Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Tue Oct 31, 2017 5:00 pm

Suggestion for limiting witch doctor game play.

1. To be able to cast voodoo, a player must have ships sailing.
2. Cards cast cast per 24 hr period can not have a greater turn value than 25% of the turn value needed to build the ships sailing.

example

A player has 1 fleet 3 frigates and 2 cutters. Turn cost to build this fleet is 256 turns.

The player is limited to 64 turns worth of voodoo cards per 24 hour period.

I would also like to see a hard cap put on turns per day used on voodoo. 600 turns worth of voodoo in any 24 hour period. This also prevents endless self sacrifice for players with larger ship counts.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Oct 31, 2017 5:05 pm

Thought Witch Doctors were dead...

-1 Witch Doctors come and go...

Its like someone suggestiong Pirates should only be allowed 200 turns to raid.

Its killing a 'way of life'. A sour one, but still a way of life.
Last edited by Admiral Nelson on Tue Oct 31, 2017 5:08 pm, edited 1 time in total.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Tue Oct 31, 2017 5:06 pm

John Avery wrote:Thought Witch Doctors were dead...


There will always be WDs of some sort.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Crackedcubes » Tue Oct 31, 2017 6:59 pm

So sad....ever time someone pushes a bit a pain on the pirates, they whine on the tavern thread that new game features are needed to weaken those players.

Feniks would not be posting this if a witch doctor wasn't buzzing around creating a new dimension to the game that VUDU has begun to crush.

The moment the merchants and/or others rise up and comment on a proposed topic, the pirates crush the commenting players. Just watch what this comment drives in response..

Game admin: take note. You have volumes of tavern history to review and determine the truth in this position.

More than happy to run multiple ships as a witch doctor, however 'Game Admin" please provide me with rowboats to build as I do not require crews, cannons, sails or cargo hauling vessels to push my cards around the map! :)
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Oct 31, 2017 7:16 pm

Crackedcubes wrote:So sad....ever time someone pushes a bit a pain on the pirates, they whine on the tavern thread that new game features are needed to weaken those players.

Feniks would not be posting this if a witch doctor wasn't buzzing around creating a new dimension to the game that VUDU has begun to crush.

The moment the merchants and/or others rise up and comment on a proposed topic, the pirates crush the commenting players. Just watch what this comment drives in response..

Game admin: take note. You have volumes of tavern history to review and determine the truth in this position.

More than happy to run multiple ships as a witch doctor, however 'Game Admin" please provide me with rowboats to build as I do not require crews, cannons, sails or cargo hauling vessels to push my cards around the map! :)


But I am not a pirate?...
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Tue Oct 31, 2017 7:18 pm

Crackedcubes wrote:So sad....ever time someone pushes a bit a pain on the pirates, they whine on the tavern thread that new game features are needed to weaken those players.

Feniks would not be posting this if a witch doctor wasn't buzzing around creating a new dimension to the game that VUDU has begun to crush.

The moment the merchants and/or others rise up and comment on a proposed topic, the pirates crush the commenting players. Just watch what this comment drives in response..

Game admin: take note. You have volumes of tavern history to review and determine the truth in this position.

More than happy to run multiple ships as a witch doctor, however 'Game Admin" please provide me with rowboats to build as I do not require crews, cannons, sails or cargo hauling vessels to push my cards around the map! :)


Ummmmm when has any VUDU member used any of this type of strategy. We have engaged in pretty much every other kind of activity. We admit that. Well except for mercenary activity. That is someone else.

I am not crying because of you sir. You have done next to nothing other than be that little gnat buzzing in our ear. This is in response to something Wolfie brought up and I agreed with and have posted about several times going back to well before SSTG v VUDU. That is stepping away from voodoo and getting back to a ship/ sailor strategy game. I think my first post about bringing more ship play into game was 6 weeks after I started playing.

Also, this forum thread was started by CJ, not me. It was started before SSTG sanctioned you to become an annoyance.

Take it as you will. This was not directed at anything you have done to me or VUDU because we simply ignore you now. This is a legitimate topic started by admin not me.

Also my suggestion still allows you to be that annoyance. as you said all you need to do is put out some "row boats". I think that is a fair suggestion. My limit of 600 turns worth of cards cast per day does not cramp anything any one does. Even you have yet to cast even close to that amount.

Legitimate suggestion to a legitimate topic.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Tue Oct 31, 2017 7:23 pm

Crackedcubes wrote:So sad....ever time someone pushes a bit a pain on the pirates, they whine on the tavern thread that new game features are needed to weaken those players.

Feniks would not be posting this if a witch doctor wasn't buzzing around creating a new dimension to the game that VUDU has begun to crush.

The moment the merchants and/or others rise up and comment on a proposed topic, the pirates crush the commenting players. Just watch what this comment drives in response..

Game admin: take note. You have volumes of tavern history to review and determine the truth in this position.

More than happy to run multiple ships as a witch doctor, however 'Game Admin" please provide me with rowboats to build as I do not require crews, cannons, sails or cargo hauling vessels to push my cards around the map! :)


Also as far as the pirates rising up to crush a suggestion proposed by merchants. There is just as much evidence to merchants opposing anything a pirate proposes. In fact, since "merchants" outnumber "pirates' or privateers 5 to 1 maybe 10 to 1, Merchants and traders voices seem to be the loudest.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Yosarian » Tue Oct 31, 2017 8:03 pm

Feniks wrote:
Crackedcubes wrote: It was started before SSTG sanctioned you to become an annoyance.

.

Fenicks - I dont mean to drag this off topic but I do feel i need to publicly point out your mistake above

the SSTG did not sanction Cracked Cubes (CC) to become a witch doctor - this was a decision he made on his own after being fed up with the life as a trader - I do not want to wade into the discussion as to which is right, or more noble or just - the pirate or the trader - its a wasted conversion which only leads to people yelling louder that they are right

the bottom line is that CC made a decision to change his game style - while it is a shame to no longer have him in the guild as i personally appreciated his comments and approach to the game I certainly would not stop a player from pursuing the game on his own terms - its a bit ridiculous to think that we would have someone leave the guild just so that they could throw voodoo at you - we will continue to fight our battles our way and wish CC the best of luck in his future endeavors

I now return you to your thread already in progress
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Banger » Tue Oct 31, 2017 8:10 pm

Yosarian wrote:
Feniks wrote:
Crackedcubes wrote: It was started before SSTG sanctioned you to become an annoyance.

.

Fenicks - I dont mean to drag this off topic but I do feel i need to publicly point out your mistake above

the SSTG did not sanction Cracked Cubes (CC) to become a witch doctor - this was a decision he made on his own after being fed up with the life as a trader - I do not want to wade into the discussion as to which is right, or more noble or just - the pirate or the trader - its a wasted conversion which only leads to people yelling louder that they are right

the bottom line is that CC made a decision to change his game style - while it is a shame to no longer have him in the guild as i personally appreciated his comments and approach to the game I certainly would not stop a player from pursuing the game on his own terms - its a bit ridiculous to think that we would have someone leave the guild just so that they could throw voodoo at you - we will continue to fight our battles our way and wish CC the best of luck in his future endeavors

I now return you to your thread already in progress


That is funny because he has cast in conjunction with Dozer and Sly just in the last 24 hours. You can say what you want but the proof is in the pudding friend.

Anyway, I digress, back to your regularly scheduled programming.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Tue Oct 31, 2017 8:11 pm

Yosarian wrote:
Feniks wrote:
Crackedcubes wrote: It was started before SSTG sanctioned you to become an annoyance.

.

Fenicks - I dont mean to drag this off topic but I do feel i need to publicly point out your mistake above

the SSTG did not sanction Cracked Cubes (CC) to become a witch doctor - this was a decision he made on his own after being fed up with the life as a trader - I do not want to wade into the discussion as to which is right, or more noble or just - the pirate or the trader - its a wasted conversion which only leads to people yelling louder that they are right

the bottom line is that CC made a decision to change his game style - while it is a shame to no longer have him in the guild as i personally appreciated his comments and approach to the game I certainly would not stop a player from pursuing the game on his own terms - its a bit ridiculous to think that we would have someone leave the guild just so that they could throw voodoo at you - we will continue to fight our battles our way and wish CC the best of luck in his future endeavors

I now return you to your thread already in progress


hmmmmmm others in your guild seem to have a different opinion of that.

I agree it is a shame. I have no issue with fair and equal retaliation, we as a guild expect it and welcome it. We respect players who do. I would love to see CC back in SSTG. What you guys did to Banger as group was impressive, but way, way over the top. We responded because it was over the top. Does not mean we didn't respect the action.
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