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1  M.U.L.E. Community / Announcements / Re: Version 1.2 Main Features Announced on: January 05, 2010, 02:07
I agree with a few  - I like the $50 assay, and I think the deserts were a clever addition too.

However... I can also understand the desire to first create a "Clone Of The Original" ... at least as closely as reasonable.

But I do look forward to the new features returning in a 'plus' edition, or something. Smiley
2  Planet Mule 1 / Old Bugs 1.1.1 / Re: FULLSCREEN ISN'T QUITE...FULL on: December 31, 2009, 19:04
I think what he means is - the game doesn't scale to fill the screen.  It simply creates white-space AROUND the game.
3  Planet Mule 1 / Old Bugs 1.1.1 / Re: sound on/off on: December 31, 2009, 00:35
I'd definitely like to see seperate controls for music and SFX, while you're at it.
4  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: No Return to first buy price :( on: December 30, 2009, 17:43
The more I think about this, the more I realize two things.

Players move too quickly on the bidding screen.  Not a LOT, but some.

With commodities, I like the way it is now, where you cannot ever go back down to the store price.

This FORCES you to make a choice between
A) gouging the other players for high profit per item (and taking a potential loss on lots of unsold items, which may then decay)
B) Selling lower than you'd like, but with the potential to unload everything onto the store.

So... annoying as it is... I think it's good.

Note that this would be LESS of an issue if players moved slower, and time continued to pass (slowly) during buying/selling.  Seldom would you even have TIME for the price to get driven up, then all the way back down again.
5  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Once land auction price is up it doesn't drop even if no one is interested on: December 30, 2009, 00:00
I'd rather simply make it not possible to go back to the BUY position once you passed it: if you make a very high bid, you can retreat only at the lowest price, but never back to the $0 bid.
This means when someone makes a bid he IS going to "battle" for the possession of the land, but can't withdraw entirely from the "battle".

OK, here's an interesting problem with that.

Let's say 3 of our players get involved in the 'run the price up' game.  Or worse, three people bid... but then two run it way up to North Craziland.

Then they all run back down to the 'buy' line, including the poor sucker who stayed down there, as prices went way, way past their ability to buy.

... who buys it? At what price?

The person lowest in the rankings? What if they don't WANT it at this crazy price they couldn't control... and can't even afford it?

The person highest in the rankings? Sure would be easy for a lower-ranked person to force a sale at an insane price, that would screw everyone.

The person who was the last to come down?  What if one of the others got the 'jump' on them, on the way down?

The one with the highest bid, ever during the process?  I suppose that's the least prone to awful.
6  Planet Mule 1 / Old Bugs 1.1.1 / Re: Game speeds up after OS X (10.5.8) Standby/Resume on: December 29, 2009, 23:46
I've duplicated this on Windows, too... though using a slightly different technique.

It looks like the system timer keeps running, even when the game gets paused through one mechanic or another... and then the game spins along VERY quickly trying to catch up.

Eventually it DOES catch up, and gameplay returns to normal.
7  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Once land auction price is up it doesn't drop even if no one is interested on: December 23, 2009, 22:34
Yeah, this is the one point in the whole auction-price-not-dropping-to-baseline complaint that is a real killer. If you have no intent of buying a plot, and yet want to make sure nobody else gets it either, just drive the price up to $1k or more... then drop back down again.

This may also be an artifact of the auction price moving much faster than it did in the original.
8  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: No Return to first buy price :( on: December 23, 2009, 22:32
Hmmm. I'm of two minds about this.  I can understand the idea of locking out store sales, to help ensure the balancing act like @Lomgren said.

And yet... it just annoys me that I can't drive the price down further.

How about a compromise?  If you're walking down the price, once you hit the bottom line, where the store would normally be, the price drops slower than it would normally?
9  Planet Mule 1 / Old Bugs 1.1.1 / Re: Time doesn't run out properly, v1.1.1 on: December 23, 2009, 21:16
I wondered about that.  I can see they've done a lot of work on synchronization with this build.

10  Planet Mule 1 / Old Bugs 1.1.1 / ENTER doesn't work quite right for chat, v1.1.1 on: December 23, 2009, 21:15
If my focus is already on the chat window, hitting ENTER does -not- start a new chat message for me, like one would expect.

The only way to start a new message is to either click on the main screen and hit ENTER (expected behavior) or to actually click the text-entry line in the chat pane.
11  Planet Mule 1 / Old Bugs 1.1.1 / Time doesn't run out properly, v1.1.1 on: December 23, 2009, 21:08
I've noticed that people still have several seconds of time left when they can run around, even after the timer bar runs completely out. This is especially true if they're in the town.
12  M.U.L.E. Community / Design & Art / Re: Font is not consistent with the rest of the game artwork on: December 23, 2009, 19:22
I gotta agree here, the 1.0 font was so much better than the current 1.1 generic one. And i cant see why you changed it.

Probably because people complained about it.

But they'll complain about anything. :p
13  M.U.L.E. Community / General Discussion / Re: M.U.L.E. Commentaries on: December 23, 2009, 19:19
Well, yeah... making a video would kinda require recording the game.

I'd think that actually OPENS the concept a lot - record a game, then go back through the magic of editing and add commentary about choices, commands, and so on.  This also allows you to skip the parts that don't add anything constructive to the production.

Question is - what do people use to record a game screen these days? I see it done quite often.
14  Planet Mule 1 / Computer A.I. / Re: mule goofs up when lacking energy on: December 21, 2009, 04:16
OK, now that I've stopped groaning about those names... ;p

One thing I've seen done with great success is to have a stable of AI behaviors and drives... and randomly assigning them to the AI 'players' at startup.

So there's really no good way of anticipating what style of 'player' you're going to be up against, and part of the fun is figuring this out, during the first few turns.
15  Planet Mule 1 / Computer A.I. / Re: mule goofs up when lacking energy on: December 21, 2009, 04:09
Those names....   *facepalm*

 Grin
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