General design discussion

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Re: General design discussion

Postby DezNutz » Mon Jun 13, 2016 9:26 pm

I agree with Meliva, resource manufacturing should have it's own set of "officers". It is delving into a whole separate gaming schema. Prior to my forts idea, I had jotted Resource Manufacturing along with a few others as a possible game implementation but scratched it due to the fact that resources are managed by the game, and didn't think that the idea would be plausible. Now, that Captain Jack, has delved into this idea, I will search for my notes on the subject.
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Re: General design discussion

Postby Haron » Mon Jun 13, 2016 9:34 pm

Just please make some sort of tradeoff necessary. Don't make the largest traders be the largest bankers be the largest miners and so on. Force people to choose. Don't make separate resources go into every separate aspect of the game - make it so that scarse resources has to be spent on several aspects. I don't really care too much HOW this is achieved, but I think it is very important that such tradeoffs ARE achieved - in some way.
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Re: General design discussion

Postby Black sparrow » Mon Jun 13, 2016 9:36 pm

-Some more beneficial voodoo would do. Say, I want to help someone, sned a gift or whatever but I prefer to cast a card. There should be some more beneficial voodo cards with 100% piercing.

-More romance options: Agreed :roll:

-Port Blockade linked with Nation diplomacy only affecting nations at war, should be in priorities. Witch Hut too.

-The option to buy from another player warehouse at port sounds too powerful. We had such a long talk in how to ensure that no one skips the ship usage. This should be taken in mind.
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Re: General design discussion

Postby DezNutz » Mon Jun 13, 2016 9:45 pm

Haron wrote:Just please make some sort of tradeoff necessary. Don't make the largest traders be the largest bankers be the largest miners and so on. Force people to choose. Don't make separate resources go into every separate aspect of the game - make it so that scarse resources has to be spent on several aspects. I don't really care too much HOW this is achieved, but I think it is very important that such tradeoffs ARE achieved - in some way.


I agree to a certain extent, everyone should be able to dive into every field, but to get past a certain level, you should have to choose a particular career path. And you should be able to change career paths at any time, but it would result in loss in your current industry. Like I said before, resource manufacturing is delving into a different gaming schema, the implementation and it's details have to be thought out carefully so to not take away from the original purpose of the game.
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Re: General design discussion

Postby Haron » Mon Jun 13, 2016 9:50 pm

A general comment regarding game design (NOT a response to any posters in this thread):

Most players in this game are traders, it would seem. This leads to suggestions and votes favoring traders. Which in turn results in even MORE traders. I think this is dangerous for the game. I think attacking should be easier, and defending NOT easier - like even better guild protection would provide.

I think the game would benefit from people having to strike back, rather than having an easy way to avoid being struck in the first place. It seems to me like too many suggestions attempt to make life safer, and reduce conflict. I think the opposite is needed.
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Re: General design discussion

Postby DezNutz » Mon Jun 13, 2016 9:52 pm

Haron wrote:A general comment regarding game design (NOT a response to any posters in this thread):

Most players in this game are traders, it would seem. This leads to suggestions and votes favoring traders. Which in turn results in even MORE traders. I think this is dangerous for the game. I think attacking should be easier, and defending NOT easier - like even better guild protection would provide.

I think the game would benefit from people having to strike back, rather than having an easy way to avoid being struck in the first place. It seems to me like too many suggestions attempt to make life safer, and reduce conflict. I think the opposite is needed.


I agree and disagree. The life of a pirate was hard. However, game features should have benefits to all players, traders and pirates. Without traders there would be no pirates.

Black sparrow wrote:-The option to buy from another player warehouse at port sounds too powerful. We had such a long talk in how to ensure that no one skips the ship usage. This should be taken in mind.


Very important point. New Major Game features should require use of the basic game implementation. If the feature can bypass the basics or requires only minimal interaction of the basics to create extensive wealth, it is a poor feature. Pirates should also have benefits to any feature implementations.
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Re: General design discussion

Postby Captain Jack » Mon Jun 13, 2016 9:58 pm

Traders are always favored by choice. There must be more traders than "pirates" so the pirates can feed on them without general unrest.

viewtopic.php?p=4826#p4826
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Re: General design discussion

Postby Sir Henry Morgan » Mon Jun 13, 2016 10:34 pm

Pirates Glory is a seafaring game - we have drifted a ways from it, as is the example seen in the latest conflict within the USA - there never truly was a naval conflict - simply a war that moved from voodoo into the parliament of the USA. No national navies, blockades, battles, etc. Nations or guilds should be able to organize a blockade or an assault upon the navy of their adversary(ies.) (I will start another topic or find one that fits this line of discussion.)
Bankers, goldsmiths and to some extent, we have shipwrights, we have traders, raiders (who trade) and pirates (who trade.)

As the next feature comes online - ship specialization - should enhance the seafaring aspect of the game. Right now, while it is possible to take a Ship of the Line with a cutter using voodoo, voodoo is still battle variant. With ship specialization, the player's designs and strategies become part of the variant, creating a greater unknown to battle outcomes. I would like to see specialization a very in-expensive feature of the hideout (if it is even in the hideout) as this is a seafaring game...this is where the action of play should be. A new player should be up to full tech in 30 days, with the ability to build or design a specialized ship, then use it.

I do see some need for guild enhancement. Nations have ways build up their treasuries. One way may be the guild buildings - two specialties that will allow guilds to enhance the technologies of the the academy for its members. The specialties could align with the technologies that are in the academy. For instance, for Trade Specialty, the techs to be enhanced would be warehouses enhancements and cheaper officers. Seafaring strategy would include gunpowder, metallurgy and possibly Spanish Galleon Technology. Shipwright Specialities could include Spanish Galleon Techs and Shipwright Management, etc. (These are just ideas - details would need a more detailed look.) A national guild would be able to chose a specialty to match the mission of the nation. Resources to build the guild could be done through membership fees, or a percentage of the daily profit, etc. If not paid, the member is suspended from the ability to use the guild technologies.

With this building, it would need a location, probably in the nation of the guild master. As the building is built, a permit would be required and property taxes collected by the nation...in exchange for port protection, diplomatic relations,etc. (This could be added on later.)

These are just ideas that use the new features that have yet to be fully realized and used before adding new ones - the guild building would provide a focus and mission that would unify the guild itself, and give the world of Avonmora a true idea of what that guild is all about.
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Re: General design discussion

Postby Most Lee Harmless » Mon Jun 13, 2016 10:49 pm

There has been some naval action : but the hostility penalties do restrict such 'civil commotion' : however, both 'sides' have endeavored to provide hunting opportunities for others to benefit from, a factor which, it has been claimed, lies behind the departure of former citizens from the fray..
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Re: General design discussion

Postby Haron » Tue Jun 14, 2016 7:45 am

Black sparrow wrote:-The option to buy from another player warehouse at port sounds too powerful. We had such a long talk in how to ensure that no one skips the ship usage. This should be taken in mind.


On second thought, I agree with you on this, Black Sparrow. I try to think my suggestions through before posting, but this one obviously wasn't thought through well enough. In fact, I agree so strongly that I suggest the following: Player generated goods should ONLY be generated in ports that sell the particular goods today. So: Fishing only in ports that sell food, mining only in ports that sell iron, and so on. After all, there's a REASON why these ports sell iron - that's where it's possible to mine it. And this will ensure that shipping resources to and fro remains important.

Sir Henry Morgan wrote:Pirates Glory is a seafaring game - we have drifted a ways from it, as is the example seen in the latest conflict within the USA - there never truly was a naval conflict - simply a war that moved from voodoo into the parliament of the USA. No national navies, blockades, battles, etc. Nations or guilds should be able to organize a blockade or an assault upon the navy of their adversary(ies.) (I will start another topic or find one that fits this line of discussion.)

I do see some need for guild enhancement. Nations have ways build up their treasuries. One way may be the guild buildings - two specialties that will allow guilds to enhance the technologies of the the academy for its members. The specialties could align with the technologies that are in the academy. For instance, for Trade Specialty, the techs to be enhanced would be warehouses enhancements and cheaper officers. Seafaring strategy would include gunpowder, metallurgy and possibly Spanish Galleon Technology. Shipwright Specialities could include Spanish Galleon Techs and Shipwright Management, etc. (These are just ideas - details would need a more detailed look.) A national guild would be able to chose a specialty to match the mission of the nation. Resources to build the guild could be done through membership fees, or a percentage of the daily profit, etc. If not paid, the member is suspended from the ability to use the guild technologies.

With this building, it would need a location, probably in the nation of the guild master. As the building is built, a permit would be required and property taxes collected by the nation...in exchange for port protection, diplomatic relations,etc. (This could be added on later.)

These are just ideas that use the new features that have yet to be fully realized and used before adding new ones - the guild building would provide a focus and mission that would unify the guild itself, and give the world of Avonmora a true idea of what that guild is all about.


If you have ideas for wars and blockades, please use the "Wars and Blockades" thread. You don't necessarily need to have ideas even similar to mine, of course, but I think keeping suggestions related to this in one thread is a good idea.

As for "guild buildings", that may be a good idea. But wth a limit of maybe ONE building pr guild - you have to choose what KIND of guild you want to be. I'm a bit torn on this, as it could be seen as limiting players, but overall, I think it's a good idea.

Captain Jack wrote:Traders are always favored by choice. There must be more traders than "pirates" so the pirates can feed on them without general unrest.

viewtopic.php?p=4826#p4826


Yes, I agree with this: Traders should be favored. There should be more traders than pirates. I'm just saying that the scale is now shifting TOO far in favor of the traders. Also, this is a self-boosting trend, as more traders mean more suggestions favoring traders means more traders, and so on. Attacking is already more than hard enough, and the game NEEDS conflicts and piracy, is what I'm saying.
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