Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Banger » Tue Sep 12, 2017 3:53 pm

DezNutz wrote:
Banger wrote:
John Avery wrote:
I was giving you my opinion on the topic - And I used the Dogger as an example. I did not mean it like the way you interrupted it; for I think you guys do keep to your word and deliver the 'goods' sort to speak. Above the 'Dogger' note, you can find a suggestion where I state the user could always choose what ship they want as their flagship. Which I meant as a suggestion that if the community does not want a new ship (Flagship) you can always place the flagship option into already existing ships. :)

I do understand how you would think its me saying you don't keep to your word; and derailing the thread.However I did not mean it like that, and I am sure some people do think the same as you (That I was de-railing, disrespecting your fine work); as I am sure others knew what I was talking about (Suggesting a different way of implementing the flagship option).


I didn't ever think it was a consideration to add a new ship as "Flagship". It was always my understanding that it would just be a special indicator given to an existing vessel.


A flagship would have to be a special ship or a specific type of ship. Otherwise one could cheat the system and make a cutter their flagship.


My understanding is that was a possibility, which would inevitably protect one persons fleet from being plunderable but as what cost? You give up all the perks to save a fleet? Its a trade off but not sure it is worth it.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Captain Jack » Tue Sep 12, 2017 3:54 pm

@JohnAvery
I thought so, I just wanted to show you my personal interpretation and reason it.

Not really DezNutz. The current ships are well designed and there is room for diversification. We just use them up to level 10. If we use them up to level 20 or 30 or 70, it will become much more interesting. We are unsure though if this is the next step forward.

@everyone
New vessels are easy to add and we will not rule this out. If we need more vessels, they will be added. Specialization on the current ones might be more interesting though.

Regarding the flagship only for pirates, we might have only special abilities for pirate Flagships. But this will only happen if we feel that pirates need this. In Jessica's opinion,they need it. In my opinion, there always need to be ways to stop them. The marriage of the two will produce a good result.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Tue Sep 12, 2017 4:09 pm

Banger wrote:
DezNutz wrote:
A flagship would have to be a special ship or a specific type of ship. Otherwise one could cheat the system and make a cutter their flagship.


My understanding is that was a possibility, which would inevitably protect one persons fleet from being plunderable but as what cost? You give up all the perks to save a fleet? Its a trade off but not sure it is worth it.


A witch doctor would use it solely to have the ability to cast voodoo. It does nothing for them other than give them their ability to cast voodoo on anyone. Why would they care what type of ship or it's other perks. If I were a witch doctor and I can choose any ship to be my flagship, I would create a fleet of 5 cutters and and make one of them my flagship. Who is going to go after a cutter? Furthermore, to even get to the ship to steal it from them, you would have to use 40 Levis (level lose protection via ship count) an/or hope to drain their gc down to almost nothing just to steal a cutter, so they can't cast on others, but at that point are still a target of the player. Seems like a win/win situation for a WD still.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Sep 12, 2017 4:11 pm

Well how about making this a rule; the fleet has to have a net worth of 8 million for the flagship to go in and the player himself must have a net worth of X Million gold coins exluding voodoo. (As that way they have two frigates at least, and other assets).
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Shadowood » Tue Sep 12, 2017 4:19 pm

-In order to target other players with voodoo, you must have a sailing Flagship under your control.


In order for this to be effective I believe then there needs to be a new ship that is brought into the game. Not one that someone picks, as a Witch Doc will surely pick a Cutter. Who cares about a cutter...

I agree that everyone should have access to a Flagship. I think I have posted this before. If we create a new ship "Flagship" then there needs to be a determination when the player selects this, if they are going to use this for Merchant activities or Pirate/Privateer activities. This will determine how CP (construction points) are awarded under Ownership. (there will need to be a new set of metrics created for how merchants gain CP)

These "Flagship" will be valuable. This will force Witch Doctors to be more careful yes, as you can and will lose something of value. Again, if this is the course we go, it can't be a current ship. Has to be a new one

There should be a base design of the ship, but then it should be customizable by its owner to fit their play style. Perhaps a Love Child between a Frig and Flag Galleon would be a good start on base design.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Tue Sep 12, 2017 4:21 pm

DezNutz wrote:
Banger wrote:
DezNutz wrote:
A flagship would have to be a special ship or a specific type of ship. Otherwise one could cheat the system and make a cutter their flagship.


My understanding is that was a possibility, which would inevitably protect one persons fleet from being plunderable but as what cost? You give up all the perks to save a fleet? Its a trade off but not sure it is worth it.


A witch doctor would use it solely to have the ability to cast voodoo. It does nothing for them other than give them their ability to cast voodoo on anyone. Why would they care what type of ship or it's other perks. If I were a witch doctor and I can choose any ship to be my flagship, I would create a fleet of 5 cutters and and make one of them my flagship. Who is going to go after a cutter? Furthermore, to even get to the ship to steal it from them, you would have to use 40 Levis (level lose protection via ship count) an/or hope to drain their gc down to almost nothing just to steal a cutter, so they can't cast on others, but at that point are still a target of the player. Seems like a win/win situation for a WD still.


Very valid point. I think trying to tie the two together causes more issues. Deal with the WD issue separately through limitations on total cards that can be cast on a player in a given time period or some other matrix.

Yes there needs to be a risk involved in flagship also, but the two seem to be completely different issues.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Sep 12, 2017 4:28 pm

Feniks wrote: Deal with the WD issue separately through limitations on total cards that can be cast on a player in a given time period or some other matrix..


That would be a entirely different discussion, Feniks. For example define how many cards you need for a ship stealing raid; you can't. As you never know how much the person has until a few seconds before it starts. Also remembering personal revenge after; define how many voodoo cards is ok for retaliation; for me I can easily cast 40 Voodoo Cards as revenge. With 40 Voodoo Cards, a Witch Doctor can reak Havoc amongst an average player.

However; you also have to put in mind those single players... Who work on their own to deal damage, steal ships etc..
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby William one eye » Tue Sep 12, 2017 5:15 pm

William one eye wrote:Witch doctor acheivement,


If
( (ships on hand × 7)) + weekly skirmish attacks + weekly plunder attacks ) is less than weekly voodoo cast
In number of cards. You earn the witch doctor acheivement.

You can then wear your acheivement with pride or players that dislike witch doctors can shun you for it.

Each time a player earns this acheivement they earn a level.

So if you have witch doctored for 5 weeks, your acheivements say level 5 witch doctor, earned on day xxxx.

Now the witch doctor, is publically exposed, and has a higher risk for getting attacked by those that dislike witch doctors, or they can brag about it and try to sell their services.



I am not in favor of tying flagships to witch doctor control.
I am not overly in favor of witch doctor control, as I feel their actions are self limiting to their personal
development in the game. However if control is needed this is my suggestion.
Define the witch doctor - per my suggestion above.

If you were to use an indicator like this.

Basically it defines play style

I suggest over a weekly average

1 or more ships + lots of plunder or skirmish is more than the player casts .... classed pirate
lots of ships, few battles is more than the total cards a player casts .....classed merchant
lots of ships plus battles is more than the total cards a player casts.....classed privateer
few ships plus few battles and are less in total cards than a player casts .........classed witch doctor

now if you must impose a penalty against witch doctors - at least there is now a metric to define them.


possible penalty - only active if the weekly average has classed a player as a witch doctor
- moving average would be better than a weekly evaluation date, if possible.

double effectiveness of magpies and times spirals
stack 2 confuse - 1 confuse + avenge = 60%
- 2 confuse = 60%
- 2 confuse + avenge = 75%



NOTE - using this method any player could be potentially classed a witch doctor - if they were to cast an exceptional amount of cards on any given day. - this might happen during port control, or a guild war.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Redish » Tue Sep 12, 2017 6:29 pm

I like the idea that CJ posted as it seems to be a simple and effective way of bringing in the Flagship for all players. If players want to use the ship as an escort for gold transporters or as the tail for a big fleet, good on them.

There is only one problem as pointed out by Shadowood, a witch doctor will use a cutter as the only ship. Then again is it a problem at all? At present such a player can play with no ships therefore no risk so it would not matter if this player is running with a small ship. If I remember correctly the proposed Flagship would have a low base value as one of its features so designating a cutter as your Flagship would actually not be smart.

I have a problem with the creation of a separate Flagship class that is valuable. This may encourage the use of large scale voodoo to get hold of these ships which is exactly what we are trying to steer clear of. A player should only be able to own a single Flagship and once stolen it should lose the additional abilities.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Tue Sep 12, 2017 7:00 pm

Broom wrote:I like the idea that CJ posted as it seems to be a simple and effective way of bringing in the Flagship for all players. If players want to use the ship as an escort for gold transporters or as the tail for a big fleet, good on them.

There is only one problem as pointed out by Shadowood, a witch doctor will use a cutter as the only ship. Then again is it a problem at all? At present such a player can play with no ships therefore no risk so it would not matter if this player is running with a small ship. If I remember correctly the proposed Flagship would have a low base value as one of its features so designating a cutter as your Flagship would actually not be smart.

I have a problem with the creation of a separate Flagship class that is valuable. This may encourage the use of large scale voodoo to get hold of these ships which is exactly what we are trying to steer clear of. A player should only be able to own a single Flagship and once stolen it should lose the additional abilities.


Good thing Shadowood pointed that out and no one else said that multiple times between CJ's post and Shadowoods reply.
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