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strilmus

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Everything posted by strilmus

  1. my issue with that is that winning isn't equal for all players (at any given moment, across all players; as opposed to comparing players from different points in time) as wins are reliant on having somebody worse than you present. for instance, i can play any connect four game to a win or draw since i learned how the game was solved, but if somebody else knows how to do it, and if it was a requirement to win games in the burthrope games room, if everybody knew said technique, nobody would win ever, and they'd have to start compromising with each other to succeed. i'm not saying that kind of thing is guaranteed to happen in castle wars or such a scenario would realistically happen but frankly it's just not a thing that i would want to get into in fact, it's the larger issue with including castle wars to begin with. yes, it's fun, and a classic, but frankly, that kind of thing should be its OWN kind of personal achievement, and anything beyond the few games the task system asks for is a bit...absurd. it sounds like an idea from the made up requirements board. play 5000 games. just an arbitrary requirement that doesn't signify any sort of landmark besides a number. it's almost as pointless as level 99! (i'm half joking there) there are many other things to do in the game, and they would be better standards to work with
  2. actually, since people have been talking about it, i kept track of everything so if it happened, i'd be able to confirm it i even checked the possibility that the game rounds up to 100% if you're close enough to the target even when you're not (this does happen) and it did not apply to this case but i guess your logic is infallible isn't it edit: i actually got a low success warning after successfully arranging a 100% mission i think something in the interface is failing to refresh properly it went away after i exited the interface and tried again
  3. This is great *if* you are 100% all voyages. Anything less than 100% it's not so great; if you happen to succeed its all good but if you fail due to less than 100% then the extra percent from a normal crew man could've made the difference between no pay out and pay out. This is great *if* it were possible to 100% all voyages. as it stands, the game seems dead bent on handing you mission requirements that increase regardless of how clever you are at strategically positioning yourself, with no way to judge how close you got to succeeding on a numerical level (yes it is possible to fail a 100% mission because I've done so) so counteracting said risks by increasing rewards by a hefty 20+% in certain scenarios where a fifth crewmember can't actually help you by an appreciable level (like in a multiple stat mission where you can't push the lowest stat higher) or on a mission that's stacked hard enough against you that whatever you do isn't going to significantly force the odds away from "kinda meh", I'd take the 20% reward increase over the few percentage points that might matter but I can't really tell because the game seems to be saying one thing and doing another making my wins bigger feels like it works better than hoping that my losses don't hurt my wins too much
  4. I have to say, strapping a merchant to every ship I own was probably the best idea I've had in ages
  5. That attack scene is the same though, they just sub in whoever was picked first.
  6. you can only see the story mission dialogues again, and that's if the person happens to be in port.
  7. too bad 20% of 1 still rounds to 1 dunno if it works on exp missions
  8. did anybody still have an account on there?
  9. One of my clannies got a message about trading for a crate of bowswords, which then was promptly washed off the side of the deck.
  10. apparently my crew was "bewitched by manatees" there's also a bunch of largely boring sounding ones
  11. I've had "Loyal" on a crewmember so it's not exclusive to captains.
  12. Finished the second whaler story mission.
  13. Quite simple really. See, the sails don't move the ship; the ship stays where it is, and the sails move the ocean around it.
  14. Landlubber - Reduces Seafaring by 100. (ouch.) Multitalented - Increases primary stats by 50 and speed by 100. Cursed - Reduces primary stats by 50 and speed by 100. (do not want) Fast Learner - Increases exp gain for this unit by 10%. Slow - Reduces Speed by 80.
  15. oh.... bloodpouncer is packed with 90 day card deal. wait, why isn't it part of the gold club thing?
  16. anybody know what the red variant of the sphinx is for? it's not for sale right now.
  17. I'm pretty sure that buying the package won't destroy a previous loyalty rate subscription since the way it is set up, it would still be active, but it won't actually charge you anything until your days run out again. Also, that paladin outfit explains a lot, I thought at some point they had remodeled 3rd age armor and didn't say anything about it lol being able to pick up all of the previous bonuses without having to buy the cumulative days for all of them is pretty good though, even if only a handful are actually worth using ofc the katana would have been much more fun as a reskin (if you were able to use the flaming skull with the captain outfits it would have made a great lechuck)
  18. In other words, don't include the base stats, as they are already calc'd when you enter the unit type and level. frankly it complicates things though, if i just add the stats in straight i'd be over and done with, no squinting at the bonus breakdown
  19. To me, the answers seem to have an unfavorable outcome, an average outcome, and a favorable outcome as a result. Generally, hard facts or advice seem to work better than confidence boosters or unfounded responses.
  20. three trophy slots for attracting adventurers, three slots for adventurers to wait in, missions that will require three adventurers in the future...
  21. if you've gone through your career focusing on leveling the best crew you can get (as in, don't hold onto the old crew if you can buy better crew) and spread the exp around evenly (boosting when you can), you should be able to clear the lower end voyages in the next tier without issue. note that this doesn't necessarily apply to the most expensive crew, just the crew you need to succeed (monocolor units and the best captains) and the means to which you can train them (cyclops/siren based on your supply of goods and availability)
  22. alternatively, if one could adapt it into a greasemonkey script.... but i'm getting ahead of myself there
  23. I think two ships is the upper limit though since three introduces that lovely issue with having three bodies in a given situation Instead of having the list of possible options for units pop downwards and make you scroll down every single time, maybe it would be easier to direct the list upwards, or remove the typing thing altogether and turn it into a list that you pick from instead of relying on typing.
  24. all missions advance you towards the next area regardless of context, based on difficulty end of storyline has a pile of trade goods waiting for you apparently two sets of three characters have associated storylines, and completing those three storylines unlocks an additional special storyline that will have larger piles of riches involved to assist in figuring out which of each three characters are associated with each other, i think it would be good if we shared the storylines we're unlocking so far

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