Forthcoming Updates discussion

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Re: Forthcoming Updates discussion

Postby Captain Jack » Fri Oct 06, 2017 12:33 pm

Initial version of Nation Diplomacy is up. There are still many things for improvement but the important part is that we entered 1.9!!!

That's really something for us. The previous version (1.8) ended up to become GIGANTIC. This is a terrible thing for keeping track of new features as we had a lot of interesting and big features that took place in 1.8. A total of 338 updates, worthwhile to be mentioned, as usually the real code updates are a lot more.

The previous version was so big, that it lasted a total of 17 months!!!! (May 05, 2016 - October 3, 2017)
Out of these 338 code updates, we had the following new notorious features:

-Hideout Expansion: Academy building alongside with 11 technologies
-Voodoo Revision with new card ability: Avenge
-New Law: Royal Stipends
-New feature: Biography
-NEW FEATURE: CREDITS EXCHANGE!!!
-New Tool: Mass Upgrade of ships is now possible!
-Shipwreck Hunting feature is now available!
-Major Skirmish Update

These and many many more important stuff that shaped the current Avonmora. You can find it all at the in-game changelog, currently starting from page 23:
http://s2.piratesglory.com/index.php?pa ... ammount2=0

Normally, we should not be at 1.9 now but at 2.2. This is how large 1.8 has been. The only reason we did this to us, is because of the marketing bonus that Version 2.0 brings. Back in the day, we wanted version 2.0 to add a complete new layer of gameplay to the game. You can find some discussions about this if you search in the forums. Ideas like foot battles or in character expansion were on top of our minds. Eventually, we became more realistic and started to seek more realistic options, out of which none looked satisfying enough. So the time passed and the 1.8 kept getting bigger and bigger.

This is till we came up with the plantations idea. Or, to call it otherwise an Industry Expansion. Right now, there are three industries in the game;
-Goldsmiths
-Fishing
-Fertile Lands

These are the only features that produce resources nowadays. Fertile Lands will leave us before Plantations come. This means that Wood/Iron and Tools will have no one to produce them. This means that soon after plantations, we will need to add industries that also produce these goods. Then, we will be able to tell that the industrial part of the game, a part that we had in mind from early development days, is at an acceptable level.

We all hear how battles need to be improved and there are thousands of thoughts in how to improve this aspect of the game. We must not neglect the other part of the game though, the economical one. Trading needs improvements as well. The industrial part will create a more realistic supply system.

We have now more concrete plans on how to expand the market system without ruining the current one. The current one can stay. In the future, we can focus more in resource consuming. We already consume much of the resources but there is no real connection to the existing system. Quantity only affects price while goods that are bought from the markets are lost. This will change. These resources can no longer be destroyed but instead, they can remain at the market for resale. Markets can be controlled by players instead of the npc. There is much room for development here.

Merchant services, utilizing the warehouse while also paying tax for these services to the controlling ports could well be the next day in the economical aspect of the game. A whole new array of resources that can be created by new industries and traded across avonmora. Resources which will be needed either in battle or trading. Creating big ships should require such resources. This way the players running shipwrights can gain a further momentum as building a good ship might be impossible for someone unprepared and preparation to build a few good ships might not worth it at all.

These expansions should provide us the ground for foot battles, blockades and further ship specialization which ultimately, it seems that they need extra implementations before them, in order to be really worthwhile.

There is nothing specific at hand though, these are still simply thoughts. Thoughts that are freely shared with everyone just because everyone should and needs to participate in the next day of Pirates Glory. We want to involve the playerbase more in development. The truth is that we already rely on playerbase a lot but we feel that we have come to a point that we can take it to the next level.

The next level as I can shortly describe it, is better and structured suggestions, almost ready for implementation. Just like I told to a player earlier in a short private chat, there are players now that have been playing long enough to understand the needs of the game while in the same time they realize where our own agenda lies. I can think at least 5 players who can excel in this role. I can think of at least 10 players that can help the aforementioned 5. Only these 15 players, while I am sure that there are a lot more, could do wonders in game development just by designing new features. Wonders.
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Re: Forthcoming Updates discussion

Postby Most Lee Harmless » Fri Oct 06, 2017 4:04 pm

Captain Jack wrote:

These are the only features that produce resources nowadays. Fertile Lands will leave us before Plantations come. This means that Wood/Iron and Tools will have no one to produce them. This means that soon after plantations, we will need to add industries that also produce these goods. Then, we will be able to tell that the industrial part of the game, a part that we had in mind from early development days, is at an acceptable level.

We all hear how battles need to be improved and there are thousands of thoughts in how to improve this aspect of the game. We must not neglect the other part of the game though, the economical one. Trading needs improvements as well. The industrial part will create a more realistic supply system.

We have now more concrete plans on how to expand the market system without ruining the current one. The current one can stay. In the future, we can focus more in resource consuming. We already consume much of the resources but there is no real connection to the existing system. Quantity only affects price while goods that are bought from the markets are lost. This will change. These resources can no longer be destroyed but instead, they can remain at the market for resale. Markets can be controlled by players instead of the npc. There is much room for development here.

Merchant services, utilizing the warehouse while also paying tax for these services to the controlling ports could well be the next day in the economical aspect of the game. A whole new array of resources that can be created by new industries and traded across avonmora. Resources which will be needed either in battle or trading. Creating big ships should require such resources. This way the players running shipwrights can gain a further momentum as building a good ship might be impossible for someone unprepared and preparation to build a few good ships might not worth it at all.


As one who dabbles in ship-building, I have often been frustrated that I cannot differentiate my ships in the market and thereby, I hope, attract buyers with a USP : i,e my ships are stouter so can take more damage (by using more wood and iron in the build), or have finer lines thus are speedier (more cotton for sails) ; perhaps my trade ships have better designed holds and can thus carry a tad more cargo (more wood used), and so on.

Its true that the ship building tech allows me a slice more profit on a sale than a builder without them: but a LMM is the same, be it mine or anothers so why would a buyer seek out mine, or anothers? I feel that the current ship-build techs should confer practical bonuses on the ships themselves, other techs, or resources added to the build, might produce other permanent benefits : then, of course, its how to tell a buyer that a particular ship on the market has them.
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Re: Forthcoming Updates discussion

Postby Captain Jack » Fri Oct 06, 2017 4:10 pm

The codebase as it is, supports such. So it will be easy to build such requests. This means they can come fast enough into the game.

We could start affecting base attributes as well. Such as Hit Points, cannons installed, ship speed, etc. In this way, the first specialization of each ship will come out of the box; at its construction phase. I agree to this and I have pinned this.
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Re: Forthcoming Updates discussion

Postby Most Lee Harmless » Fri Oct 06, 2017 4:43 pm

I also feel that the 'average attribute score' should be modified by ship-building tech levels : after all, investing in technology should improve the product, yet still I get dogs of 37-38 atts far too often.
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Re: Forthcoming Updates discussion

Postby Shadowood » Fri Oct 06, 2017 7:22 pm

Danik wrote:I also feel that the 'average attribute score' should be modified by ship-building tech levels : after all, investing in technology should improve the product, yet still I get dogs of 37-38 atts far too often.


Danik, I suggested something like this awhile back...

viewtopic.php?f=4&t=2959&hilit=shipyard
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Re: Forthcoming Updates discussion

Postby Most Lee Harmless » Fri Oct 06, 2017 8:49 pm

Aye, I also recall mentioning it elsewhere : just thought I would chuck it back in the mix while it was on-topic.
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