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Proposed Changes discussion
Posted:
Tue Apr 16, 2013 2:51 pm
by Captain Jack
Here is a list of proposed changes. It is not a final list and it is subject to change based on the discussion here. More will be added.
You may add your own suggestions on issues already discussed in the forums. Do NOT propose NEW things or interface tweaks here. This is a gameplay changelist.
1)Plunder pauses a trade route instead of terminating it.
2)When a fleet is docked in a port, only current port counts for plunder (currently, last visited port also counts). Previous and next port policy will be maintained only when a fleet is still travelling.
3)Voodoo Card Changes
-Rotten food turns cost increase to 3
-Call Leviathan turns cost increase to 18
4)Ship building costs in materials doubled
Ie, a howker now needs 80 wood, 8 iron, 3 tools, 20 cotton. After the change, it will need 160 Wood, 16 Iron, 6 tools, 40 cotton
5)Cargo increase for:
-War Galleon (from 60 to 80)
-Flag Galleon (from 60 to 100)
6)Resource generation and price changes will take place every 3 days (instead of 1 as it currently is).
Once the list is finalized, it will be announced. We will allow at least one month to pass since announcement before these changes are implemented.
Re: Proposed Changes discussion
Posted:
Tue Apr 16, 2013 5:13 pm
by MAjesty
Captain Jack wrote:You may add your own suggestions on issues already discussed in the forums. .
i never got any sort of feedback from you on this, that's why i posted it here. moving it back to a different topic you already ignored once isn't an answer, it's a dismissal.
since one of the changes you mention here is something discussed in that thread(making ships only visible in their current port, not their last one) it would be nice to get some sort of feedback on the alternate approach to Danger for Pirates performing raids which i put effort and time into crafting into a coherent suggestion.
i take the time to respond to your posts, please do me the common courtesy to respond to mine.
kind regards,
-zj
Re: Proposed Changes discussion
Posted:
Tue Apr 16, 2013 7:39 pm
by Captain dungeness
1) Yes please: pause it instead of terminate so I can restart it easily.
2) Yes please: it makes sense to only be plundered in the current port (if you are docked) especially since I can't look up where my fleet just came from if I forget.
3) Rotten food: why should the turns cost increase? This card is useless except for things it doesn't describe on the card. You can use it to figure out a ships level and you can try to trigger a player's countercurse with it BUT the most gold you can destroy is 2,700 gold (almost nothing). Maybe with gold bars it could do more but 3 turns is not a needed change.
Call Leviathan: Yes, 18 turns is a good number
4) Ship building costs don't affect large players: they all have tens of thousands of crates in at least one warehouse somewhere. This only affects new players and starting out on a new server just after it opens. The change doesn't matter to me.
Re: Proposed Changes discussion
Posted:
Tue Apr 16, 2013 10:53 pm
by Hawk
I agree with all but #4
Not because it is a bad idea, but because Pirates already have to have a trading fleet or two to store building materials. This is very annoying for starting players who want to steal a bunch of gold and then buy a decent ship. This would make that process even more tedious and boring for a player like myself who has no interest trading.
Stealing ships is an option, but very hard for pirate newbies to do
Re: Proposed Changes discussion
Posted:
Tue Apr 16, 2013 11:11 pm
by Captain Jack
Regarding Ship resources increase
We chose the easiest first step for the material cost. Ships need to be expensive and after the ship price increase, the material cost has been overlooked due to the massive difference. However, we have put a great deal of design in the current ship list based on material cost. Therefore this balance has to return.
The first step is to double the resources needed. We might increase it further but for now we are reserving this option as it could create imbalance in other parts of the game, such as warehouses space, effort to gather the resources in one port and more I cannot think of now.
Another solution we have thought to balance the resources cost with current ship prices, is to also increase the base price of each resource, equally. Perhaps again double it. This is something we will consider after this change.
I will remind here to the older players what happened when we increased the ship prices from one day to another 10 times. You can still find the topics. More than a year later, I don't think that anyone disagrees with this decision. That decision though created some loopholes and ship cost is one of them. Loot cost is another as with the ship increase very few ships/cargos are enough to pay for the loot. With the resource increase we will also fix this issue without the necessity of gold resource, which will be added anyway.
Regarding rotten food, the lowest turn cost for a voodoo that targets another player in any way, must be 3 turns, due to counter curse. Some cards may seem worthless but some might use them. It is a common card, it does not have to be worthwhile. In fact, even if I labeled this as a worthless one, who said that the voodoo set must be composed by only super worthy cards? It is up to each player to find strategies on how to utilize a card. The more you get from each single card, the more power you get.
ZJ, try to stay on topic, especially in Game Development forums. You are off topic again. Regarding your request, I always post when I have something to add. When I don't post, it is obviously because I don't have something to add. This is the whole meaning. Please don't continue this discussion here. Choose a relevant topic.
Re: Proposed Changes discussion
Posted:
Wed Apr 17, 2013 2:11 am
by Captain dungeness
Captain Jack wrote:who said that the voodoo set must be composed by only super worthy cards?
Touché Captain Jack! You are right, I get caught up in perfectionism some times
Regarding increasing resource cost: I would like a little clarification: does that mean the sell price would also double? Or would we have the same difference between buy and sell price? As long as the difference between buy price and sell price stays the same I think this is a good idea because it would simply mean trade goods are more valuable. But if I can make twice as much gold per trip (due to the increased difference between buy and sell price) then I think it would be too crazy-good for traders. I have a feeling you already thought about this.
Also, for the sake of new players you should give them twice the starting gold if you double the trade goods cost. I remember being a little frustrated when I discovered I didn't have enough gold to buy the 60 trade goods to fill up my second howker after paying to build it.
-Captain D
Re: Proposed Changes discussion
Posted:
Mon Apr 22, 2013 11:34 am
by Black sparrow
Flag Galleons should get to 90-100 cargo space.
This little change is VERY important.
Trade fleets right now, can be armored against pirates by using war ships in the trade fleet itself. However, due to the high cost of these ships and the little cargo war ships have, this option is often overlooked.
Flag galleon seems like the ideal ship to use as an escort. It has 40 cannons, it is a tad fast than large merchantman and it is fairly cheap in comparison to all other big warships. If it had a larger cargo space, it would be a brilliant choice.
People would then have to consider it deeper whether or not they will use it in a warfleet. It is not only the initial fee that counts but also the cargo space. These 30 cargo space difference, it is translated into a big number when we speak about huge fleet counts.
Finally, we will make another ship type very important to the game and this can only be good. Please consider this in the current set of changes.
Re: Proposed Changes discussion
Posted:
Mon Apr 22, 2013 2:22 pm
by Captain Jack
Cpt Dungeness, resource cost as in terms of resources needed. Check my example above.
Regarding new players, for now we could increase the resources available in starting warehouse. We will check if such an increase is necessary and apply it.
Generally speaking, ship building and maintenance, will need to become more expensive with time. Especially at the time we will be nearing Pirates Glory v 3.0 where we will add character rpg expansion.
I find the idea to increase flag galleon cargo interesting. If more agree, please let me know here and we will incorporate this tweak in this set of updates.
Re: Proposed Changes discussion
Posted:
Mon Apr 22, 2013 8:12 pm
by Random pandah
ummm first agree shall be mine!
Re: Proposed Changes discussion
Posted:
Mon Apr 22, 2013 9:42 pm
by Madmatt
ya