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mibi wrote:love the old map, nice improvement.
fireedud wrote:DiM wrote:mibi wrote:love the old map, nice improvement.
thanks. it improves the graphics but the main problem with the learning curve still remains
what's the learning curve?
explanation wrote:
What the above graph shows, is that the more effort you put into learning the rules, the better your understanding of the rules will be. What you are aiming for as a player, is total understanding of the rules. As you can see in the graph, it takes quite a bit of effort to understand the rules completely. So, this is what we call a steep learning curve. The next graph shows a shallow learning curve.
In general, a shallow learning curve is better than a steep one, especially with casual games. Of course, there are players who are looking for a challenge, but it’s usually a good decision to make playing the game the challenge and not learning the game.
fireedud wrote:OHHH!!!! now I get it, thx
freezie wrote:Ok...Considering your learning curve, I made it my life's purpose as to understand how the bonuses work. Correct me on anything I am wrong, as I will try to define what I understood.
The pirate cove + one or more treasures= +1.
freezie wrote:Holding 2 main ressources + the product = +3.
freezie wrote:Holding 2 main ressources + the product + the market = +5.
freezie wrote:Holding all those, + 2 harbours = 7.
freezie wrote:..Did I humiliated myself on this?
freezie wrote:So basicly...You could have 2 ressources + the product on the same continent, have 2 harbors, getting the product to a market on another continent, and gain a total of 9 armies for doing so?
freezie wrote:So having the market on the first continent would be absolutly useless, beside having it as a back-up if someone take one of your harbor or the other market?
freezie wrote:Quite complicated, have fun doing the XML for that. But the concept is quite interesting.
freezie wrote:Doing a map like that, I would say your avatar doesn't look like you. Your avatar doesn't seem smart. But of course, we should never rely on the appearance. So yes your avatar's ok
freezie wrote:Ok so having all markets and all harbors ( basicly impossible unless your opponents ARE braindead zombies ) and a single ressource would:
+2 bonus for bringing the product to the market on the same continent.
+4
+4
+4
+4
+4
bringing it to every other markets on the map?
DiM wrote:
i like the bonus system because it allows very differen styles of play.
freezie wrote:DiM wrote:
i like the bonus system because it allows very differen styles of play.
Very true. As far as I know, few maps offer more than 10 ways to play the map, and them beeing all equal. Again good job, and continue on it. Harder...nah..wait...HARDER.
Coleman wrote:If you guys can't do it I want in on the xml creation.
DiM wrote:Coleman wrote:If you guys can't do it I want in on the xml creation.
the xml is almost done. yeti_c has just a few more modifications to do to the bonus system because of some changes i made to the map. and i have to modify some coordinates. but it is 99% done.
6800+ lines
Coleman wrote:DiM wrote:Coleman wrote:If you guys can't do it I want in on the xml creation.
the xml is almost done. yeti_c has just a few more modifications to do to the bonus system because of some changes i made to the map. and i have to modify some coordinates. but it is 99% done.
6800+ lines
Ugh, that would have been fun. Oh well.
DiM wrote:freezie wrote:DiM wrote:
i like the bonus system because it allows very differen styles of play.
Very true. As far as I know, few maps offer more than 10 ways to play the map, and them beeing all equal. Again good job, and continue on it. Harder...nah..wait...HARDER.
i will continue but the problem is many people don't quite get the bonuses
i colud simplify the system but the flavour of the map will be somewhat lost. for example having only products and markets and ditching the resoures, would probably make things a lot easier to understand. but i really like having a complete economic chain (resource -> factory/product -> market).
or i could take out one economic chain out of the current 2.
i don't know.
actually i think the real problem for people is the transportation across water thing. even though i explained how the harbours work, mst people have difficulties with that. but i don't want to remove it because i think there should be a clear difference between transporting a product to a local market or a foreign market. i want people to feel like real merchants that battle for each business oportunity and take advantage of the pirates present on this map.
freezie wrote:DiM wrote:freezie wrote:DiM wrote:
i like the bonus system because it allows very differen styles of play.
Very true. As far as I know, few maps offer more than 10 ways to play the map, and them beeing all equal. Again good job, and continue on it. Harder...nah..wait...HARDER.
i will continue but the problem is many people don't quite get the bonuses
i colud simplify the system but the flavour of the map will be somewhat lost. for example having only products and markets and ditching the resoures, would probably make things a lot easier to understand. but i really like having a complete economic chain (resource -> factory/product -> market).
or i could take out one economic chain out of the current 2.
i don't know.
actually i think the real problem for people is the transportation across water thing. even though i explained how the harbours work, mst people have difficulties with that. but i don't want to remove it because i think there should be a clear difference between transporting a product to a local market or a foreign market. i want people to feel like real merchants that battle for each business oportunity and take advantage of the pirates present on this map.
I really like the map as it is, if people take a closer look, it's not THAT hard to understand. Of course, the wording could be made clearer, but that would cloag up the map...
Only time will tell...
DiM wrote:i played on this map with my wife and some friends and there are different strategies in appraching this game.
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