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Famepoints for voodoo

PostPosted: Sun May 21, 2017 3:59 pm
by Maha
Fame points for voodoo

Fame is the official measure for success. Most players don’t care about it because the fame system doesn’t work properly; the adopted measure for success is wealth.
The reason I believe fame doesn’t work properly is because voodoo is not incorporated into the fame system. With the use of voodoo wealth is generated and reputations are built while no fame recognition is given in fame points.
This suggestion is an attempt to include the use of voodoo into the fame system.
First, fame points will be lost when a player gets cursed by voodoo. These points will go to the voodoo caster. A failed voodoo attack (e.g. a mindbar blocks the curse) follows the ship attack rule that the attacker loses the same amount to a successful defender). Voodoo cast on ‘self’ will deduct fame points only.
Second, I like to identify three categories of voodoo based on credit value; Voodoo cheaper than 0.9 credits, voodoo between 0.9 and 2.4 credits and voodoo whose value exceeds that. These three groups will get a multiplication factor of 0.01, 0.5 and 1.0.
The voodoo-fame formula will be: 1-3% x (defenders fame points x multiplication factor) with a 250.000 fame point cap.
When the defender doesn’t have enough fame the attacker only receives the actual fame points that still remained.

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 4:08 pm
by Dmanwuzhere
I believe fame works properly. Everyone plays different and some just do not get caught up in the fame game.
I personally do not care one way or the other if voodoo pulls fame. But if casting on yourself for something to make your character better,
makes you lose fame that sounds broken. I understand you put that in to stop self casting crazy fame gains.
However if you are penalized for your using something to better you then the fame system remains unimportant in my view. :)

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 4:14 pm
by Maha
Dmanwuzhere wrote:I believe fame works properly. Everyone plays different and some just do not get caught up in the fame game.
I personally do not care one way or the other if voodoo pulls fame. But if casting on yourself for something to make your character better,
makes you lose fame that sounds broken. I understand you put that in to stop self casting crazy fame gains.
However if you are penalized for your using something to better you then the fame system remains unimportant in my view. :)

preventing crazy casting on self is one thing, the other reason i put it in is the strategic element. do i boost myself with voodoo while doing so lowers my fame or do i value my present fame over voodoo defense?

as long as fame has no real value, this doesn't matter, but i hope to see Fame somehow fixed and relevant again in this game

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 4:19 pm
by DezNutz
I disagree. The Fame system is not broken. The only problem I see for it is that it lacks use. What needs to be determined is what can be implemented in the game that can require the use of fame points to use/purchase/upgrade.

Voodoo usage should not relate to fame. Some voodoo can be used in different ways such as Mindbar. How would the system know which way to apply the fame?

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 4:29 pm
by Maha
DezNutz wrote:Voodoo usage should not relate to fame. Some voodoo can be used in different ways such as Mindbar. How would the system know which way to apply the fame?
all voodoo cast on self will lower the castes fame, all voodoo cast on others will transfer fame from the attacked to the caster. Casting an MB on another player will earn some of his fame. casing a generosity on a mate in need will cost him some of his fame. That will have implications because an extra factor (FAME) has to be considered.

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 4:38 pm
by DezNutz
Maha wrote:
DezNutz wrote:Voodoo usage should not relate to fame. Some voodoo can be used in different ways such as Mindbar. How would the system know which way to apply the fame?
all voodoo cast on self will lower the castes fame, all voodoo cast on others will transfer fame from the attacked to the caster. Casting an MB on another player will earn some of his fame. casing a generosity on a mate in need will cost him some of his fame. That will have implications because an extra factor (FAME) has to be considered.


And there lies the problem. Guilds/Friends will sometimes cast a MB on another to protect them. It should not steal their fame. The game does not know the intent of why the MB was cast on another player.

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 4:46 pm
by Shadowood
I think a 3rd metric should be introduced. (Might have been mentioned before)

Notorious -
Each voodoo cast gains notoriety
Each failed voodoo cast loses notoriety
Each successful plunder attack gains
Each loss loses

I would like to tie the level of notoriety into a "Fear" mechanism.
Each lvl would give the caster a 1% piercing for voodoo cast. 20% max. (Perhaps .5% with a 10% max)

Something like that. Just shooting from the hip here

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 4:50 pm
by Maha
Fame is fickle :) when a player needs protection from other players, it is lowering his reputation. Even when the reputation of his guilds grows. (guild 'fame' should be fun to develop as well, but not here.)

i don't see it as problematic that i would lose fame when i needed protection. it is something that guilds should discuss: ships/assets over fame or fame over assets?

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 4:54 pm
by Sebena
Maha wrote:Fame is fickle :) when a player needs protection from other players, it is lowering his reputation. Even when the reputation of his guilds grows. (guild 'fame' should be fun to develop as well, but not here.)

i don't see it as problematic that i would lose fame when i needed protection. it is something that guilds should discuss: ships/assets over fame or fame over assets?



So with this idea you are going aggainst admins idea of improving guild system...

Re: Famepoints for voodoo

PostPosted: Sun May 21, 2017 5:01 pm
by Maha
Shadowood wrote:I think a 3rd metric should be introduced. (Might have been mentioned before)

Notorious -
Each voodoo cast gains notoriety
Each failed voodoo cast loses notoriety
Each successful plunder attack gains
Each loss loses

I would like to tie the level of notoriety into a "Fear" mechanism.
Each lvl would give the caster a 1% piercing for voodoo cast. 20% max. (Perhaps .5% with a 10% max)

Something like that. Just shooting from the hip here

i made an similar suggestion in devloping the three roles

not all voodoo cast brings fame or notoriety, not all bring the same level of fame.
some voodoo is already rewarded through boosted profit.
therefore i differentiated between voodoo by making 3 categories based on actual credit value and whether the voodoo is cast on self or others.
DesNuts made a point that voodoo on guildmembers should be considered as well. i do believe that the receiver should lose some fame, but not as much as an non-guild member should.