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IDs reform

PostPosted: Sat Jun 25, 2016 7:07 pm
by Captain Jack
Here is a plan that it is now time to share to collect opinions.

Step 1:
-Reservation of numbers 1 to 10 for game purposes (current IDs within this range will be restructured)
Any character IDs with this number will receive a new number at the 20k-30k range.

Step 2:
-Numbers 11 to 9999 reserved for long-term players that want to switch to a lower number. Any active players with a number of 11 to 9999 will keep their number. The inactive ones, will be moved in the 20k-30k range. We want to respect long term players and this is why give them higher priority if they want a new id from the numbers pool.
So, the ability to change ID will be locked for a few days, according to your ID.
This table can be used:
1st day - Choosing unlocks for all numbers till 10k (If your current number is 10,000 or lower, you will be able to select a new ID).
2nd day - For all numbers above 20k
3rd day - Above 30k
4th day - Above 40k
5th day - Above 50k
6th day - Above 60k

We also want to allow you to trade IDs with other players. This will be possible indirectly. Let's say that I want the ID #45 but it has been taken by Captain Dungeness (who happened to pick before me). I can then message him and arrange a price (in credits). He will then receive the credits, and switch to another ID. This way, the empty ID will be open for the taking. There will be no mechanics to ensure this though. You will just need to communicate well and be fast. The only thing we can do, it to guarantee that there will be no fraud. If you arrange a price and the player does not moves out of the ID, we will recover the credits you sent. This is also important to facilitate future players that will want a better number and will find it important.

There will also be a cost to change ID in credits, paid to the game. This cost is important as a username change and ID change will allow the player to conceal his old identity. This powerful ability should be limited and this is why it must come with a cost.

We cannot use the Hideout model or the Username model because we want to allow trading of IDs without time or extra cost obstacles. Therefore a fixed price should be used. We are open to suggestions on the cost.

Step 3:
-A grace period will be then given. During this time no further changes will be issued. However, players will be normally be able to change their numbers to one of the 11-20,000 range.

Step 4:
-Restructuring of all remaining IDs beyond 30 in the 20k-30k range. Active players that have not chosen an ID at the 11-9999 range will automatically get a new number at the 20k-30k range as well.

Step 5:
-All new players will start with a character ID of 40,001+

Why?
-First, because it will allow long-term players to use a more handy number. A number that will also like in some way (at least the early pickers).
-Secondly, because we currently have 12k characters and new players start with a number around 60k. This also means that we are only about 40k number away from a 6digit character id which will look bad.
-The design above, will allow us to flush again in the future, into the 30k-40k range any new players (inactive mostly) and start again newcomers from 40K. This will ensure that we will remain at the 5digit character ID for a long time.
-Finally, I already mentioned that this will be a way to make a fresh start in the game without the need of creating a new account and with the ability to keep all your current assets.

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:12 pm
by not a pirate
Cool, guess I can get some credits to buy the number 666.

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:14 pm
by ChaIbaud
-changes name and id, removes all from friendslist, deletes all PMs, makes life as a merchant, become leader of HELM, makes 200 million a day, people find out that its me, i lose everything, all i have to my name is a howker and a few pouches of gold, i become a hobo travelling on trade vessels to make it to my wife where she dumps me and serves me a court order for divorce- darn when did i go wrong..

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:19 pm
by John jacob astor
I don't think that will provide a total new identity. If I am a pesky pirate and continuously am attacking SHM, more likely than not, I have some fleet and/or ship numbers. SHM wants a new identity so he participates in this program. After, I go to plunder him and he no longer exists (new name and Id). Well, all I have to do is cast on one of those already known fleet or ship id numbers and see who has them - now he no longer has a new identity. Sure, you could potentially change all fleets to change the id number, but even then all the ship numbers are still the same

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:21 pm
by ChaIbaud
i know john i was just trying to figure out how this
Captain Jack wrote:Finally, I already mentioned that this will be a way to make a fresh start in the game without the need of creating a new account and with the ability to keep all your current assets.

would be true unless even the ships, fleets, and PMs were all affected

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:22 pm
by Captain Jack
When you will be change your ID, you will be given the choice if you want to do an anonymous switch or not. It will be perfectly possible to keep all your assets of course (friendlist,messages,etc) and the only thing that will change will be the number.

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:23 pm
by not a pirate
I'm sure many players will keep their names right now. Names such as Dungeness, Roileon, Sir Henry Morgan, Black Sparrow are highly recognizable and respected in one way or another. Anyways, if you wanted to see who was who just go to their old guild and see new name. Hehe, but I like the "flushing" of IDs.

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:26 pm
by Admiral Nelson
Surely...

Voodoo Logs would give away such?

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:35 pm
by Captain Jack
Nervous Nelson wrote:Surely...

Voodoo Logs would give away such?


Nice observation. I think that the most fair approach would be that all casted voodoos as well as all attacks of last 7 days should be maintained. This way, someone who wants to go deep blue, he should wait at least 7 days.

So, if you switch and you have casted a Fugitive of Justice in last 7 days, then the voodoo log of your target will mention your new ID just as normal.
If it is older though, the number will be removed (#0 can be used or Nan)

Re: IDs reform

PostPosted: Sat Jun 25, 2016 7:37 pm
by Admiral Nelson
Captain Jack wrote:Nice observation. I think that the most fair approach would be that all casted voodoos as well as all attacks of last 7 days should be maintained. This way, someone who wants to go deep blue, he should wait at least 7 days.

So, if you switch and you have casted a Fugitive of Justice in last 7 days, then the voodoo log of your target will mention your new ID just as normal.
If it is older though, the number will be removed (#0 can be used or Nan)


7 Days?

I do not think this is right.

I believe, there should be a timer after you cast offensive voodoo of 30 days - Like for names.

" Don't start none wont be none "