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Re: The Conquer 500 - [Waiting for Upload & Unlock]

PostPosted: Sat Oct 12, 2013 4:33 pm
by thenobodies80
I'll explain shortly....be patient.

Feedbacl on Final lap

PostPosted: Thu Oct 17, 2013 11:38 am
by dolomite13
So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.

Re: Feedbacl on Final lap

PostPosted: Thu Oct 17, 2013 11:40 am
by Gilligan
dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.


I haven't used it...and forgot to post here about it apparently. I think 100 is too high. Since the territory is added mainly for trench games, it doesn't seem like players will have that much of an army count difference to be able to justify using it. Especially in multiplayer games without escalating cards.

Re: Feedbacl on Final lap

PostPosted: Thu Oct 17, 2013 3:48 pm
by dolomite13
Gilligan wrote:I haven't used it...and forgot to post here about it apparently. I think 100 is too high. Since the territory is added mainly for trench games, it doesn't seem like players will have that much of an army count difference to be able to justify using it. Especially in multiplayer games without escalating cards.


I agree... I was thinking it still needs to be high enough to discourage early use as it is called "Final Lap"

There is a psychology of numbers that I believe would apply. At some point a number is so great nobody will ever want to use it but make that number too low and it will become the preferred strategy. I believe it should be between 40 and 60. I am actually leaning towards the lower end and think 40 may be just fine.

Thoughts?

=D13=

Re: The Conquer 500 - [Seeking Feedback on Final Lap]

PostPosted: Fri Oct 18, 2013 3:36 am
by iAmCaffeine
Very rarely would I need to use final lap, so I'd rather see this map released again asap.

Re: The Conquer 500 - Update 10/20

PostPosted: Sun Oct 20, 2013 7:36 pm
by dolomite13
I have decided to drop the neutral on Final lap to 40 and make it Killer 40

Here is the latest update. I think this should be it. Well I would actually expect one more round of positioning tweaks for the numbers but then that is it.

=D13=

XML Conquer500z40a - Map 1.1.8
Conquer500z40a.xml
Revised 11/2
(58.54 KiB) Downloaded 317 times


Small 1.1.8
http://imageshack.com/a/img20/4579/x6hy.png
Image

Large 1.1.8
http://imageshack.com/a/img407/2317/ry1c.png
Image

Re: The Conquer 500 - [Updated 10/20]

PostPosted: Thu Oct 31, 2013 9:49 am
by Faro
Could you please check the log on Game 13531607.

On round 5 I had the following bonus
2013-10-31 16:36:31 - Incrementing game to round 5
2013-10-31 16:36:46 - Faro got bonus of 2 troops added to Crew 2
2013-10-31 16:36:46 - Faro got bonus of 2 troops added to Crew 5
2013-10-31 16:36:46 - Faro received 3 troops for holding A Pit Fuel and A Pit Tires and A Pit Engine


Problem is I held only the following at that time:
- Fuel B
- Tire C
- Engine C

So not A engine, tire of fuel. If I understand the legend correctly it's probably just a problem of phrasing for this bonus.

Edit: hmm by reading it again, I guess it's because the name of each territory start with the A capital. If it's the case, sorry for the not really helpful post.


Thank you

Re: The Conquer 500 - [Updated 10/20]

PostPosted: Thu Oct 31, 2013 12:12 pm
by Gilligan
Faro wrote:Could you please check the log on Game 13531607.

On round 5 I had the following bonus
2013-10-31 16:36:31 - Incrementing game to round 5
2013-10-31 16:36:46 - Faro got bonus of 2 troops added to Crew 2
2013-10-31 16:36:46 - Faro got bonus of 2 troops added to Crew 5
2013-10-31 16:36:46 - Faro received 3 troops for holding A Pit Fuel and A Pit Tires and A Pit Engine


Problem is I held only the following at that time:
- Fuel B
- Tire C
- Engine C

So not A engine, tire of fuel. If I understand the legend correctly it's probably just a problem of phrasing for this bonus.

Edit: hmm by reading it again, I guess it's because the name of each territory start with the A capital. If it's the case, sorry for the not really helpful post.


Thank you


You don't need to hold Fuel A, Tire A and Engine A to get the bonus. It can be a mix of letters, just as long as you hold one of each. You could hold Fuel A, Tire B and Engine C to get the bonus as well. Therefore it appears to be working correctly as you had one of each, just not the same letter of each.

EDIT: Hmmm I see what you mean here! You are referencing the A in the bonus wording:

Faro received 3 troops for holding A Pit Fuel and A Pit Tires and A Pit Engine

This is a fair point. Dolomite, perhaps it would be beneficial to use lowercase letters here.

Or you could do this;

Faro received 3 troops for holding 1 Pit Fuel, 1 Pit Tire and 1 Pit Engine
Faro received 6 troops for holding 2 Pit Fuels, 2 Pit Tires and 2 Pit Engines
Faro received 9 troops for holding 3 Pit Fuels, 3 Pit Tires and 3 Pit Engines

I'm a bigger fan of my second option. But of course it is your call!

Re: The Conquer 500 - [Updated 10/20]

PostPosted: Thu Oct 31, 2013 1:01 pm
by dolomite13
Oooo yea maybe changing that to 1 instead of A will help make it clearer.

=D13=

Re: The Conquer 500 - [Updated 10/20]

PostPosted: Fri Nov 01, 2013 4:18 am
by Faro
yes just to make it clearer, it's not a big deal but might be confusing for some people (like me yesterday)

Re: The Conquer 500 - [Updated 10/20]

PostPosted: Sat Nov 02, 2013 2:09 pm
by dolomite13
Here is the xml update changing A Pit to 1 Pit everywhere and slightly tweaking the Final lap unit location now that it is 40 instead of 100.

Conquer500z40a.xml map 1.1.8
Conquer500z40a.xml
(58.54 KiB) Downloaded 326 times


Online Diff Tool Report
http://www.diffnow.com/?report=7dkcg

=D13=

Re: The Conquer 500 - [New Map & XML Ready 11/2]

PostPosted: Mon Nov 25, 2013 12:27 pm
by dolomite13
Can anyone confirm if this is the XML that is on the beta site? I would like to make any final tweaks to the positioning of troops based on what I see there if this is the case.

Thanx

=D13=

Re: The Conquer 500 - [New Map & XML Ready 11/2]

PostPosted: Mon Nov 25, 2013 1:25 pm
by Donelladan
The final lap has 100 neutrals currently so I guess the XML has not been updated.
Check this game : Game 13640876

Re: The Conquer 500 - [New Map & XML Ready 11/2]

PostPosted: Mon Nov 25, 2013 2:08 pm
by dolomite13
Donelladan wrote:The final lap has 100 neutrals currently so I guess the XML has not been updated.
Check this game : Game 13640876

Yep I saw that on live I know the xml isn't updated there. On the beta server it did come up as n40 but I wasn't sure if it was the latest xml as the n40 is off to the left a pixel or two and I wanted to tweak it of that is in fact the latest version.

=D13=.

Re: The Conquer 500 - [Updated 10/20]

PostPosted: Mon Nov 25, 2013 4:48 pm
by thenobodies80
dolomite13 wrote:Here is the xml update changing A Pit to 1 Pit everywhere and slightly tweaking the Final lap unit location now that it is 40 instead of 100.

Conquer500z40a.xml map 1.1.8
Conquer500z40a.xml


Online Diff Tool Report
http://www.diffnow.com/?report=7dkcg

=D13=


This is available for testing

Re: The Conquer 500 - [New Map & XML Ready 11/2]

PostPosted: Tue Nov 26, 2013 12:08 pm
by dolomite13
As soon as I can get a game started on the beta server I can check positioning and see if we need any changes. I should be able to do that sometime today.

=D13=

Re: The Conquer 500 - [New Map & XML Ready 11/2]

PostPosted: Tue Nov 26, 2013 3:16 pm
by dolomite13
OK looks like Final Lap is a few pixels off ... I will get that fixed and uploaded shortly and we will be ready for this, hopefully final iteration, to go live.

=D13=

Re: The Conquer 500 - [New Map & XML Ready 11/2]

PostPosted: Thu Jan 16, 2014 12:40 am
by dolomite13
Working hard to get the Valentines Day map done in time for actual Valentines Day ... and Krazy Kingdom bug fixes.... will upload a tweaked XML for the unit alignment soon.

=D13=

Re: Feedbacl on Final lap

PostPosted: Sun Jan 26, 2014 12:20 am
by GeeksAreMyPeeps
dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.

Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)

I wonder if a series of 2 steps for each of these locations, with half the number of troops (so the nuker still has to conquer half the troops) might be a possibility to explore. I'm fine with it as is, but thought I'd point this out in case others are of the opinion that it adversely affects game play.

Re: Feedbacl on Final lap

PostPosted: Sun Jan 26, 2014 1:14 am
by dolomite13
GeeksAreMyPeeps wrote:
dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.

Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)

I wonder if a series of 2 steps for each of these locations, with half the number of troops (so the nuker still has to conquer half the troops) might be a possibility to explore. I'm fine with it as is, but thought I'd point this out in case others are of the opinion that it adversely affects game play.


That is extremely fascinating. I won't be changing it for this map but that is a great idea to remember for anyone designing games with territories like these in the future.

Thanx

=D13=

Re: Feedbacl on Final lap

PostPosted: Tue Feb 11, 2014 10:40 am
by agentcom
GeeksAreMyPeeps wrote:
dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.

* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?

Any feedback about it is appreciated.

=D13=

p.s. I have not used it nor have I been in a game where it was used.

Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)

I wonder if a series of 2 steps for each of these locations, with half the number of troops (so the nuker still has to conquer half the troops) might be a possibility to explore. I'm fine with it as is, but thought I'd point this out in case others are of the opinion that it adversely affects game play.


The two territ solution is an interesting way of keeping nukes from doing what you described, but I always thought that that was part of the game with nukes and several maps that are like this. You're really playing to try to get that right nuke card. Similar things happened recently to a teammate of mine in a Baseball game. He was playing one strategy, and his opponent was playing for the cards. Opponent got a couple of lucky nukes and won the game. Without the nukes, the game would've gone to my buddy.

This isn't necessarily "imbalanced." It's just playing the settings to your advantage and getting lucky. But, again, the two-stage "solution" is an interesting idea that could be incorporated if the mapmaker likes.

Re: [Beta] The Conquer 500

PostPosted: Tue Mar 04, 2014 4:33 pm
by c c
i like that All pit equipment can assault the pit but im not sure if i care to much for some one catching up by the Pit stop Bonus +5 for holding your entire car, pit crew, and 1 of each pit equipment. it will allow someone who gets control over the pits to get back into the race faster

Re: [Beta] The Conquer 500

PostPosted: Mon Mar 10, 2014 11:11 am
by Falkonet
Sell logo to tournaments on the cars and fields

Re: [Beta] The Conquer 500

PostPosted: Tue Mar 11, 2014 8:49 pm
by Gilligan
The images were updated (I was notified that Final Lap still said killer 100 instead of 40)

Re: [Beta] The Conquer 500

PostPosted: Wed Mar 12, 2014 11:44 am
by iAmCaffeine
When's this map coming out of beta? I love it.