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Hurling: Fastest Field Sport - VACATION

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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby seamusk on Thu Jun 26, 2008 6:05 pm

mibi wrote:I guess my issue is, you take a sport that is the "fastest field sport in the world" and apply the rules of Risk which is one of the longest and slowest board games out there. In the end you have something that is neither hurling, nor is it Risk, and will ultimately end in confusion. Is this a 1v1 map only? Because if its not, then people will be attempting to play hurling via Risk, with 4-8 teams on the same pitch. Either way, if this map does get into live play, it will be the ultimate tool for n00b farming. Small map, check, complicated game play, check. I took a look at the movement and such for a 5 minutes and still couldn't grasp it. You have lines of attack with no attack lines, attacking is "moving the ball" but the ball never moves. You have auto-bonuses, bombards, territories that cannot be attacked, victory conditions, and a host of other complexities. Judging from this map, the sport of hurling must be the most complicated in the world!


This is mostly just an ambiguous rant. I'll do my best to respond but I recommend explaining why it is bad to have a small map with different than classic gameplay . Why are auto bonuses are confusing when they are on like 15 maps on the site with autobonuses. or why bombarding is more confusing in a sport than with a random spy is who can bombard presidential suites. How do you have an objective map without victory conditions? It isn't like there are ten victory conditions, there is one. Do you not just like objective maps? m Please explain.

How is attacking without a ball moving any different than attacking without weapons moving or having to wield tanks or something? Or attacking in circles around a race track? It seems to me that what is confusing you is that you don't play sports much or don't have much background in board game design outside of this site. It is different and unique (a requirement for new maps actually) but that doesn't make it unworkable.

I recommend providing rationale for why you think A is bad or Y is bad and as you see with other commentators I respond and make changes. This is about the least constructive and useful comment I've gotten. I want to take something out of this and improve the map but have no idea how. I would also recommend less conclusory statements (eg. it is small with complicated gameplay therefore it must be bad - obviously i'm paraphrasing what I think you intended to say but conclusory statements are almost always false - which is why the courts use them as cause for ruling against parties).
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby mibi on Thu Jun 26, 2008 7:52 pm

seamusk wrote:
mibi wrote:I guess my issue is, you take a sport that is the "fastest field sport in the world" and apply the rules of Risk which is one of the longest and slowest board games out there. In the end you have something that is neither hurling, nor is it Risk, and will ultimately end in confusion. Is this a 1v1 map only? Because if its not, then people will be attempting to play hurling via Risk, with 4-8 teams on the same pitch. Either way, if this map does get into live play, it will be the ultimate tool for n00b farming. Small map, check, complicated game play, check. I took a look at the movement and such for a 5 minutes and still couldn't grasp it. You have lines of attack with no attack lines, attacking is "moving the ball" but the ball never moves. You have auto-bonuses, bombards, territories that cannot be attacked, victory conditions, and a host of other complexities. Judging from this map, the sport of hurling must be the most complicated in the world!


This is mostly just an ambiguous rant. I'll do my best to respond but I recommend explaining why it is bad to have a small map with different than classic gameplay . Why are auto bonuses are confusing when they are on like 15 maps on the site with autobonuses. or why bombarding is more confusing in a sport than with a random spy is who can bombard presidential suites. How do you have an objective map without victory conditions? It isn't like there are ten victory conditions, there is one. Do you not just like objective maps? m Please explain.

How is attacking without a ball moving any different than attacking without weapons moving or having to wield tanks or something? Or attacking in circles around a race track? It seems to me that what is confusing you is that you don't play sports much or don't have much background in board game design outside of this site. It is different and unique (a requirement for new maps actually) but that doesn't make it unworkable.

I recommend providing rationale for why you think A is bad or Y is bad and as you see with other commentators I respond and make changes. This is about the least constructive and useful comment I've gotten. I want to take something out of this and improve the map but have no idea how. I would also recommend less conclusory statements (eg. it is small with complicated gameplay therefore it must be bad - obviously i'm paraphrasing what I think you intended to say but conclusory statements are almost always false - which is why the courts use them as cause for ruling against parties).



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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby cptbighead on Thu Jun 26, 2008 8:28 pm

hay mibi. do us favor and turn off you computer. just because your mind is like a first graders doesnt mean the map isnt good. maybe would could make a map that is like the game, place the circle in the circle hole and the triangle in the triangle hole. is that non complex enough for you. maybe a paint by number game. unless you can offer a suggestion on improvement. stay out. thank you, have a super day
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby mibi on Thu Jun 26, 2008 9:40 pm

cptbighead wrote:hay mibi. do us favor and turn off you computer. just because your mind is like a first graders doesnt mean the map isnt good. maybe would could make a map that is like the game, place the circle in the circle hole and the triangle in the triangle hole. is that non complex enough for you. maybe a paint by number game. unless you can offer a suggestion on improvement. stay out. thank you, have a super day


Hi, welcome to the foundry. I like your idea about a circle hole map, though I don't really know much about map making or anything. The reason I offer no suggestion for improvement is because I agree with the other 45% of people in the poll who think,

"I don't like it and I don't think it will have appeal. Stop working on it..."

Though I have no doubt that seamusk has enough determination to bring a failure of a map to fruition.

Also, why would anyone waste time killing neutrals on such a small map when you can eliminate your opponent just as easily? I am not sure how this map ever got this far without people seeing it's a train wreck in slow motion.
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby seamusk on Thu Jun 26, 2008 9:44 pm

mibi wrote:Hi, welcome to the foundry. I like your idea about a circle hole map, though I don't really know much about map making or anything. The reason I offer no suggestion for improvement is because I agree with the other 45% of people in the poll who think,

"I don't like it and I don't think it will have appeal. Stop working on it..."[/quote[

Yeah funny as it was 65% before you started trolling my thread and for votes.

Though I have no doubt that seamusk has enough determination to bring a failure of a map to fruition.

Also, why would anyone waste time killing neutrals on such a small map when you can eliminate your opponent just as easily? I am not sure how this map ever got this far without people seeing it's a train wreck in slow motion.

umm, next time read the map legend before trolling my map thread.
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby mibi on Thu Jun 26, 2008 10:14 pm

seamusk wrote:
mibi wrote:Hi, welcome to the foundry. I like your idea about a circle hole map, though I don't really know much about map making or anything. The reason I offer no suggestion for improvement is because I agree with the other 45% of people in the poll who think,

"I don't like it and I don't think it will have appeal. Stop working on it..."[/quote[

Yeah funny as it was 65% before you started trolling my thread and for votes.

Though I have no doubt that seamusk has enough determination to bring a failure of a map to fruition.

Also, why would anyone waste time killing neutrals on such a small map when you can eliminate your opponent just as easily? I am not sure how this map ever got this far without people seeing it's a train wreck in slow motion.

umm, next time read the map legend before trolling my map thread.


lol, I can be persuasive. I am sorry you cannot handle criticism. I will bow out of this thread though, so you can take your 45%-65% mandate all the way to quench land.

Send me a PM before it goes live though, I'd like to take another look at the rules so I can n00b farm my way to Conqueror.
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby oaktown on Thu Jun 26, 2008 10:18 pm

Alright, everybody play nice. Mibi has expressed his opinion and it has been countered, so if you guys want to continue the back-and-forth please take it to flame wars.
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Re: Hurling: Fastest Field Sport - 6/27 MAP & Play Updates p.9

Postby seamusk on Thu Jun 26, 2008 11:43 pm

Back to business. Folks might have missed the excellent posts from Androidz and Rocky suggesting attack lines from the goals and such. In any case, I have made an update to hopefully clarify this once and for all. After some thought on the test games I have made a couple of gameplay changes that will make this even simpler. Outline of changes.

Full forwards can still attack the goal scoring spaces. But they cannot attack the uprights. These players who can attack the goal scoring spaces (worth 3 points each) are indicated by a ball with a red stroke (same color as scoring space).

Half-Forwards and Mid-fielders can still score 1 pointers by attacking and holding a space in the uprights. And as before they cannot score 3 pointers. These players are marked by a ball with a yellow outline (same as 1 point scoring spaces).

When attacking the goal or uprights players need not target only certain scoring positions. Before left forwards could only attack the left and center scoring spaces. This is gone now which simplifies this aspect of the gameplay.

Other changes:
I added attack lines from the goalies to the players that they can attack. To limit clutter I simply drew them into another attack line that was relevant.

I updated the legend to remove one of the samples that wasn't necessary because of the attack lines I added from the goalies.

I also added some text and the new symbols for scorers to the legend.

I would appreciate comments on the language in the legend for the scoring spaces.

Hurling Map. Version 2.6. 6/27
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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby Androidz on Fri Jun 27, 2008 8:30 am

Now the map is really gettingf filled with actions:P
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby conquerAce on Fri Jun 27, 2008 9:37 am

mibi wrote:Also, why would anyone waste time killing neutrals on such a small map when you can eliminate your opponent just as easily? I am not sure how this map ever got this far without people seeing it's a train wreck in slow motion.


Is this possible... Maybe it's my poor reading skills but the way i read it the goalies can not be attacked so how the heck do you eliminate opponents?

On topic...

I like the idea of having only full forwards scoring 3 pointers but a couple of questions since i don't know the sport...

Can full forwards still score 1 pointers?

In the real sport do half forwards and mid fielders ever score three pointers? If so is it common?
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby seamusk on Fri Jun 27, 2008 9:46 am

Can full forwards still score 1 pointers?


In real life sure, but for the purposes of this game I was thinking not. Test plays indicate folks rarely use full forwards for one pointers. In real life the full forwards are so close that they are more likely to go for the 3 pointer when they get it. Though it is common to see a goalie deflect potential 3 pointer and hit it up and over the bar for 1 point. Happened to me when we played DC.

In the real sport do half forwards and mid fielders ever score three pointers? If so is it common?

It is uncommon. Most scores are 1 pointers and most of these come from mid-field and half-forwards. Most 3 pointers are situations where the ball is hit up to the full forwards who either deflect it into the goal or gain possession and quickly turn and shoot. Hurlers are trained to take an open 1 pointer if they have it rather than push for the more difficult 3 point goal.
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby conquerAce on Fri Jun 27, 2008 10:10 am

seamusk wrote:
Can full forwards still score 1 pointers?


In real life sure, but for the purposes of this game I was thinking not. Test plays indicate folks rarely use full forwards for one pointers. In real life the full forwards are so close that they are more likely to go for the 3 pointer when they get it. Though it is common to see a goalie deflect potential 3 pointer and hit it up and over the bar for 1 point. Happened to me when we played DC.

In the real sport do half forwards and mid fielders ever score three pointers? If so is it common?

It is uncommon. Most scores are 1 pointers and most of these come from mid-field and half-forwards. Most 3 pointers are situations where the ball is hit up to the full forwards who either deflect it into the goal or gain possession and quickly turn and shoot. Hurlers are trained to take an open 1 pointer if they have it rather than push for the more difficult 3 point goal.


In that case your changes to game play are perfect... this is as far as i've seen a sports themed map progress, i have never played or watched hurling but your map makes me want to give it a go...

hope this moves along
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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby cptbighead on Fri Jun 27, 2008 10:23 pm

im gonna bite my tongue and just say. im looking forward to dif maps on this site. why not expand what conquer club is. for those of you who dont like the map. you dont have to play. i dont play all the maps. if its a noob farm or whatever. stay out then. lets make this site a lil more interesting. who cares for bonuses and cards. lets make something dif here. i myslef am gettin board of the same ole game play. my map should be out in a few years. so i cant wait for all you to chime in on that. have a swell day and enjoy the 4th of july
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Re: Hurling: Fastest Field Sport - 6/25 GAMEPLAY UPDATE p. 8

Postby seamusk on Sat Jun 28, 2008 11:08 am

conquerAce wrote:In that case your changes to game play are perfect... this is as far as i've seen a sports themed map progress, i have never played or watched hurling but your map makes me want to give it a go...

hope this moves along

Thanks ace. Sports themed maps are viewed with a lot of negativity around here so while the map has progressed a lot, it hasn't moved in the foundry at all. So I guess we wait and see.

And cpt, your post is well stated. It touches on issues for foundry discussion so I won't respond here but I agree with a lot of what you say there.
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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby gimil on Sat Jun 28, 2008 11:10 am

[adv' idea] im stil not 100% this has sufficinet support so ill revive it before I even consider stamping it.
What do you know about map making, bitch?

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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby seamusk on Sat Jun 28, 2008 11:16 am

well thanks there gimil. That whole idea of "sufficient support" seems to be a shifty character though...

=D>
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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby gimil on Sat Jun 28, 2008 11:19 am

seamusk wrote:well thanks there gimil. That whole idea of "sufficient support" seems to be a shifty character though...

=D>


Is it jsut I use my best judgement and never let my own opinion effect my decision. We jsut cant have any old map get into the foundry since it wont make it without support and feedback of those who care.
What do you know about map making, bitch?

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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby rocky mountain on Sat Jun 28, 2008 4:14 pm

it seems like with this map you either love it or you hate it... the poll tells that...
good job on the [adv. idea] seamusk.
why do you have 4 maps going on? :?
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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby Androidz on Sat Jun 28, 2008 4:15 pm

rocky mountain wrote:it seems like with this map you either love it or you hate it... the poll tells that...
good job on the [adv. idea] seamusk.
why do you have 4 maps going on? :?


Cause of his burning Passion for good ideas;)

He actully (as i know about) 2 on hold:P
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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby seamusk on Sat Jun 28, 2008 4:37 pm

rocky mountain wrote:it seems like with this map you either love it or you hate it... the poll tells that...
good job on the [adv. idea] seamusk.
why do you have 4 maps going on? :?

:lol: damn good question. I work better this way. I just do. Thanks Rocky!
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Re: Hurling: Fastest Field Sport - 6/27 MAP & Play Updates p.9

Postby DiM on Sat Jun 28, 2008 8:35 pm

seamusk wrote:Hurling Map. Version 2.6. 6/27
Click image to enlarge.
image


i've tried to read the whole thread but to be honest it is full of spam rants crap and useless garbage. it's very hard to follow the development of the map.

anyway i quoted the image above as that's the one i'm going to talk about.

A. graphics.

to keep it short, they suck. they suck big time. very simple with no particular style or artistic impression. and yet they are very very cluttered. you have to look at the map for like 10 minutes before you actually realize what's going on. my advice is to scratch what you have and start fresh

B. gameplay.

again i'll keep it short. it sucks too. sorry but it does. at the moment if you go first you are sure to win. imagine a 1v1 game. each player gets 3 goalies each goalie with a 3 army start and another 3 bonus. plus another 3 troops for terit numbers. that means he has 3 goalies with 6 armies each plus another 3 troops to deploy. well simply deploy 1 on each of the goalies to make each have 7 armies. then he'll be able to take a minimum of 4 fullbacks. and have at least 4-5 troops on each fullback. now the second player begins his turn. he deploys like player 1 and has 3 goalies with 7 armies each. simple math tells us player 2 will probably fail at killing all the fullbacks player 1 has and at most he'll conquer 1 or 2 of them. or he'll go for the remaining fullbacks. either way player 1 will begin his second turn with a bonus and then it's all just like a ball of snow getting bigger and bigger and bigger with player 2 not having a single chance at winning unless somehow he gets perfect dice and player 1 gets shitty dice.

C. theme.

because i like consistency i'll use the same word for the theme. it sucks too. wtf do hurling and risk have in common?

note that the theme thing is just a matter of personal taste. some may like it. but points A and B are perfectly valid. graphics are horrible and the gameplay is stupid and flawed
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Re: Hurling: Fastest Field Sport - 6/27 MAP & Play Updates p.9

Postby seamusk on Sat Jun 28, 2008 9:09 pm

A. graphics.

to keep it short, they suck. they suck big time. very simple with no particular style or artistic impression. and yet they are very very cluttered. you have to look at the map for like 10 minutes before you actually realize what's going on. my advice is to scratch what you have and start fresh


I don't think they are nearly as bad as you are claiming. They aren't supposed to be final graphics either. I'm not totally closed to the idea of re-doing the graphics but others have said they like them and I like them a lot. I'm not going for artistic impression or for a "style". The legibility is another issue and on that I am constantly working. I have another update well into production already...

B. gameplay.

again i'll keep it short. it sucks too. sorry but it does. at the moment if you go first you are sure to win. imagine a 1v1 game. each player gets 3 goalies each goalie with a 3 army start and another 3 bonus. plus another 3 troops for terit numbers. that means he has 3 goalies with 6 armies each plus another 3 troops to deploy. well simply deploy 1 on each of the goalies to make each have 7 armies. then he'll be able to take a minimum of 4 fullbacks. and have at least 4-5 troops on each fullback. now the second player begins his turn. he deploys like player 1 and has 3 goalies with 7 armies each. simple math tells us player 2 will probably fail at killing all the fullbacks player 1 has and at most he'll conquer 1 or 2 of them. or he'll go for the remaining fullbacks. either way player 1 will begin his second turn with a bonus and then it's all just like a ball of snow getting bigger and bigger and bigger with player 2 not having a single chance at winning unless somehow he gets perfect dice and player 1 gets shitty dice.


Here you are just plain wrong. No, that isn't how it is going to happen. There are 8 start positions on goalies with a +3 bonus. Now look at the attack lines. There is no situation where the first player could get the advantage you speak of. It is impossible. The mechanics were adjusted before the map was ever proposed to make this impossible. All of the scenarios in a 2 player game, for example, would require player one to be able to hold TWO territories that Player two can attack and hold them with at best the same amount of deployment. Now there are scenarios where 1 of 3 starting positions can be blocked in, but those scenarios put the other player at a supreme disadvantage. It is impossible to know entirely how good the gameplay will be (which is why you play games before you publish them), but I am confident that the scenario you describe where one player has a huge starting advantage is impossible. I was careful to make it so.

The gameplay is just good. I played a test game and I couldn't believe how much fun it was. I'm a pretty good player. And I'm biased for sure. But if your entire opinion is based on what you wrote above, you need to completely re-assess.
C. theme.

because i like consistency i'll use the same word for the theme. it sucks too. wtf do hurling and risk have in common?

note that the theme thing is just a matter of personal taste. some may like it. but points A and B are perfectly valid. graphics are horrible and the gameplay is stupid and flawed

wtf does nyc and risk have in common? or races on a track? or chinese checkers? or railroads? or 8 thoughts? or conquer man? or conquer 4? I could go on and on.

All Risk is is a series of mechanics with a theme pasted on top. That is what all board games are. In this case, CC is derived from Risk but has a combination of mechanics which can be applied to a wide variety of themes. Sure, warfare is a good theme for them. That doesn't mean other themes won't work or aren't good choices. And it is pretty naive to think otherwise. Especially when you consider that hurling was invented to train warriors. It has a lot more in common with Risk than many of the other maps.

Look I appreciate your input. Your attitude kind of sucks, but hey, we can't all have it right. I suggest that you take another look.
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Re: Hurling: Fastest Field Sport - 6/27 MAP & Play Updates p.9

Postby DiM on Sun Jun 29, 2008 8:43 am

seamusk wrote:
A. graphics.

to keep it short, they suck. they suck big time. very simple with no particular style or artistic impression. and yet they are very very cluttered. you have to look at the map for like 10 minutes before you actually realize what's going on. my advice is to scratch what you have and start fresh


I don't think they are nearly as bad as you are claiming. They aren't supposed to be final graphics either. I'm not totally closed to the idea of re-doing the graphics but others have said they like them and I like them a lot. I'm not going for artistic impression or for a "style". The legibility is another issue and on that I am constantly working. I have another update well into production already...


yes they are truly bad. compare the graphics on this map with any of the recent quenched maps. unless you are blind (or highly subjective) you'll see a HUGE difference.
also i'm looking at the original draft and the one you have now and frankly i see no improvement. the graphics are still as bad as the first one. for me this is a clear indication of you graphics skill. if you were great then you would have already made a great version. you didn't this means you aren't great at graphics. but i look forward to the next update, who knows? perhaps your a photoshop master and you'll blow my mind, but i doubt it.
as for people telling you the graphics are good, trust me, some people are here just for the spam they would say a piece of crap on a stick looks good. ;)

seamusk wrote:
B. gameplay.

again i'll keep it short. it sucks too. sorry but it does. at the moment if you go first you are sure to win. imagine a 1v1 game. each player gets 3 goalies each goalie with a 3 army start and another 3 bonus. plus another 3 troops for terit numbers. that means he has 3 goalies with 6 armies each plus another 3 troops to deploy. well simply deploy 1 on each of the goalies to make each have 7 armies. then he'll be able to take a minimum of 4 fullbacks. and have at least 4-5 troops on each fullback. now the second player begins his turn. he deploys like player 1 and has 3 goalies with 7 armies each. simple math tells us player 2 will probably fail at killing all the fullbacks player 1 has and at most he'll conquer 1 or 2 of them. or he'll go for the remaining fullbacks. either way player 1 will begin his second turn with a bonus and then it's all just like a ball of snow getting bigger and bigger and bigger with player 2 not having a single chance at winning unless somehow he gets perfect dice and player 1 gets shitty dice.


Here you are just plain wrong. No, that isn't how it is going to happen. There are 8 start positions on goalies with a +3 bonus. Now look at the attack lines. There is no situation where the first player could get the advantage you speak of. It is impossible. The mechanics were adjusted before the map was ever proposed to make this impossible. All of the scenarios in a 2 player game, for example, would require player one to be able to hold TWO territories that Player two can attack and hold them with at best the same amount of deployment. Now there are scenarios where 1 of 3 starting positions can be blocked in, but those scenarios put the other player at a supreme disadvantage. It is impossible to know entirely how good the gameplay will be (which is why you play games before you publish them), but I am confident that the scenario you describe where one player has a huge starting advantage is impossible. I was careful to make it so.

The gameplay is just good. I played a test game and I couldn't believe how much fun it was. I'm a pretty good player. And I'm biased for sure. But if your entire opinion is based on what you wrote above, you need to completely re-assess.


the gameplay is not good and 1 test game will not help you at all. play 10-20 and you still might miss a lot of gameplay problems.

i have a pretty good grasp on gameplay as i've been playing risk for more than 10 years. also all my maps have had weird gameplays so i both have the skill and the imagination to assess what a map is going to be played. if you want more then read through the foundry where i posted various gameplay comments and you'll see in 99.99% i'm right.

back to this map. in a 1v1 each player has 3 goalies, right?
player 1 will have direct attack routes to an average of 4 fullbacks. he takes them with ease since all of them have 1 neutral and then he will place an average of 4-5 armies on top of each of those 4 fullbacks. that gives him a +4 extra troops.
player 2 now needs to take the other 2 neutral fullbacks as well as break some bonuses from player 1. since player 1 has 4-5 troops it's obvious player 2 will not be able to break all the bonuses, so now player 1 starts with at least a +2, advantage that he will keep and also increase round after round because player 2 is always fighting an uphill battle. ;)

seamusk wrote:
C. theme.

because i like consistency i'll use the same word for the theme. it sucks too. wtf do hurling and risk have in common?

note that the theme thing is just a matter of personal taste. some may like it. but points A and B are perfectly valid. graphics are horrible and the gameplay is stupid and flawed

wtf does nyc and risk have in common? or races on a track? or chinese checkers? or railroads? or 8 thoughts? or conquer man? or conquer 4? I could go on and on.

All Risk is is a series of mechanics with a theme pasted on top. That is what all board games are. In this case, CC is derived from Risk but has a combination of mechanics which can be applied to a wide variety of themes. Sure, warfare is a good theme for them. That doesn't mean other themes won't work or aren't good choices. And it is pretty naive to think otherwise. Especially when you consider that hurling was invented to train warriors. It has a lot more in common with Risk than many of the other maps.

i already told you the theme sucking thing is subjective. it's just my opinion. i don't like the theme. plain and simple. it does nothing to appeal to me.

seamusk wrote:Look I appreciate your input. Your attitude kind of sucks, but hey, we can't all have it right. I suggest that you take another look.


yeah my attitude always sucks because i'm generally the bearer of bleak news. i never come into a map thread and say "ZOMG this is GREAT" i usually come and point flaws and tell people where the maps suck. i can live with it. others can't ;)
i advice you to either solve problems (thus giving me no reason to come and tell you the map sucks) or abandon it (and thus giving me no reason to come and tell you the map sucks).
welcome to the foundry, the place where people will tell you how much you suck until you improve...or leave :mrgreen:
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Re: Hurling: Fastest Field Sport - 6/27 MAP & Play Updates p.9

Postby seamusk on Sun Jun 29, 2008 10:34 am

DiM wrote:i have a pretty good grasp on gameplay as i've been playing risk for more than 10 years. also all my maps have had weird gameplays so i both have the skill and the imagination to assess what a map is going to be played. if you want more then read through the foundry where i posted various gameplay comments and you'll see in 99.99% i'm right.

back to this map. in a 1v1 each player has 3 goalies, right?
player 1 will have direct attack routes to an average of 4 fullbacks. he takes them with ease since all of them have 1 neutral and then he will place an average of 4-5 armies on top of each of those 4 fullbacks. that gives him a +4 extra troops.
player 2 now needs to take the other 2 neutral fullbacks as well as break some bonuses from player 1. since player 1 has 4-5 troops it's obvious player 2 will not be able to break all the bonuses, so now player 1 starts with at least a +2, advantage that he will keep and also increase round after round because player 2 is always fighting an uphill battle. ;)


The best play in this particular map is to play to your opponents weaknesses since there is always too much for them to cover. You start with 3 goalies each that can attack 6 different fullbacks. In most games, this means that each players will have likely strong control over at least one fullback (and if one player has it, they both do) which gives them an initial line of movement and control. The player position auto-deploys will never be enough of an advantage to justify trying to hold too many fullbacks. Because of how these games play out, getting more than a standard 3 deployment is unlikely. In fact, it hasn't happened in any test game yet. I considered using the xml options to flatten the deploy to 1 but I feel it works better as a standard 3 based on limited test play. Obviously these things can be revisited.

As for gameplay, I sat there and charted out every possible starting position and as I've stated, the scenario you describe is impossible. Absent miracle dice which screws up every game on every map on this site, and even then one set of rolls will have little impact on total armies since it only affects auto-deploy on one position of +1. If anything, the game design intentionally limits the impacts of lucky dice. I disagree with you on the gameplay. I'll PM you with more details so as not to clog the thread up with too much detail...
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Re: Hurling: Fastest Field Sport - 6/27 MAP/GAMEPLAY UPDATE p.9

Postby DiM on Sun Jun 29, 2008 12:53 pm

seamus, i've explained the flaw as much as i can. if i could i'd somehow telepathically input my thoughts into your brain. you're blinded by subjectivity and stubbornness and you can't see the flawed gameplay. fine, but you will never advance with this map, at least not in this current form. the gameplay is shit and the graphics are poor. even if you pull a miracle and make great graphics (doubtful) the gameplay will still be screwed ;)
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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