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Long Games and Inactive Players
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Wintermoot
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  • I was going to wait until the current game was over to start talking about improving the game, but there's one big issues that I think we can go ahead and talk about now.

    When creating the game, I made the map sized based in part on the number of players in the game. However, half the players were never active, which stretched the game over twice a long as I meant it to be...even allowing for subs hasn't really helped. So I'm curious to hear some ideas on how we can shorten the game when a player goes inactive in a way that's still fair to other players. I'd appreciate any ideas or suggestions. :)


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    Wintermoot
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    taulover
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  • I think part of this might stem from an identity crisis in what Mage Wars is. Before, it was a basic chance-based guessing game; now, it has a complex system of rules that may or may not make sense. If you come in expecting the former and get the latter instead, it makes sense that you are likely to get overwhelmed and end up not actually participating.

    If you do want to go the route of having more complexity, though, maybe it's worth drawing from the classic Minecraft pvp / battle royale mechanic of the shrinking world border. But then that would also require some way to move tower location to stay within the border, which may be difficult to balance.
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    taulover
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    Gerrick
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  • What's your equation for the size of the game board relative to the number of players? I think just significantly shrinking the board could help quite a bit. 
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