Print Page | Close Window

new diplo quests

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Implemented
Forum Description: Suggestions which have been implemented or resolved.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=465
Printed Date: 17 Apr 2022 at 00:20
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: new diplo quests
Posted By: bow locks
Subject: new diplo quests
Date Posted: 07 May 2010 at 20:00
Well, actually my second attempt at a thread, since i couldnt make the first one polite enough, but that was this morning, things have progressed.............

BE WARNED!!

the new diplo quests send your spies against real players. even ones you may be NAPd with.

Some of you may think this is obvious, but i for one didnt notice, nor did the person who complained, nor did my alliance boss, who, legitimately backed his legitimate complaint.

The other minor point is that the town i had to spy on was a mere 1414 units away.

one thousand four hundred and fourteen units.

I didnt notice any of this, i just spam quests - click, click, click.  I only noticed when i saw the distance and assumed it was a mistake due to my location.

windysparrow (yes, i'm narked, my friend Wink) informed me this distance was intentional punishment mechanics cos i was so far away, but i dont see how that can be programmed without the rest of you being similarly in danger of huge distances.

SO, suggestions;

WARNINGS that you are about to spy on a player.
IMPOSSIBILITIES to get missions to spy on chaps we are NAPd or allied with
WARNINGS of silly distances.

Fire away, oh mighty stormcrow.

yours lovingly,

Beet



Replies:
Posted By: Gila
Date Posted: 07 May 2010 at 20:06
I just looked at my quests - went *OMG*! 


Lets see, if the reward is somewhere between 100 and 500 resources... and the enemy city has a flash/bang spell up...  yeah, I foresee *this* being real popular....


HEY!  Stormcrow!  Get us a bigger map interface !    (wouldn't help with the diplo quests, but I want to see all of Illyriad...)


Posted By: KillerPoodle
Date Posted: 07 May 2010 at 20:45
A warning that you're about to launch on a NAP would be good and an option to fail to the mission if you don't want to spy the recipient would also be good.


Posted By: rescendent
Date Posted: 07 May 2010 at 20:58
Hehe; and this is just the level 2 quests :-)


Posted By: bow locks
Date Posted: 07 May 2010 at 22:19
heheh,

i quite like rescendents reply.

now i see i have two new similar quests; one is to a blank square, the other is to another player.

maybe the gms are activity checking?

this could be a little cool after all.

why should i just click click on quests? the gms always promised more than just donkeys.

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm


Posted By: CranK
Date Posted: 07 May 2010 at 23:03
would be funny if somehow the quest makes you send spies to location: -3|-3


Posted By: bow locks
Date Posted: 08 May 2010 at 09:54
and now i have two totally seperate quests, both asking me to spy on the same empty square - baron and suspicions of treachery.


Posted By: Starry
Date Posted: 08 May 2010 at 22:04
Honestly, I am not happy spying other players especially those that are new players at that.  :(    Yes, there should be a warning if you launch anything at a NAP alliance.

Suggestion, if you want the quests to include spying on actual players then perhaps you should consider having inactive players as the target (those that haven't logged into the game in weeks). 

Add to the Suggestion Box a warning if you are about to launch on a NAP alliance.

Thanks!  :)


Posted By: MFrance
Date Posted: 08 May 2010 at 22:34

Up-to-date every town I had to spy were 0 population.


Posted By: GM Stormcrow
Date Posted: 11 May 2010 at 18:11
Originally posted by bow locks bow locks wrote:


windysparrow (yes, i'm narked, my friend Wink) informed me this distance was intentional punishment mechanics cos i was so far away, but i dont see how that can be programmed without the rest of you being similarly in danger of huge distances.


Um, it's quite simple how this can be programmed.

The code chooses the city of the nearest player to you that is eligible for the quest.

If - by your choice - the nearest player to you is half the length of the map then, um, what can the quest do to make your life easier?  Randomly move players closer to you? Wink

All other players nearer the center of the map will, self-evidently, have a much wider choice of player cities to interact with.


Posted By: bow locks
Date Posted: 11 May 2010 at 19:20
Good evening, stormcrow.

I hope im not sounding argumentative since i think this subject is really dead. but since dan is at 0/2, then by definition, there should be around 25% of the population between him and me, thats how come i dont see he's the first eligible.  Must be an interesting algorithm.

sun is shining. its a great game, thanks for all your work. this is a tiny thing.

Bow


Posted By: GM Stormcrow
Date Posted: 11 May 2010 at 22:05
You're welcome, bow.

And just to finally clarify; we try to write efficient code that (hopefully) takes into account the unforeseen.

So what it tried to do (in your case) is to find a nearby city within a certain radius. 

Failing to find one, it tried again on an expanded radius, and then again etc.

Until it reached a point where the code said:
"Sod this for a game of soldiers, I'm not searching the *entire* map for a set of valid cities beyond X radius away from this hermit, but I *need* to return a city to him - otherwise the quest will be entirely broken as it requires a target city as a basic minimum... so let's pick the first city I can think of, which happens to be the nearest one to the center of the map."

As I say, it's now changed.  But you still won't necessarily be getting the nearest city to you, until the general population expands outwards sufficiently in your direction.



Print Page | Close Window

Forum Software by Web Wiz Forums® version 12.03 - http://www.webwizforums.com
Copyright ©2001-2019 Web Wiz Ltd. - https://www.webwiz.net