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Old June 10th, 2007, 11:17 AM

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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Quote:
Jazzepi said:
Quote:
Hadrian_II said:
I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.

I dont understand anyway why the globals are limited to 5.
I think it would be a mistake to remove the cap. Perhaps it could be adjusted to scale with the number of players, or simply be an option that you can set during server setup.

In any case, having a limit creates game tension. Tension is what makes decisions hard. When decisions are hard, you have to be good to make the correct ones. This is what separates bad players from good players and makes intricate, complex games like Dominions 3, with lots of tension, good.

If you remove the limit, then you remove some of the tension about casting globals, and therefore some of the interesting decisions you have to make.

You don't have to worry about filling up slots anymore, and you can't randomly get your global dispelled by someone else's. You also don't have to worry about having to put enough gems into your global enchantment that'll dispel someone else's when all 5 slots are filled. By taking out these things, and having no cap Dominions 3 would be a more shallow game.

Jazzepi
Then you're stuck with the problem of there being a ton of globals which no experienced player will waste their time casting, expecially in MP. Why not up the global cap to eight? or 1/2 the number of players, minimum 5?
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  #2  
Old June 10th, 2007, 11:30 AM
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lch lch is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Quote:
Ubercat said:
Then you're stuck with the problem of there being a ton of globals which no experienced player will waste their time casting, expecially in MP. Why not up the global cap to eight? or 1/2 the number of players, minimum 5?
How should any arbitrarily picked value be better than another? I think this should be configurable when you create a game just like the size of the HoF is, too.
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  #3  
Old June 10th, 2007, 02:36 PM
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Quote:
Ubercat said:
Quote:
Jazzepi said:
Quote:
Hadrian_II said:
I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.

I dont understand anyway why the globals are limited to 5.
I think it would be a mistake to remove the cap. Perhaps it could be adjusted to scale with the number of players, or simply be an option that you can set during server setup.

In any case, having a limit creates game tension. Tension is what makes decisions hard. When decisions are hard, you have to be good to make the correct ones. This is what separates bad players from good players and makes intricate, complex games like Dominions 3, with lots of tension, good.

If you remove the limit, then you remove some of the tension about casting globals, and therefore some of the interesting decisions you have to make.

You don't have to worry about filling up slots anymore, and you can't randomly get your global dispelled by someone else's. You also don't have to worry about having to put enough gems into your global enchantment that'll dispel someone else's when all 5 slots are filled. By taking out these things, and having no cap Dominions 3 would be a more shallow game.

Jazzepi
Then you're stuck with the problem of there being a ton of globals which no experienced player will waste their time casting, expecially in MP. Why not up the global cap to eight? or 1/2 the number of players, minimum 5?
The problem with the globals that nobody casts is that they simply are not good enough for their cost. Raising the cap isn't the solution. Making the globals worth casting, is. Even if you raise the cap to 8-15, nobody is ever going to cast wild hunt.

Jazzepi
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