Just Say?

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Legendary Voodoo

I believe that Legendary Voodoo is ......
2
7%
A)Eagerly awaited
6
20%
B)Useless
2
7%
C) A Game Killer
20
67%
D) A Change needed
0
No votes
 
Total votes : 30

Re: Just Say?

Postby Most Lee Harmless » Tue Feb 07, 2017 2:15 pm

limited voodoo leads to strategy : having to plan and combine voodoo leads to strategy : 'one cast/major effect' voodoo leads to instant gratification and the simplest of strategies : turn up, cast, win.
As I have stated before : the existing voodoo has been used to destroy entire nations and guilds, to de-fleet and severely damage even the mightiest of players: combined with planning, some skill in its use, the patience to wait for the perfect moment and the art of knowing when that is and the commitment to go for it at that optimum moment.
Legendary voodoo wont require that, any more than skirmish requires anything more difficult than looking at port gossip and clicking on a button. The major impetus of the majority of voodoo cards suggested is to make attacking people quicker and easier, to remove any element of skill, to deny any defensive strategy, to guarantee prizes for all ; to make winning compulsory.
It is to deny the reward of long and patient development of ones account : building ones infrastructure, growing more powerful, acquiring cards, wealth, a strong back-bone to be able to resist attack, recover from loss and to go on the offensive when required, the acquiring of the knowledge of how the game works, the little tricks and by-ways that experience grants the dedicated.
The game needs to be difficult or else it becomes a simple click-fest : and those types of games quickly pale and get tossed aside for the next shiny version to get its own hashtag...
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Re: Just Say?

Postby Donald Trump » Tue Feb 07, 2017 2:34 pm

So there should never be an addition? Just stay and do the old same thing. Using strategies that have been thought of by the others before us. Never think of our own with new ones?

I think it is time to expand the horizons.

Whether this is a way to do so is a matter of opinion.
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Re: Just Say?

Postby Grimrock Litless » Tue Feb 07, 2017 2:35 pm

Some form of non voodoo strategy would be good.
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Re: Just Say?

Postby Grimrock Litless » Tue Feb 07, 2017 2:47 pm

Most actions like terrorize and bribe are done using voodoo. And voodoo can be gained daily or buying from market, with credits and credits can be bought using real money, those with the most voodoo can take down a whole nation and those people also use real money the most.

I will say what I have said before, it's very easy to turn credits into power in this game.

A simple solution is to make it so certain voodoo is turned into in game actions using fleet.

Terrorize, on the plunder board, select a player to terrorize and select the fleet you want to use, the power of the fleet makes how long the person is terrorized for. Player can build up port at target port to reduce time.
Or another version.
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Re: Just Say?

Postby Most Lee Harmless » Tue Feb 07, 2017 2:56 pm

DoS wrote:So there should never be an addition? Just stay and do the old same thing. Using strategies that have been thought of by the others before us. Never think of our own with new ones?

I think it is time to expand the horizons.

Whether this is a way to do so is a matter of opinion.


Indeed, its a matter of opinion and I am stating mine : I dont see this as an 'addition' to the game, rather a subtraction from what should be the essence of an RTS : this addition is a continuation of the trend to change from an RTS to some hybrid creation which will appeal to those who dont want to spend the time otherwise needed to learn, develop and grow within an RTS structured game. What I have seen is any change which may have contributed to enhancing the RTS structure get filleted, limited or just plain nerfed purely because it has NOT made more folk attack each other in the doing of it. Fishing, for example : an RTS needs you to develop your resources, build them up, to gain wealth to fund the ability to attack and defend. So, as part of that, trading, fishing, etc is key : but because folk used it for that very purpose, it was deemed too much, folk fished and did not attack enough : it got nerfed to make it less better than trading, thus forcing folk to trade and thereby expose their fleets to... yep, attacks. And just to make sure, we got skirmish : attacks that needed no voodoo or preparation at all, and no defence against them either. RTS should be long-term : RPG is, 'Oh heck, I got wiped out, hit restart, go again' : it doesnt need any kind of long-term plan or development, it doesnt need resources to be gathered over time ; 'run out, die, restart' : thats the clash in ideology between the two genres, its why they are not compatible game-styles and those who try to mix them usually end up pleasing neither.
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Re: Just Say?

Postby Psychodad » Tue Feb 07, 2017 3:10 pm

Danik wrote:limited voodoo leads to strategy : having to plan and combine voodoo leads to strategy : 'one cast/major effect' voodoo leads to instant gratification and the simplest of strategies : turn up, cast, win.
As I have stated before : the existing voodoo has been used to destroy entire nations and guilds, to de-fleet and severely damage even the mightiest of players: combined with planning, some skill in its use, the patience to wait for the perfect moment and the art of knowing when that is and the commitment to go for it at that optimum moment.
Legendary voodoo wont require that, any more than skirmish requires anything more difficult than looking at port gossip and clicking on a button. The major impetus of the majority of voodoo cards suggested is to make attacking people quicker and easier, to remove any element of skill, to deny any defensive strategy, to guarantee prizes for all ; to make winning compulsory.
It is to deny the reward of long and patient development of ones account : building ones infrastructure, growing more powerful, acquiring cards, wealth, a strong back-bone to be able to resist attack, recover from loss and to go on the offensive when required, the acquiring of the knowledge of how the game works, the little tricks and by-ways that experience grants the dedicated.
The game needs to be difficult or else it becomes a simple click-fest : and those types of games quickly pale and get tossed aside for the next shiny version to get its own hashtag...


I agree with you Danik vis a vis your assertion that more powerful voodoo dumbs down the game. I play EVE periodically which is extraordinarily complex, and the attraction is the never ending search for the perfect fit (ship fitting) and for me (no surprise) the methodical and somewhat frustrating life of a merchant/miner. While PG isn't as complex, being careful and planning days, weeks ahead makes this fairly low impact game so damn addictive. Additionally, I don't have to spend RL money to have fun and succeed (sorry CJ).

WARNING :!: Assumptions Ahead!

That being said, this isn't a charity function. Admin has a responsibility to keep the game viable and attractive to the demographic so that RL money does flow in. The sad fact is, there is that part of our milieu that wants instant gratification and has the attention span of my husky when squirrels are about. So, some of these God Mode type voodoos will probably show up, because it will attract the aforementioned and encourage them to spend money.

Now you'll have to excuse me, my nets are full.
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Re: Just Say?

Postby DezNutz » Tue Feb 07, 2017 4:14 pm

Well in my opinion there needs to be a review of all existing voodoo and determine if there are any additional voodoo (Common, Uncommon, or Rare) that needs to be added based on new game mechanics and if there is any voodoo that exists that no longer needs to exist. After that, I think that the Witch Hut concept needs to be reviewed. I would rather have a Witch Hut that allows you to craft existing voodoo than for it to be for new Legendary Voodoo, which seems to be limited to suggestions of super powerful voodoo spells. If you want to create a new class of Voodoo using the Hut, it should be done so through a Tech with prerequisites based on at minimum the level of your Witch Hut. On top of this, the new voodoo class shouldn't be limited to super powerful voodoo, voodoo for the new class should range in power and effects and could be as simple as boosting an existing cards effect. For example one could take Bless, using the Witch Hut and say Gold Bars re-craft the card to have an additional 2.5% added to the cards effect.
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Re: Just Say?

Postby Donald Trump » Tue Feb 07, 2017 4:23 pm

Danik wrote:
DoS wrote:So there should never be an addition? Just stay and do the old same thing. Using strategies that have been thought of by the others before us. Never think of our own with new ones?

I think it is time to expand the horizons.

Whether this is a way to do so is a matter of opinion.


Indeed, its a matter of opinion and I am stating mine : I dont see this as an 'addition' to the game, rather a subtraction from what should be the essence of an RTS : this addition is a continuation of the trend to change from an RTS to some hybrid creation which will appeal to those who dont want to spend the time otherwise needed to learn, develop and grow within an RTS structured game. What I have seen is any change which may have contributed to enhancing the RTS structure get filleted, limited or just plain nerfed purely because it has NOT made more folk attack each other in the doing of it. Fishing, for example : an RTS needs you to develop your resources, build them up, to gain wealth to fund the ability to attack and defend. So, as part of that, trading, fishing, etc is key : but because folk used it for that very purpose, it was deemed too much, folk fished and did not attack enough : it got nerfed to make it less better than trading, thus forcing folk to trade and thereby expose their fleets to... yep, attacks. And just to make sure, we got skirmish : attacks that needed no voodoo or preparation at all, and no defence against them either. RTS should be long-term : RPG is, 'Oh heck, I got wiped out, hit restart, go again' : it doesnt need any kind of long-term plan or development, it doesnt need resources to be gathered over time ; 'run out, die, restart' : thats the clash in ideology between the two genres, its why they are not compatible game-styles and those who try to mix them usually end up pleasing neither.



So what do you believe we should do or advance in. Or do you think the game should just never change mechanics or such.
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Re: Just Say?

Postby Shadowood » Tue Feb 07, 2017 4:46 pm

I want the Hut to come out. I think it will add some more dynamics to the game.

With that said, I feel the other updates should come first. Ship Specialization, Port Buildings, IC Extensions, Diplomacy... The reason why, I feel this will open our eyes to even more possibilities to voodoo that we are not aware of yet.

I want the hut, but I am willing to wait a little bit longer for it to make sure it is fully stocked of some great voodoo that takes into account some cool new features coming out soon.
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Re: Just Say?

Postby DezNutz » Tue Feb 07, 2017 4:52 pm

Shadowood wrote:I want the Hut to come out. I think it will add some more dynamics to the game.

With that said, I feel the other updates should come first. Ship Specialization, Port Buildings, IC Extensions, Diplomacy... The reason why, I feel this will open our eyes to even more possibilities to voodoo that we are not aware of yet.

I want the hut, but I am willing to wait a little bit longer for it to make sure it is fully stocked of some great voodoo that takes into account some cool new features coming out soon.


Nothing wrong with having a Witch Hut, but if its only use is to create Legendary Voodoo that is super-powerful it should be reconsidered.
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