A few things:
We need some sort of FAQ thread. There are plenty of things in the rules that are sort of unclear (to me if nobody else, but probably to others too), and I can't find where they are in the rules. It's possible, even probable, that I'm not looking hard enough, but I really think a few things fall through the cracks (New villages and towns being unavailable for income, for example). Perhaps some sort of thread compiling important points could be useful.
Also, I think there should be some flexibility on what action you can use in Personal Turns to Rest or Heal Self. The rigid PT structure makes injuries more crippling than they should be, because you have to give up your Personal Development Action to heal, which is easily the most productive one. The stat penalty itself is pretty bad, and giving up any sort of action is annoying. Somehow, the option to give up Personal Skill Actions (The ones where you go and get in trouble) seems to make sense to me, especially since injuries seem to be pretty common from patrols.
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Saofang Can (44) 28-72-54-96-68 Civil Administrator III, Cover II, Doctor, Entrench II, Escort II, Politician II, Trainer I, Yueshu I
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I generally am against making a thread that restates other rules, since if we ever change anything, we have to change two things then, and that's often very easily missed. However, if there are things missing from our rules that we need to add, then please, let us know and one of us will make sure it is there.SwissStopwatch wrote:A few things:
We need some sort of FAQ thread. There are plenty of things in the rules that are sort of unclear (to me if nobody else, but probably to others too), and I can't find where they are in the rules. It's possible, even probable, that I'm not looking hard enough, but I really think a few things fall through the cracks (New villages and towns being unavailable for income, for example). Perhaps some sort of thread compiling important points could be useful.
Also, I think there should be some flexibility on what action you can use in Personal Turns to Rest or Heal Self. The rigid PT structure makes injuries more crippling than they should be, because you have to give up your Personal Development Action to heal, which is easily the most productive one. The stat penalty itself is pretty bad, and giving up any sort of action is annoying. Somehow, the option to give up Personal Skill Actions (The ones where you go and get in trouble) seems to make sense to me, especially since injuries seem to be pretty common from patrols.
I am not sure if the villages/towns thing is listed anywhere, but it is inherent within our system that nothing used or involved in some sort of battle can be used within a KT. Taking a village puts the village in a military action. I've actually been a bit surprised that it has been confusing, since there is no other sim I know of that allows that to happen. However, it is probably because we run military and civil simultaneously. I think too often it's being seen as military first, then civil, which isn't really the case.
With doctoring, well, I can see the point in putting it in the Personal Skill Action. I'm not sure that it is important enough that we'd consider changing it, though. I could see it in either. However, we have to have it in one, and the one it is in seems reasonable enough for me.
Fáng Ai (防哀) hao Aishī (皚獅, White Lion), Duke of Yan (Yan Gong)
101*.87*.44.78.39
Dash I, Gongshu II, Jianshu II, Smith II, Trainer II, Wall II
Sim Turn Length Analysis - Last Updated 4.06
101*.87*.44.78.39
Dash I, Gongshu II, Jianshu II, Smith II, Trainer II, Wall II
Sim Turn Length Analysis - Last Updated 4.06
I support the FAQ too. Nearly every game site in the world has one?
It's been clear that have been confusions over rules in warlords, that's undeniable. And it's only sensible to assume that any new players coming in could also have trouble. Rather than having to answer the same questions, over and over and over and over and over and over again, a FAQ would provide the answers beforehand. And the reason of having just one one extra thing to edit is hardly a reason NOT to have a FAQ. Surely what makes it easier and more accessible for the players is important. You can edit the rules all you want, some questions will always get asked. I also don't believe in this easily missed thing. You've created a solid game with few errors from the get go. You can't be that absent minded.
It's been clear that have been confusions over rules in warlords, that's undeniable. And it's only sensible to assume that any new players coming in could also have trouble. Rather than having to answer the same questions, over and over and over and over and over and over again, a FAQ would provide the answers beforehand. And the reason of having just one one extra thing to edit is hardly a reason NOT to have a FAQ. Surely what makes it easier and more accessible for the players is important. You can edit the rules all you want, some questions will always get asked. I also don't believe in this easily missed thing. You've created a solid game with few errors from the get go. You can't be that absent minded.
Whenever righteousness declines and unrighteousness increases I make myself a body; In every age I come back, to deliver the holy, to destroy the sin of the sinner, to establish righteousness.
As a new player, I would have to say that creating a FAQ would be a very handy addition to the rules forum. While the rules of this game are very solid and well-thought out, this also means that they are quite extensive. There are many players that do not have time to comb through the rules to find the detail which they are looking for, and a FAQ would be a perfect solution.
And besides, isn't it better to restate the rules once, and have it mostly over with, than to have to continually restate the rules to newbies (Such as myself ) in the Q+A thread?
And besides, isn't it better to restate the rules once, and have it mostly over with, than to have to continually restate the rules to newbies (Such as myself ) in the Q+A thread?
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Ban Guang(39) 73-86-36-51-69 Dispersion II, Marksman I, Public Planner I, Challenge I, Spy I
Shi Chun(41) 62-91-50-69-49 Yueshu II, Deceive I, Field Engineer I, Artisan I, Flank I, Raid I
As a compromise, perhaps the FAQ will consist of links to the rules thread where that question is answered. Put a few anchors in the rules and link directly to the area of interest and answer the most Frequently Asked Questions. I think it'll be useful and if you have to change rules, you only need to change the rules and not the link.
Xiang Shang Sun 香尚孫 (20) 52-54-91*-44-85 Diplomat II, Policitian III, Public Planner III, Engineer II, Scribe I
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I think what Ranbir suggests--having the players work on it--works best for me. If someone (or some people) want to work on one, they can feel free to go ahead. Probably should have someone be in charge of it, though, as to coordinate everything. I can't see any of us staff having a lot of free time to work on it ourselves, but we can pop in and double-check everything to make sure it is accurate.
I'd prefer a more traditional FAQ, not links to answered questions, since the latter is more work for the reader, and the former can be done just as easily.
I'd prefer a more traditional FAQ, not links to answered questions, since the latter is more work for the reader, and the former can be done just as easily.
Fáng Ai (防哀) hao Aishī (皚獅, White Lion), Duke of Yan (Yan Gong)
101*.87*.44.78.39
Dash I, Gongshu II, Jianshu II, Smith II, Trainer II, Wall II
Sim Turn Length Analysis - Last Updated 4.06
101*.87*.44.78.39
Dash I, Gongshu II, Jianshu II, Smith II, Trainer II, Wall II
Sim Turn Length Analysis - Last Updated 4.06
How about someone making a thread that asks people to list/discuss/answer FAQs. The person that made the thread can then compile and edit the questions and answers into the first post, making it easy to find what it is you are lokking for.
Last edited by Galagros on Tue Apr 25, 2006 6:18 pm, edited 1 time in total.
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