Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Sebena » Tue Sep 05, 2017 12:20 pm

Bmw wrote:
Wolfie wrote:There is simple solution for this... make more levels for the ships but the catch is any lvl above lvl 10 needs to be earned by fighting... no MC or levi affecting it... for example I make 60 pointer friggy with cards and gold and after fighting it goes on lvl 12 with 2 new att points.... someone is pissed at me and uses levis he can use 10 only those 2 stay there ship is not sank and again only 10 levels is possible to raise...


so basically 10 lvl's and then 10 special attributes and one of those can be unsinkable by levi's



5 new lvls whom are not affected by levis so max lvl 15 but a lot of fights needed to gain 1 lvl above lvl 10 that way more action is happening and people sailing with big ships.... that way people whom buy credits can't defeat the game easily and everyone has same chances. Out of this it is possible to develope new techs to be researched as example faster xp gain, more att points gain from each lvl....
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Grimrock Litless » Tue Sep 05, 2017 12:22 pm

Kangaroo wrote:
Captain Jack wrote:Ahoy everyone,

We do not really like the Witch Doctor gameplay, where one man sits behind his inventory and uses his voodoo at will, without anything to lose.

This is an old issue. First serious reference dates 2 years ago @ viewtopic.php?f=5&t=1623

A suggestion that attempted to control the problem, came 2 months later than the post above:
viewtopic.php?f=4&t=1747&p=20315#p20315

None was approved or implemented though. The key reason is that probably none of the ideas was good enough.

This time, we need to approach the case differently as this is something that expands to more cases. Ships is not the issue. Risk is the issue. There needs to always be some risk to everyone.


just a reminder, the OP isn't simply about the effects of Voodoo on PVP, it's primarily about the use of voodoo without risk.


You guys do realized that what I have been trying to say is just to make voodoo weaker or make them more costly, right?
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Grimrock Litless » Tue Sep 05, 2017 12:24 pm

Wolfie wrote:
Bmw wrote:
Wolfie wrote:There is simple solution for this... make more levels for the ships but the catch is any lvl above lvl 10 needs to be earned by fighting... no MC or levi affecting it... for example I make 60 pointer friggy with cards and gold and after fighting it goes on lvl 12 with 2 new att points.... someone is pissed at me and uses levis he can use 10 only those 2 stay there ship is not sank and again only 10 levels is possible to raise...


so basically 10 lvl's and then 10 special attributes and one of those can be unsinkable by levi's



5 new lvls whom are not affected by levis so max lvl 15 but a lot of fights needed to gain 1 lvl above lvl 10 that way more action is happening and people sailing with big ships.... that way people whom buy credits can't defeat the game easily and everyone has same chances. Out of this it is possible to develope new techs to be researched as example faster xp gain, more att points gain from each lvl....


Can't the people just use fire ship? That is a voodoo that exist.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Sep 05, 2017 12:31 pm

Ah yes; Avonmora is back to 'Everyone must be a merchant, if there a pirate they have to own 50 ships'.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Kangaroo » Tue Sep 05, 2017 12:48 pm

On the point of turns being the limiting factor for voodoo that balances out the usage, there isn't a huge limit when it's possible to spend 600 turns in 9 minutes, in a coordinated attack it's 1200+ in the same time frame.
That's not a lot of limit really.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Sep 05, 2017 12:50 pm

I would of loved to see you in the days, where folks could gather up 5000+ turns... They were fun times.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby William one eye » Tue Sep 05, 2017 12:51 pm

How about,

Require 1 ship on the water to cast voodoo.
If players last ship is captured, sunk, or commandeered. Player looses voodoo casting ability for 7 days.

I think something similar to this was suggested before.

Another thought is to separate action turns from casting turns and make casting turns earnable by actions that create some sort of assett at risk. Like influence or ship danger.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Redish » Tue Sep 05, 2017 1:07 pm

Wolfie wrote:There is simple solution for this... make more levels for the ships but the catch is any lvl above lvl 10 needs to be earned by fighting... no MC or levi affecting it... for example I make 60 pointer friggy with cards and gold and after fighting it goes on lvl 12 with 2 new att points.... someone is pissed at me and uses levis he can use 10 only those 2 stay there ship is not sank and again only 10 levels is possible to raise...


This is a brilliant idea. It may even be a simpler way of getting Flagships implemented.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Mack » Tue Sep 05, 2017 1:24 pm

Then you also should lose said points in battle first
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby PFH » Tue Sep 05, 2017 1:25 pm

Grimrock Litless wrote:
Kangaroo wrote:
Captain Jack wrote:Ahoy everyone,

We do not really like the Witch Doctor gameplay, where one man sits behind his inventory and uses his voodoo at will, without anything to lose.

This is an old issue. First serious reference dates 2 years ago @ viewtopic.php?f=5&t=1623

A suggestion that attempted to control the problem, came 2 months later than the post above:
viewtopic.php?f=4&t=1747&p=20315#p20315

None was approved or implemented though. The key reason is that probably none of the ideas was good enough.

This time, we need to approach the case differently as this is something that expands to more cases. Ships is not the issue. Risk is the issue. There needs to always be some risk to everyone.


just a reminder, the OP isn't simply about the effects of Voodoo on PVP, it's primarily about the use of voodoo without risk.


You guys do realized that what I have been trying to say is just to make voodoo weaker or make them more costly, right?


The problem isn't truly the voodoo itself, Grimlock. The problem is the near risk-free factors that play along with using voodoo only.

Maybe time for some new voodoo abilities to arise? Same with ship abilities and crew abilities.

Examples of voodoo abilities:

-Escalate, or to amplify the damages of a card, but also increasing cost of the card cast.

-Magnetism, or attraction of incoming curses.

-Reflection, or to rebound damages to opposing caster.

-Dissipation, or the cancelling of a cast completely.

-Backfire, or to immediately hit back with slightly less power.

Examples of ship abilities and crew abilities:

-Battle Cry, or improved morality of crew and improved accuracy.

-Smoke Powder, or cannon gunpowder leaves a dense fog increasing chances of missed shots from opposing ships, but also decreasing accuracy slightly.

-Swivel Shots, or pointed cannon rounds that have increased accuracy, but decreased damage.

-Buckshots, or rounds that do low damage to ships, but high damage to the crew.

-Oiled rounds, or flaming round shots that have a risk of catching the ship of fire, but give a risk to the opposing ship to catch aflame when hit by these rounds.

-Ulfberht sabers, or advanced swords for the crew, increasing damage of crew.

-Grappling hooks, or where the crew boards the opposing ship's crew and fights on their decks. Chance to plunder ship is increased.

-Rifled muskets, or rifles given to certain crew that increase accuracy, but decrease reload time to re-fire.

Just a few examples I wrote about in my notes a while back.
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