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Member Since 10 May 2004
Offline Last Active Apr 19 2016 01:13 PM

Posts I've Made

In Topic: Beyond Warlords 2-type of "quest"

19 April 2016 - 01:13 PM

what is the payoff (risk vs reward) for having whatever loot these caves may have in them ??

Since it is your own character who does the questing, death is actually off the table.

Without going too much into details, a player should be awarded for being first in investigating a cave/ruin. The resources are mainly actions turns, army and possibly one's own health.

To elaborate a bit, I'll use the Dragon Caves as an example that already is balanced:

- A player may attack a Dragon with their army. There are then two possible outcomes:

a) The dragon is stronger than the army: in this case, around 20% of the army is decimated, but they steal away with parts of the treasure, at around 80% of the value of the dead warriors. There is a slight chance to get an item or a spell, which is larger if a larger army is used.

b) The army is stronger than the dragon. In this case the dragon will die and a large part of the army will die. The reward is 80-150% of the lost army in terms of gold + a chance for a magical item or spell.

For dragon caves, each "try" will lose you around 4% of your army's value, plus the cost in action turns to make the attempt. Collecting a sufficiently large army will defeat the dragon, but will often cost more than the gold gained. However, there is the chance at a magical item, or that the dragon horde might actually be larger than the armies lost.

(There are other things to do in a dragon cave, but they're not relevant for the discussion)

A ruin/quest is similar: you try to defeat the monster to get an award of a magical item or spell. However, it differs from the dragon in two very significant ways:

a) It is intended that a weak character should be able to win against the weakest monsters
b) The army should not be used for questing.

It's especially b) which makes it difficult, and yet it's also this that makes it different from the dragon cave.

In Topic: Beyond Warlords 2-type of "quest"

18 April 2016 - 06:00 AM

Why does the no of players have to outnumber the ruins? Typically you have no more than 8 players in a multiplayer strategy game and you can have at least 20 ruins on a moderately sized map.

Maybe I should have clarified that this is a vastly different game from Warlords 2. Typically 100+ players running on a map that is 80x80 tiles.

Loosing a quest could instead damage the hero (requiring rest to come back to action) and the risk/outcome should be monitorable.

Yes, that is how it works currently, but it's not ideal for several reasons. It's a bit hard to explain why without going into the details of the game - which is hard to do as it doesn't quite fit into an existing genre. Best summary would be "Trade Wars 2002 in a fantasy world" :)

That's why I'm more interested in references than solutions.

In Topic: Dealing with unstable contractors?

02 April 2016 - 02:04 AM


you are just forcing artist to make free tests and steal their time

This is actually something that predatory studios do, and artists have to keep their guard up to protect themselves from it.

This guy has probably dealt with that situation before, and for whatever reason, apparently your correspondence triggered his pattern detector and got his guard up.


Yeah as above it could be lost-in-translation issues, but in future, I'd be very upfront about what the outcomes of an art-test will be, and what the time-frames are for those outcomes. If you ever move these goal posts, or fail to define them in the first place, you could easily scare people like this guy has been scared.

I like to think that I was very upfront about that test, which I also deliberately tried to make minimal in scope / effort to avoid wasting his time unnecessarily. And ironically, he lashed out at me when I wanted to award the project to him on strength of that art test.  :(

In Topic: Dealing with unstable contractors?

01 April 2016 - 05:33 PM

Thank you for all comments, it has been helpful and great food for thought.

In Topic: Dealing with unstable contractors?

01 April 2016 - 04:17 PM

Luckily this was before signing any agreements.

I can understand the communication issues, since I deal with people that aren't always good at english, that is a risk. But what usually happens (what I expect) is that they voice their concerns, not trying to mock and openly provoke.

This is not the first time I've run into people who were "less than professional". They're not the majority, but enough that you start thinking that maybe there is a reason that they are freelancing rather than having a job at some game company.

Ideas how to deal with them (and perhaps how to notice them early)?