Changelog Discussion

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Re: Changelog Discussion

Postby Captain Jack » Fri May 26, 2017 4:42 pm

You both assume correct.

Regarding this:
Changelog wrote:1.8.301: Voodoo Market: Hovering your mouse over Start or Last Bid price, will display information on the credit value per card for the particular auction.


players are still encouraged to keep practicing their math skills. :P
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Re: Changelog Discussion

Postby Haron » Fri May 26, 2017 5:01 pm

Captain Jack wrote:
players are still encouraged to keep practicing their math skills. :P


Very good! Math skills are important! :-)
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Re: Changelog Discussion

Postby Blackbearad » Sat May 27, 2017 5:05 pm

i like to bring to the attention that some cards it does not show the cr/card.

some are
coastal piracy
pacifism
ruby ring
trade master
Emergency Call
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Re: Changelog Discussion

Postby Vane » Sat May 27, 2017 8:33 pm

Blackbearad wrote:i like to bring to the attention that some cards it does not show the cr/card.

some are
coastal piracy
pacifism
ruby ring
trade master
Emergency Call



It appears all cards show the card - credit ratio "unless" the starting bid or last bid is "1 Credit".

When you hover over "1" it does not display the average price in credits.
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Re: Changelog Discussion

Postby Jessy's Dream » Sat May 27, 2017 8:40 pm

Consider this a flaw in the design. It is now fixed.

It will now omit it when card amount offered is 1 or price is 0.
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Re: Changelog Discussion

Postby Captain Jack » Tue Jun 20, 2017 3:34 pm

Changelog wrote:1.8.315: Issued a small tidal wave to relocate any ships on deep waters back to the shallows (port vicinity).
1.8.313: Sunk ships now generate a lower amount of gold bars on board once sunk.
1.8.312: Fixed an issue that was causing some ships to end up on deep waters (no port vicinity) once sunk.


We were able to track down the source of the problem and issue a fix. Most probably, this is fixed for good.

Additionally, since now all sunk ships are full of gold bars, we lowered the amount of gold bars generated on each shipwreck.

Changelog wrote:1.8.314: Issued a fix on summarized battle report.


This fix is dealing with the same issue that this attempt dealt (but failed to fix):
Changelog wrote:June 13, 2017
1.8.311: Issued a fix to a typo in battle summary page where sometimes inflicted ship damage would display incorrectly (no backwards compatibility - previous battle reports will still carry the issue).


Hopefully, this time it is fixed for good.
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Re: Changelog Discussion

Postby Captain Jack » Tue Sep 12, 2017 3:57 pm

Changelog wrote:1.8.334: Activated Skirmish Points Earning
1 Skirmish point per 10 successful plunder attacks.

Earned points are rewarded daily alongside with the rest of the earned Skirmish points.


We changed the original expected functionality as if we used instant gratification, we would indirectly overcome the maximum skirmish points limit. Since we do not know how skirmish will evolve, we thought it would be best to pass these earnings through this control like all other earnings. Therefore they will be rewarded daily at the start of the day.

If you have 9 plunder attacks, then the system will wait for the 10th before awarding the point. If you have 15, it will award 1 point and save the 5 rest for the additional point. If the point awarded is excess (you already reached your maximum) then it will be lost.
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Re: Changelog Discussion

Postby Captain Jack » Sat Oct 14, 2017 12:35 pm

Changelog wrote:October 14, 2017
1.9.9: Hostility Penalties law will not any longer close prematurely on majority.


This has been revised. The key reason for not keeping it at its prior stage is that citizens need to be able to plan ahead for at least a few days.

I also want to explain a part of the law which has been brought to us today:
1)Let's suppose that the law mentions that a citizen will be banished at 150 Hostility.
2)A citizen has 120 Hostility. Under the law, he is a lawful citizen.
3)The law then changes and a new limit is set: The new limit is 75 Hostility points.
4)Our example citizen below will not lose his citizenship. He will instead remain normally in the nation. However, any new violation, will mean that he will be out of the new limit, so he will be declared a pirate.

This is not communicated well right now: how important every revision of this law is. We will incorporate a special alert message to all those with more than 25 points of Hostility on law revision, so they can check the law revision before making a bad mistake.
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Re: Changelog Discussion

Postby Captain Jack » Fri Dec 15, 2017 7:27 am

Changelog wrote:December 15, 2017
1.9.26: Voodoo cast on guildmates no longer trigger bounties.


This has been considered as a minor issue. However, it is becoming a trend lately with numerous reports. Therefore this change has been decided in the code itself.

Players who leave their guild to do this, will be dealt as Milking violators.

We are still positive on Bounties clearance by outsiders though. They need to be fair deals though for all involved parties: The bounty creator, the victim and the one who clears them. Which ultimately means that clearing bounties is an acceptable tactic only if a fair price is paid.

We will judge them per case in the future. We might also code a report system for them that will be anonymous but will contain symbolic information that will be able to expose a possible cheating. This will help players to report easier fishy cases. Nonetheless, please be responsible at this part of the game.
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Re: Changelog Discussion

Postby Captain Jack » Sat Feb 03, 2018 4:47 pm

Changelog wrote:1.9.34: Special Offers are now random.


Starting today, special offers is no longer something managed from administration.

Here is how Special Offers will work from now on:
1)Standard 50% special offer during Christmas-New Year period.
It will begin on 21th December and it will last till 7th of January.
Cooldown period of 2 weeks.

2)50% chance to get a limited time offer:
*Random Bonus percentage starting from 10% and up to 30%
*Random availability time, starting from 3 days to 7 maximum.
*Random cool-down time, starting from 2 weeks to 4 weeks.

3)15% chance to get a Super limited time offer:
*Random Bonus percentage starting from 40% and up to 70%
*Random availability time, starting from 3 days to 7 maximum.
*Random cool-down time, starting from 4 weeks to 6 weeks.
*Limit of 2 Super offers per year

4)35% chance that no special offer will be created.

Functionality:
Every day, right after the nations daily update, a script will determine whether or not a new offer will be created.
In case there is an active offer or a cool-down period, the script will not run.
Once the script runs, it will have 35% chance to fail, 50% chance to create a limited time offer and 15% chance to create a super offer.
There will be no weighted factors for the rest of the random elements.

The resulting special offers will not be many. For example, a simple offer could last up to 5 weeks. The year has about 52 weeks and around 2 of them are the Christmas offer. So, we are speaking for a relative maximum of about 10 extra offers per year.

For the super offers, there is a limit of 2 per year but luck could make it so that a full year may pass with no super offers.

The reason for creating this new system are the following:
1)There is a credit market tied to the in-game gold. By creating a script to manage offers, we eliminate our interference in this market.
2)Credits are part of the game so its on;y natural that the method to purchase them with real money will be controlled by the game too.
3)We take an unnecessary burden off our hands. Less work for us, less skepticism and less trouble.

We believe that this script will make the game even more fair.

To enhance sales, we will not be publishing availability and cool-down periods of each offer. We still want a way though to prove that this system is entirely random. We got some ideas in how to do this. We could use results of a global lottery as seeds but I am not sure how this can be done in technical level. This is an option we will explore later. Till then, you will need to trust our word that the system is entirely random, based on the details I gave you above.

Any questions, feedback,criticism is always welcomed.

The first runs of the script will run in a few days as we are still beta testing results.
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