Same post as the blog

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Same post as the blog

Postby piranha » Tue Jul 05, 2011 6:56 pm

We started playing a beta 4 game last week. There is still work left, we have been fixing a lot detail stuff that we discovered while playing.
Unfortunately what many have stated in our forum is true. The new buildings, resource and upgraded units have turned out to be confusing and boring management.

We are going to make changes to this because its not very fun right now.
We haven't nailed exactly what we plan to change but here are some things we want to do so far.

*Remove the 3 new resources and make all resource buildings generate gold instead. They need to be balanced with city income and ruin income.
*change cities back to buying unit production instead of buildings and do whatever we can to make new users understand that they are buying production.
*Make wall upgrade also upgrade the guard tower (view radius)
*Optimize city management to reduce clicks as much as we can.

Income management
We have a townhall that can be upgrade in our current version. Basically you pay 3 turns of gold on the lower levels and up to about 10 turns before you break even for the last level. turned out that when you have bunch of cities its not too fun looking around if there is a townhall somewhere that you want to upgrade.
One idea is to make a kind of global income page where you can spend gold to increase city income but don't have to do it on a city by city level. Another way would be increase townhall when you upgrade wall too. Or any possibility to affect city income could be ditched.

Portal management
Vector is called portal and it is distance based now and also upgradeable. Boring to manage your portals so either we just lock the portal speed or we can make it increase levels when you upgrade the wall or perhaps with the townhall. Any thoughts on this one?

Sites / resources / mercenary
We skip the whole extra version of units.
While we haven't tried the sites thing it sounds like something that you need to manage too if it is connected to a city. Also seems like it will create units that have different stats than whats standard (just like our other idea did).
Our current idea at the moment is to turn all the buildings for the city into buildings that a map maker can place on the map that will allow a player to buy units directly on the map. Mercenaries.
Should be pretty low management and then all units will have the stats you expect + possible blessing.
Any thought on this one?
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Re: Same post as the blog

Postby KGB » Wed Jul 06, 2011 2:02 am

Piranha,

piranha wrote:*Remove the 3 new resources and make all resource buildings generate gold instead. They need to be balanced with city income and ruin income.
*change cities back to buying unit production instead of buildings and do whatever we can to make new users understand that they are buying production.
*Make wall upgrade also upgrade the guard tower (view radius)
*Optimize city management to reduce clicks as much as we can.


Two big thumbs up from me.

Not just because it's going back to the game style I know and love but also because you guys tested it prior to release and have the courage to recognize when ideas don't work as you hoped.

Income management
We have a townhall that can be upgrade in our current version. Basically you pay 3 turns of gold on the lower levels and up to about 10 turns before you break even for the last level. turned out that when you have bunch of cities its not too fun looking around if there is a townhall somewhere that you want to upgrade.
One idea is to make a kind of global income page where you can spend gold to increase city income but don't have to do it on a city by city level. Another way would be increase townhall when you upgrade wall too. Or any possibility to affect city income could be ditched.


Two suggestions here:

1) I've suggested this before, but you could have items/hero skills that provide +X gold per city. The items existed in War2 and the hero skill (and items) existed in DLR. This provides a boost to income without any need for management.

2) On a per city basis, you could adopt an idea from another old game called MULE. In that game income (was called production) increased based on the length of time you owned the city (land). The idea being that over time you became more efficient and had slight population increases. So maybe each city can have a base gold amount. Then say for every 2 consecutive turns you hold the city the income increases by +1 gold so that after 20 turns the income would increase by 10 gold. If the city is captured by another player it reverts back to it's base gold with the idea being the change of ownership causes an economic upheaval. This puts more gold in the game without requiring any user management and just about anyone can grasp the idea that a city becomes more valuable the longer you own it.

Portal management
Vector is called portal and it is distance based now and also upgradeable. Boring to manage your portals so either we just lock the portal speed or we can make it increase levels when you upgrade the wall or perhaps with the townhall. Any thoughts on this one?


I like the name. Makes it sound like magic which is why the unit 'appears' at its destination.

I've mentioned before DLR had timed vectoring rather than a fixed 2 turns. The time was 2-5 turns based on the distance between the 2 cities (when you created the vector in the vector screen the line would have a color + number on it to indicate the travel time in turns. So yellow for 2 turn vectors, orange for 3, red for 4 type thing). I'd suggest using the DLR model because once again it's point and click and you see the length of time instantly so you know whether you want to vector there or pick another location slightly closer.

Distances were 0-30 squares: 2 turns, 31-50 squares: 3 turns, 51-70: 4 turns, 70+ 5 turns.

If you want to later increase the vector distance based on the town hall upgrade you could still do that. So maybe 10 gold increases the distance by +10 so it would be 0-40 squares: 2 turns, 41-60 squares: 3 turns etc. But in reality it won't often make sense to spend that kind of money for only 1 city unless you have gold to waste.

Incidentally, DLR made timed vectoring a game option so players who wanted a fixed 2 turns ala War2 could do so.

Sites / resources / mercenary
We skip the whole extra version of units.
While we haven't tried the sites thing it sounds like something that you need to manage too if it is connected to a city. Also seems like it will create units that have different stats than whats standard (just like our other idea did).


I think this is for the best in Beta4 (making them all gold sites of various amounts). It gives players a chance to get used to sites + towers and learn strategies/tactics related to them.

You did not manage DLR sites in any way. As in, you can not assign a site to a city. The game automatically linked the site to the closest city on the map. This is OK, but limited because if you capture a site and you don't own the closest city all you can do is raze it because it provides no benefit to you. What I hoped Warbarons would do instead is automatically link captured sites to your closest city (even if it was half way across the map) so that you got a benefit from owning the site. No need to have players linking all sites into 1 city (which requires management and is unbalanced). DLR then had a sites screen that showed which sites were linked to which cities so you could quickly see what was linked in your empire.

You would then simply need to adjust the production screen to color the upgraded stats in another color to indicate the city was getting a site upgrade (right now the base numbers are all in black. An upgraded stat would be shown in say red to distinguish it).

And yes, it clearly creates units with different stats than the base ones. This has been a staple since War1 as different cities had bonuses to strength, move, production time etc. I believe almost everyone would like this to be added in some form or another eventually as several have asked for it before in posts.

Our current idea at the moment is to turn all the buildings for the city into buildings that a map maker can place on the map that will allow a player to buy units directly on the map. Mercenaries.
Should be pretty low management and then all units will have the stats you expect + possible blessing.
Any thought on this one?


Can you describe this in a bit more detail. You are planning to move the city buildings (that are no longer needed) onto the map. But only placed at map creation time. Then when you go there you can hire mercs. That part I get but here are my questions:

1) Do you need a hero on that site or just any unit (like a crow) there can do the hiring (A hero only would be best).
2) Do you chose what unit you hire (based on building type where the Tree can only provide Elves or Unicorns) or is it a random unit type?
3) Any limit to the number you can hire when you arrive? Is it random or can you simply hire 8 if you have the gold?
4) Can a hero (or unit) simply step on/off/on/off repeatedly and hire endless mercs based on gold or it is one hire per turn or once per site per game?

For balance reasons I'd suggest you need a hero to visit the site. I'd suggest the unit type (elves/unicorns in a tree) and number (2-6) is random and you can only visit a site once per game per hero. That way it won't be overpowering.

Incidentally, DLR had Mercs too. An 8% chance per turn of 2-8 units of a randomly selected unit type offering themselves for hire at one of your cities (assuming you had the gold). Certain heroes could acquire skills to increase the merc offering chance only when that hero was located in a city. That concept worked out well because DLR had limited army sets where Warbarons lets you build anything. I provide that model as a reference.

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Re: Same post as the blog

Postby SnotlinG » Wed Jul 06, 2011 8:39 pm

It feels a bit hard to scrap ~2 months worth of development though :-S
But anyway, from todays meeting the following was decided:
- We will wait with mercenaries/sites until later beta.
- All the incomebuildings (village for example) will be guarded by 1 neutral unit.
- City income will be a locked value.

I also demoed some of the team-sync functionallity for piranha, and he was properly impressed :-)
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Re: Same post as the blog

Postby piranha » Wed Jul 06, 2011 8:54 pm

*Edit* :-) I was writing a post too.
Yes the team stuff was neat. Can't wait to start a team and dominate the team ladder :-D

We have decided to get Beta 4 out as fast as possible which mean that we will remove all the stuff I stated in the previous post but push other new things to the next version such as mercs.
City income and portal speed will be locked in beta4. We can keep our current DB structure for cities and just take out the UI used to control it and save a lot of time that way.

If we take the discussion of how they should work my response to your questions is:

1. Though question. If you lose your hero but have gold it is a bit strange that you can't use that to save yourself. We want to avoid the possibility to race with a crow on turn 1 and buy a demon and continue. mercs could become available as they atr trained. So on turn 1 there is nothing to buy, then on turn 2 1 turners could be bought and so on.

2. I think it should be based on which building so the forest will hold scout, elf, pegasi, unicorn. Some units probably need to be more expensive than others based on usefulness. I mean a pegasi is a support unit and 1 is really useful while a spider is on the frontline and die faster and will probably never be bought if the price formula is the same. Also some units like archons and devils are quite hard to get hold of and should probably continue to be hard to get.

3. Not sure, perhaps 1 of each type?

4. Same as 3, I guess it depend of what works well. We will have to see how much money is in the game. Ruins will be guarded this time but there are income buildings. In the long run it should be more than in beta3, but early on it might be less since you wont ruin run.

I think we will use colors for portal/vectors. Seems like a good and simple idea.
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Re: Same post as the blog

Postby KGB » Wed Jul 06, 2011 10:30 pm

Piranha,

I too am looking forward to dominating the Team Ladder :twisted: I think the Team Game concept is one of the most anticipated features of Beta4. It's going to make many maps that are so-so balanced (like Middle Earth) become playable as the teams can be organized along the lines of the Tolkien story.

After waiting 9 months for Beta4, I think you are also doing the right thing releasing it ASAP. That way the good/bad will get talked about and the bugs will get reported so you can fix them.

Snotling,

I agree with the decisions you arrived at. All 3 make perfect sense for Beta4. Let players see the new concepts and get used to them and comment on what they like/dislike. Then improve/expand in Beta5.

I feel bad you guys are scrapping 2 months of work but had you hinted about these ideas back then we might have saved you the trouble or at least gotten Beta4 released earlier so that you'd be part way along Beta5 now.

KGB

P.S. Can you guys post one massive change log someplace detailing all the new features in Beta 4. It doesn't have to be in great detail, just a sentence or two about each one. Stuff like team games, different boat types, different water squares costing different movement, new terrain, new units list, new hero skills (probably needs more than 1-2 sentences unless its 1-2 about each skill), towers, sites (all gold for now), map editor changes, bug fixes/changes etc etc. Then you can cut/paste some of that into the wiki.
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Re: Same post as the blog

Postby KGB » Wed Jul 06, 2011 10:44 pm

Putting this in a separate reply.

piranha wrote:1. Though question. If you lose your hero but have gold it is a bit strange that you can't use that to save yourself. We want to avoid the possibility to race with a crow on turn 1 and buy a demon and continue.


If you lose all your heroes don't you already boost the chance of getting another one on the next turn? In that case your gold saves you by getting you another hero (ideally for a very cheap cost but with no allies in case you only have 100 gold).

I definitely agree you don't want a crow racing to buy mercs on turn 1 or any turn. This is why I suggested only heroes could obtain mercs.

2. I think it should be based on which building so the forest will hold scout, elf, pegasi, unicorn. Some units probably need to be more expensive than others based on usefulness. I mean a pegasi is a support unit and 1 is really useful while a spider is on the frontline and die faster and will probably never be bought if the price formula is the same. Also some units like archons and devils are quite hard to get hold of and should probably continue to be hard to get.


I do not think you should *ever* get units marked as Allies (Dragon/Archon/Devil etc) as Mercs. There is a reason they are Allies because they are so good/valuable.

I agree you only get units that come in that building.

I agree that units should clearly cost more based on their value. DLR used a simple system based on unit strength (higher strength = higher cost per unit). But basing the cost on usefulness makes more sense to me. The cost should be quite high (200/unit) for good units (Spiders/Minotaurs) and very high (500/unit) for great units (Pegasi/Elephant) and of course cheap for common units (25/unit for Hv Infantry, 50 for Pikemen etc).

3. Not sure, perhaps 1 of each type?


I'd suggest you only allow buying 1 unit type at a time. So if you arrive at a tree you either buy Elves or Scouts or Unicorns or Pegasi but you can't buy say 3 Elves, 1 Pegasi and 1 Unicorn.

If you use the idea that only a hero can hire mercs, it might make a lot of sense to restrict things further based on level. So a L1 hero can only get L1 units (Scout/Elf) while a L3 hero could get Scout/Elf/Pegasi and a L4 could get Scout/Elf/Pegasi/Unicorn. This helps prevent a mass of super mercs entering the game in the early turns if someone finds a ton of gold (for example pillaging a city or two).

I'd also suggest limiting the number being bought in some way (one visit per hero per building). Otherwise you'll find players stop producing units and instead simply acquire mercs every turn with their gold for the 'instant' horde effect. Basically what happened in Beta3 with endless hero offers for the allies.

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Re: Same post as the blog

Postby kenc80 » Thu Jul 07, 2011 2:05 pm

I agree with KGB about mercs...they should complement stacks and armies, not be the main way to raise troops. they should be a fun bonus, not a way of life.

Overall I am also glad about this change and I am glad you guys had the courage to make it. I know it was a lot of work and I hope some of those concepts are eventually worked in. I'm very excited about B4!

Also agree that the team ladder should be awesome. Looking forward to it!
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Re: Same post as the blog

Postby piranha » Sat Jul 09, 2011 10:34 am

Ive written a beta4 update list.


Beta4 Change list
-----------------

Game

GUI
--------
Interface optimized giving one extra row of tiles in width.
Select section now have fullsize units.
New Multi-button changing depending on situation, Dock, Ruin, Temple, Lookout tower, Hero offer
New left side button for diplomacy offers.
Minimap is now 300x300 pixels compared to 300x450 before. 150x150 maps will be shrinked to fit the size.
Icons have replaced words making it easier to design for multiple languages.
Keyboard shortkeys added for the standard commands
Map scrolling added on the keyboard arrowkeys
Select of units on top of buildings will show you a small menu. So it will be possible to select a City full of units for example.


Fog of War
----------
Known informations such a units (only for Neutrals), towers and Items are now visible after the fow cover the tile.

Active Neutrals
----------
When a player surrenders all his cities will become active and produce up to 4 units per city. One of his cities (capital if still existing) will also become a "City-state", that will activate nearby Neutral cities (1 per turn), i.e. making them Active also.

Diplomacy
---------
You can now make a NAP which prevent attacking for a number of turns.
You can offer or ask for a NAP treaty and offer/demand gold or cities in return.


Movement
--------
New pathfinding algoritm always taking the shortest correct route, much faster then previous version.
Preloads all visible tiles making movement more fluid.
New bonus system that allow exact configuration of movement bonuses.
New aquatic based movement type. Can move between land and water anywhere, move cost 1 in water and swamp terrain. 5+ movecost anywhere else.


Heroes
------
Heroes can now carry items.
New point system for heroes.
New hero specific bonus called undead lore used to hunt undead.
Hero popup completly reworked removing many bonuses and diversifying the heroes more.


Armytype
--------
New armytype structure with a more diversified bonus system.
Swarm, new battle bonus making units stronger when they fight with the same type.
Builder, allow unit to construct a permanent defence tower.


Ruins
-----
Ruins are now guarded by undead.
Ruins can hold 5 different type of awards, allies, gold, items, clone, capital.
Ruins repopulate over time.
Ruins change graphics after being searched.


Buildings on map
----------------
A new type of building that give the owner gold per turn. These buildings are terrain based.
Look out tower that adds extra view radius to the unit standing there.


Ships
-----
Ships now come in three different levels.
Djonk, Galey and Galleon. Galey and Galleon cost gold and can be upgraded on a dock.


Terrain
-------
4 new terrains.
Volcanic (impossible to walk of fly over)
Ice (move cost 4)
Ocean (fast terrain for big ships and aquatic creatures)
Ridge


Units
-----
6 new units
Kraken, aquatic based support unit based on fear.
Sea serpent, aquatic agile creature. Not very strong but fast.
Yeti, Snow dwelling beast with a small fear bonus.
Sand worm, Group move 1 on desert, avoid city walls.
Scorpion, swarm based creature with good movement in desert.
Eagle, Air to air unit.
Crusader, All around support unit, even in ruins.
Mammoth, Group move bonus make this unit a good support unit.


Team games
----------
2v2, 3v3, 4v4, 2v2v2, 2v2v2v2. Shared vision, simultaneous turns for players on the same team.
Players can see friendly units move when making their turn at the same time.
Portal units to team cities.
Send gold between players.


Cities
------
City wall also control city view radius.
Portals are now speed / distance based.
Production can now be self destroyed at a cost.
Cities can be self razed at a cost.
Cities can be rebuilt.
There is a specific unit wiki in the city.


Misc
----
Disband units
All production is halted when tresury is negative.
Mouseover tooltips almost everywhere.



Community
---------
New nicer look.
News connected to the forum will replace our current blog for game updates.
Friends chat reworked and should now work correct.
Elastic textboxes.
Auto complete when typing mail receivers.
Completly new game hosting page with support for new game modes.
War wall (face book wall imitation) to keep track of friends wins, losses, team changes etc.
Upgraded Warpedia accessable from your account.
Team page which is like the account page for each team.
New maps now get a forum thread connected to the map listing page.
Ladders are now fixed.
Maplist page upgraded.



Map editor
----------
You can select mapsize when creating a map. 50,100,150 x 50,100,150
Added medium brush (2x2) and large brush (3x3)
Added all new terraintypes, including new logic for placing Ridges
Added Scenario as maptype. With a scenariomap you can control more starting details for the players.
Updated UI to make painting maps easier. You can now control bigtiles better.
Added a basic versioning system to the maps. This should make it easier to replace an official map with the next version of it.
Fixed a bunch of bugs, including issues with placing water close to Anchors.




Current planned improvements for Beta5
-----------------------------------------
Optimize download times. Hopefully we will be able to shrink the size by 30-60% making the game load faster.
Super cache way more data making load times faster.
Utilize canvas elements on map drawing which hopefully will speed up map draging and moving significant.
Allow placement of buildings where mercenaries can be bought.
A complete system to introduce new players using several good ideas from the community and ourselves.
Plan is to release this version in October.
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Re: Same post as the blog

Postby KGB » Sat Jul 09, 2011 3:36 pm

Piranha,

Awesome! Thanks for the list. It looks great. I had forgotten some of those things were done until I saw them again.

What are the ruin rewards of 'Clone' and 'Capitol'? Clone sounds like you get a Hero with the exact same stats as the hero searching the ruin. Not sure what Capitol might be.

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Re: Same post as the blog

Postby SnotlinG » Sat Jul 09, 2011 11:03 pm

"Clone" will clone a few of the Heroes follower-units as the reward. If the Hero has no units with him, he will be rewarded with Gold instead.

"Capital" will upgrade the income & citywall of the capital (or if the player has no capital another random city of his)
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