Why do you hate pirates?

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Why do you hate pirates?

Postby Juicypotato » Fri Apr 05, 2013 1:50 pm

The pause trade route feature is terrible for me and i don't like it all. If a merchant is active they can terminate all their trade fleets and let me attack them one time :evil:


PLEASE DELETE THIS Feature.
hahahahahahahahaha

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Re: Why do you hate pirates?

Postby Roileon » Fri Apr 05, 2013 1:57 pm

The game is becoming merchant oriented but nothing new to pirates to combat these features. Might as well call the game Merchant's Glory.
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Re: Why do you hate pirates?

Postby Random pandah » Fri Apr 05, 2013 2:02 pm

so is witch doctors glory over yet?
~rawr~


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Re: Why do you hate pirates?

Postby Roileon » Fri Apr 05, 2013 2:21 pm

No, sadly there are more witch doctors than ever. The witch doctors trained more witch doctors and these witch doctors (luckily) became merchants and because the were paying witch doctors, they had priority over free players. Witch Doctor vote = 30, free play vote = 1. Maybe you'll be indorsed by a witch doctor one too. Maybe a witch doctor will look at your 1 vote and go, hey that's a good idea, im gona put my 30 votes there. Maybe. But if witch doctors don't like you. Well good luck...
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Re: Why do you hate pirates?

Postby MAjesty » Fri Apr 05, 2013 2:44 pm

I hate agreeing with Juicy, especially in public. So let me lay some logic down, maybe even some math.. no promises on the math tho.

First and foremost, the overwhelming majority of players in this game are mostly inactive merchants.

There is one common, and one uncommon card which directly increases danger of another player, you can sort of include favorable winds... so lets call this 3. There is something like 3-4 Dozen curses total. This means that there is something like 1 card per 12 gotten which can be used to increase a players danger. So if you're getting all 4 cards available per day, you're looking at one card you can use or pirating every 3 days. Moreover, you need at least 2 of these cards to be able to manage your first attack. We're already talking about a week of every 12 hours commitment in the game to do ANY sort off attack... The game is called PIRATES glory for Zombie Jesus' sake, that's a Huge handicap to pirates right off of the bat. When you factor in that you also need a Spy Network or Trade Master as well, the odds compound further to 1 in 144, which in real terms means about once every 2-4 weeks....
-dunno where to fit this.. it doesn't make sense that there isn't a positive danger modifier in the Rare category.-

Second: Just looking at my inventory i see 7 different cards, Control the Skies/Chains of Justice/Countercurse/Purify/Serenity/Mindbar/Hideout which can stop a pirate raid in its tracks, if not put serious limitations on said pirate attack. If you use my first math you're more then twice as capable of preventing or stopping a pirate attack as you are to are likely to be able to perpetrate an attack. If you factor in the trade/spy requirement, we're at more then 4 times as likely to stop a pirate then to start an attack.

3rd... lets progress to in game effects. I can't do math on this, cuz it's all pretty circumstantial. Hostile Natives stops immediately after the first strike. Unless you're attacking a ship count like Xep's, you're looking at 20-25 fleets that you will get a chance to attack... and now with the treasure hunt feature most treasure is hidden away, so those 25 possible attacks are likely to be raking in 20-30K a pop, maybe 100 if ur lucky... the days of several 250K hits are just over... That leaves us with fug from justice. Even if you have 3 of these guys stacked on a target, the target has hours upon hours to clear this voodoo off. In my experience, we're talking 12+ hours of checking in every 2 hours before draining a target of gold... making real goodies like SotLs and Frigates available for capture. Unless the target is completely innactive, this just isn't gonna happen... Add to this that the players guild mates tend to be decent people that are watching like Hawks. At least one of them will notice the vooodoo, or see what's going on in port battles. and then clear the fug out.

Now lets factor in that there is a Mountain of Revenge voodoo that can Ruin any player, but is exponentially worse for an individual pirate who can just get leveled in one fell swoop once their turns run out. Revenge is even helped along because the more successful a raid is, the longer that fleet is visible in Multiple ports.... There is so much about this that makes no sense... for example Real pirates Succeeded BECAUSE they hit and ran like the wind. The idea of a pirate sticking around at the scene of the crime for a week or more waiting for the law to show up is just ridiculous, that same pirate lingering both at the scene of the crime, and an entire continent away for anyone to take his revenge doesn't even obey the laws of physics, much less common sense. -Schroedingers Cat---see not just math, we're taking multiple skoolbooks out for this one.

as if all these limitations we're enough... now a fleet can be paused in mid travel.... the tilt towards merchants needed to be enhanced further by allowing Two of those 3 danger increasing curses to be stopped immediately...

Crazy-pants...seriously this pro merchant tilt is downright crazy pants. merchants are more likely to have the ships which can destroy our fleets, and guaranteed a week or two to come take free shots at us.. and you're working on ways to make it harder for us to attack... Crazy-Pants

as much as i love you Cpt Jack... and you know that i do.... why do you hate us so?
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Re: Why do you hate pirates?

Postby Roileon » Fri Apr 05, 2013 2:59 pm

The merchants should seriously give us props whenever we do pull off a successful raid and we have pulled them off against all odds. You guys think this is just cast some voodoo, attack the ships were done. No skill included. Against all odds if we pull off a successful raid, against emerging voodoo gods and witch doctors, there has got to be skill involved in that. Zombie pretty much covered everything. Not only though, to be able to stop the trade fleet in route is so unrealistic? If the ship is halfway to the destination, how is the merchant at the port gona say, Wait ship halfway out, stop!
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Re: Why do you hate pirates?

Postby Random pandah » Fri Apr 05, 2013 3:05 pm

because it doesnt?
~rawr~


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Re: Why do you hate pirates?

Postby MAjesty » Fri Apr 05, 2013 3:10 pm

pandah, plz be classy enough to clarify a little on that last post?
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Re: Why do you hate pirates?

Postby Random pandah » Fri Apr 05, 2013 3:21 pm

they stil have to finish the travel to the next port if theyre travelling dont they?
~rawr~


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Re: Why do you hate pirates?

Postby Spastic » Fri Apr 05, 2013 4:17 pm

Zombie jesus wrote:There is one common, and one uncommon card which directly increases danger of another player, you can sort of include favorable winds... so lets call this 3. There is something like 3-4 Dozen curses total. This means that there is something like 1 card per 12 gotten which can be used to increase a players danger. So if you're getting all 4 cards available per day, you're looking at one card you can use or pirating every 3 days. Moreover, you need at least 2 of these cards to be able to manage your first attack. We're already talking about a week of every 12 hours commitment in the game to do ANY sort off attack... The game is called PIRATES glory for Zombie Jesus' sake, that's a Huge handicap to pirates right off of the bat. When you factor in that you also need a Spy Network or Trade Master as well, the odds compound further to 1 in 144, which in real terms means about once every 2-4 weeks....
-dunno where to fit this.. it doesn't make sense that there isn't a positive danger modifier in the Rare category.-


You also have to factor in ratios of receiving a rare, uncommon and common card. So you will get a few more than what your saying. Also so would need a few weeks just to set up a ship to attack merchants, unless you get some help.

Zombie jesus wrote:Second: Just looking at my inventory i see 7 different cards, Control the Skies/Chains of Justice/Countercurse/Purify/Serenity/Mindbar/Hideout which can stop a pirate raid in its tracks, if not put serious limitations on said pirate attack. If you use my first math you're more then twice as capable of preventing or stopping a pirate attack as you are to are likely to be able to perpetrate an attack. If you factor in the trade/spy requirement, we're at more then 4 times as likely to stop a pirate then to start an attack.


first control skies dont really stop you from attacking unless you have a bunch of them. Chains of justice does stop you but i think you guys also get purifies and serenitys so you can stop them. If use use the game ratios the you will see that you get considerably less purifies and serenitys and speaking from experience I used all mine defending from sky's voodoo attack. But you also have to remember the auction so you can buy a few more if someone puts them on, which is every few days.....i think. Hideout is a rare card, i doubt anyone that doesnt pay has more than 10 and if they have 10 then they have been playing for a fairly long time and that wouldn't be anywhere near enough to protect their fleets. The only people that run mindbars/countercurses are people who think they are going to get attacked and people who pay.

But considering all that the pirates are still at a disadvantage because of guilds but in real life pirates were disadvantaged too so......

Zombie jesus wrote:3rd... lets progress to in game effects. I can't do math on this, cuz it's all pretty circumstantial. Hostile Natives stops immediately after the first strike. Unless you're attacking a ship count like Xep's, you're looking at 20-25 fleets that you will get a chance to attack... and now with the treasure hunt feature most treasure is hidden away, so those 25 possible attacks are likely to be raking in 20-30K a pop, maybe 100 if ur lucky... the days of several 250K hits are just over... That leaves us with fug from justice. Even if you have 3 of these guys stacked on a target, the target has hours upon hours to clear this voodoo off. In my experience, we're talking 12+ hours of checking in every 2 hours before draining a target of gold... making real goodies like SotLs and Frigates available for capture. Unless the target is completely innactive, this just isn't gonna happen... Add to this that the players guild mates tend to be decent people that are watching like Hawks. At least one of them will notice the vooodoo, or see what's going on in port battles. and then clear the fug out.


most of that is true, but in real life pirates when after cargo and merchant ships, i know that this game doesnt really let you do that, but.....idk maybe they can include something like that in the pirate flag ship. but you said above that you cant get to the sols and frigates unless the target is inactive, you also said and i quote

Zombie jesus wrote: First and foremost, the overwhelming majority of players in this game are mostly inactive merchants.


So, maybe they can make a card just for inactives or player below a certain fame level cause no one is going to use 3 fugs to get 3 or 4 fleets wroth of ships.

Zombie jesus wrote:]Now lets factor in that there is a Mountain of Revenge voodoo that can Ruin any player, but is exponentially worse for an individual pirate who can just get leveled in one fell swoop once their turns run out. Revenge is even helped along because the more successful a raid is, the longer that fleet is visible in Multiple ports.... There is so much about this that makes no sense... for example Real pirates Succeeded BECAUSE they hit and ran like the wind. The idea of a pirate sticking around at the scene of the crime for a week or more waiting for the law to show up is just ridiculous, that same pirate lingering both at the scene of the crime, and an entire continent away for anyone to take his revenge doesn't even obey the laws of physics, much less common sense. -Schroedingers Cat---see not just math, we're taking multiple skoolbooks out for this one.


I completely agree, appearing at 2 ports it stupid and makes no sense. I can see why devs might do that but it still is stupid.

Zombie jesus wrote:as if all these limitations we're enough... now a fleet can be paused in mid travel.... the tilt towards merchants needed to be enhanced further by allowing Two of those 3 danger increasing curses to be stopped immediately...

Im pretty sure panda already said this but im pretty sure they dont just stop in the middle of the ocean, they still go the the port they are travelling to.

Well in conclusion this game does favour merchant more that pirates but if it favour pirates more than all the merchants would be long gone and there would be nothing to plunder except other pirates and then this would favour the witch doctors even more. The only real advantage pirates have is the surprise attack. I also would like to say that hns and fugs can be extremely devastating, the only counter to them are guilds and a big back pocket.
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