Hideout Building: Witch Hut

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Re: Hideout Building: Witch Hut

Postby Haron » Tue Jan 24, 2017 10:12 pm

That sure is an alternative, Vane. Could have advantages over the "pay to change" method, I guess.
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Re: Hideout Building: Witch Hut

Postby Maha » Wed Jan 25, 2017 9:53 am

Charles Vane wrote:Or each level grants "1" free change out with a max of 20 at level 20. After that there is no changing curses.

Could even go as far as "1" free change per 2 levels with a max of 10 at level 20.

i like it, but it will cause endless requests for additional change by those who used up the free changes. (these multi-changers will the not too bright kind of players :) )
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Re: Hideout Building: Witch Hut

Postby Haron » Wed Jan 25, 2017 10:20 am

The main issue is that as new features are added to the game, new voodoo may follow. For instance, if "Wars and Blockades" are ever implemented, there might come new legendary voodoo to affect this. In such situations, there must exist options to get these recipes by giving up recipes one have already gotten. For a price, of course.
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Re: Hideout Building: Witch Hut

Postby Maha » Wed Jan 25, 2017 11:16 am

    let me see if i understand the dilemma correctly:
  1. legendary voodoo is OP and thus should be available in limited quantities
  2. a player who has access to all legendary cards becomes too powerful
  3. to limit the variety of cards a player can make will limit the availability of these cards
  4. new developments will lead to new legendary cards
  5. players who already have max cards selected cannot create the new cards

the solution to prevent that a player gathers too many different legendary cards lies not in the production, but in the storage. put a cap on the legendary cards a player can have. (e.g. first storage slot is gained at witchhut lvl4, 2nd at lvl8 etc. hard cap with 5 slots at lvl 20!)

IMO having 5 OP cards on hand with the ability to make more once a card is used or sold is already quite powerful. even without OP cards a lot of harm, a lot of protection and a lot of profit is possible.

to change recipes would require that all slots should be full and that those cards have to be sacrificed to enable a recipe change.
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Re: Hideout Building: Witch Hut

Postby Bmw » Wed Jan 25, 2017 12:27 pm

Maha wrote:
    let me see if i understand the dilemma correctly:
  1. legendary voodoo is OP and thus should be available in limited quantities
  2. a player who has access to all legendary cards becomes too powerful
  3. to limit the variety of cards a player can make will limit the availability of these cards
  4. new developments will lead to new legendary cards
  5. players who already have max cards selected cannot create the new cards

the solution to prevent that a player gathers too many different legendary cards lies not in the production, but in the storage. put a cap on the legendary cards a player can have. (e.g. first storage slot is gained at witchhut lvl4, 2nd at lvl8 etc. hard cap with 5 slots at lvl 20!)

IMO having 5 OP cards on hand with the ability to make more once a card is used or sold is already quite powerful. even without OP cards a lot of harm, a lot of protection and a lot of profit is possible.

to change recipes would require that all slots should be full and that those cards have to be sacrificed to enable a recipe change.


That sounds better then what I've heard so far.
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Re: Hideout Building: Witch Hut

Postby Charles Vane » Wed Jan 25, 2017 12:58 pm

If a cap on storage were to be put in place, this would also need to take into account cards placed on the market and count them as "owned" by the player selling them. This would prevent placing Legendary cards on the market for obscene prices and having them returned at the end effectively increasing the players cards on hand.
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Re: Hideout Building: Witch Hut

Postby Haron » Wed Jan 25, 2017 1:02 pm

I agree with Vane. I don't think a cap on storage is the way to go.

I think whenever a new "pack" of cards is introduced (if ever), then there should be a period where "swapping" recipes are cheaper.

Also, we may consider to cap the Witch Hut itself to level 10 in the beginning. There may not be THAT many legendary recipes. And if new cards are introduced, the level cap can be increased to, say, 15. Allowing people to expand the hut and get some of the new recipes.
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Re: Hideout Building: Witch Hut

Postby DezNutz » Wed Jan 25, 2017 1:40 pm

Haron wrote:I agree with Vane. I don't think a cap on storage is the way to go.

I think whenever a new "pack" of cards is introduced (if ever), then there should be a period where "swapping" recipes are cheaper.

Also, we may consider to cap the Witch Hut itself to level 10 in the beginning. There may not be THAT many legendary recipes. And if new cards are introduced, the level cap can be increased to, say, 15. Allowing people to expand the hut and get some of the new recipes.


I agree that there shouldn't be a cap on storage, as in number of legendary cards one can own.

HOWEVER

I think the Witch Hut could be setup similarly to the Mansion and Academy. Like the Mansion, the Witch Hut would only allow a player X recipes per Level. The Witch Hut would show all recipes, but you could only use the ones you have "researched", like the Academy. Research costs would be depend on the recipe and once you have researched it, you can craft as many of those cards as you can. There would also be an option to disregard a recipe, so you can learn a different recipe if you have reached the cap. Disregarded recipes must be relearned. This would allow for strategy within the Witch Hut, so that not everyone will have the same Witch Hut setups.

I also agree that the Witch Hut should be capped by levels initially, but based on my suggestion and the number of Legendary Card Recipes available. No player should be able to have every recipe available to them. For example if when implemented, there are 20 Recipes and Each Level of the Witch Hut gives you 5 Recipes, I think the Witch Hut should be capped at Level 3 until more recipes exist.

Hopefully that made sense.
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Re: Hideout Building: Witch Hut

Postby Charles Vane » Wed Jan 25, 2017 1:47 pm

To encourage players working together and market value / use, I don't think any one player should be able to craft more than 1/4 of the total available recipes.

If there are 20 legendary voodoo, no player can have more than 5 selected or researched recipe's.
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Re: Hideout Building: Witch Hut

Postby Haron » Wed Jan 25, 2017 2:14 pm

I agree with Vane. I also think only one recipe per level should be allowed.

The easiest way to give people access to this recipe is that it's either chosen for "free" when you build a witch hut level (the cost lies in upgrading the hut), or that you buy it for some price after upgrading the hut. A more elaborate idea is that you chose a recipe, but have to do a mission to "find" it. That would bring more missions into the game.
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