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Bitch / Gripes / Improvement Ideas...Share
#91
(05-19-2023, 11:23 PM)Brekk Wrote: I would like to start gathering game things that would be helpful.
Keep it positive and rate it from 1-10 with 10 being the least annoying thing for you and 1 being it feels like it's broken.
What I don't want is a bitch fest, then I can work to see what's easy to fix, what isn't, and lastly a priority.
Give ideas and later we can do polls.



1. Multiple wizards/leaders able to be moved in 1 order. - 7 (Im used to it)
2. Ability to dismiss a wizard or leader  - 4 (so many times would love to use)
3. Disband Army / Disband all troops from the army - 7 - (Useful tactic to free a group)
4. Order to add food/gold to simulate funds from PC conquering on a turn.  7 (I used to it)

Here is a new idea:
Wizards that try to advance past their natural limit and fail have their chance of advancement increased 10% every turn.
Rather than lose a huge amount of gold for absolutely nothing they at least gain a 10% better chance the following turn.
Reply

#92
(01-28-2024, 09:52 PM)Wookie Panz Wrote:
(05-19-2023, 11:23 PM)Brekk Wrote: I would like to start gathering game things that would be helpful.
Keep it positive and rate it from 1-10 with 10 being the least annoying thing for you and 1 being it feels like it's broken.
What I don't want is a bitch fest, then I can work to see what's easy to fix, what isn't, and lastly a priority.
Give ideas and later we can do polls.



1. Multiple wizards/leaders able to be moved in 1 order. - 7 (Im used to it)
2. Ability to dismiss a wizard or leader  - 4 (so many times would love to use)
3. Disband Army / Disband all troops from the army - 7 - (Useful tactic to free a group)
4. Order to add food/gold to simulate funds from PC conquering on a turn.  7 (I used to it)

Here is a new idea:
Wizards that try to advance past their natural limit and fail have their chance of advancement increased 10% every turn.
Rather than lose a huge amount of gold for absolutely nothing they at least gain a 10% better chance the following turn.

I like this idea!

R

With the new 20 points of customization give an error message if you do not use them all.

R
Reply

#93
(02-10-2024, 06:19 AM)Ruingurth Wrote:
(01-28-2024, 09:52 PM)Wookie Panz Wrote:
(05-19-2023, 11:23 PM)Brekk Wrote: I would like to start gathering game things that would be helpful.
Keep it positive and rate it from 1-10 with 10 being the least annoying thing for you and 1 being it feels like it's broken.
What I don't want is a bitch fest, then I can work to see what's easy to fix, what isn't, and lastly a priority.
Give ideas and later we can do polls.



1. Multiple wizards/leaders able to be moved in 1 order. - 7 (Im used to it)
2. Ability to dismiss a wizard or leader  - 4 (so many times would love to use)
3. Disband Army / Disband all troops from the army - 7 - (Useful tactic to free a group)
4. Order to add food/gold to simulate funds from PC conquering on a turn.  7 (I used to it)

Here is a new idea:
Wizards that try to advance past their natural limit and fail have their chance of advancement increased 10% every turn.
Rather than lose a huge amount of gold for absolutely nothing they at least gain a 10% better chance the following turn.

I like this idea!

R

With the new 20 points of customization give an error message if you do not use them all.

R

I just failed to advance a p7 to an 8 for the fourth straight time at 72k gold for each failure.  Bear in mind that I am using the Stone of All Minds which is supposed to help.  As far as rating things that annoy me this is number 1 at the moment. 
Not far behind is failing the bounty spell 4 out of 9 times including 3 out of the last 4.  It is supposed to have a 25% failure rate but it treats me specialSmile
Reply

#94
(02-10-2024, 12:39 PM)Wookie Panz Wrote:
(02-10-2024, 06:19 AM)Ruingurth Wrote:
(01-28-2024, 09:52 PM)Wookie Panz Wrote:
(05-19-2023, 11:23 PM)Brekk Wrote: I would like to start gathering game things that would be helpful.
Keep it positive and rate it from 1-10 with 10 being the least annoying thing for you and 1 being it feels like it's broken.
What I don't want is a bitch fest, then I can work to see what's easy to fix, what isn't, and lastly a priority.
Give ideas and later we can do polls.



1. Multiple wizards/leaders able to be moved in 1 order. - 7 (Im used to it)
2. Ability to dismiss a wizard or leader  - 4 (so many times would love to use)
3. Disband Army / Disband all troops from the army - 7 - (Useful tactic to free a group)
4. Order to add food/gold to simulate funds from PC conquering on a turn.  7 (I used to it)

Here is a new idea:
Wizards that try to advance past their natural limit and fail have their chance of advancement increased 10% every turn.
Rather than lose a huge amount of gold for absolutely nothing they at least gain a 10% better chance the following turn.

I like this idea!

R

With the new 20 points of customization give an error message if you do not use them all.

R

I just failed to advance a p7 to an 8 for the fourth straight time at 72k gold for each failure.  Bear in mind that I am using the Stone of All Minds which is supposed to help.  As far as rating things that annoy me this is number 1 at the moment. 
Not far behind is failing the bounty spell 4 out of 9 times including 3 out of the last 4.  It is supposed to have a 25% failure rate but it treats me specialSmile


I believe that you can use the chart for adept rite of the magi success rate to help compute this. 
Wiz kingdoms should have a higher success rate than your ave kingdom.  Just a guess
Reply

#95
Wookie, those algorithms are off and have been for awhile. I complained about it three years ago. IL on bounty cast it 12 times failed 9 times in a roll. I was told by the last owner it was operator error, if you remember. It was in forum, no one answer support at the time, can’t remember where.

I don’t know why but my WA almost never failed on bounty, but my IL kingdom only worked 20% of the time, even the one I just finished used two wizard all game to cast it. Just saying..Smile
Reply

#96
(02-10-2024, 02:39 PM)PTRILEY Wrote: Wookie, those algorithms are off and have been for awhile. I complained about it three years ago. IL on bounty cast it 12 times failed 9 times in a roll. I was told by the last owner it was operator error, if you remember.  It was in forum, no one  answer support at the time,  can’t remember where.

I don’t know why but my WA almost never failed on bounty, but my IL kingdom only worked 20% of the time, even the one I just finished used two wizard all game to cast it. Just saying..Smile

Full disclosure:
I rechecked the turn and just realized I was using 799 to raise the wizards in the group with the Stone of All Minds.  I should have reviewed the Stone description which says to use order 801. 

It seems it was MY mind that was turned to stone! 

Maybe I should just stick to playing the Ancients since I are one.

Hopefully with the 801 order this turn my luck will change.
Reply

#97
OMG!!!!! It was operator error!!!!
Reply

#98
In an effort to not water down the Immortal status, how about there be a level increase guaranteed to be 1 level, since 2 levels were deemed to unbalancing. This way there is a little more oomph to it.
Reply

#99
Well, even though the magical element was stripped out of being an Immortal ruler, the kingdom still has plenty of benefits: Any attempt to assassinate the figure now requires a weapon-classed artifact which has a 50% chance of being destroyed. Not to mention all of the free recon of knowing about enamors, any scrying on own popcenters, and automatic escape from capital like a Secret Passages building. So, there's still plenty of benefit for being an Immortal ruler, just not magical in nature like increasing wizard levels which really doesn't apply...
Reply

I wish someone would fix the error message on the starting red elk mounts from Krynn. It’s annoying and should be fixed!! Movement 10, error message “can’t move more than 7” irritating….
Reply



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