Poll: If an update could have 3 last things...

Strategy, feedback, or anything SUBTERFUGE-related

  • benbit wrote:join public games based on type not actual game name, so its random which will make the boot button work better and keep the game fair from multiboxing

    Nerf king/engineer i'd like to crunch the game data to see how many players choose this approach and see if there is a way to combat the king with needing more kings

    A speed setting when creating game, allow subs/games to move faster up to 6x or 8x

    As I mentioned earlier, 6x and 8x would be pretty suicidal. The first person to sleep would instantly have their queen obliterated by drillers. Normally, 6-8 hours of Subterfuge time passes during a night. at 6x or 8x, that would be about 36-64 hours or 'normal' subterfuge time. uring which your ally can happily betray you can just kill you off without too much of a problem.
    Better go into the hundreds. At a few hours (or even less than an hour) per game. Which is what I mentioned QUICKPLAY for.
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    tw2000
     
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  • you would have to have the game expire at a certain point if it doesn't fill, but everyone joining should know that this game type would be instantaneous and require your attention for the upcoming hours, a continuous play style game, fast enough so the game ends before anyone would sleep. 10x would mean 1 min game intervals. OR the game could just set all outposts much closer to each other.
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  • An accelerated version would work best with an average game length of 15-30 minutes as the absolute maximum, 5-10 would probably be even better. Otherwise the chance of being interrupted is just too high. With the current speed, you have to check the game at least every 8 hours, but if you want to do well you will probably check it more than 10 times over the course of the day. Lets say the average game is about 10 days. If the game was shortened to take 2 hours, to play effectively you'd have to check the game every 80 seconds. So basically you'd have to be on your phone for 2 hours straight. Need I explain why this is not a good model? If anyone would like to discuss the concept of accelerated games further, create a thread. This thread is about what you'd like to see in an update, not the detailed explanations of why it will and will not work.
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    v3xt
     
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  • To fix the turtle problem, maybe the revs could implement my idea of eliminating people who own less than say 2 or 3 outposts as a game option. That would move the game quicker. There is a real strategy difference between the 2 game modes. I like the idea of funding. It could be like +10 outposts or something like that.

    However, if any of these ideas ever get put into the game, they need to be publicitized if the developers are even gonna get a profit out of it. We already know that they are starting a new project. If it slowly grows in numbers, maybe they could spend a little time on it and make updates every 5 months. I've noticed that the numbers aren't shrinking anymore.

    At this point, it needs something new to give it some more flavor.
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  • kingtwyf1 wrote:To fix the turtle problem, maybe the revs could implement my idea of eliminating people who own less than say 2 or 3 outposts as a game option. That would move the game quicker. There is a real strategy difference between the 2 game modes. I like the idea of funding. It could be like +10 outposts or something like that.

    However, if any of these ideas ever get put into the game, they need to be publicitized if the developers are even gonna get a profit out of it. We already know that they are starting a new project. If it slowly grows in numbers, maybe they could spend a little time on it and make updates every 5 months. I've noticed that the numbers aren't shrinking anymore.

    At this point, it needs something new to give it some more flavor.

    that and the fact that its now on one of those featured lists under 'most competitive or something'
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  • v3xt wrote:If the game was shortened to take 2 hours, to play effectively you'd have to check the game every 80 seconds. So basically you'd have to be on your phone for 2 hours straight. Need I explain why this is not a good model?


    To briefly clarify, yes being online for 1 single block of time is precisely the idea. Its not uncommon at all to play a game for multiple hours in a row, and is far more common format than the short non-asynchronous check-ins over the course of 8 days that Subterfuge uses. However, it might actually be better if it were closer to 45mins-1hour, rather than the 1-3 hours I put in the original post. Many times have been discussed, and even in this thread alone many times have been voted for. Ultimately I think the devs would be best suited to make the final call.

    Theres also been suggestions for 2x-8x (sometimes also suggesting pausing over night), but I think this is fundamentally impractical, unless you like the idea of the meta-game of tracking peoples sleep schedules. I havnt included 2x-8x in the main list for this reason, but people can still vote for it if they want.
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  • Spec balances
    Especially the king .

    -New monetization options
    Nothing serious that damages equity
    -Clan feature.
    This way you might can see like 25% of your ally map? Or anything .
    But you could always make it private so no one else cant see .
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  • kevlargolem wrote:
    v3xt wrote:If the game was shortened to take 2 hours, to play effectively you'd have to check the game every 80 seconds. So basically you'd have to be on your phone for 2 hours straight. Need I explain why this is not a good model?


    To briefly clarify, yes being online for 1 single block of time is precisely the idea. Its not uncommon at all to play a game for multiple hours in a row, and is far more common format than the short non-asynchronous check-ins over the course of 8 days that Subterfuge uses. However, it might actually be better if it were closer to 45mins-1hour, rather than the 1-3 hours I put in the original post. Many times have been discussed, and even in this thread alone many times have been voted for. Ultimately I think the devs would be best suited to make the final call.

    Theres also been suggestions for 2x-8x (sometimes also suggesting pausing over night), but I think this is fundamentally impractical, unless you like the idea of the meta-game of tracking peoples sleep schedules. I havnt included 2x-8x in the main list for this reason, but people can still vote for it if they want.


    So in 5-10 minutes you cant really talk to each other and you have to be more lucky rathar than be a pro .
    And for longer games , you cant pause . Unless they are in the same time zone which is kinda unlikely .
    But whats good? In 5-10 minutes game , you have a deck of specialists , like everyone choose 10 or anything , or trade 1 specialist for 50 drills (just before the game begins)
    This way is more logical and more thinking required .
    He was a fine player :D
    RIP rooz!

    (Im alive , just stopped playing !)
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  • roozbeh wrote:So in 5-10 minutes you cant really talk to each other and you have to be more lucky rathar than be a pro .

    Being pro as a requirement to win instead of luck is exactly what players want. Who wants to play a game which is based on luck? (think paper scissors rock, its only played for luck based deciding factors and became boring long ago when you were a little kid)
    Winning should be the direct result and 'reward' for being a pro, which means more time and energy spent thinking about things. Imagine if a game like LOL were to include a luck-based variable such as a '50% chance that you will be able to use your abilities during this match'. Clearly that would be suicidal for both the players and the Devs.

    The only luck-based thing players want when playing a game is the 'lottery of birth'. In fact, a game can be thought of as an experiment, where player characteristics is the independent variable and the result of the game is the dependent variable. The aim of the experiment is to see who has characteristics which are better suited to 'winning' the game. When doing an experiment, you would not allow controlled variables to be decided by a RNG just like you wouldn't want the ability to use your abilities in a game of LOL be determined by a coin toss. In fact, that is the fundamental reason why players are more drawn towards a skill-based game rather than a luck-based game.
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    tw2000
     
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  • @tw2000, he was saying that 5-10 minutes is luck, not skill.
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