Bounties Expansion

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Bounties Expansion

Postby DezNutz » Mon May 23, 2016 3:30 pm

Should be able to set bounty payments in credits.

The voodoo curse selection should be expanded to most voodoo cards. The current list is lacking.
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Re: Bounties Expansion

Postby Captain Jack » Tue May 24, 2016 5:40 am

We do not want to add beneficial voodoo in the list as this would defeat the purpose of the bounty list. A friendly deal is not a bounty. For friendly deals, you can still communicate with your guildmates/friends or write to the Tavern (like it already happens) to arrange them.

From there after, some offensive voodoo do not fit to be listed there but I agree that some can be added. Generally speaking, there are no fleet based voodoo cards included. The reason is that the Bounties is at its first release (version 1.0) and at such versions we implement the most basics, the most important elements. Putting ambush for example, would require a more sophisticated system. For example, for fleet-based options since these cards would target specific fleets, when the fleet pauses to exist, the bounty should automatically be removed. Also in these kind of bounties, a higher game fee will be required to avoid exploitation at first place (Since you will be able to recover your gold coin spent at any time). Perhaps I can find more but these two characteristics could have been enough to delay the implementation of the initial version. Despite the implementation time though, there are also factors like game stability, necessities, etc that each new feature brings. The more complex the feature is, the harder is to contain these characteristics. There are also more reasons but let's not analyze this further. Point is that it is better to leave the more sophisticated functionalities for later.

That being said, we are perfectly comfortable in discussing Bounties expansion. With anything you have in mind.

I have renamed this topic to Bounties Expansion and I will move it to Discussion forums. Everyone can contribute here with anything they would like to see added in Bounties. General or specific ideas are all good.
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Re: Bounties Expansion

Postby DezNutz » Tue May 24, 2016 3:19 pm

Ok, understand completely. I left my suggestion, the voodoo part, open ended because I knew that not all voodoo cards were applicable and was hoping that others would comment/contribute to the suggestion. That being said, until I get a chance to look again through the voodoo, I think that the below should be implemented.

- Bounty payments can be set in Credits.

- Bounty times should be adjustable by the player setting the bounty. Min of 24 hours. Max of 14 days. This allows players to set bounties to a specific time range.
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Re: Bounties Expansion

Postby DezNutz » Thu May 26, 2016 7:14 pm

Captain Jack wrote:Generally speaking, there are no fleet based voodoo cards included. The reason is that the Bounties is at its first release (version 1.0) and at such versions we implement the most basics, the most important elements. Putting ambush for example, would require a more sophisticated system. For example, for fleet-based options since these cards would target specific fleets, when the fleet pauses to exist, the bounty should automatically be removed. Also in these kind of bounties, a higher game fee will be required to avoid exploitation at first place (Since you will be able to recover your gold coin spent at any time). Perhaps I can find more but these two characteristics could have been enough to delay the implementation of the initial version. Despite the implementation time though, there are also factors like game stability, necessities, etc that each new feature brings. The more complex the feature is, the harder is to contain these characteristics. There are also more reasons but let's not analyze this further. Point is that it is better to leave the more sophisticated functionalities for later.


I think that you are over complicating how this can be done. Fleet and Ship Voodoo can be bountied in the same manner as Plunder Win, Skirmish Win, and Plunder Ship. You aren't setting the bounty solely on a ship or fleet. Just as long as the voodoo is used against a ship or fleet owned by the target player, the bounty can be paid. This would technically eliminate the "ship/fleet" doesn't exist issue, which isn't checked if the player has no ships left for the Plunder/Skirmish Bounties.

As for abuse of the bounty system, it can technically be abused right now. There is no max amount of GC for total award, I could drop a bounty against a known inactive player for 10k a pop for voodoo curse "Fugitive of Justice" which can only be cast a maximum of 42 times (14 days total for bounty with 3 times per 24 hour period) with a maximum possible payout of 420,000gc plus 3% of total bounty and store millions of GC for safe keeping for 14 days.
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