Feb 2021
8:13pm, 3 Feb 2021
32,873 posts
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Old Croc
I have lasted a lot longer than usual. Applies kiss of death.
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Feb 2021
8:49pm, 3 Feb 2021
1,594 posts
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rhb
Half of hiders now found, looks like 70 to 75% of squares visited.
Another suggestion for this prototype game... to hide at the edge, you must accumulate more visits to those squares during the month?
I appreciate this might be complicated by the move grid option, I'd suggest this resets all visits so that it can't be used to game the, erm, game.
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Feb 2021
8:49pm, 3 Feb 2021
1,595 posts
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rhb
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Feb 2021
8:54pm, 3 Feb 2021
837 posts
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Daddy Shark
Another good idea rhb. I also think the grid movement should not be as free and easy as it currently is.
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Feb 2021
9:15pm, 3 Feb 2021
20 posts
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Evan
@rhb Wouldn't making it harder to hide on the edge (more visits) shorten the game by pushing more people to hide in the middle of the grid? It generally seems like you're interested in lengthening the game.
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Feb 2021
9:18pm, 3 Feb 2021
290 posts
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Minimag
Lengthening the game, or making it more frequent is good, it's over in less than a week, and runs once a month
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Feb 2021
9:25pm, 3 Feb 2021
1,596 posts
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rhb
Daddy Shark- agreed, weekly as per wsw would seem reasonable
Evan - yes, I appreciate this too although applying my hits suggestion at the right level would extend the seek portion of the game.
At present the game is easy & at risk getting predictable, thus tedious. Hide on edge = stay hidden longer = low value "victory".
Making it so that where folks are determined to hide for longer they must make the effort to visit an edge a few times to do so seems reasonable, and not beyond the limit of folks to do within the month given it is about 2 miles from the centre to any edge. This means more thought to the hiding element which retains engagement with the game deeper into the month.
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Feb 2021
9:30pm, 3 Feb 2021
1,597 posts
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rhb
Minimag - increased frequency was an earlier suggestion of mine and is against the wishes of most who either contribute to this thread or respond to feature requests, so I'm now trying to think of possible ways to extend the game "seek" window, whilst making it more of a challenge to hide or seek those peripheral squares.
There must be more (and better) ideas out there than mine!
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Feb 2021
9:38pm, 3 Feb 2021
1,598 posts
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rhb
In terms of my seeking experience I've been out 5 times over 3 days, I could probably get out seeking once more tomorrow but it'd be a road run to a housing estate on the top right of my grid and I've got better plans involving river paths. I might be able to mop up a square or two by the end of the weekend too if I plan a long run around this & the squares align.
The net effect being I've had 3/28 days of game enjoyment, but my keenness might mean others lost their chance to seek out folks, whilst some folks got an earlier chance to maybe get one or two seek trips in if they were prepared to visit the edge squares.
I also realise the game must play out very differently for those in urban areas like me with easy access to a fair bit of the grid, compared to those in the countryside where a fair chunk of land is potentially inaccessible.
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Feb 2021
9:40pm, 3 Feb 2021
291 posts
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Minimag
Ok, I've not gone through the thread, so don't know why the resistance, but it is a game of chance, and as we can see the better chance is on the outskirts. As you say 2 miles from the centre is not a great distance, and most will run that several times a week. The centre will always be the most explored, as it is most peoples home square. So increasing the difficulty by going outside the centre (as you have suggested) seems reasonable, again, not sure why the resistance to that. It seems the making of a great game, but for me personally, the gambling aspect, rather than the 'skill' detracts
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