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Author Topic: 0.90.1  (Read 933 times)
Rhodan
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« on: January 30, 2014, 15:53 »

desynchronize rd 11 log attached

Suggestions

Show bid amount under players feet during auction

Player blinks along with line changing to his color during auctions

Show complete player's inventory (all 4 commodities) during auction not just at summary

Could speed up timers, wait periods during auctions, summary animations, start of plot selections, etc to trim total game time down to 60 minutes.

Reorganize store so we can leave and enter from all 4 sides. Thus returns the skill and choice of how to enter and exit the store to maximize a player's development. Probably need to go 2D in store.

Way to slow to cross river and no clear delineation of store to know if you are hitting it right to pop up in the middle.

Show chat window all the time and not as a overlay on top of game when you click on chat
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HebrewMule
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« Reply #1 on: February 01, 2014, 17:12 »

I came here to mention some of the same things.
#1. Showing players complete inventory. To me this is important for strategy. Knowing someone is short on food for example-- whatever.
#2. The line doesn't match the feet, its awkward, I agree blinking player is good as well as the amount.
#3. Whats with the river, takes way to long to cross.
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Peter
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« Reply #2 on: February 06, 2014, 15:27 »

Thanks. This is good and clear feedback!
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Peter
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« Reply #3 on: March 05, 2014, 07:41 »

I'd just want to leave a a comment to Rhodan because we talked about this in the dev team recently: In Planet Mule 2 you can enter the city form all 4 sides, but only leave it going left or right. That's the way the original Mule worked. It's different from Planet Mule 1 but we've decided to go with the mechanics of the original game in this case.
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Rhodan
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« Reply #4 on: March 05, 2014, 15:41 »

I'd just want to leave a a comment to Rhodan because we talked about this in the dev team recently: In Planet Mule 2 you can enter the city form all 4 sides, but only leave it going left or right. That's the way the original Mule worked. It's different from Planet Mule 1 but we've decided to go with the mechanics of the original game in this case.


You are correct!
I have been playing Planet Mule for so long I have forgotten about some of the changes in planet mule that was an improvement over the original.
The question is "Do you want to keep those improvements you made for Planet Mule 2?
I would say yes.
Entering and exiting the store from four directions adds a lot to the game. Adds hand eye coordination and strategic decision making for time management in the development stage.
There is not a player now who doesn't utilize the ability to exit the store in the four directions to save time.
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john256
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« Reply #5 on: March 18, 2014, 09:38 »

More options doesn't automatically equal better. Only being able to exit left/right adds an extra thing to think about actually (for me) - to access river plots you still have to pick which side is best in case of mountains in the way.

I can't see any way of saying one option is better than the other, they're just different.
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Rhodan
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« Reply #6 on: March 18, 2014, 13:47 »

More options doesn't automatically equal better. Only being able to exit left/right adds an extra thing to think about actually (for me) - to access river plots you still have to pick which side is best in case of mountains in the way.

I can't see any way of saying one option is better than the other, they're just different.

Lets see if I can explain this to you. We are not really talking game options but depth of play

More options(possible decisions) in a game equals deeper strategy. Deeper strategy equals more challenging game play for players as they become more experienced.

Example
You are a new player you are doing well exiting the store left or right. You start playing better players who are utilizing that depth of play and are exiting the store top or bottom to avoid those mountains that may be in the way. These better players are getting out 1 or 2 more mules then you. They are kicking your ass because of this. You are challenged! You now start to learn that having 4 choices to exit the store lets you get  that extra mule out giving you the edge over less experienced players.

I hope this helps you see how more choices in game leads to a better game.

Also, its not just about choices or making a decision. You also have to execute your decision with hand eye coordination to leave and enter the store without catching corners, etc and loosing precious time.

You take this away and you are making a less challenging and entertaining game then planetmule

Its always a joy in planetmule to watch your opponent flounder or succeed in his development phase putting pressure on you to execute your development flawlessly.

These type of options in a game still leaves the game accessible to the masses but adds depth and challenge to the game attracting and retaining players longer.

I hope this helps you see options as something more then just something extra that you have to think about!

Rhodan


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john256
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« Reply #7 on: March 18, 2014, 14:34 »

If more choices is automatically better, you should be able to enter/leave in 8 places then!

While I appreciate all the gameplay elements 4 exits has, it isn't as simple as 2 exits removes that complexity. As I already said, not being able to leave top/bottom means more thought has to go into choosing left/right - to get to a river plot you have to go left/right but choose the right one, that's new complexity from fewer options. I'm not saying it cancels out, only that it's not as clear-cut as you suggest. Note that we also have species with different speeds, and different speeds on river/mountain, so that adds complexity to your decision too. Plus you are fighting over the Wampus with another player now - things are more hectic.

Side question - would you often exit into the river, which is slow to walk through, to avoid a mountain? Or was the river much faster to walk through in PM1?

I think this is all very subjective, in summary Smiley Some people will love it, some will hate it, you can't please everyone!
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Rhodan
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« Reply #8 on: March 18, 2014, 18:22 »

If more choices is automatically better, you should be able to enter/leave in 8 places then!


Side question - would you often exit into the river, which is slow to walk through, to avoid a mountain? Or was the river much faster to walk through in PM1?

I think this is all very subjective, in summary Smiley Some people will love it, some will hate it, you can't please everyone!

Sigh.

We are not talking about you in a candy store overwhelmed by the choices of candies.

Adding choice for the sake of choice is a waste of time. We are talking about adding choices that add strategic value. Choices that when made reward the player with something other then a tummy ache for eating to much candy.

Back to your question. It has been to long since I played the original mule in a emulator so I cant make comparisons to it on river crossing. I will compare planetmule1 to planetmule2.
You can cross the river quicker in pm1 then pm2. The speed penalty for crossing is well balanced. Its still quicker to cross the river then walking thru the store. When you exited the store top or bottom you are only crossing half the river so this choice rewards players by letting them get to the river plot below and above the store and the couple adjacent plots quicker then exiting left or right. Its quicker to get a crystite or food then exit the store and cross the river then it is to walk thru the store.

When you remove these exits you are removing more then just choices that overwhelm a kid in a candy shop.
You are removing playability. You are removing some of the fun of being in a candy shop with to many choices!

I think the speed penalty for crossing the river should be the same for all pm2 species. The species advantages are already unbalanced. These are fun choices to have but they don't add the depth and playability like the above discussion on store exits. Species choices will end up not being utilized all the time  unlike the store exits
You might wonder why?  Because players will be seeking equal starts so we are matching skill and knowledge.
 Species choices will end up like handicaps in a golf game. Given to less experience players so they can compete with the pros
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data2008
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« Reply #9 on: March 21, 2014, 15:03 »

i remember the discussion about only the original was the best and couldnt be made better...  Wink
Now I agree 4 exits mean slightly more variety in reasonable choices, just now we have two exits and the whole city is built differently anway with the 2D sideview.
So that adds a different strategy.
Since there are other alterations that affect gameplay much deeper like a fifth player and people doing dev in pairs, it might turn out that if mule2 was seriously played more often by dedicated players, it could be a 50% different experience altogether, not needing 4 exists but adjustments in other areas.

Just saying we need to see the overall gameplay and how the basic stuff enhances or loses gameplay, so anyone of the veterans up for 1 PM2 game per week would be awesome!
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