lol...maybe an OPTION for premium members to activate 'snow' ![]()
1 2009-11-30 21:59:24
Re: I'm dreaming of a white dolumar Christmas (11 reacties, geschreven in General chat)
2 2009-11-25 21:36:48
Re: AI Villages (17 reacties, geschreven in Feedback)
AI villages, while a good idea, would be somethin that would have to be tested to know if it truly would work on Dolumar...on one side, it would separate players, allowing them to grow, on the other side, the larger players could have an infinite source of growth (even if you put a limit on their attack range... they would still find a way to kill whom they wanted..
We can add stuff all we want, but what needs to be fixed is the battle system/honor system... then we can have a stable game, then work on adding 'tweaks' like AI villages
3 2009-11-24 22:12:51
Re: Moderator on speed (43 reacties, geschreven in Feedback)
Of course, a 'strict global' rule set wouldn't work, because absolutes never work (due to opinions).
But a general set of rules, with examples would serve the purpose. (of course, such a rule set would be rather long).
I know, when i was moderating on another game, we had the power to ban for any length of time in the game, but our primary purpose was to moderate the chat. I played on one server of 2, and i moderated on the other.... The game itself didn't establish a code for the moderators, so i decided to establish a public rule set on the forums. Then again, i had a reputation of fairness through negotiations and voting, so most everything i had, ensured that what needed to be punished (mainly vocabulary). Things that could be classified as 'offensive' could be reported by the player who took offense, but in the end it was up to the moderator on a judgment call. Any such 'judgment call' was recorded in my forums. If there is an action that is seen as uneven, or double-sided, it was brought up, and looked at...
But moderator systems are based on honor and getting a GOOD person into position. Having the situation between English and 'the duchies' here, doesn't make it easy to find someone with such unbiased opinion, who has time for such a job.
4 2009-11-24 20:05:19
Re: Vacation resources (2 reacties, geschreven in Bug archive)
Okay... i assumed it was an automatic client-side operation (increasing the resource display by the ammt recieved per hour which was calculated on initial load), but i wasn't sure....
So i guess the bug isn't a severe bug, but it would be better, for appearance sake, if the auto-update script on the resources would be turned off for vacation colonies.
5 2009-11-24 16:11:05
Onderwerp: Vacation resources (2 reacties, geschreven in Bug archive)
i was logged in today, while on vacation, on speed, and i saw my resoruces were still increasing
... is this supposed to happen?
6 2009-11-24 15:51:48
Re: Castle upgrades (4 reacties, geschreven in Feedback)
i've got to agree with whamra on this one
if they are to die, then let them die with honor
(and raise YOUR honor and attack a sronger player
)
7 2009-11-23 02:34:43
Re: Reclaiming and Decommision (5 reacties, geschreven in Feedback)
i like the idea... but i think that there should be an 'upgrade' or convert button, where you can upgrade 1 type of armor to a better type.... wouldn't cost the full ammt of the new armor, yet its not too cheap ![]()
8 2009-11-23 02:28:52
Re: Moderator on speed (43 reacties, geschreven in Feedback)
Mods are humans, but they are to be chosen as mods due to their ability to withstand the temptations of being a human... Moderators are meant to diffuse situations, not stop it, and start it somewhere else themselves...
Either way, i believe there needs to be a solid code for moderators that EVERY moderator must adhere to, including rules for what they can actually ban for. Of course, people will attempt to manipulate the rules for their own ways, in which case the mods good judgment must be put into play for the stability of the chat and game...NOT twist the rules for themselves to ban their enemies.
But as stated above, Mods need to have thick skin to be able to properly combat poor chatting habits, the same as a fireman would need his suit before going into a burning building.
If you go in bare, you'll come out burnt like the rest of em
9 2009-11-23 02:20:39
Re: Clan score not updating (3 reacties, geschreven in Bug archive)
woot! even in our absense and vacation, our points still rainz uber strong ![]()
10 2009-11-20 22:08:49
Re: - (2 reacties, geschreven in General chat)
Um.... what WAS the question or comment?
11 2009-11-20 19:38:55
Re: Finished (17 reacties, geschreven in General chat)
I would almost suggest having 'barbarian' villages.... that seems to help a LOT of games handle the low # of players....perhaps make it so that when a player makes an account, a barbarian village is made in there general area.... or something along the lines of that, so that there are more targets than just the players. If the players are your only targets, then your player structure, and thus your foundation of the game, will implode on itself. Barbarians dont support the game.... thus they make PERFECT targets
(they also dont whine and complain about bein attacked, although i think that would be an awesome feature
)
12 2009-11-19 18:47:02
Re: Beta issues (5 reacties, geschreven in Bug archive)
oooh... the eternal battle of dooooooooooooooooom
just fits ![]()
13 2009-11-19 18:42:02
Re: Finished (17 reacties, geschreven in General chat)
i too believe there is a major problem with newbie obliteration early in their beginnings.
In regards to the above posts, if a limit on attacks is made relative to the players size, then i feel there needs to be a max # of troops able to defend the village (from an ouside source). In other words... say, because of a players size, a max # of troops that can march on a player in 1 day is 500, then the max # of troops that can be used for defense at that village should be 50% more than the attacking force. (eg 750 total) So if a player has the capacity to train 400 troops, then his alliance can only support him with 350 troops. The number is a random number.... because i dont believe that if there is a limit of attacks that the defense should be free to defend with whatever they wish... but at the same time, i feel that if they coordinate it properly, the defense should be able to end with a 0% victory (tie), thus having no rune losses....
So i guess the BEST way to do it, is for the alliance to only be able to support as much as the attacker is sending....if the attack is 100 troops, then the clan can only send 100 troops....
As to a personal solution....(Please do not consider this advertising)I encountered this problem in ideas when attempting to figure a solution for my game, and my solution was tiered protection. I will describe my idea below, and then the parts that would suit dolumar better can be extracted from it:
Protection is by Tiers. You cannot attack those people in tiers that are under you, unless they have forfeited their tier protection rights. However, for example: if a Tier 1 player attacks a player above T1 protection, they forfeit all of their Tier protection rights, and are open to all attacks, but a T3 player, cannot attack the T1 player, unless they have given up these rights.
NEWB Protection: First off, there is a solid period of protection (varies between 3-5 days...haven't decided yet). During this period no one can attack this village.
Tier 1 protection: This is the lowest tier. No one can attack these players, unless they are also in Tier 1. This was averaged out to having the basics of 1 military building of each, and a solid resource base
Tier 2 protection: This player would have a fair number of troops, but not all that many. Their focus would still be resource structures
etc etc.
You go into the next tier once you reach a certain level point-wise. If you are destroyed enough in points, then you will return to a lower tier to help protect yourself.
My plan was to go up to T4, and anyone above that would be in T5.
Possible Dolumar tweaks: The NEWB Protection Can be canceled and traded in for a small rune bonus (depending on how much time is left).
I would say that T1 would be having each resource building lvl 2, and having full military buildings at lvl 1 (full capacity). I'm not all that familiar with the point system of dolumar, so i cant really suggest other point values to the other tiers.
Another tier option for Dolumar, is by the # of runes you have in your village (used and not)...This would allow for an even growth of players, since its obvious that whoever has the runes will dominate in the game. making a Tiered protection based on runes will allow for an even growth of players.
of course, having tiers, would allow players to watch and pounce on players as soon as they enter into another tier. My response to that concern, is that the tiers are made to separate players that could obliterate them.... if a player is attacked when they progress into the next tier, they should be strong enough to defend themselves from any attacks within that tier. Of course, a T5 emergence could be met with sudden hostility in search for runes... but you have had 4 tiers to gather allies and friends for protection.
Also, to help stop the instability of T5 battles (new T5's vs big T5's) would be to increase the effects of Honor ONLY in T5 battles (eg if you are attacking a t2 person who gave up protection by attacking you, your honor can not go down). The tier scenario would make honor only applicable in the 5th tier. But even then, i believe that the lower in score your opponent is, the more severely your honor should be damaged.
That is a quick overview, mainly because i have to start a test now
If you have any more questions as to the details of how my system was set up (with point values and such), just lemme know.
14 2009-11-18 18:30:28
Re: Finished (17 reacties, geschreven in General chat)
Lol... i understand.
I would have loved to sit and play though this, and fight til the end about 3 years ago in my 'gaming' era
But right now, i'm focusing on 2-3 games that i give full into (as a gamer), and i expect to get good results. I saw dolumar as a growth in progress, and i thought i'd give it a shot, but it is apparent to me, that i dont have the time to PLAY such a game right now.
I'm not saying you guys all suck, and you think its good. I'm just saying that right now, i don think i'm ready to have to deal with the issues as well, as a player
15 2009-11-18 18:02:53
Onderwerp: Finished (17 reacties, geschreven in General chat)
Hey,
I know most of you dont know me, since i haven't been playing here for long, but i'm gonna be leaving here soon...
This game has far too many instabilities for me to continue playing it. I admit that this game has great potential in its gameplay and strategy, but as of right now, the requirements for advancement , although slightly hindering to larger players, has also lead to the downfall of new players who have started to join.
On top of the foundation's instability, the community on Dolumar is far too small for such a system to last over any period of time. Due to the small community, the 2 groups (known as 'duchies' and everyone one else ) are put against each other, and no matter how much you try, there is no way for 'everyone else' to win. No amount of strategy or planning can bring you out of an 10:1 outnumbering. These forces, along with the games systems, make it impossible to be a game that is enjoyed by anyone who is not part of the 'duchies', causing more havoc for everyone else.
I'm not saying that wanting to win is bad.... they are playing the game it should be. BUT, when there is no force able to rival it, THAT is when the instability causes the issues.
I have been told that the game is also ruined by admins and mods, but i do not have enough information on this to know if it has also aided to these continuous downfalls.
Dolumar has a lot of growing up to do, before it can be considered to be a long-term game for anyone to play, and I'm not willing to waste my time, or money, on this growing process while such instabilities occur.
I may be preaching to the choir, but it has to be said.
I may check back every few months to see how things are changing, but for now, goodbye
16 2009-11-18 02:34:28
Re: New Races - Poll (17 reacties, geschreven in Feedback)
Elves and Undead...
Twilight FTW XD (never watched or read any of that crap...but it fits
)
17 2009-11-18 02:27:49
Onderwerp: Cue errors (3 reacties, geschreven in Bug archive)
When there is something in a cue, the only way it will be 'refreshed', to start building, is if you click on a building to view its details... even if you refresh the page/browser.
Slightly annoying, especially when you have 2 things on cue over night, and you come back 8 hours later to find they never started....
18 2009-11-17 13:55:15
Onderwerp: Premature... Release (1 reacties, geschreven in Bug archive)
This is a transfer from the other forum...
I cast Fire weapons (gives troops a 10% health bonus), which should last for 4 hours.
Yet, as soon as the battle started, it was removed... and the health bonus, apparently, had no effect on the battle.....
so, yet again, wasted crystals.
This battle system is so buggy and uneven, its getting to the point of quit