Hideout Building: Witch Hut

We are always looking for ways to improve the game. In fact, since the beginning player suggestions had played a major part in game design.

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Re: Hideout Building: Witch Hut

Postby William one eye » Wed Jan 25, 2017 4:33 pm

While I still prefer my suggested setup using spell levels and books, if we are to go in the direction of slot restrictions
How about this, make it similar to the marina.

1- You buy and or reasearch a spell - if spells have levels only the spells you are able to craft are avaiable
- once you are done you have the ability to make that spell - Always

2 - you only get 1 spot per level of your hut - so if you have 2 spells researched but only 1 lvl - you can only load 1 spell.

3 - to switch spells - I propose either you must use a prohibitive amount of turns to change spells - a bit like the marina
- this may be an option that is to "cheap".

- or you could place a limit that you can only trade a spell 1 time every 30 days - since this cannot be altered by money or turns I see this as a good option
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Re: Hideout Building: Witch Hut

Postby Shadowood » Wed Jan 25, 2017 4:49 pm

CJ has already stated that each level of Witch Hut will cost primarily Gold Coin and Gold Bars. Also stated that you must "purchase" the recipes.

If we do tiers/levels of voodoo we can put a cost to those tiers to "purchase" the recipes for your Witch Hut slot.

Then the player would also have the recipe cost itself to craft the card...
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Re: Hideout Building: Witch Hut

Postby Haron » Wed Jan 25, 2017 5:03 pm

I don't think we'll need "tiers". The cost in terms of ingredients, and not least crafting time, should even things out.

A recipe for a "lesser" effect may cost only 100 credits worth of voodoo and have one day crafting time, while a more powerful one may cost ingredients worth 500 credits and take a week to craft. Both recipes may be equally useful and valuable.
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Re: Hideout Building: Witch Hut

Postby Donald Trump » Wed Jan 25, 2017 5:15 pm

I really dislike the fact this would be gold and goldbars. I find it cookie cutter and boring.

I think a few non-money requirements should be added.


Such as: Treasure Gem.

A gem that can only be found from treasure hunt. 1% chance on any dig that uses more than 25 turns. Used to craft: X voodoo card.

Or other things that support other game mechanics that is not "get this money, put this money here, buy this other form of money, put that other form here, go to Hideout and press build"
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Re: Hideout Building: Witch Hut

Postby Shadowood » Wed Jan 25, 2017 5:16 pm

Haron wrote:I don't think we'll need "tiers". The cost in terms of ingredients, and not least crafting time, should even things out.

A recipe for a "lesser" effect may cost only 100 credits worth of voodoo and have one day crafting time, while a more powerful one may cost ingredients worth 500 credits and take a week to craft. Both recipes may be equally useful and valuable.


So a lvl 1 hut a player could elect to choose, what players consider "the most powerful" legendary. But since the cost will be more, you are saying this is ok?
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Re: Hideout Building: Witch Hut

Postby Bmw » Wed Jan 25, 2017 5:16 pm

DoS wrote:I really dislike the fact this would be gold and goldbars. I find it cookie cutter and boring.

I think a few non-money requirements should be added.


Such as: Treasure Gem.

A gem that can only be found from treasure hunt. 1% chance on any dig that uses more than 25 turns. Used to craft: X voodoo card.

Or other things that support other game mechanics that is not "get this money, put this money here, buy this other form of money, put that other form here, go to Hideout and press build"


i find the gold and gold bars are worth using
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Re: Hideout Building: Witch Hut

Postby Donald Trump » Wed Jan 25, 2017 5:18 pm

It is not a matter of "worth using." It is a matter that there are game features can be implemented WITH THIS and that are undervalued and never used.


Perhaps creating an all round character could be used within building. One that digs treasure, one that buys influence, one that plunders, one that trades, etc.


I for one support Gems for rare things that can found through game processes and have rarity, but can also be sold for a LOT or applied to ships for extra buffs. Gems should be as rare as Legendary cards if ever implemented.
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Re: Hideout Building: Witch Hut

Postby Haron » Wed Jan 25, 2017 5:22 pm

Shadowood wrote:
Haron wrote:I don't think we'll need "tiers". The cost in terms of ingredients, and not least crafting time, should even things out.

A recipe for a "lesser" effect may cost only 100 credits worth of voodoo and have one day crafting time, while a more powerful one may cost ingredients worth 500 credits and take a week to craft. Both recipes may be equally useful and valuable.


So a lvl 1 hut a player could elect to choose, what players consider "the most powerful" legendary. But since the cost will be more, you are saying this is ok?


Exactly. He can then spend 500 credits and one week making this, while someone else decides to make "cheaper" voodoo every day, spending only 100 credits on each card. After a week, the first player spent 500 credits and have one very good card, the other player spent 700 credits and have 7 quite good cards.

Using "ordinary" voodoo as a metaphor: Would you rather get one mindbar every week, or one serenity every day?
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Re: Hideout Building: Witch Hut

Postby Shadowood » Wed Jan 25, 2017 5:26 pm

Looking at everything in the current design.. witch hut is shaping up to be pretty expensive. Something we should all take into consideration when deciding the costs of voodoo. We need to consider not only the recipe but the cost, per lvl of hut and purchasing each recipe.
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Re: Hideout Building: Witch Hut

Postby Bmw » Wed Jan 25, 2017 5:27 pm

im at least building a lvl 1
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