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Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 9:53 pm
by Captain Jack
This problem has been discussed before here: http://www.piratesglory.com/forums/view ... f=5&t=1623
If you are unaware of the issue, you can read the topic above.

This topic provides a full list of proposed suggestions to rectify this. Although this is a suggestion topic, it is nowhere near final. It is here because it contains specific solutions. Feel free to comment on these solutions and add your own.

At all cases, these solutions need to be forwarded fast as they are part of a solution that should have been given already.

Without further delay, here are the proposed tweaks:

1)
0 or 1 ship is pretty much the same as with 1,000 gold coins you can get a new ship anytime. This is the first we need to correct. The guy at the shipwright should offer 1 ship per 12 or 24 hours.

2)
There is an idea coming from a player that Chains of Justice should get an additional effect:
As long as you control more ships, target player cannot cast voodoo on you.

It sounds a bit too powerful though. We could change it to as long as target player has less than 10 ships, he cannot cast voodoo on you (With Chains of Justice active).

3)
The number of ships should play a role to fame decrease based on the original idea. Here is a proposed one:

When fame is above 1 Million:
4 ships or less: 50% fame loss on update.
5-9: 25% fame loss on update.

4)
Terrorize upgrade to 72hours.

5)
Trade Master will list all player's warehouses quantities in detail instead of Trade Routes when target player has less than 10 ships.

6)
Blacklist will have double duration for players with less than 10 ships.


The obvious problem here is that some will say that 10 ships is like 100k. It is not like this. 1 ship less and you are down to 9 ships which opens you to a whole lot more trouble.

Some might say that this is against Pirates. Indeed, it is.

+1 Discussion

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 9:54 pm
by Roberts
Way up! More ways to stop these Bloody Pirates! Thanks admin! Love you! You really make the hard game for us!

Cant you just ban our accounts now?... And rename the Game Farm-Ville Mark III?

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 9:59 pm
by Captain Jack
We will give you a way to get more Skirmish points in surplus to this of the Academy.

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 10:13 pm
by Roberts
Captain Jack wrote:We will give you a way to get more Skirmish points in surplus to this of the Academy.


Oh thats alright then! I mean a measly 10k makes up for 5 voodoo cards that can utterly destroy you!

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 10:17 pm
by Captain Jack
Roberts wrote:
Captain Jack wrote:We will give you a way to get more Skirmish points in surplus to this of the Academy.


Oh thats alright then! I mean a measly 10k makes up for 5 voodoo cards that can utterly destroy you!



If you cannot afford 10 ships, then you deserve to be destroyed (given that there is someone who can destroy you).

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 10:21 pm
by Roberts
Captain Jack wrote:
Roberts wrote:
Captain Jack wrote:We will give you a way to get more Skirmish points in surplus to this of the Academy.


Oh thats alright then! I mean a measly 10k makes up for 5 voodoo cards that can utterly destroy you!



If you cannot afford 10 ships, then you deserve to be destroyed (given that there is someone who can destroy you).


I think, to be honest you are the only one that can destroy me.As in get rid of me for good... As Aye Cappy said...

" We will be seeing a lot of roberts I think "

I will write a reply tomorrow when I have been refreshed, I will do one for every bullet point. Hows that sound? Most importantly, will you listen tho? :lol:

P.S Dont worry, Im just getting started pirating!

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 10:27 pm
by Mohammed
most pirates have very few ships so the amount of ships required for such a thing should be a bit down like 1 ship or no ships at all

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 10:33 pm
by Captain Jack
Mohammed wrote:most pirates have very few ships so the amount of ships required for such a thing should be a bit down like 1 ship or no ships at all


We mostly want to provide the tools to every player to defend against someone who ends up playing against his own good. A super voodooo card (as discussed in the Witch Hut category) which will prevent someone from using voodoo for 30 days + non-dispelable (when ships are less than 10) sounds like a good idea for example.

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 10:35 pm
by Lefty
Will the ships in hideout be counted towards the 10 ships necessary to avoid losing fame?

Re: Witch Doctors with no ships problem

PostPosted: Tue Dec 01, 2015 10:40 pm
by Lana
Captain Jack wrote:
Mohammed wrote:most pirates have very few ships so the amount of ships required for such a thing should be a bit down like 1 ship or no ships at all


We mostly want to provide the tools to every player to defend against someone who ends up playing against his own good. A super voodooo card (as discussed in the Witch Hut category) which will prevent someone from using voodoo for 30 days + non-dispelable (when ships are less than 10) sounds like a good idea for example.



This sounds like ''April Fools''...