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| Welcome to Moulder Pitfighters, the text-based arena of death/roleplaying game set in a spin-off of the former Warhammer World! Play as a Master Moulder on the Shattered Isle of Hell Pit, creating hideously mutated fighting beasts to pit against other players' creations... or to use to pursue your own nefarious ends. Sign up today and join our community! If you're already trapped on the Shattered Isle, please log in: |
| Comments and Feedback | |
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| Tweet Topic Started: Wed 13 Feb 2013 02:57:23 (174 Views) | |
| Glod-Unbaraki | Wed 13 Feb 2013 02:57:23 Post #1 |
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The Lord Glod
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We (the Packlords) are always looking for ways to make MP more enjoyable for players. After all, it wouldn't be fun if you guys weren't having fun. We also never get the chance, really, to get any real feedback on what you like about the game and whether I time is being well spent or just wasted. As such we have decided to bring back the Comments and Feedback thread. This is a place for you to tell us what you like about the game, things you think would make it more interesting/fun, minor niggles that annoy you and generally tell us what you think. Do you like the fluff we've written? What would make the Locations more appealing? Have people found work-arounds to rules which give them an unfair advantage? One note, this is not a moaning thread. Any post complaining about late updates will be deleted, we all know they happen and the Packlords have tried several ways to address the problems. Also, any comments which are overtly mean or unconstructive will also be deleted, the purpose of the thread is to help us make the game better, not just complain about the problems. ~The Packlords |
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| Chieftain Quickitt | Wed 13 Feb 2013 15:16:32 Post #2 |
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Dis season rocks
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It seems like a problem you are struggling with is the locations. Part of why I personally don't want to move yet, is because I don't want to leave the blackpits almost empty, I feel still too weak to manage there and the travel costs. And that last issue is the only thing I feel is not entirely subjective, but presents a real problem in the current version. At the moment, travelling can be done in two options, I will seperately adress both: - The Warptrain. Costs a real lot of tokens and has probably never ben used by anyone yet. How come it costs so much? The fact that it doesn't cost an AP is part of it's price? The safety? I don't know what the reasoning behind the price was, but I think I can safely assume the cost is too high. - Barge travelling. Still costs quite some tokens. A lot less than the warptrain, but paying about 60T every time to travel is quite a pain in the b*tt. Also, it costs an AP. We only have 3 of these... Essentially, it is an AP spent for nothing really, so it seems to me. You travel to a location mainly to participate in a tournament. This tournament will give you 100T if you, but 60T is lost after travelling. (assuming it actually is 60T, not sure). This means you don't actually win enough to make those tournaments viable, even though they have the most interesting concepts of all! This in reverse is even worse. If you are an inhabitant of a location, you basically are reliant on the tournaments hosted in your location. The rest of the tournaments soak up too many APs and money. If I have troubles with this in Hell Pit, imagine my troubles when at Breakwater or DRP! So how to solve this? First we need to take a look at what the point of travelling is. I feel it is not the part of actually getting somewhere... What makes the current system so interesting is that you pay AP and money to actually get yourself in danger for sabotages. I feel that is the real thing about travelling: the fact that it is easy to get sabotaged. So what do I propose: Remove AP cost and money cost altogether BUT charge -1 AP for the rest of the turn if a packmaster or master moulder is not present in the lab to carry out actions there! That and make travelling more risky, more chance to get attacked by rogue bands and easier to get sabotaged there, be it by NPCs or by players. The warptrain fixes that issue, but if the warptrain costs the same as barge travelling costs now, I feel that should be a fair price. That's all folks for now! |
| No one expects the Hell Pit Inquisition | |
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| Twitch | Wed 13 Feb 2013 19:31:34 Post #3 |
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The Broken Blade
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I like Quikkits ideas for cheeper prices though i am not sure his reasoning about the sabs is right. In hell pit players can be sabotaged easily just by entering a tournament (gives the saboteur a time a date and a place). I guess by moving players out to the new areas then there will be more traveling needed and that would kind of balance things, however i believe a better solution might be providing an equal number of tournaments in the different areas (areas being Hellpit, breakwater and Derp) rather than having the majority in the hell pit because it is divided in three sub sections. IT would encourage players to spread out as there would no longer be a financial benifit for being in the Pits. |
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You can always trust a dishonest man to be dishonest. Honestly, it's the honest ones you want to watch out for, 'cause you can never predict if they're going to do something incredibly stupid. | |
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| Glod-Unbaraki | Wed 13 Feb 2013 20:42:00 Post #4 |
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The Lord Glod
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The main purpose of travelling is to a) to enter Tournaments and b) to gain access to the individual markets at each location, which I think a lot of players forget. One thing that the players at DeRP and Breakwater have yet to point out to the rest of you is that it is possible to buy a "Mailcoach Pass" which allows you to travel for free, thus giving an advantage to those in Locations other than Hell Pit. Just some extra info, we'll respond to the rest of your post at another time, for now we''l let you kick some more ideas around. |
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| Rusty Tincanne | Wed 13 Feb 2013 22:21:33 Post #5 |
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Unequivocal Winner of MP.net Season 8
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There isn't that much of great worth at any other location that I would travel solely for that. I try and wait until there is tourney and double-up the reason to travel. I agree that traveling is "broken" in that most of the tourneys are in Hellpit and if you lose the first round of a tourney, you only make 10T, which is a pittance for an AP. I can make more sending my common rats into the market or just moping through junk piles in the market. Why not make the barges cost 30T and one beast free? |
| Sikatriks' Lab | |
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| Warlord Arskittar | Wed 13 Feb 2013 22:56:38 Post #6 |
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I don't mind the prices actually. As far as I am concerned, you must focus on a few really good beasts, ones that are going to win your ''home fights''. Also, it forces moulders from outside the pits to focus on other things to make money, which I think is what was envisioned. Ifyou want to be a pitfighter, stay in the pits, if you want to be a ''war moulder'' go elsewhere. |
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''This is all your fault.'' - Mork (or possibly Gork) on MP Season IV Total Fights: Wins (1) Losses (0) Draw (0) The Lab of the Boss The Coppergrabb Chronicles Services Provided: Contact me via PM for more information on how I can help you! Please use IC PMs! Proper Good Business (Spying and General Thuggery) Kinda Good Stuff (Gambling Information and Odds) Dead Shifty Stuff (Bet Fixing Rings and Schemes) | |
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| Chieftain Quickitt | Wed 13 Feb 2013 23:21:29 Post #7 |
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Dis season rocks
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Point is, apparently nobody knows how to, or be a 'war moulder'. (Except for you and DLN whenhe was a player seemingly :P) |
| No one expects the Hell Pit Inquisition | |
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| Rusty Tincanne | Thu 28 Feb 2013 21:39:22 Post #8 |
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Unequivocal Winner of MP.net Season 8
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I like all the fluff, as written, for Hellpit (the outskirts and three other pits). I am not interested in a coastal site at all. DRP seems interesting, but it was only the pit caps that really made me think about moving. Now that I am moving, I am excited to see what it has to offer. Something I mentioned in the training forum is the idea of a Base Knowledge Guideline. I started that, but now, many turns later, I feel it should be revisited. I only just realized that you can give your packlords, etc special abilities. I thought their brain slots were their max-learning. It is exciting to see that my packmaster can still grow, but I feel I would have made very different choices for his mutations and trainings if I had known more. Keep on rocking! |
| Sikatriks' Lab | |
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7:00 PM Jul 11
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It is exciting to see that my packmaster can still grow, but I feel I would have made very different choices for his mutations and trainings if I had known more.
7:00 PM Jul 11