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(09-11-2015, 12:11 AM)Gamejunkie Wrote: I too love the idea of two turns a week each week. I'm in complete agreement with LT.
Siding with LT and a 'Ready Button'.
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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09-14-2015, 12:42 PM
(This post was last modified: 09-14-2015, 12:43 PM by Ry Vor.)
In the past week, we have had multiple players who are in the M-W-F format dropping either that game, or other games to accommodate that fast pace. Normally we have very few early drops. Early drops are the curse of our style of games, and we had gotten away from that.
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09-14-2015, 01:03 PM
(This post was last modified: 09-14-2015, 01:07 PM by Drogo.)
I guess I'm not sure exactly why this argument persists. Isn't the right answer to have both formats available? Ry Vor seems staunchly behind the slower paced games so it seems fine to have the preponderance of games fit this format, just have the faster paced games occasionally available as well.
LT's 2x/week game is a good idea too. I would play that format. Just not the slow (standard) game anymore for me.
If I'm getting walloped in a game (as I am now on Turn 40 of G 169) I would prefer to slog along for only a couple months and take my medicine without dropping than have to endure an untenable position for 4-5 months. In this way the faster pace actually may allow for fewer drops, who knows?
-This Khal Drogo, it's said he has a hundred thousand men in his horde
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Nice points, Drogo.
Rick, I am curious. Did those dropping players specifically note that they were dropping because of the fast pace? Or is it possible that they dropped around the same turn that they would have dropped anyway, but it just came earlier because of the pace?
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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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(09-11-2015, 12:11 AM)Gamejunkie Wrote: I too love the idea of two turns a week each week. I'm in complete agreement with LT.
If we went to a ready button it would be nice if there was a way to submit/save orders without having the turn run early.
That way if you know you are going to be too busy to play for several days you don't have to worry about the next due date actually moving up on the calendar.
I might play a solo anon game at a faster pace but find that a slower game works better for me when I am trying to communicate with teammates.
Could just be me, everyone has different time obligations.
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(09-14-2015, 04:52 PM)Hawk_ Wrote: (09-11-2015, 12:11 AM)Gamejunkie Wrote: I too love the idea of two turns a week each week. I'm in complete agreement with LT.
If we went to a ready button it would be nice if there was a way to submit/save orders without having the turn run early.
That way if you know you are going to be too busy to play for several days you don't have to worry about the next due date actually moving up on the calendar.
I might play a solo anon game at a faster pace but find that a slower game works better for me when I am trying to communicate with teammates.
Could just be me, everyone has different time obligations.
The "Ready Button" would be optional and would have to be manually (intentionally) clicked.
You could enter your orders on day 1, review them on day 2, revise them on day 3....and either click the "Ready Button"....or not click it. The only time the turn would run early is if everyone indicated that they were ready by clicking the "Ready Button".
That is the way it worked in Fall of Rome.
Note: I am saying "Button", but it could very well be a check box or some other control of Uncle Mike's choosing...
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One more note...
In Fall of Rome, if you accidentally indicated that you were "Ready"....you could undo that, make changes to your orders, then redo the "Ready Button" if needed.
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One of the biggest challenges that Uncle Mike mentioned is the ability for the game engine to run multiple turns per day. If he were to overcome that hurdle, it could be feasible for Rick to set up a Warlords game with a 4-7 day turn around... And if all 4 players were free one weekend, they could run multiple turns (every few hours or so) and maybe finish the entire 40 turns in a weekend or two.
Just another bonus if we had the option...
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Would be super cool to have a lightning game of Warlords as described above. If ever 4 players had the same weekend entirely free. 90 minute turns
-This Khal Drogo, it's said he has a hundred thousand men in his horde
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I'm not starting any new games right now, but if I ever decide to start any more in the future, I will never join a 4/4/6 game on general principle, because it is crystal clear that the great majority of the community desires 2/week (or in some cases even higher).
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