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

October 25, 2014, 07:23:33 AM
Intuition Games ForumGamesDinowaursFeedbackMatch length
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« Reply #15 on: April 09, 2008, 02:39:02 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.

Yeah, I expect it'll take a whole lot of combinations to that work. Villages, weapon power.. ect.

And there's also the fact that some players aren't experienced, so it won't work perfectly. You can't win 'em all, kid.
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« Reply #16 on: April 09, 2008, 05:36:11 PM »

I'd add in a option about whether they cost money or not (I think its already been mentioned). But ideally for me would be games going in length from 5-10 minutes. I don't want to spend that much time in one game, and I think 5-10 minute matches give more then enough time to give someone "satisfaction" out of beating their opponent.

Obviously you want to give options to players to prolong games, but in todays "soft-core" flash gaming Audience, options need to be given to make games as short as possible, for they normally get turned away from long commitments. I think having most games run 5-10 minutes is a good game length for the "soft-core" audience.

Just some of my two cents Wink
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« Reply #17 on: April 09, 2008, 06:51:08 PM »

Definately.
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« Reply #18 on: April 09, 2008, 07:05:04 PM »

I'd add in a option about whether they cost money or not (I think its already been mentioned). But ideally for me would be games going in length from 5-10 minutes. I don't want to spend that much time in one game, and I think 5-10 minute matches give more then enough time to give someone "satisfaction" out of beating their opponent.

Obviously you want to give options to players to prolong games, but in todays "soft-core" flash gaming Audience, options need to be given to make games as short as possible, for they normally get turned away from long commitments. I think having most games run 5-10 minutes is a good game length for the "soft-core" audience.

Just some of my two cents Wink

Exactly my point. I would die if I had a match longer then 10 minutes.
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« Reply #19 on: April 09, 2008, 07:20:30 PM »

Free weapons really helps cut down the time of each match.
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« Reply #20 on: April 09, 2008, 08:40:42 PM »

Free weapons really helps cut down the time of each match.

I think it might cut the time down TOO much though.
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« Reply #21 on: April 09, 2008, 09:21:19 PM »

I think it might cut the time down TOO much though.

It depends on how evenly matched you and your opponent are.
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« Reply #22 on: April 11, 2008, 05:25:59 AM »

I think it might cut the time down TOO much though.

It depends on how evenly matched you and your opponent are.

Exactly, let's get back to what I said about a newbie vs. skilled dude.
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« Reply #23 on: April 11, 2008, 07:53:47 AM »

That happens in almost any multiplayer game though. You learn from your mistakes.
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« Reply #24 on: April 11, 2008, 02:28:41 PM »

That happens in almost any multiplayer game though. You learn from your mistakes.

I feel that this game requires skill in particular, and a very good computer to pull the weapons off good (especially the strike ones)
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« Reply #25 on: April 11, 2008, 02:53:15 PM »

You mean it lags with the strike weapons? It works fine for me. I tried it on an old computer a while ago, and it worked fine.
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