Legendary Voodoo: Suggestions to discuss this week

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

Legendary Voodoo: Suggestions to discuss this week

Postby Captain dungeness » Thu Apr 27, 2017 5:20 am

It is time to revisit some Legendary Voodoo Suggestions and we need your help to refine the ideas!

In an effort to focus discussions and reach conclusions I will be posting which 4 suggestions we will be discussing for the week.
Feel free to give feedback on any suggestions but please pay special attention to the week's 4 suggestions to make sure your voice is heard.

Here is what we would like to discuss this week: (April 27-May 4ish)

1) Legendary Supercards: Extra-powerful cards with similar abilities to existing cards except more powerful

2) Siren's Call: A random ship in target fleet is removed and put into a new fleet with 18 Danger

3) Dog's of War: Repeated plunders against target player cost less turns

4) Extra Loot: Target player plunders 2x more gold every plunder

Please leave your feedback in each suggestions thread (click links) and not on this thread.
Please post suggestions on this thread if you have feedback on how the 4-per-week method is going.

Thanks,
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Re: Legendary Voodoo: Suggestions to discuss this week

Postby Maha » Thu Apr 27, 2017 7:11 am

before we can properly discuss specific legendary cards i think we should discuss what the witchhut would really do and how it would be beneficial to the game.

at first there was a big euphory about this feature, but when it came closer to implementation we all took a step back and hesitated. is this really what is needed? do we want to create such a potential game killer?

this hesitation has not been adressed, the question remains.
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Re: Legendary Voodoo: Suggestions to discuss this week

Postby Dmanwuzhere » Thu Apr 27, 2017 9:25 am

I agree with Maha kind of. Not really due to the role of the voodoo hut but more to the nature of how crazy people get when they dream most of these cards up. Most of the suggestions I have read are fairy tales dreamed up to patch up either shortcomings or frustration with the games current standards. Very few are presented to expand on the game in a fashion to keep players in the game.
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Re: Legendary Voodoo: Suggestions to discuss this week

Postby Mugiwara » Thu Apr 27, 2017 10:31 am

personally im not against witch hut or legendary card suggestions. but in my opinion we should delay talking about witch hut until we got ship specialization,nation diplomacy,port buildings and ic extension. when we got these features it will be a lot easier to decide what we will need as a voodoo to keep balance.

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Re: Legendary Voodoo: Suggestions to discuss this week

Postby Grimrock Litless » Thu Apr 27, 2017 10:31 am

I've always have the idea of using a server as a testing ground, kind of like a beta, like most game does, to test suggestion that is about to get implemented but dont know what the effects would be.
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Re: Legendary Voodoo: Suggestions to discuss this week

Postby William one eye » Thu Apr 27, 2017 3:13 pm

Maha wrote:before we can properly discuss specific legendary cards i think we should discuss what the witchhut would really do and how it would be beneficial to the game.

at first there was a big euphory about this feature, but when it came closer to implementation we all took a step back and hesitated. is this really what is needed? do we want to create such a potential game killer?

this hesitation has not been adressed, the question remains.



I tend to agree with Maha - While I feel it is fine to discuss function of cards, it is nearly impossible to determine if they are a good idea or not, as the
witch hut function has never been defined. I have presented a fairly detailed version of a witch hut that I came up with, as has Haron. I believe a few others have as well. However very little has been presented by admin as to direction of the actual hut. A few things I would like to know.

-are unusual card ingredients going to exist - will cards be difficult to make for everyone or will cash and credits rule the witch hut.

-will a hut require major investment to get started - or will most of the cost be in the crafting of the cards themselves

-will there be a limited number of legendary cards to choose from - if we are limited to a list of say 20 cards, I would be quite a bit more discerning about what cards I was interested in.

- should card be similar in power - some suggestion are much stronger than normal cards, while others are excessively strong.
while crafting requirements may balance this, I think the number of cards that will be available should guide the choice of how wide the power
of legendary cards should spread. if we are only to have 10 cards, they in my opinion should all be of similar strength.
if we are to have 40 or more cards, I would say a range of strength would be fine.


Also as Maha states, will this benefit the game. Will it increase the divide between established players and new players. Will if favor spending players.
Will it allow a route to destroy entire guilds, nations, or strong established players. Will it shift the balance to far to one side merchant or pirate and stagnate the game. When looking at highly powered cards, they should be considered in usage over time, not just the effect of a single casting.
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Re: Legendary Voodoo: Suggestions to discuss this week

Postby Maha » Thu Apr 27, 2017 3:53 pm

thanks William for expressing these concerns.

another concern is that in time most players will have witchhut abilties and legendary cards will become in abundance. this feature is not like goldsmith where you can opt to go for but a must have in a voodoo slinging environment. even with 50 witch huts producing 1 card every 5 days, where does that lead us? an attempt to produce 10 legendaries a day! per month 300 of those cards are produced and those investments need to turn a profit.

normal voodoo becomes devaluated in actual use but inflated on the auction, they're the lifeblood of the withhut machinery!

so the gap that william is afraid of will happen is a real concern. common cards become too expensive for new players or those who cannot pay USD for credits. how many cards are on the market now? 48 MB's, 15 magpies, 518 hostile waters. Now we can be relieved that this will stop the abundancy of legendary cards. but it just means that the auction will spiral out of control and normal cards will be purely legendary ingredients.

some will rejoice that normal voodoo will be removed from the game. no more hn's, ffj's, fireships ravages or commandeers etc. because they are too expensive to use. with the jump in voodoo cost i believe that the credit will follow. it may triple in price. both towards the goldcoin as towards the booster packet. (buying 20 cards for 20 credits and reselling them for 300 credits is crazy and an adjustment towards the usd will be justified) inflation all around because of the hunger of all those witch-huts around.

i hope that i am wrong. maybe number crushers like meliva or Haron can do the math better then a poor old onelegged man.
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Re: Legendary Voodoo: Suggestions to discuss this week

Postby Mugiwara » Sat Apr 29, 2017 12:03 pm

i know we talked a lot about Witch hut and how it should be i just want to point out one more time...

Witch Hut
You can craft normal voodoos in witch hut with some restrictions.



Restrictions
At level 20 craft time:
8 hours for common
12 hours for uncommon
16 hours for rare(total equal to 30 days which means if you will fully craft you will get 20x for each card type)
Each level will allow you to craft 1 common 1 uncommon 1 rare card.
5-10-15-20 level will allow you to craft same card 2-3-4-5 times in a month.
For example at level 4 you can craft 4 common-4 uncommon-4 rare card but only 1 identical voodoo.
1 mb 1 levi 1 ambush 1 bribe etc.
At level 1 Estimated daily profit will be 125k with only 3 total card crafting in a month(TI 12c, CD 16c, MB 24c= total 26c profit monthly.).

Max 5 same card per month
Max 20 common-20 uncommon-20 rare card per month.
average cost less than 2c cards will be crafted bulks. like 5x instead of 1. So for cheap cards you will get 25 total for a month.
For example:
5 mb- 5 levi- 5 expedition- 5 booty
5 CD- 5 cons- 5 cc- 5 west
5 TI- 5 BD- tobacco-5 rum-25 spy network

Cost:
Base price will be calculated based on monthly average sell price.
you will spend half of the average price as gold bar and credits. if card cost less than 2c base price than you will only use gold bars.

For example:
MB's average price 24c you need to spend 12 c worth of cost to craft it. 6c and 6c worth of gold bars.
for spy network lets say its 1c and you will be able to craft it in bulks with 5x of them you will spend 2.5c worth of gold bars to craft it.

Bound Cards:
You can craft normal voodoos for 1/4 of average market value. and will spend gold bars to craft it. but they wont have sell option and will have 30 day countdown. if you wont use them before duration it will be expire. Bound bribe will be self cast only.

It will help both new players and old players.
it will increase gold bar usages.


im open for any kind of criticism and feedbacks.

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