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Author Topic: Planet MULE 1.3.5  (Read 4142 times)
Peter
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« on: November 15, 2012, 10:52 »

Please give you're thoughts and feedback on version 1.3.5 in this thread. You can checkout the changes here:

http://www.planetmule.com/news/planet-m-u-l-e-version-1-3-5
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Death_Mule17
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« Reply #1 on: November 15, 2012, 13:08 »

 The patch is good, lowest rank wins land auction confirmed. As for a spike in food last rd...bot messed that all up. Thanks guys!







Dm17
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Rhodan
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« Reply #2 on: November 15, 2012, 14:15 »

Download links on planetmule.com are not working.

Will let you know about the update after I play a few games.

Thanks!
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Peter
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« Reply #3 on: November 15, 2012, 15:16 »

Download links on planetmule.com are not working.

The download links are fixed now! Thanks for pointing it out.
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Bossi
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« Reply #4 on: November 15, 2012, 20:40 »

Good update!

1st turn plot isnt so clear now... Wink
and the lowest rank wins at same money is good!

food spike in 12 - makes rivers MUCH more stronger! Smiley
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kplowcha
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« Reply #5 on: November 15, 2012, 23:07 »

The patch is good, lowest rank wins land auction confirmed. As for a spike in food last rd...bot messed that all up. Thanks guys!







Dm17

won't let me join bot game. i downloaded 1.35 and the bot has 1.34 bs about new version
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Bossi
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« Reply #6 on: November 16, 2012, 00:06 »

im not sure who is running the bots, but when i think they will change them soon...
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Drilan
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« Reply #7 on: November 16, 2012, 00:11 »

I really did like the 1st auction to be a random one, but food spiking?Huh I think this destroys game strategy at all and I will explain why: 1. It makes crystite very very weak at end game. Remember that tite price is random and it varies from $48 to $148 MAX, food and energy being a MUST NECESSITY (Time and Production) through out the game like it should be (even thou you can still spike energy at end game) food now will become a money making item too. Remember that food and energy can go up to $215 if theres too much necessity and is easy to get a high price at end game cause player are too busy fortyfing their money making assets like ore and tite and producing less food and energy when game is on last 3 rounds to make the most money out of it. This is a strategy game!!! The guy with the best strategy should win if he or she can Stand the horrible events that can occur. Is not a random winner game!!. Adding food as a making money asset just by buying 1 piece at a high price on round 11th and 1 energy already being an asset that you can spike too doing the same thing, entirely destroys all planning through out 12 rounds of gameplay and becomes a time waster, knowing now that the game could end up in a 4 asset race instead of 3 not forgeting that production is random (1 player can beat another player on production even thou if both players have the same amount of plots with same amount of assets and all plots together) it doesnt matter. Like I said before, tite can only get to $148 , not like food and energy that can go up to $215 if a player buys 1 piece at high price making tite very very weak if a $48 to $84 price comes up on last round. Now players have to get rid of magic 9 and magic 12 developements and put some food and energy plots to avoid a high price spiking just cause a stupid player decided to spike price to have a chance of winning by the example I just gave about tite random price vs the price food and energy can get to(cause is not random). Players cant function without food and energy through out the game, those are a must need assets but making them part as a I can win asset because someone spike it Huh smashing out high tite and ore productions??? THE SPACESHIP WE BE BACK IN 12 MONTHS !!!! there is not suppose to be demands on food cause there is NOT a Round 13 !!!!!!!! Price shouldnt SPIKE!!! Sorry but I just dont like it.
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Leggitte
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« Reply #8 on: November 16, 2012, 01:58 »

THE SPACESHIP WE BE BACK IN 12 MONTHS !!!! there is not suppose to be demands on food cause there is NOT a Round 13 !!!!!!!! Price shouldnt SPIKE!!! Sorry but I just dont like it.

I agree with Drilan to a certain extent, but I don't think food will spike that much in most games, eventhough the possibility is there. And that is a worry.

However, your argument that there is no round 13 holds true for energy as well. I always thought there was no point for an energy spike in round 12 because there is no round 13 (although continuous farming on Irata is up for debate). Food does not have the same property to spike in the quantity as energy does. It is a matter of supply and demand. The demand of food will be 5 food per player, as it was in the last few rounds, so 20 food in total. Any produce over 20 food would mean a reduction of the maximum price or so I am to believe. With energy this is different. You need 1 energy for every non-energy plot to produce. So, the demand for energy in round 12 is a lot higher than the demand for food (maximum demand for energy is 44, maximum demand for food is 20).

I do think that the hunt for high tite plots and the hunt for 3-mountain plots are an integral part of the game, even when the race for being last is a bit silly. But I also believe that the maximum price for food in round 12 being $42 was wrong. So my suggestion is that we look for a happy medium.

I think both energy and food should be capped in round 12. Capped to what price? I am not sure. maybe $148?

Legg


•The price of food in the final month will be calculated from supply and demand like any other month. The demand on the last month is considered to be 5 units of food per player. The demand was previously zero units.
« Last Edit: November 16, 2012, 02:01 by Leggitte » Logged
Mainstream
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« Reply #9 on: November 16, 2012, 02:03 »

Bots have been updated
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C64
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« Reply #10 on: November 16, 2012, 07:32 »

I would have loved it had you fixed the auction trick of lowering prices, rather than simply fixing the crash!

I'm ok with the changes otherwise, maybe neutral.

We really could use improvement on drops, allowing one to reconnect if there is a disruption in your line.  And AI could be improved.
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Chuckie Chuck
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« Reply #11 on: November 16, 2012, 08:36 »

Don't forget guys, this version was meant to reflect the original version as much as possible and we were considering the in ability to spike food in last round to be an inconsistency.  I for one appreciate the fix.  The only reason for the new timing rule in round 1 land auctions is related to the unfairness created by network lag, so that is an inconsistency I believe was needed.  Good job admin, these fixes have been awaited for many many months. Smiley
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Chuckie Chuck
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« Reply #12 on: November 16, 2012, 12:27 »

So, basically what you two blokes are saying is you want to take away some strategies to make it more likely for you to control the outcome of the game because it would make Ore the only way to make any real money at the end.  Last round the game rather than being capitalistic would have a regime change and become a socialist economy.  No thanks.  You just don't want to deal with the unpredictability that made mule the game that it's been for 30 years.
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Chuckie Chuck
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« Reply #13 on: November 16, 2012, 12:34 »

Personal opinion, if you're gonna do it, you have to do it across the board, lock all the prices at there minimums last round (smith $30, tite $38, food $15, energy $10) because tite is just a jewel ore, smith, well regardless of whether you have empty plots or not, there is no longer a need for mules to develop them.  Sounds pretty dumb to me.

Don't like a truly capitalistic finish?  DONT PLAY!
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Drilan
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« Reply #14 on: November 16, 2012, 12:34 »


I too do believe that food and energy price should be Cap on the very last round. Thanks Leggitte! (I was thinking the same thing but forgot to mention it). Why do I believe this like Leggitte already does?? Its simple: most players at end game, when they are losing ,they do stupid things and they start trying to buy food and energy at a very high price just to prevent really good players from winning or to give the game to someone else which is also considered colluding!! Another example is: a player can buy 1 piece of food at a very high price and do the same with energy and then disconnects, knowing that the AI bot have the ability to change from 5 to 6 plots in 1 development session(no matter where the plots are located) and have a real chance of winning if he can get a +$120 sale on either one. The thing is that now players can mess up games knowing that there's a 4th asset than can really do damage to game outcomes. Most of really poor playing players can take advantage of this and use it just like I said before(messing, colluding, etc...). My suggestion is to make a Cap between $100 and $120 in both food and energy on Round 12, so high productions of Tite(random price) and Ore(if there's a demand) doesn't loose all of its strength. Thanks everyone!! Long Live M.U.L.E !!!
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