word.mibi wrote:you need an update.
Moderator: Cartographers
mibi wrote:you need an update.
mibi wrote:i think you need to simplify the legend if you want to get feed back on this one. No one will give feedback unless they understand whats going on, and currently you have this 'wall of text' thing going on in the legend.
So try sorting out the legend, grouping, reducing, anything you can to make it easy and quick to understand.
Coleman wrote:Yeah, make the bonuses some sort of list column, and the objective a list column. Not sure what to do about the gameplay one though. Guess it'd stay a wall of text in a third column....
Coleman wrote:It's a good idea if it is presented right. You make the drug guys look like all the sterotypical criminals in like Lonney Toons and whatever (old middle aged, unshaven or big and stupid looking, or baby sized with an ugly face, you know, people kids don't idolize at all) and the good guys like the cool police officers in a lot of anti-drug stuff I think it would be funny for us old people and pretty good for the younger players.
edbeard wrote:interesting ideas Rj
But, I think those ideas are more fitting for an entirely new map. I like how the setup is now. It does appear to be complicated, but actually it is very simple. This definitely will be a map where you need to read the instructions a couple times, but hopefully after that it becomes easy like Age of Merchants or Age of Realms.
It's important to be able to move swiftly around the map because of the objectives. You might not be able to stop the main stash, but with the phones you might be able to stop one of the other two territories that the player is holding.
I'm not trying to glorify drug selling. I guess having a map with this theme will be interpreted this way no matter what I do with it. As for the graphics, I hope to have an announcement on that in the next couple days.
Thanks again Mr. Beals. Even though I probably won't implement any of these ideas, I appreciate the time you put into them, and I hope to have more from you in the future.
P.S. Thank you for your constructive criticism. I have given it an appropriate response in my reply to you.
Thank you very much,
Klobber
edbeard wrote:NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK. NOT LOOKING FOR GRAPHIC FEEDBACK.
edbeard wrote:I'm surprised by you not being able to know what attacks what. Borders are shown and anything that is different from normal is explained in the rules.
yeti_c wrote:edbeard wrote:At the moment, it IS possible to hold an objective on your first go.
It isn't actually - if you're dealt with an objective then the game will reset and deal again...
C.
edbeard wrote:There are quite a few rules to read. But, once that is done it shouldn't be too hard to follow.
I'm surprised by you not being able to know what attacks what. Borders are shown and anything that is different from normal is explained in the rules.
If you 'miss' an objective, I don't know what to say. If players take a minute to read what they are and see where they are, they should notice that each side (left, right, top, and bottom) have their own objective. With these 'rules heavy' maps (like DiM's maps (hope he doesn't mind me lumping myself into a category with him!)), you do need to do a bit more reading than other maps, but at the same time once you have done so, it all becomes very simple.
Telvannia wrote:yeti_c wrote:edbeard wrote:At the moment, it IS possible to hold an objective on your first go.
It isn't actually - if you're dealt with an objective then the game will reset and deal again...
C.
I think you mean, if you hold all the objectives, the game redeals, otherwise AoR would not work, as the game would not let you start with a castle...
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