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Author Topic: Deactivate events in 6 months games with less players  (Read 877 times)
Robbie
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« on: December 25, 2009, 16:35 »

I did a one on one game (Training - 2 players) for 6 rounds.
http://www.planetmule.com/hi-score-game/game?game_id=11946

The events killed the game. Both lost a plot of land, fire in store, planetary pest...
These things in such a short game (6 rounds) and with only two human players are not funny.

Especially to harm the first player with only bad events is no good for a one on one..
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data2008
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« Reply #1 on: December 25, 2009, 23:10 »

The whole events probability (global and players) will be given another close look in one of the next updates.
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Mega Byte
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« Reply #2 on: December 27, 2009, 18:01 »

You know, I have always said that loss of a plot is an unfair imbalance event.  No other event punishes a player so severely.  It is too bad it was part of the original game, but to take it out, I think would also be bad now.  Part of the perils of playing the original was this.  I guess at heart, I'm a M.U.L.E. purist... but that said, each version was slightly different, so hard to say which one is "right".  I grew up on the C-64 version.  There is a lot in this version that isn't the same as that one.  (Like pirates taking smithore if there was no crystite, or any amount over 50 was spoilage, so you couldn't amass 245 smithore units).
I guess my feedback is, yeah, this singular punishment is too harsh.  It is a penalty that goes beyond.  In my view, this should only be allowed on a plot that isn't already developed, and only if that player has purchased other plots.  Base plots should never be taken.  (A land grab plot could go away, but only if the player has bought other plots, and should never go below the number of lands for the number of rounds.)
That's my 2 cents on that issue.
-S
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