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Warlight 2.1: 2014-11-11 11:43:24


szeweningen 
Level 60
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So, any thought on the new "no-luck" policy? Personally for me it's a great change that will influence Warlight long-term, since it'll mostly affect newer players and push them towards competetive gaming, which is the biggest force keeping players around. I remember times when we had real problems with settings up competetive 3v3 games, always playing on 75% luck, now that is a change i can get behind. Only thing I'm a bit worried is the "no-luck" cyclic move order. I was never a big fan of cyclic move order since it makes the strategy a bit more shallow, "no-luck" cyclic move order pushes it a bit further. There are multiple scenarios when it is to your advantage to have a first move on the first turn, for example if you can prevent your opponent from finishing a bonus, that feels like an artificial change that'll force people to focus on when to commit orders. At the very least that setting has to be used with great care as it does not suit all templates (for example current seasonal ladder template would likely be broken because of that).
Warlight 2.1: 2014-11-11 11:57:15


Green 
Level 56
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While I don't think it's appropriate for a 'no-luck' Warlight, I've always been in favour of Chris' weighted move idea. http://warlight.uservoice.com/forums/77051-warlight-features/suggestions/5986185-weighted-move-order

With 'no-luck' Warlight, the 1st pick is still decided randomly isn't it?
Warlight 2.1: 2014-11-11 12:04:06

Hennns
Level 60
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nope:

"In no-luck cyclic move order, the initial order of the cycle is determined by how fast each player plays during their first turn (or during territory distribution if it’s a manual distribution game). Whoever plays fastest will be placed 1st in the first move order, and the second fastest player will be placed 2nd, etc. After the initial order is determined, move order will simply swap back and forth just as it would in cyclic move order."

In my mind, first in move order would get first pick, right? (or is that wrong?)

Edited 11/11/2014 12:05:47
Warlight 2.1: 2014-11-11 12:06:40


Green 
Level 56
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Ok, thanks. I wasn't sure whether this was just relevant to the move order after the picking stage is done or whether it actually effected what picks you got.

This is good.
Warlight 2.1: 2014-11-11 13:39:44


Mudderducker 
Level 59
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woop woop an investor.
Warlight 2.1: 2014-11-11 13:40:51


Krzysztof 
Level 67
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So in multiday game
1. Join when your opponent is offline
2. Start picking
3. Make screenshot of map and commit fast any picks
4. Rethink your picks
5. Modify order, quick make new picks
6. Enjoy your 1st pick

Don't like it
Warlight 2.1: 2014-11-11 13:48:44


Lawlz
Level 41
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Seems like there's always something to complain about :/
Warlight 2.1: 2014-11-11 13:54:43


Krzysztof 
Level 67
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Well, i'm not complaining, just don't like this option. There are many options i don't like so i just don't join games with it. I will start complain only if this will be used in ladder games:P
Warlight 2.1: 2014-11-11 14:21:06


Mirror 
Level 60
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I don't think so

"If you modify your orders on the first turn, it will extend your total move speed to encompass the entire time from when you begun until your final commit. For example, if you begin taking your turn at 1:00pm and commit at 1:10pm, your play speed will be 10 minutes. However, if at 1:30 you change your mind and change your orders/picks, your play speed will update to 30 minutes"
Warlight 2.1: 2014-11-11 14:31:07


Master Ree 
Level 59
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Mirror is right. Even if you don't change any picks and just click modify and then re-commit, it would reset the order based on your new time. That is how it has always been with average turn speed so it makes sense for it to continue.

Therefore Krzychu, it wouldn't be beneficial to commit fast picks because if your opponent happens to come on and commit, yes you have first pick but you would be stuck with those picks (worth the risk?). If you modify, it's like you never quick-picked.
Warlight 2.1: 2014-11-11 14:59:59


AbelToy
Level 51
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To me, WarLight has always been about a bit of luck, just like Risk or other strategy games.

That's bad news to me.

Also, this is much harder for new people. Oh well.
Warlight 2.1: 2014-11-11 15:11:08


Odin 
Level 60
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So, in a multi-day game, to minimize nominal thinking time, open the game with an alt before clicking "begin" as you will presumably see the warlords. After you have decided your picks, login with your main account and commit them.

In case you don't want to have 1st pick, join fast and wait for longer than your opponent. Extend waiting time with a few vacations if necessary.
Warlight 2.1: 2014-11-11 15:16:41


Timinator • apex 
Level 67
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i really hope that work-around isn't technically possible :x
Warlight 2.1: 2014-11-11 15:22:53


Mirror 
Level 60
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Maybe it is just too much fuss about just one option.

So if it will be problematic, i will just don't join games with no/luck cyclic order.

There is always lot of games going :)

And 0% luck is better than 75%. Although i prefer some randomness in game.
Warlight 2.1: 2014-11-11 15:26:16

Pulsey
Level 56
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wrong account, Odin? ;)
Warlight 2.1: 2014-11-11 15:31:46


The Great Pulsius 
Level 57
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What are you implying Pulsey??
Warlight 2.1: 2014-11-11 20:46:55

Fizzer 
Level 64

Warzone Creator
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So, any thought on the new "no-luck" policy? Personally for me it's a great change that will influence Warlight long-term, since it'll mostly affect newer players and push them towards competetive gaming

Yep, that's part of the goal!

The main goal of the no-luck cyclic move order is to be able to play WarLight games that have no randomness at all.

With cyclic move order, there's only one random roll throughout the entire game: who goes first on the first turn. It's basically on par with Chess in terms of luck (in Chess there's still randomness in who goes first).

For a not-yet-disclosed 3.0 feature, we need to have games with no randomness at all and no influence from outside of the game (i.e. ladder rating can't be used, etc.). This was the best way I could come up with, but I'm open to suggestions if anyone has a better idea.

So, in a multi-day game, to minimize nominal thinking time, open the game with an alt before clicking "begin" as you will presumably see the warlords. After you have decided your picks, login with your main account and commit them.

You're right this is a flaw with the current implementation. This can easily be fixed though by just not letting spectators see the game until all players have clicked begin.
Warlight 2.1: 2014-11-11 21:42:16

GreenTea 
Level 60
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Like in chess playres know what color they play, the same way warlight game can inform players (on stage of starting picking) what start bonus they got: 1) first pick. or 2) first turn. In this case luck will be minimized, because players will be prepared beforehand.
Warlight 2.1: 2014-11-11 22:54:01


szeweningen 
Level 60
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I agree, it'd be easier if we just had cyclic order with an information about first pik given immediately after picking stage.

For a not-yet-disclosed 3.0 feature, we need to have games with no randomness at all and no influence from outside of the game


Oh, please, please let it be playing warlight for cash stakes :)

Edited 11/11/2014 23:00:47
Warlight 2.1: 2014-11-12 00:06:20


Ace Windu 
Level 58
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Removing luck by default streamlines the game somewhat, making it easier for new players to wrap their head around it. This streamlining(probably not the correct word) also aligns with the more hardcore playerbase so this is all-good, all-around.
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