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Author Topic: kingdoms: web-based RPG  (Read 133624 times)

morlicar

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Re: kingdoms: web-based RPG
« Reply #1950 on: February 07, 2015, 10:26:03 am »

Skelstaf, Location: 71, 50 has a godlike blacksmith now.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #1951 on: February 07, 2015, 11:30:57 am »

Started college now, officially no time to play the adventuring side of things, since I really want to focus on study.

But ... I'm willing to boot up the kingdom and login once a day to do kingdom management stuff, and occasional improvements on the map system (practicing web programming is not a waste of my time and is in line with my area of study). We can see how a kingdom goes then, and anyone else is welcome to become monarch if they like down the track. Also, with the money my garrisons are making I can use my turns to stick up some castles for other people as we go along. That's about all the time I can justify playing. The other possible monarch candidates, girlinhat and TTHSK haven't been around recently, and I think momentum might be important here, if we don't want the newfound enthusiasm to completely dry up.

Currently we have 15 cities I think, but I'd like to hear that a few more people are close to expanding that before we go ahead, so we have growth momentum as things go along. So anyone without a city aiming for level 15, let me know that you are actively playing.

One thing I think might be good to organize things and build momentum, is a thread reboot once the kingdom starts, with the correct current name of the game, links to the game and the Bay12 map etc, and we put together a new players guide in the OP and following posts, which details helpful tips on getting started and leveling up, what gear to buy and what quests to do, plus handle frequently-asked-questions and the like, like what level you need to be to do different actions, and what potions of clarity/diffusion do: these crop up constantly. A few different experienced players could reserve posts after the OP for updatable how-to guides for different things, e.g. one person handles the getting-started guide, another owns the FAQ, etc. One person could do all of that but I like the idea of a collaborative approach instead. I'm just putting the idea out there for now.

By laying out a roadmap for new interested players, with how they can personally help the kingdom long-tern: get a castle going, take over 1 city at level 15, then this could help motivate new players to stick around long enough to add permanent value to the kingdom. Someone who has a defined end-goal to take over 1 city for the kingdom then goes inactive would be a long-term benefit, much more than someone who signs up and we just say "get some levels up then we'll talk".
« Last Edit: February 07, 2015, 11:46:25 am by Reelya »
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Arx

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Re: kingdoms: web-based RPG
« Reply #1952 on: February 07, 2015, 11:52:22 am »

I can get behind the idea of a new thread. I'm not too stressed by the kingdom's foundation time, since I'm currently passively leveling a number of characters, but it would be nice to get it up, especially since Girlinhat seems to hav eabandoned it.
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Zangi

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Re: kingdoms: web-based RPG
« Reply #1953 on: February 07, 2015, 12:02:56 pm »

Nifty... Apparently my town is now booming.  74 prosperity, coming up from the low 10-20.  Its neighbors ain't doing too bad either.
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Tomcost

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Re: kingdoms: web-based RPG
« Reply #1954 on: February 07, 2015, 12:03:18 pm »

I support starting a new thread once the kingdom is made. I have a character at level 15, so I will be taking Jewel Cities soon. I do not need help, as I already beat the whole garrison yesterday (unfortunately, as I only had one character, I had to kill the mayor with only that one as the party, which led to me being unable to appoint him, because that would lead to me having no characters in the party).

As for the begginners guide, we should make a compendium of safe monsters to fight at low levels.

Reelya

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Re: kingdoms: web-based RPG
« Reply #1955 on: February 07, 2015, 12:03:55 pm »

Nifty... Apparently my town is now booming.  74 prosperity, coming up from the low 10-20.  Its neighbors ain't doing too bad either.
Do you have any tricks you pulled to get that?

I support starting a new thread once the kingdom is made. I have a character at level 15, so I will be taking Jewel Cities soon. I do not need help, as I already beat the whole garrison yesterday (unfortunately, as I only had one character, I had to kill the mayor with only that one as the party, which led to me being unable to appoint him, because that would lead to me having no characters in the party).

As for the begginners guide, we should make a compendium of safe monsters to fight at low levels.
We don't really need that so much, since you have the Watcher power for the first 20 days, we can just advise to avoid anything too tough. The player might beat them, but at the expense of lots of turns, healing or money. They should be fighting just rats until ~level 3, and only fight wilderness creatures which are easy according to the watcher. Generally, for dungeons I'd just recommend you have a party level of (dungeon_level * 5) before going in. You *can* go into a dungeon at level (dungeon_level-1)*5 but you find the going tough, and use up too much healing to really cruise through it efficiently. Having an extra 5 levels before you go in ensures raids go smoothly.
« Last Edit: February 07, 2015, 12:13:01 pm by Reelya »
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Tomcost

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Re: kingdoms: web-based RPG
« Reply #1956 on: February 07, 2015, 12:12:32 pm »

Hey, what about if we get a "Trade requests" post/page? Here, people who are in need of an item would just say it and anybody who finds them would know that the item is desired, thus facilitating thread. It would also allow for item transportation from town to town, to make turns efficient.

Reelya

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Re: kingdoms: web-based RPG
« Reply #1957 on: February 07, 2015, 12:15:08 pm »

that shouldn't really be a bay12 thread of it's own, maybe i could make a bulletin board system in the map application, but not everyone uses the map so that might not work out very often. I'm a little doubtful it would get a lot of use though, people would be asking for indestructible weapons and the like, and other players might want those themselves for garrisons etc.

Posting in the thread would probably be the best way, since item trading is probably going to only be an occasional thing. For general stuff, I'd recommend we designate a "trade city" where we post offers.
« Last Edit: February 07, 2015, 12:18:12 pm by Reelya »
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Tomcost

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Re: kingdoms: web-based RPG
« Reply #1958 on: February 07, 2015, 12:21:56 pm »

Allright, I have Jewel Cities now. It has 1 prosperity, so please come and kill monsters here. It doens't have a blacksmith either. It is going to be tough to make this an important city.

By the way, do you recommend lowering taxes? If so, how much?

Reelya

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Re: kingdoms: web-based RPG
« Reply #1959 on: February 07, 2015, 12:24:37 pm »

I recommend raise sales tax to maximum, drop peasant tax just a little. Set something like base player tax of 30, and a fairly low "per level" increase like 10. Making the per-level increase too high scares away high-level players.

Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #1960 on: February 07, 2015, 01:38:38 pm »

I am actively working up to 15.
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Zangi

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Re: kingdoms: web-based RPG
« Reply #1961 on: February 07, 2015, 02:01:40 pm »

Nifty... Apparently my town is now booming.  74 prosperity, coming up from the low 10-20.  Its neighbors ain't doing too bad either.
Do you have any tricks you pulled to get that?
I have 3 garrisons around my town.  ... That is the only near significant thing I've done for awhile.  9% tax maybe?  Maybe the daily parades for the mayor does something?
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #1962 on: February 07, 2015, 02:39:11 pm »

I have 3 garrisons around my town.  ... That is the only near significant thing I've done for awhile.  9% tax maybe?  Maybe the daily parades for the mayor does something?
The garrisons should help prevent prosp loss long term but that mayor approval...
Might have something to do with it. My town keeps flipping to Cardolan so revolts keep screwing Deathable up but it was rising for a while there.
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Zangi

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Re: kingdoms: web-based RPG
« Reply #1963 on: February 07, 2015, 02:44:36 pm »

The quickest way to get that is to eat the cost and go 1% peasant tax for awhile.
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Zazmio

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Re: kingdoms: web-based RPG
« Reply #1964 on: February 07, 2015, 11:39:28 pm »

Make the kingdom, Reelya.  Let's get things rolling.  8)
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