will help avoid gathering some information to early like the enemy capital or even PCs in the other region. This should also help to keep the starting positions less based on luck as far as gathering your forces. With the small map if one kingdom starts with PCs close and the other with PCs in opposite corners it does give a random advantage to the one starting closer being able to combine troops to take PCs.
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I cannot disagree with JF on how much the information can be gathered by having those groups in the other regions. If you want longer games which I would agree with. Having groups in the 2nd region from the start seems to be counter to a slower moving game.
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Since Ry Vor has assured me that Duel games will cost little and not count towards a slot, I've removed the 12 turn limitation on declaring a Conqueror victory.
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I think the drama is increased when there is no restriction on how early victory can be declared in Duel. 

Let's hear the impressions of the players in the early test games.  Oh, and yes, the test games can go to T18 if not won or conceded by then.

The thinking is a Duel game will be $11.95 for the full cost of the game with not requiring a service level slot, but a player needs to have an active account to play.  Games last a maximum of 18 turns.  But let's hold off until there are a few more turns under our belt and hopefully feedback in the test games before we begin. 

I think the turnaround in Duel will normally be either M, W, F or T, TH, Sat. So 3x a week.
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I LOVE the price-point, which is not something you ever expected to be typing here. Smile I am not in love with the maximum of 18 turns, but most contests will be decided by then. So far, I think this is a real winner. I am looking forward to many duels to come.

My Black Dragons and I are getting out fought and out played by the Red Dragons. Turn 4 and there is a Red Dragon army group at my capital and one of my villages has already been pillaged. I have control of my region just in time for Winter.

One big change that I would like to see is that we are limited in which kingdoms we can match to one another. Why have certain kingdoms be set for the East while the others are for the West? I say open it up and let the players decide which of the 22 kingdoms they want to use.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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And while you're at it (if the coding will allow).... why not let there be Dwarf vs. Dwarf or Halfling vs. Halfling duels (i.e., both players can play the same kingdom) if that's what the players wanted to do?! Smile
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Imperial_Tark thinks he is on unequal footing going up against the drow Wink
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