Search found 45 matches

by MrGrendel
August 2nd, 2006, 8:37 pm
Forum: Multiplayer Development
Topic: Skilled players don't think the game is too random
Replies: 64
Views: 14080

Re: Breaking my promise

Actually what you've done here Grendel is taken a point out of context to argue a point. Sauron started this line of a discussion with his beliefs about the effectiveness of skills , not me. His original claims was that as an "experienced player" he should not be losing as much as he did,...
by MrGrendel
August 2nd, 2006, 8:00 pm
Forum: Multiplayer Development
Topic: Skilled players don't think the game is too random
Replies: 64
Views: 14080

The mod is obviously not made for the majority. (See my preceding post.) If you don't like it, don't play it. How hard was that?
by MrGrendel
August 2nd, 2006, 7:55 pm
Forum: Multiplayer Development
Topic: Skilled players don't think the game is too random
Replies: 64
Views: 14080

Re: Breaking my promise

There exist skilled players, who think game is too random (exclude me, I am obviously a pathetic low skilled moron) :arrow: the title is itself a dirty eristic trick. Actually I know of none. Seriously, name a "skilled player" who thinks so. Probably the only one that I knew of was Mythol...
by MrGrendel
August 2nd, 2006, 7:21 pm
Forum: Multiplayer Development
Topic: Skilled players don't think the game is too random
Replies: 64
Views: 14080

As someone who's worked in the field of statistical process control, I can tell you that random fluctuations have a great amount of influence on being able to determine any sort of facts. Perhaps to the untrained person, in particular one with an inability to discern between good logic and fallacy, ...
by MrGrendel
August 2nd, 2006, 6:07 pm
Forum: Multiplayer Development
Topic: Skilled players don't think the game is too random
Replies: 64
Views: 14080

Ok, you win. :wink:
by MrGrendel
August 2nd, 2006, 6:03 pm
Forum: Multiplayer Development
Topic: Skilled players don't think the game is too random
Replies: 64
Views: 14080

First you said a good player will always win over a lesser player, regardless of luck.

Then you go on to say that a bad player can still win against a good player if he gets lucky.

Yes, I'm pretty sure that's a complete contradiction.
by MrGrendel
August 2nd, 2006, 5:53 pm
Forum: Ideas
Topic: Map editor feature for symmetry
Replies: 13
Views: 3164

That makes sense, Rhuvaen. I like playing large maps, so it's more noticable to me, if that's how it works. On larger maps, some castles are practically in each other's back yards, while others are surrounded by villages galore.
by MrGrendel
August 2nd, 2006, 5:50 pm
Forum: Multiplayer Development
Topic: Skilled players don't think the game is too random
Replies: 64
Views: 14080

IF a good player plays against a newbie, then good player wins, no matter he's lucky or not (he gets good positioning, retreat wound units, using Zoc etc.) Sometimes bad players can win a better player through luck. (for example, in this game i played, my opponent gets a griffon at 1 hp with 18/21 ...
by MrGrendel
August 1st, 2006, 11:22 pm
Forum: Multiplayer Development
Topic: Skilled players don't think the game is too random
Replies: 64
Views: 14080

Just some random (ha ha) thoughts. Without random numbers, the better player emerges in far fewer matches. As the randomness increases, the ability to determine the better "strategist" approaches zero. Personally, I like to know that if I'm a better player, I'll win proportionally to my am...
by MrGrendel
August 1st, 2006, 10:53 pm
Forum: Multiplayer Development
Topic: Principles of balanced map design
Replies: 28
Views: 5581

[...]i've developed over 580+ maps for various games with AI's over the last few years and have had great success with using AI's as tools with map making... Maybe some blatant quote manipulation will shed light on the subject, who knows? I'll give a preview of this book: The preface says something...
by MrGrendel
August 1st, 2006, 10:46 pm
Forum: Ideas
Topic: Map editor feature for symmetry
Replies: 13
Views: 3164

Since this falls vaguely in the topic area- I'd noticed that the random map generator seems to use true random numbers when dropping villages. I've seen starting screens with two or three cities and noted (on the same map of course) starting screens with well over eight cities on the screen centered...
by MrGrendel
July 21st, 2006, 7:50 pm
Forum: Multiplayer Development
Topic: Multiplayer Campaigns HOWTO
Replies: 51
Views: 32385

Hmm, interesting... would it be possible to make a "looping" campaign, something that might simulate a single multi-part map you can move back and forth on? For example, let's say you have an elf vs dwarf battle on the main map. If the elves win, they have to fight the dwarves again, but o...
by MrGrendel
July 21st, 2006, 7:10 pm
Forum: Users’ Forum
Topic: Quality of MP players
Replies: 18
Views: 4090

Heh, well if he is using your name on purpose, I agree that is pretty lame. I just meant that maybe he picked it by chance, but if such is not the case, that's another story. I wouldn't want anyone else to impersonate me, either. Just wait till I get my hands on that guy. I'll make him confess all. ...
by MrGrendel
July 21st, 2006, 6:51 pm
Forum: Multiplayer Development
Topic: Principles of balanced map design
Replies: 28
Views: 5581

I don't understand why symmetrical maps would be a bad idea. Is it an aesthetic preference? Have a look at 6p Waterloo Sunset, it's a beautiful map as well as symmetrical. In fact, it seems as if at least half of the maps in the multiplayer map list are symmetrical via one axis or another. (Some of ...
by MrGrendel
July 21st, 2006, 5:49 pm
Forum: Art Contributions
Topic: Saurian Augur Portrait (in progress)
Replies: 26
Views: 8035

An excellent picture. I think he would look more "active" if he weren't standing in front of the ball, but rather holding it in one of his hands. That's just me, however, the pic is great as is.