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Exploratory Format
#1
I get why, So people can't jump on a capital on turn 2. After that, the argument for me is pretty weak.

I'm now 3 turns into my first "exploratory format" and I think it's horrible.

If the best solution to the Capital problem was this, then this problem wasn't thought out at all.

This format really only helps the military kingdoms. The UN and others have to use agents to search so no advancement there. Wizard kingdoms can't train wizards, gold is scarce, and groups are moving. Political kingdoms have to hope they find something to do with their emmys.


Kingdoms with good group movement have the tremendous advantage, and that's it. You took away HP's, never gave the corresponding resources back, so the entire beginning balance is thrown out the window. Now it's all down to bind simple luck. In a game that is notorious for being unforgiving for making even the slightest mistake, these first turns can be disastrous for a kingdom, especially for the northern kingdoms.

I will not playing any more "exploratory games" Unless you re balance the game.

How about re opening the issue of capitals falling on the second turn, and come op with a better way of handling the problem then unbalancing your entire game with "exploratory"
Podium player returning to the conflict!
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#2
I agree with most of your points, especially the unbalaning of resources. I do like the format as an option for people to try out but not as the default game mode.
Lord Brogan

156 - GN

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#3
I like it.

That is all.
-The Deliverer
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#4
I like it as well.
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#5
(06-20-2014, 02:28 PM)wfrankenhoff Wrote: I like it as well.

Maybe it could use some fine tuning but I do like it.
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#6
I would like to see the HP be treated more like a wizard where she needs to be developed to do some of those uber spells. That would quite naturally slow down the development without having to put an artificial or arbitrary rule in. And, the rate at which she can be developed is left up to the individual and their gold handling. There is, of course, a bit of an advantage swing towards the Gnome but, in my NooB opinion, that seems reasonable. Still, I recognize that some of these ideas I throw out there are stupid. The patient responder, however, teaches me another aspect of the game (there are so many!)Cool
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#7
Exploratory is the new standard. I have commented on this before, but players and visitors join at different times and may not review old threads.

Over the years in NC, kingdoms starting with a high priestess mutated into the opposite of what I envisioned. For example, Trolls and Black Dragons were now starting with a High Priestess, and Elves and Rangers did not. Doesn't make sense to me. The game was not balanced upon the kingdoms who got a starting High Priestess, if anything, it was counter to what the balancing was intended to be. Meanwhile, just reversing the kingdoms to the original of who had or did not have an HP didn't seem right. A High Priestess is almost too powerful to begin the game with, short-circuits the exploration that should be the foundation of the early game, and creates imbalances that can't be corrected easily with other factors. Best is no kingdom begins with one, but any can invest in one if they choose starting with turn 4.

In overall philosophy, not to sound too grandiose, players like to develop their position, and we try to afford as many choices to them in their development as we can. Some is constrained to what we can do in the 2nd Cycle format. Much more to come in 3rd Cycle and especially in Kingdoms of Arcania, should we all live so long.

Too bad most Alamaze players didn't play Fall of Rome, in my opinion a better design than Alamaze, though based on that game. It is down now, a Java update having blocked transfers and maybe other aspects of the code. But you can still access the rules from the website if you wish to see the general direction we will be taking. Tactics and PC Improvements, health status including an HP being Weary or Exhausted instead of killed, other characters having various wounded status and healing rather than just being healthy or dead, Rule of Law, 7 regional reactions, poisoning, diversion, stir unrest, these are some of the things introduced in Fall of Rome.
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#8
(06-20-2014, 04:29 PM)Ry Vor Wrote: Meanwhile, just reversing the kingdoms to the original of who had or did not have an HP didn't seem right.

Well, why not?
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#9
(06-20-2014, 11:31 PM)Jumbie Wrote:
(06-20-2014, 04:29 PM)Ry Vor Wrote: Meanwhile, just reversing the kingdoms to the original of who had or did not have an HP didn't seem right.

Well, why not?

A High Priestess is almost too powerful to begin the game with, short-circuits the exploration that should be the foundation of the early game, and creates imbalances that can't be corrected easily with other factors. Best is no kingdom begins with one, but any can invest in one if they choose starting with turn 4.
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#10
Wasn't it floated at one point to give a priestess to just a couple kingdoms? EL/DA if memory serves correctly. That would certainly do a lot to balance the EL out. TR wants to invade? Sweet. EL knows where everything is on turn 2.
-The Deliverer
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