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Author Topic: Mule 2? WTF!!!  (Read 517 times)
Blitzen
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« on: March 10, 2011, 11:55 »

Seriously, you guys are working on 2? WTF about all the issues in your 1... which you have done nothing with since October.

Its been a year since I found this remake and I personally feel you have done next to nothing to improve your reproduction since then... How do I delete my account in protest?  I no longer want to be counted as a player around here.

I hate what you guys are doing with Mule 1 (leaving it to languish as an easily cheated piece of shit) and wish to thank you NOT for any of it, from the bottom of my heart.

B

PS Next time finish a game before you worry about a ranking system for christ sake... PM = epic FAIL.
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Mt-Wampus
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« Reply #1 on: March 10, 2011, 16:00 »

   A problem i find with Mule 1 that NOBODY ever mentions is that Smithore is just to dominant in the Planetmule version. I have both the Atari and C64 versions of mule and the Ore game isnt nearly as dominating as it is on Planetmule. Everybody wants the Planetmule version to be as close to the C64 version as possible but it's not. In the original version Smithore plots hardly get any production until you get many of them going and even then the production is less than at Planetmule. Dumping of Mules from the Corral is also more time consuming in the Original but way easy to do in the Planetmule version. 1st place penalty and last place breaks are also not lined up with the original. The loss of multiple mules to the 1st place guy during a quake is also off! Much work to be done to set the balance in Mule 1 in my humble opinion.
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Blitzen
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« Reply #2 on: March 11, 2011, 03:54 »

Beautifully said sir.

It's also too easy to switch multiple mules on any given turn, making it unnecessary to decide what your main production is going to be on round 12 until much later than round 8.

B
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Keybounce
Prototype Tester
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« Reply #3 on: March 11, 2011, 04:02 »

> A problem i find with Mule 1 that NOBODY ever mentions is that Smithore is just too dominant in the Planetmule version.

Actually, I've complained about this many times. People seem to insist that "Lets lower the value of food and energy when people produce a lot" is good behavior. People seem to insist that "The store will buy hundreds of smithore at maximum" is the right behavior, even though it can only lose money for the store.
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Rogue Cat
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« Reply #4 on: March 12, 2011, 04:36 »

You know why the ore is dominant here? Because of the double price-checking. The original just made the checking at the summary for each month, thus ignoring how much players were producing. That made able to sell food and energy at its max when there was shortage. With the double check the final price is halved, and even if all players starve and they produce tons of food, the price checking after the production phase reduces the value. (Have you noticed that I hate the double checking?)

The problem is that you can cause artificial demand for the ore, while it is unable to make the same for food and energy (tested with Gohar). In the original tournament mode, you had to rely on crystite to lead the game. This one is actually reduced to the ore trick. What's the point of my tracker that way?

Look, I'm trolling! =^?_?^=
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Should you remember that $20 is a magic number too.

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Spoonwood
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« Reply #5 on: March 12, 2011, 14:28 »

    My experience comes at that even though ore can get manipulated, if no one wants to manipulate it past a certain point but you... you'd better have good crystite plots/hope for low crystite prices and/or pirates.  I've seen plenty of games where players with the better crystite plots end passing those who had strong smithore runs late.
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