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Celtic Radio Community > Game Updates & News > Game Offline


Posted by: CelticRadio 06-Sep-2008, 01:16 PM
Pleasen note that for about 4-5 hours today the game was offline, so no resources were distributed during that time. t

Posted by: TheCarolinaScotsman 12-Sep-2008, 08:19 PM
I noticed tonight, 12 Sept 2008 that there were no "ticks" at nine or ten o'clock PM. Not only were resources not distributed, training schedules were frozen in place and did not advance. Is there something wrong; I haven't noticed anything being off line.

Posted by: stevenpd 12-Sep-2008, 08:40 PM
The game is on another server and linked to the CR site by Ethernet. therfore, it can be offline and the CR site unaffected.

Posted by: Harlot 12-Sep-2008, 09:20 PM
QUOTE (TheCarolinaScotsman @ 12-Sep-2008, 10:19 PM)
I noticed tonight, 12 Sept 2008 that there were no "ticks" at nine or ten o'clock PM.  Not only were resources not distributed, training schedules were frozen in place and did not advance.  Is there something wrong; I haven't noticed anything being off line.

All my stuff is frozen too. I went off for awhile and when I came back on everything was still the same.

Posted by: valpal59 13-Sep-2008, 08:08 AM
Just checked on the game, construction and building that should have been done by now isn't.

Posted by: CelticRadio 13-Sep-2008, 09:30 AM
We have two items that are effecting this:

1. A DNS issue on our database server which we know about. Basically the server loses its ability to resolve a name and causes the internet connection to cease. We think we have put in place a fix that will work.

2. We have changed the time of 1 month in Medieval Kingdom to 2 hours. The reason for this is to slow down the rate of resources and the game to more casual players that may not have the opportunity to come out right a away and defend an attack.

There are going to be other changes as we tweak the game. Give us your feedback.

Posted by: stevenpd 13-Sep-2008, 09:54 AM
QUOTE (CelticRadio @ 13-Sep-2008, 08:30 AM)
2. We have changed the time of 1 month in Medieval Kingdom to 2 hours. The reason for this is to slow down the rate of resources and the game to more casual players that may not have the opportunity to come out right a away and defend an attack.

Just to clarify:

1) The time frame has changed from one MK month equals one hour to One MK month equals 4 hours.

2) Resources are distributed from every hour to every two hours.

Is this correct?

Posted by: CelticRadio 13-Sep-2008, 09:58 AM
The 4 hours was a mistake. Resources are distributed every 2 hours thanks to feedback from members.

Please let us know though if the new schedule is not working.

Posted by: Dogshirt 13-Sep-2008, 10:17 AM
The game BARELY moved fast enough before. I probably will not continue. I do not see this as a positive thing as it will not progress fast enough to hold anyone's attention.


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Posted by: CelticRadio 13-Sep-2008, 11:05 AM
Well, we can see what everyone thinks. The purpose of the game is to go hand in hand with the forums. It is being offered totally free with out any advertising.

I think once the homepage is ready to release, along with the center piece of the Auction system and also some sub-pages, then it might appeal to a broader array of people.

Having resources every two hours might make it more appealing to the casual member who does not come on every day. But I hear what you are saying.

Posted by: stevenpd 13-Sep-2008, 11:14 AM
QUOTE (CelticRadio @ 13-Sep-2008, 10:05 AM)
Having resources every two hours might make it more appealing to the casual member who does not come on every day. But I hear what you are saying.

How about half the resources every hour?

Posted by: Dogshirt 13-Sep-2008, 11:25 AM
I cannot see waiting 2+-3 days to train some of the army units. There will be no progress to this. I think the more logical approach would be to tweak the starting resources so the early players could get established faster and be more inclined to continue. Just as it costs more to recruit workers as we go along, perhaps It should COST resources to MAINTAIN an army. That way the players at the top of the list would not be accumulating such VAST amounts. But slowing things down is not the way in my opinion.


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Posted by: CelticRadio 13-Sep-2008, 01:00 PM
QUOTE (Dogshirt @ 13-Sep-2008, 01:25 PM)
I cannot see waiting 2+-3 days to train some of the army units. There will be no progress to this. I think the more logical approach would be to tweak the starting resources so the early players could get established faster and be more inclined to continue. Just as it costs more to recruit workers as we go along, perhaps It should COST resources to MAINTAIN an army. That way the players at the top of the list would not be accumulating such VAST amounts. But slowing things down is not the way in my opinion.


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Ok, you sold me on this. There should be a cost to maintain an army. We will re-enable hourly updates to the resources and tweak it from this perspective.


Posted by: TheCarolinaScotsman 13-Sep-2008, 02:23 PM
Well, they already convinced you, but I just wanted to mention that slowing the game would do nothing to erase the disparity between the haves and have nots. As a matter of fact, the faster play allows players to build their basic empire much faster. The biggest hold up is time and cost for research and construction; once those hurdles are passed, everyone is pretty much on a level playing field. If you think that players need extra protection until they pass that point (extended beyond the normal hands off period0 you could introduce a penalty for attacking the "newbies" much the same as a penalty for attacking a fellow clan member.

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