Re: The Temple of Jinn [08/12/2013] V9k pg 13
Posted: Thu Jan 02, 2014 8:56 pm
dakky21 wrote:What's happening with this map, I really like it and would like to play it ... it remembers me of Arcane Sanctuary in D2
Hopefully soon!
Conquer Club, a free online multiplayer variation of a popular world domination board game.
https://www.conquerclub.com/forum/
https://www.conquerclub.com/forum/viewtopic.php?f=358&t=193511
dakky21 wrote:What's happening with this map, I really like it and would like to play it ... it remembers me of Arcane Sanctuary in D2
bigWham wrote:I have been playing this map on Beta and I think it is fantastic. I do not have any functional issues with it, however the monsters, crystals and temple never really come into play. i think they are too expensive compared to their reward, when compared to the gems. i think this map would have even better game play if they were somewhat cheaper/easier to attain.
Blakkrose wrote:bigWham wrote:I have been playing this map on Beta and I think it is fantastic. I do not have any functional issues with it, however the monsters, crystals and temple never really come into play. i think they are too expensive compared to their reward, when compared to the gems. i think this map would have even better game play if they were somewhat cheaper/easier to attain.
Thanks for the compliments!
Regarding the monsters consider them primarily as a line of defense.
They defend the crucial areas of the map.If you prefer I can eliminate the bonuses for the control of the monsters so people will consider them only for their primary function: Defense
- the crystal zones useful to interfere with the opponents' play by the bombardment
- key prerequisite for accessing the Temple of Jinn
- Ghul indispensable to access Crystals
- and finally Iblis who defends the only access to the area of the Temple of Jinn
bigWham wrote:
They are defending things that no one will want because they are too expensive. The key to unlock the temple idea is very cool as well, but it is hard to see anyone doing that except in very rare circumstances. The map would be more fun, and more strategically challenging, if there were multiple strategic options that you had make choices between - right now I believe it is all about collecting gems, and then attacking your opponents directly.
Increasing the bonus value of them probably won't help because it would become suicide to go for them. Hence I think that reducing the neutrals on those terits is the way to go.
Blakkrose wrote:bigWham wrote:
They are defending things that no one will want because they are too expensive. The key to unlock the temple idea is very cool as well, but it is hard to see anyone doing that except in very rare circumstances. The map would be more fun, and more strategically challenging, if there were multiple strategic options that you had make choices between - right now I believe it is all about collecting gems, and then attacking your opponents directly.
Increasing the bonus value of them probably won't help because it would become suicide to go for them. Hence I think that reducing the neutrals on those terits is the way to go.
Does anyone agree with bigWham?
I want my map to be played by many users. I want it to be fun and interesting strategically.
I'm trying to meet the wishes of users, and if you think it is appropriate to reduce monsters troops then I will.
isaiah40 wrote:I say wait and find out what more of the community thinks once it is released into Beta on the live site.
Blakkrose wrote:Can anyone tell me why the map is not yet Live?
Gilligan wrote:Blakkrose wrote:Can anyone tell me why the map is not yet Live?
tnb said that you were testing bigwham's post above, with lowering the cost of monsters.
thenobodies80 wrote:- Consider a way to make the map more playable in 2 players game. Actually i think it shows the usual problem that the first player that grab an advantage with gems (because he starts first or because he is just more lucky with dice) can close the game in few turns without any way for the opponent to do something seriously to stop him. If this is not possible, well exclude games that have less than 4 players and are not polymorphic (not sure we can ).
thenobodies80 wrote:- Monsters. even if i understand that neutrals are a way to stop a mass bombardment, i think they are too high. If you see we have about 20 neutrals plus decay just to bombard combined with a 5 neutrals ghul that moreover everyone will have on the list due its key role as condition to bombard.
- Again any bonus "Iblis + X monsters = Y" in which X>4 is pretty ridicolous. If you receive it you have already won the game, you don't need those troops. Specially considering how much work is required to have them for Y troops. It's easier to go for gems and obtain exactly the same number of troops but in the meanwhile kill the opponents more frequently than trying to unlock monsters. Maybe it can be a type of bonus that is worth in some extended games, but again, in that case i don't know how much 18 troops can make a difference apart for a really strange combo of game settings.
thenobodies80 wrote:I would leave ibilis at 10 neutral troops, the 4 colored monsters at the corners changed to 3 or 4 neutrals. Finally ghul can be 3 neutral. alone it gives nothing, everyone need it to access to crystals and it has a 3 decay...it's not a problem if it is easier to take.
iAmCaffeine wrote:This is quite possibly the best looking map I've seen.
Blakkrose wrote:iAmCaffeine wrote:This is quite possibly the best looking map I've seen.
Thank you but I do not understand why it takes more than a year to send her Live!!!
iAmCaffeine wrote:Blakkrose wrote:iAmCaffeine wrote:This is quite possibly the best looking map I've seen.
Thank you but I do not understand why it takes more than a year to send her Live!!!
My only [slight] issue is that the monsters aren't defined in the legend, but it's simple enough to figure out.