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Createure View Drop Down
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Direct Link To This Post Posted: 05 May 2011 at 15:29
Originally posted by Aneirin Aneirin wrote:

it reveals that not only are you losing the tournament to Valar but you are losing the debate in this thread also.

Troll alert? I heard you weren't even part of VALAR anymore after falling out with their leadership.

But anyways mr smart guy. I'm pretty sure you can tell that H? and every other alliance in Illy are losing the tournament by looking at the leaderboard. That's the only reason we needed to try different tactics in the first place.

The only spin and propoganda here is coming from yourself. The directors of H? have already wished VALAR an entertaining finale to the tournament and assured everyone that no grudges will be held afterwards but I guess you carefully choose not to read those bits.

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Direct Link To This Post Posted: 05 May 2011 at 13:02
I haven't read all the posts, but what I am gathering is that Harmless is using the game the way it is designed currently. Bravo. Clap
At the same time I am rooting for VALAR as I am tired of seeing H? at the top of everything. Tongue
 
What I've read so far is exactly how I understood the game to work and makes sense for spawning. If I send at a few, just enough troops, I want that square to stay the same and not become a horde. However if someone else beats me there, then I may still lose everything. I think this needs to stay that way since travel times can be so long.
 
Originally, they did respawn on a schedule regardless of incoming and it caused enough issues that they changed it.


Edited by WarePhreak - 05 May 2011 at 13:04
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Direct Link To This Post Posted: 05 May 2011 at 11:19
This feature ,as you call it, Honored Mule has done Harmless? even more harm than good for it reveals that not only are you losing the tournament to Valar but you are losing the debate in this thread also.
 
I can't believe that you would be so crassly conceited as to come into the forum and try, by use of chicanery and spin, to justify subertefuge in a tournament. This is first time I have ever seen an elephant blunder into a trap of his own making.
 
The fact is that Harmless, for all their misplaced self regard, have lost this tournament to a better alliance. You and the vituperative Kumomoto should have the good grace to admit it ... but tellingly you do not. Even now, in this thread, Kumo looks to twist the words of Azreil so that he can pick a fight.
 
You both failed and Harmless? failed. The Order of the Valar were the better allaince and now it is clear to the community that they are the most honourable alliance. 
 
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Direct Link To This Post Posted: 05 May 2011 at 10:10
Originally posted by Lionz Heartz Lionz Heartz wrote:

Can you explain to me how the diplomat exploit works and what it does?

Originally posted by GM StormCrow GM StormCrow wrote:

We feel absolutely 100% that this is not an exploit, for the following reasons:


I wonder. Do I believe LH or do I believe the guy who designed the game?


Edited by Createure - 05 May 2011 at 10:14
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Direct Link To This Post Posted: 05 May 2011 at 10:09
Outside the scope of this tournament, the feature was far from pointless.  Small players were getting screwed by attempts to farm small parties which would re-spawn as legions while troops were in transit.  One could argue it should not be necessary to make diplomats lock tiles, but there is no other reasonable way (aside from knowledgeable handling of a potentially inconvenient spawn schedule) to get an accurate report on party strength before launching the troops which will lock it down.  (Launch a scout to report, and while in transit, launch another to buy time between receiving the report and launching troops.)  It's likely more complicated to differentiate diplo transit from military transit in this context anyway.

In the context of the tournament, restricting the lock to diplomats would not be an effective fix.  Using spare commanders from underpowered cities would actually be a much more effective means of locking tiles.  Send one low-level commander and one of your slowest units to attack a legion, and it'll take 3-6 days easily--diplos average 1-2.  Send it stealth for good measure, and it will never even appear on the map--invisible heading out, and no return trip.  Even if it did, it's just another of the many troops running around during the tournament, probably from someone nearby.

Do this with stealth alts outside the alliance, and now you're in the realm of underhanded tactics.  With this method, the alliance-vs-alliance balancing factor of 100-account limit practically disappears, and the limit only applies to the 100 developed accounts that will reap the rewards.  You'd never get caught by your competitors, especially if all your competitors reported an annoying number of NPCs and legions, and your members parroted the same complaint.  At that point, where does one even cast suspicions?

On the other hand, I wouldn't consider it nearly so underhanded to pay actual outsiders to help in this manner.  I'm surprised no one appears to have paid other alliances to assist in either tournament--it would have made the competitions much more interesting.  It also would be an appealing proposition to smaller alliances who haven't a chance of victory but might enjoy the payout you can offer.  Of course they may reveal your dealings/plans, but that's an appropriate risk to such scheming.
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Direct Link To This Post Posted: 05 May 2011 at 08:09
It does the same thing sending an army does, stops the square from refreshing. So if you send it at a legion of salamanders and it's a 4 day travel, those salamanders will sit there for 4 days until the diplos arrive. This could have been solved either by A) balancing the drop rates and making it actually worth it to attack large groups of NPCs or B) by removing this pointless feature all together.

I can understand NPCs not refreshing when an army is sent, since otherwise it'd be very difficult to get a hold of various animal parts if you're cities are all in one spot but diplos will just get there, do nothing then return. The tactic would be fine it it required you to give up commanders to send armies with siege engines at NPC squares but with diplos, you lose nothing in sending them and it serves no purpose. 
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Direct Link To This Post Posted: 05 May 2011 at 01:35
Originally posted by col0005 col0005 wrote:

I have to say I have no objection to sending large armies to occupy NPC squares for time poor players and I applaud H? for being clever with the use of diplomats, however I belive that the GM's should have removed the diplomat feature shortly after it was discovered as it doesn't make much sense.


Can you explain to me how the diplomat exploit works and what it does?
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Direct Link To This Post Posted: 05 May 2011 at 01:22
Originally posted by HonoredMule HonoredMule wrote:

I do the "playing nice and making friends" thing in Monopoly too, often resulting in someone selling out to me at bargain prices when a 3rd party ultimately squeezes them out of the game.  That tends to be the moment of my assured victory.
Sweet, delicious revenge...served cold.  mmmm, tasty.
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Direct Link To This Post Posted: 05 May 2011 at 00:47
I have to say I have no objection to sending large armies to occupy NPC squares for time poor players and I applaud H? for being clever with the use of diplomats, however I belive that the GM's should have removed the diplomat feature shortly after it was discovered as it doesn't make much sense.
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Direct Link To This Post Posted: 04 May 2011 at 22:49
*cough* have never stolen monopoly money.  I have only the vaguest of memories of playing Go Fish, and finding a coin flip about as engaging.  I do the "playing nice and making friends" thing in Monopoly too, often resulting in someone selling out to me at bargain prices when a 3rd party ultimately squeezes them out of the game.  That tends to be the moment of my assured victory.
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