Gold Bars Destroyed?

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Re: Gold Bars Destroyed?

Postby Haron » Thu Feb 09, 2017 2:42 pm

Risk is necessary. No resource and no way to get income should be risk free, in my opinion.

Does the Gold Smith have issues? I think it does. But more in terms of the tremendous investments needed (and also the tremendous potential incomes in the long term), and the fact that you need a very high level Gold Smith to make any profit at all.

I think it would be better if the investment AND potential profit had been smaller, and it had been possible to earn gold from level 1 - with a limit on how much you could produce, not on the price to produce gold bars. This is an entirely different discussion, though, so I have no idea why I brought it up. My apologies.
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Re: Gold Bars Destroyed?

Postby Grimrock Litless » Thu Feb 09, 2017 2:48 pm

If gold bars can be destroyed using voodoo, it just creates a larger hole where one with a large voodoo chest (Card collecting game) and nothing else can beat someone even if the other person have very powerful ships.

And above all else, destroying gold bars with one cast is just a big no no for me.
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Re: Gold Bars Destroyed?

Postby Most Lee Harmless » Thu Feb 09, 2017 2:51 pm

I'm just about done with this discussion, and much of the game too : i fail to see any point in hoping for, or devoting time to, any more features for each will be constrained so it can never be any better than what already is in place, indeed, if it promises to be better it will be surrounded with caveats, limitations and increased risks to ensure it never achieves that promise.

I feel that perhaps we should regress the game to a simple 'light them all up all the time, shoot them all up all the time' basis with minimal trade required to keep your fighting ships functional or to build a limited range of new ones. we can eliminate so much grounds for discontent by simply getting rid of them : hideouts, banks, goldsmiths, witch huts, warehouses, et al : just put a cap on fleet sizes, warehouse sizes, etc and just log-in, smash it all up and log-off feeling righteously purified by an excess of destruction ; log back in next day and start again. Whats not to like?
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Re: Gold Bars Destroyed?

Postby Haron » Thu Feb 09, 2017 3:01 pm

Danik wrote:I'm just about done with this discussion, and much of the game too : i fail to see any point in hoping for, or devoting time to, any more features for each will be constrained so it can never be any better than what already is in place, indeed, if it promises to be better it will be surrounded with caveats, limitations and increased risks to ensure it never achieves that promise.

I feel that perhaps we should regress the game to a simple 'light them all up all the time, shoot them all up all the time' basis with minimal trade required to keep your fighting ships functional or to build a limited range of new ones. we can eliminate so much grounds for discontent by simply getting rid of them : hideouts, banks, goldsmiths, witch huts, warehouses, et al : just put a cap on fleet sizes, warehouse sizes, etc and just log-in, smash it all up and log-off feeling righteously purified by an excess of destruction ; log back in next day and start again. Whats not to like?


I'm assuming I understood you wrong, Danik, but as I read this, you would want new features to be "better" than existing ones? Giving more profit for less risk? In my opinion, new features should be balanced against old ones. Different ways to make money should have different aspects. Some ways may be easy and relatively safe, but give a small income. Other ways could be difficult and dangerous, meaning you riska acually LOSING money, but with a potential for a greater profit if you succeed.
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Re: Gold Bars Destroyed?

Postby Maha » Thu Feb 09, 2017 3:16 pm

the caster does not benefit from olod or rotten food (if i understand right); so it is cast as a retribution or out of spite.
with olod going up to 5 credits ! (40 foor 20 credits) there are cheaper ways to harm offenders.

for the moment gb's will be impopulair and the market value will drop even further as the warehouses are unloaded. price may go up again when demand is forced on avonmoora. meanwhile the gb-smiths are tempted to stop the production. what will drive the price up again for those who hang on.

however, a while back i suggested to privatize the shipwright. this was quickly vetoed by CJ as the shipwright is a too important game feature to mess around with. when gb's become part of the ingredients to build a ship we have the danger that the gb smith'will form a cartel :) (can they influence the price by reducing the supply?)

that said, what riskfactor is reasonable? and waht kind of protection can be worked out? warehouse defense through port buildings (rent a cop from the local mercanary shop :) ) port protection voodoo? gb protection voodoo? (hidden vault voodoo cart; 50% chance that goldbars are not detected when skirmished)

imo is the problem clearly expressed, let's look for solutions :)
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Re: Gold Bars Destroyed?

Postby Most Lee Harmless » Thu Feb 09, 2017 3:16 pm

If you want a game where everything must be at risk, at all times, for any reason and from anyone, that's fine in itself : but such a game-style does not give much incentive or reason to make any long-term plans or commitment of major resources and effort to build up for it, like the simple thing you built yesterday for pennies, is at equal risk of total loss. Big risk and big rewards? Nice idea : but the 'big reward' seems to become the justification for loading up big risks at every stage : its the multiple tax syndrome : you are wealthy so, meh, you can afford 20% property tax : you can afford 20% state tax, you can afford 20% federal tax ; you can afford 20% purchase tax, you can afford 20% spent on health insurance : you can afford another 20% for your pension ; and 20% spent for education fees for your kids.. and so on... cos its only 20% and you make so much more than that. So you think it should also carry the risk of LOSING money : fair enough : but the impetus is to ensure it loses money ; the risk loading is hell-bent on guaranteeing you lose money : so answer me this : why bother?
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Re: Gold Bars Destroyed?

Postby Hawk » Thu Feb 09, 2017 4:09 pm

The change, it may have been a bug, but I think a bugfix like that needs an changelog, if not a prior discussion. In the eyes of players this is a huge buff to a good voodoo card, as the fact that rotten food and OLOD didn't target gold bars was common knowledge. I remember thinking, "Well I suppose that's fair", when I tested it out. This even affects my strategy as I had gold bars stashed in every port for a rainy day.

That said, on the upside, gold trading fleets can no longer be determined with rotten food. So that's a plus for merchants.
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Re: Gold Bars Destroyed?

Postby PhoenixKnight » Thu Feb 09, 2017 4:13 pm

While we are at it, let's add some other things:
1. Let's have voodoo that will destroy hideout buildings.
2. Voodoo that steals gold reserves from goldsmith.
3. voodoo that steals credits.
4. Ships in dock now can be attacked, sunk or stolen!
5. Academy can be attacked and fire destroies research material, you lose X levels of research!

Now that will make a great game! *Sarcasm*
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Re: Gold Bars Destroyed?

Postby Haron » Thu Feb 09, 2017 4:14 pm

Hawk wrote:The change, it may have been a bug, but I think a bugfix like that needs an changelog, if not a prior discussion. In the eyes of players this is a huge buff to a good voodoo card, as the fact that rotten food and OLOD didn't target gold bars was common knowledge.


I very much agree with this, Skyhawk.
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Re: Gold Bars Destroyed?

Postby Sebena » Thu Feb 09, 2017 4:17 pm

PhoenixKnight wrote:While we are at it, let's add some other things:
1. Let's have voodoo that will destroy hideout buildings.
2. Voodoo that steals gold reserves from goldsmith.
3. voodoo that steals credits.
4. Ships in dock now can be attacked, sunk or stolen!
5. Academy can be attacked and fire destroies research material, you lose X levels of research!

Now that will make a great game! *Sarcasm*




Awesome additions and if I may to add let's make card that will lower your rank to citizen and restart your game but with all previouse debts plus 50% more for the dance and fun....

*also sarcasm*
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