The Witch hut - should be

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What do you think the Witch hut should be

Nothing - make it go away
6
33%
A place to craft legendary voodoo
5
28%
A place to craft regular voodoo
1
6%
A place to craft both legendary voodoo and regular voodoo
1
6%
A multi use space that has voodoo crafting as well as other areas to develop that may be useful to more players
5
28%
 
Total votes : 18

The Witch hut - should be

Postby William one eye » Wed Feb 08, 2017 4:47 pm

Based upon the results from the poll Lefty created, I think some evaluations are needed
To figure out what direction, if any we should head with Legendary Voodoo. I am putting together a couple of polls
to try and see what the community wants. On topic comments, suggestions, and concerns are welcomed.
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Re: The Witch hut

Postby Grimrock Litless » Wed Feb 08, 2017 5:13 pm

Witch hut is something so many people put their heart into just dies so fast because one person starts to say its a bad thing.
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Re: The Witch hut - should be

Postby Most Lee Harmless » Wed Feb 08, 2017 5:47 pm

Witch Hut has never solidified into a concrete proposal : its just been a vague 'wish' and for every one who wished, there was a different Witch Hut : Even those who want it cant seem to agree on what it should be : I want to see what the Witch Hut is actually going to be, what it is, what it does and how : then come back and ask me again. What I am not going to do anymore is argue the case for or against it based on the shifting sands of what might be, maybe, perhaps, what if we change this, now that, now those, with gems, without gems, with quests, without quests, what quests, which gems, this strong, that strong, maybe yellow, or green, perhaps blue.. and so on ad infibloodynitum.

For now, I just say no : if you want more than that, convince me, I dont have to convince you.
-1 : Move to archive.
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Re: The Witch hut - should be

Postby Haron » Wed Feb 08, 2017 5:58 pm

Danik wrote:Witch Hut has never solidified into a concrete proposal : its just been a vague 'wish' and for every one who wished, there was a different Witch Hut : Even those who want it cant seem to agree on what it should be : I want to see what the Witch Hut is actually going to be, what it is, what it does and how : then come back and ask me again.


I think you have a very good point here, Danik. To implement something like this, the process is important. Exactly how that process should be I'm not sure, but maybe something like this:

-Decide on what the witch hut actually is
-Put forth a set of new voodoo effects (cards)
-Decide on the pricing for each such card

For each step the community makes it's comments before a decision is made. In step one, the decision to drop or postpone the idea is obviously an alternative. For step 2 and 3, the voodoo team could do the preliminary work, presenting a set of cards to get comments on and do tweaks based on that for step 2.

Or maybe another process is better.
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Re: The Witch hut - should be

Postby William one eye » Wed Feb 08, 2017 6:10 pm

I think your step 1 is essential - what would the hut actually be

With no clear guidelines it is impossible to move forward with anything else related to it.
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Re: The Witch hut

Postby Lefty » Thu Feb 09, 2017 4:34 am

Grimrock Litless wrote:Witch hut is something so many people put their heart into just dies so fast because one person starts to say its a bad thing.

Not saying it is or is not a bad thing. Saying what do the majority think of what has been discussed so far. Not trying to derail all your hard work at the proposals. But I would like to have, as Danik said, "A more concrete proposal". Right now I cannot wrap my head around all the different directions it goes.
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Re: The Witch hut - should be

Postby Malachi Constant » Thu Feb 09, 2017 5:13 am

i think it is needed and a good expansion of the game.

That said, I probably won't even build it.

The cost of these "God" cards is high, and maybe I have missed some but it seems they are all destructive. That is not to say they should not exist. I don't want to eliminate the SoL because it's not realistic for a player that started 5 minutes ago.

i know it has been shot down, but I will not back down from my stance that the Witch Hut should cook all cards and the leveling should open new options. I think the cost should be as such, that the purchase of card packs is not harmed, and you pay a premium for creating cards specifically.

I do think this is needed, but I see the use of the cards will be incredibly rare because of their power.
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Re: The Witch hut - should be

Postby Vane » Thu Feb 09, 2017 5:21 am

Voodoo is the single most powerful tool in this game. Why are we even considering giving this area a boost before working on and improving the many other areas that would greatly improve immersion, teamwork, strategy, ect.

- Ship Specialization
- Wars and Blockades (or other port battle suggestions)
- Nation Diplomacy
- Letters of Marque (or other national tools for revenge)
- Contract Shipping

And many many more..


Voodoo is becoming far to essential for everything, buffing it further at this point in time is sheer madness if you ask me.
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Re: The Witch hut - should be

Postby Malachi Constant » Thu Feb 09, 2017 5:23 am

I agree with Vane because he said he'd kill me

I was trying to be diplomatic and friendly to the people I respect working on this.

I think naval combat and nations should be the priority while the tuning of Witch Hut ideas.
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Re: The Witch hut - should be

Postby Hawk » Thu Feb 09, 2017 5:40 am

This could potentially be a way for pirates to start their pvp career

"Set witch hut to create one hostile natives per day, at the cost of turns and some gold"

Otherwise you gotta scrape some gold together, convert it to credits, then bid on the voodoo you need. (Also somehow know how to do all that as a newbie).

I would like a few calculated cards that can be crafted. Ones that are critical to play the game and that may get lost as more voodoo cards are introduced. The craft times for a single card could vary from a day to several days, with increasing costs for rarer cards. This would obviously need to not be apart of the hideout building in this case. For other players it could offer a way to acquire some needed cards (Serenity, Mastercraftsman, Charity Donation ect..) using their turns and resources for a valuable card every few days. A long craft time should keep it from being a replacement to the card market (or buying cards which I am sure is a concern). While still being a great boon to players everywhere.

Compare it to the free voodoo present feature, but more complex and useful.

As for legendary Voodoo, I think that should be a different discussion from the Witch Hut. It just makes the discussion more convoluted when you combine the two. Certainly you could have a witch hut with legendary voodoo as a later (possible) addition.
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