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2058 Posts in 165 Topics- by 669 Members - Latest Member: harrietpreston

May 24, 2013, 07:04:08 PM
Intuition Games ForumGamesDinowaursFeedbackMatch length
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Author Topic: Match length  (Read 7121 times)
chitown15
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« on: April 02, 2008, 08:53:00 PM »

(I was going to post this in the Kongregate comments but it was to long so I'm putting it here)

First off the game's very good! But I do see a problem in the length that games can take. Sometimes you can get into a stalemate, that basically only ends when one person gets impatient and tries something drastic. A few possible ideas to fix it

1) increase the amount of money given out, to help users get to better weapons sooner.

2) Put some type of random effect that could speed up a game. Whether that's random meteors, or some type of weapon.

3) Decrease the cost of advanced weapons.

4) Add some type of weapon selection before hand. What I mean be that is allow a user to pick an "advanced weapon" to start out with before to game. The more strategy you add, the easy/faster better players should win.

5) Allow users to set how many villages before hand. That way users who want quicker games can have them, same for users who want longer games.

6) Make the last village less difficult to beat. Right now with the villages difficulty a user can position him self with it and hold the "incoming" opponent at bay for quite a while, even though at that point most games are lost.

 That's it for now, I'll post more ideas as they come to me.
« Last Edit: April 03, 2008, 09:20:23 AM by torncanvas » Logged
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« Reply #1 on: April 02, 2008, 09:19:12 PM »

Awesome feedback chi, that's great.  I think the random meteors could be pretty interesting, and add some cool mood to the game, and the other ideas are great too, keep them coming, we'll see what we can do to make games shorter.

We definitely want games to take less time than they do and we feel your pain on taking that final village.
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chitown15
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« Reply #2 on: April 02, 2008, 09:42:26 PM »

How about some type of bonus system before the game, what I mean is (I can't find the right words to call it)a system where you could add bonus points before the game...You'd get X amount of points and you have to add them to a few category's like ,Dinowaurs speed (would make you dino move faster), Village regeneration (would heal your village a certain amount every X amount of seconds) Weapon cost (every point added to it would decrease the cost of weapons  X % probably around 5% for every point added). And maybe a few random elements like: Free kill (Every point added to it would give a 5 % chance of killing your opponent every 1 or 2 minutes), Meteor shower (every point added would give you a 10% chance of having a meteor striking an enemies village)


Not sure how much this would actually decrease gameplay time, but it would definitely add more depth to the game. And as for how much points you'd get, I was thinking 10.
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« Reply #3 on: April 03, 2008, 05:00:28 AM »

  • Increase the money give out? I actually think the weapons are... cheap. What's not cheap is USING them (firing them)
  • The random meteors idea is the one with the most.. neutral idea. What I mean is that there are both pros and cons:


    Pros:

    Adds an element of surprise in the game
    Adds suspense, because a meteor can totally bomb one of your cities (or his)

    Cons:
    Seems a bit unfair when you lose a city because of a random meteor and your opponent doesn't.
  • Advanced weapons are cheap enough already.
  • The advanced weapon selection is NOT a good idea. Someone could pick the meteors, evade the opponent's attacks for a while, then totally bomb the other person.
  • I agree to letting the user set up the number of villages beforehand, but the amount of villages needs to be equal on both sides.
  • Once again, if you use the meteor, it only takes 2-4 shots for the meteor to completely destroy the last city.
  • I like the bonus points system, seems very interesting. It could work out for this game (though if you wanna set a dino speed use the speedMult.
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« Reply #4 on: April 03, 2008, 11:54:24 AM »

The meteor idea is cool, it could be turned into a sudden death kind of thing where an extinction level event occurs at the 10 minute mark or something, and everything starts going to pot.  At that point we could level the playing field a lot more and force players to get drastic.
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« Reply #5 on: April 06, 2008, 08:09:06 PM »

It's hard to save money for better weapons when you must constantly fire to fend off the enemy.

It would also be nice to be able to select the place you spawn, so you do not have to travel to the third base to get the better weapon, while your opponent destroys your first one.
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« Reply #6 on: April 07, 2008, 05:30:10 PM »

The current version (today on monday april 7) has free weapons.  You just have to get to the tier that the weapon is in, and then equip it.  Check it out!
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« Reply #7 on: April 07, 2008, 05:34:34 PM »

But there's still the problem of the individual shots costing money.
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« Reply #8 on: April 07, 2008, 08:22:23 PM »

But there's still the problem of the individual shots costing money.

that's intentional.  enjoy the free weapons while they last!
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« Reply #9 on: April 08, 2008, 07:25:34 AM »

You mean they're going to be removed? Aww.. I'll miss those free weapons!  Cry
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« Reply #10 on: April 08, 2008, 10:33:16 AM »

You mean they're going to be removed? Aww.. I'll miss those free weapons!  Cry

well if they're fun we'll keep them.  we felt like paying for weapons delayed some of the fun of battle, too much time spent waiting to buy stuff, not enough dino-damage action!  so it's entirely possible weapons will always be free, but we make no guarantees.
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« Reply #11 on: April 09, 2008, 08:48:26 AM »

Not having to pay for weapons definitely shortened the game. I beat my opponent in 7 minutes rather than 15.

It focuses the game more on action when you don't have to wait for weapons.

There should also be a forfeit button (besides escape) if you don't want to wait to be killed if you have no villages.
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« Reply #12 on: April 09, 2008, 09:43:43 AM »

Not having to pay for weapons definitely shortened the game. I beat my opponent in 7 minutes rather than 15.

It focuses the game more on action when you don't have to wait for weapons.

There should also be a forfeit button (besides escape) if you don't want to wait to be killed if you have no villages.

good call, we were thinking of switching the win-state back to just killing the villages, but the option would probably give people that option in case they had boatloads of cash to come back with.
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« Reply #13 on: April 09, 2008, 01:46:49 PM »

Not having to pay for weapons definitely shortened the game. I beat my opponent in 7 minutes rather than 15.

It focuses the game more on action when you don't have to wait for weapons.

There should also be a forfeit button (besides escape) if you don't want to wait to be killed if you have no villages.

good call, we were thinking of switching the win-state back to just killing the villages, but the option would probably give people that option in case they had boatloads of cash to come back with.

I don't understand, is this good or bad that it makes the game shorter? My thoughts are good, because who wants to wait around for weapons anyway?
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« Reply #14 on: April 09, 2008, 02:30:38 PM »

Game length is really just preference. Nobody wants to spend 30 or 40 minutes playing one battle, but if they are too short, then you really won't find satisfaction in beating the opponent.

Something in the middle is best. If there is an option to set the number of villages on each side, the match length could be altered depending on how much time you have.
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