Witch Doctors with no ships problem

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Re: Witch Doctors with no ships problem

Postby Captain Jack » Tue Dec 01, 2015 10:42 pm

Lefty wrote:Will the ships in hideout be counted towards the 10 ships necessary to avoid losing fame?


Ships in Hideout are never counted anywhere.
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Re: Witch Doctors with no ships problem

Postby Warrior » Wed Dec 02, 2015 10:02 am

10 ships isn't fair, make it at least 5 and Trade Master shouldn't be allowed to be able to see our warehouse goods.
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Re: Witch Doctors with no ships problem

Postby Roberts » Wed Dec 02, 2015 4:40 pm

Captain Jack wrote:This problem has been discussed before here: viewtopic.php?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.

Roberts Response...
Ok, I do not get why mentioned this, but sound.

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).

Roberts response
I do not think the first is a bright Idea, so you are telling me someone with 200 Ships will be barred for 24 hours from hitting a player with 900 Ships? This seem's to be biased towards Merchants... If this is going to be taken place, I would expect Chains of justice to change turn amounts to 12 and Per turn = 1 Extra hour... So 12 extra turns for 24 hours... This is IF the player does not have serenity...

Now, for targets below 10 Ships, this seem's fine - I would just keep Level 1 Cutter ships not in a fleet, over 10 of them, so in that case this would be none effective.

Your call.

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.

No. To SOME pirates, fame means a lot to them : To do this would be quite outragous towards the players with only 1 ship at update! Not mentioning any names or anything... :lol:

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.

Roberts Response..
No, if this reveals Warehouse Quantities instead of Trade routes, I would want a card that can see the Merchants trade routes and Warehouse Quantities ( Only available to pirates.) This would be one of the greatest ways to get rid of Piracy, but the game is " Pirates Glory " after all. Yes, you can have Iron Golems, but honestly I have two level 100 Warehouses full of resources : If someone just came along and bashed them in, What could I do, tell me?

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.

Roberts Response..
Ok.
Some might say that this is against Pirates. Indeed, it is.
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
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Re: Witch Doctors with no ships problem

Postby Most Lee Harmless » Wed Dec 02, 2015 8:02 pm

just a thought, but wont this also hit new players who are still building up their fleets.. can take a while for them to gather 10 ships...be a bummer if they are also losing their fame gains, I recall certain levels are reqd for tutorial awards?
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Re: Witch Doctors with no ships problem

Postby Captain Jack » Tue Dec 29, 2015 5:36 pm

We want more feedback on this. If you disagree with a particurlar meter, let us know.

Regarding affects on newcomers, it is true. However newcomers are hardly a target for voodoo. We can excempt them in particular meters (ie point 1)
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Re: Witch Doctors with no ships problem

Postby Sebena » Wed Dec 30, 2015 8:00 am

You can always put limit like you did for attacking you can put like it won't affect their fame until they don't hit 1M fame for the first time.
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
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Re: Witch Doctors with no ships problem

Postby Most Lee Harmless » Wed Dec 30, 2015 8:20 am

As casting of voodoo requires turns, perhaps some version of the 2000 turns newcomer protection metric could be used to protect new players from sanction : perhaps also, the sanction for no/few ship casting could be turn-use related as well : if they do nothing save trade and skirmish, with modest use of voodoo, then no penalty is reqd : if turns are being used to cast then they might be considered as being 'voodoo-active' and, above a certain turns limit, the sanction comes into effect.

I'd add this : for newer or small players, just joined into a guild, I have seen their eagerness to get involved and help out, even when they do not have the fire-power in their fleets to contribute in that area ; often, they may have voodoo which is of no immediate benefit to themselves but can contribute to the guilds power, in defense or attack : i think it would be a shame if such first steps to co-operation and 'learning by doing' were to be sanctioned in too simplistic a way. Proper use of voodoo is a steep learning curve and working with or supporting another more experienced player is a key benefit to that education.
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Re: Witch Doctors with no ships problem

Postby DezNutz » Sun Dec 16, 2018 6:20 am

I'm almost positive that another topic exists discussing this issue.

Move to discussion.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
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Re: [Review] Witch Doctors with no ships problem

Postby Captain Jack » Tue Dec 18, 2018 7:29 pm

There is indeed a newer version. Moving it to archives.
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