Witch Doctors gameplay - manageable risk for everyone
Posted: Mon Sep 04, 2017 1:04 pm
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.
Some base ideas and concepts that can be used:
A)Risk loss - primary concept: Whenever you attack someone, you must have something to lose as well.
Without risk loss, the game can result in irritating gameplay.
Right now, in many cases, the only way to deal with continuous risk-free attacks is to drop to open a 1v1 long term war, simply to deny gaming to the foe.
This is the only way to solve such.
Even this solution, is bad. The game should not allow such fights in the end. None should be able to deny game from another. In such cases, the best would be that none would be able to affect each other. It is a flaw in design.
We have seen people desert over this. Either because they got frustrated by the strong side which continually pegged the weak side, denying gameplay. Or because the strong side got frustrated by the small side who kept pegging them with low cost. Or because the 1v1 became too personal. All these are cases we want to remove from the game.
This brings us to a second concept:
B)Power Index - primary concept that can be used in PvP
Power index can result from every asset that can be lost. For example, ships should be the primary power index. Resources in warehouses can also be lost but only with voodoo, this as a result will get a lower power index.
The power index can then be used to regulate PvP battles. A simple concept would be to have some limits once a large gap of Power Index is detected. Such limits can be cards deactivation or limited effects when tried to be cast from either side when the gap is large. Such design needs care and wisdom.
A SoL will have a big power index,a lot bigger than the cutter.
It can be calculated daily.
C)Increase types of losses - secondary concept
We could increase things that can be lost and also increase the ways that something can be lost. Skirmish attack for example, was such a thing. With Skirmish, you may attack anyone without the need of voodoo so it was an added way to lose something. Skirmish limits of course can be adjusted per case, using the power index.
Things that currently cannot be touched, can become available through new types of attack. (ie Hideout pillaging)
Or increase the ways that one can steal voodoo from another (Power Index can be used, Ships, Hideout, chance on battle etc).
For example, lets assume that we have Bob and Steve.
Bob has 1000 ships and 10 000 cards. Steve has no ships and 500 cards. Bob attempts to bully Steve who lacks the inventory to compete. Since Steve has no ships, he can use turns to steal cards. Steve cannot use turns though to steal, as Bob has a lot of ships in defense. His only chance is to raise a fleet. The higher the power index of Steve fleets, the less chance bob has to pillage cards with turns. In the same time, Steve will be able to meet Bob's fleet in the sea. The winner of every battle, will have a chance to win cards from the other player. Such chance though will be low and controlled, not random. Win/Power index/Total plunder could play roles for the control of cards pillaging.
These are all preliminary ideas. Sooner or later, we will need to do something to improve this type of gameplay. Feel free to help the design here.
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.
Some base ideas and concepts that can be used:
A)Risk loss - primary concept: Whenever you attack someone, you must have something to lose as well.
Without risk loss, the game can result in irritating gameplay.
Right now, in many cases, the only way to deal with continuous risk-free attacks is to drop to open a 1v1 long term war, simply to deny gaming to the foe.
This is the only way to solve such.
Even this solution, is bad. The game should not allow such fights in the end. None should be able to deny game from another. In such cases, the best would be that none would be able to affect each other. It is a flaw in design.
We have seen people desert over this. Either because they got frustrated by the strong side which continually pegged the weak side, denying gameplay. Or because the strong side got frustrated by the small side who kept pegging them with low cost. Or because the 1v1 became too personal. All these are cases we want to remove from the game.
This brings us to a second concept:
B)Power Index - primary concept that can be used in PvP
Power index can result from every asset that can be lost. For example, ships should be the primary power index. Resources in warehouses can also be lost but only with voodoo, this as a result will get a lower power index.
The power index can then be used to regulate PvP battles. A simple concept would be to have some limits once a large gap of Power Index is detected. Such limits can be cards deactivation or limited effects when tried to be cast from either side when the gap is large. Such design needs care and wisdom.
A SoL will have a big power index,a lot bigger than the cutter.
It can be calculated daily.
C)Increase types of losses - secondary concept
We could increase things that can be lost and also increase the ways that something can be lost. Skirmish attack for example, was such a thing. With Skirmish, you may attack anyone without the need of voodoo so it was an added way to lose something. Skirmish limits of course can be adjusted per case, using the power index.
Things that currently cannot be touched, can become available through new types of attack. (ie Hideout pillaging)
Or increase the ways that one can steal voodoo from another (Power Index can be used, Ships, Hideout, chance on battle etc).
For example, lets assume that we have Bob and Steve.
Bob has 1000 ships and 10 000 cards. Steve has no ships and 500 cards. Bob attempts to bully Steve who lacks the inventory to compete. Since Steve has no ships, he can use turns to steal cards. Steve cannot use turns though to steal, as Bob has a lot of ships in defense. His only chance is to raise a fleet. The higher the power index of Steve fleets, the less chance bob has to pillage cards with turns. In the same time, Steve will be able to meet Bob's fleet in the sea. The winner of every battle, will have a chance to win cards from the other player. Such chance though will be low and controlled, not random. Win/Power index/Total plunder could play roles for the control of cards pillaging.
These are all preliminary ideas. Sooner or later, we will need to do something to improve this type of gameplay. Feel free to help the design here.