Games in Progress: 3 | Players logged in: 3 | Players Registered: 37413 | Games Played Total: 68649
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: Where do we stand with MULE2  (Read 4732 times)
sjleader
Mule Regular
***
Posts: 96


View Profile
« on: October 19, 2013, 19:17 »

Hey Y'all,
 So, while I was pretty vocal about the problems I was having, I did say that would love to get the game going. My biggest issue was not being able to finish a game due to crashes.
However, this week I have logged on almost every day and havent seen a single other person.
Sooo, is that it? Did everyone give up?
Logged
Taft
Jr. Planeteer
**
Posts: 16


View Profile
« Reply #1 on: October 20, 2013, 03:16 »

i have been looking for games here.
Logged
data2008
Administrator
Mule Expert
*****
Posts: 288



View Profile
« Reply #2 on: October 20, 2013, 15:45 »

I think people are sticking to PM1 with having tried the current Beta.
We are taking every advice at heart and preparing another release with many things fixed,
like having 3 dev phases per round for finer strategy while still being faster than PM1, possibly 2D auction resembling PM1 style and making the game generally more stable.
Once we release that by etstimated end of the month, we hope to attract another round of playtests during the week.
Stay tuned.
Logged
C-128
Jr. Planeteer
**
Posts: 12


View Profile
« Reply #3 on: October 21, 2013, 01:35 »

MORE dev rounds is going the wrong direction.  I can tell you 90% of the time what a good player is going to do in a round, I don't need to wait and watch them. 

MULE 2 needs to be the *fast* arcade-style version.  That'll make its niche.  Many many times I want to play MULE but just don't have 90 minutes to spare.  If MULE 2 is fast, it'd get played.
Logged
Taft
Jr. Planeteer
**
Posts: 16


View Profile
« Reply #4 on: October 21, 2013, 02:57 »

as it stands now mule 2 is only about 60-70 minutes long when i have played.
Logged
john256
Administrator
Mule Regular
*****
Posts: 74



View Profile
« Reply #5 on: October 21, 2013, 10:50 »

Ha, can't you just tell whichever way we go everyone will complain Wink

In answer to the original question, I think the bugs which cause many multi-human games to get stuck mean most players are put of playing when they know they will likely play for an hour and then the game will be lost. So I think people played at first to see what the game was like, but it's too unreliable to play for real.

That's my $0.02 anyway - we still would love your feedback. Are you not playing PM2 because of instability, because you hate it, or just because nobody else is?
Logged
AndY Ohmsen
Mule Forum Newbie
*
Posts: 1


View Profile
« Reply #6 on: October 21, 2013, 18:25 »

answer in German can anyone translate?

Hallo, vorweg erstmal Danke für eure Mühe mit PM2.

Ich bin der Meinung das PM2 keine großartigen Grafikerweiterungen braucht sondern ein schlichtes Feld völlig ausreichend ist. Auch finde ich die Idee gemeinsam bzw. gleichzeitig den Zug zu machen sehr gut jedoch nicht in mehreren Schritten sondern dann doch bitte alle 5 Mann gleichzeitig. Hier denke ich aber sollte man wieder auf 4 Mann per Spiel zurückkehren da auf Dauer 5 Mann zu aktivieren sehr schwer wird. Man sollte zudem am AI arbeiten so daß spiele mit AI eine Alternative bilden. Die Sell/Buy Grafik geht überhaupt nicht ich kann so sehr schwer erkennen auf welchen Wert ich zur Zeit gegenüber den anderen Bietern stehe.

Die Idee einzelne Figuren mit Stärken auszustatten finde ich sehr gut und wird das Spiel interessanter gestalten.

Natürlich muss das Spiel stabil laufen, welches momentan das größte Problem darstellt aber das sollte mittlerweile bekannt sein.

beste Grüße
Tom
Logged
Rhodan
Prototype Tester
Mule Senior
****
Posts: 135



View Profile
« Reply #7 on: October 21, 2013, 19:04 »

MORE dev rounds is going the wrong direction.  I can tell you 90% of the time what a good player is going to do in a round, I don't need to wait and watch them. 

MULE 2 needs to be the *fast* arcade-style version.  That'll make its niche.  Many many times I want to play MULE but just don't have 90 minutes to spare.  If MULE 2 is fast, it'd get played.

While I disagree with not having the need to watch a player develop I do agree that you are going in the wrong direction with multiple concurrent development rounds. If we can't have the option to choose before the game starts of everyone goes in one round or 5 individual rounds  you need to just have one round to make the game as short as possible.
I will never play this version of the game but I do recognize the attraction this will have to certain players.
 
Logged
AlexFili
Mule Forum Newbie
*
Posts: 9


View Profile
« Reply #8 on: October 25, 2013, 21:32 »

I think that current games in MULE go on way too long and eventually someone will get bored and quit / interrupted by real life. I'm all for concurrent rounds where everyone moves at once as the game will progress much faster and remove one of the biggest problems.

The main problem I have with MULE is that if I get disconnected, I am permanently out of the game and cannot rejoin it which is tragic. There should be some kind of way of rejoining a match providing you have the right account name, password etc. Having 30-60 minutes of your time being wasted due to a temporary internet glitch is really offputting for some.
Logged
sjleader
Mule Regular
***
Posts: 96


View Profile
« Reply #9 on: October 26, 2013, 01:09 »

Completely agree. If the game gave you say 2 minutes to re-log in before the AI takes over that would save a lot people problems.
Logged
Pages: [1]
  Print  
 
Jump to: