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Official List of Demands Redesign

PostPosted: Sat Jan 19, 2019 5:45 pm
by Captain Jack
Ahoy,

This card has been first designed at the initial set of cards of the game. It has been revised to target Gold Bars. If I remember well, it has been revised again and Gold Bars % has been reduced.

With the new feature where sellers appear at the market, this cards becomes even more outdated.

Furthermore, this card is really underused. This drives its cost down and it makes it really cheap. Especially for a rare card. This makes the card unbalanced as one can potentially cause millions of damage at little cost. This also classified the card as a hate card.

The current usage of the card, is for pirates to defend against big traders in case they stick at them. This is an acceptable usage. So, one solution is to put a limit (cap) on maximum damage. The card will retain its usefulness and everyone will be able to decide if they want to take on such risk.

I am not really into limits though so I am open to ideas. We can completely redesign it as we did with Fertile Lands. Ideally, we would want to retain some destructive force but also add something back to the caster. This would rise the price of the card at the market, balancing it.

Feel free to speak your mind. This is a priority issue. Till we reach a decision, the card will remain locked. You will be able to trade it and have it, but you cannot use it. Also, it will not be generated in boosters and chests till it is re-activated.

The final resulting card should be a more valuable card than now, so those who have stocks of this card should not feel uneasy.


Sorry, I had to correct a spelling error. It was driving me crazy reading it - Dez

Re: Official List of Demands Redesign

PostPosted: Sat Jan 19, 2019 6:26 pm
by PFH
This card is useful against all players who have yet to upgrade their hideout. Players store gold bars around the warehouses quite often, and its excellent in finding an opponents primary warehouse.

However the rarity is an issue.

Its damage to how many recieved per pack is unbalanced. I believe this should be uncommon or common. Not many use the warehouse like they used to with tools, which is why i believe only the rarity needs adjusted. This way the damage can match the effectiveness it used to have back in the day.

However

Why not add an effect to steal some of the warehouse supplies to your own warehouse. It is a list of official demands after all.

Re: Official List of Demands Redesign

PostPosted: Wed Jan 23, 2019 7:48 pm
by SilverShadow
Back in the day I used OLoD cards as retaliation. I don't have any suggestions for what we can change other than the rarity, but I will try to use this card more often once it is re-activated.

+1 on Clockwork's suggestion for added effect to steal.

Re: Official List of Demands Redesign

PostPosted: Thu Jan 24, 2019 6:00 pm
by DezNutz
I think there definitely needs to be a fix. Players being able to sell to other players makes this card very powerful as it gives insight into warehouses that are stocked, and all but eliminating the chance of the card not destroying anything.

Re: Official List of Demands Redesign

PostPosted: Thu Jan 24, 2019 6:58 pm
by Dejanira
What about a kind of counter-OLoD? But I don't like the idea of adding another card. It could be a tech.

Something like:

New Tech: Warehouse Security.
Target: Player.
For each level you may protect your warehouses for 12xlvl hours by spending 10xlvl turns.
Costs are TBD.

At level 10 a player may be able to protect his/her warehouses for 5 days at the expense of 100 turns. At level 20, 10 days for 200 turns.

Or (another option), the target could be the single Port.
Target: Port.
For each level you may protect your warehouse at the target port for 12xlvl hours by spending 6(?)xlvl turns.
Costs are TBD as well.

Re: Official List of Demands Redesign

PostPosted: Thu Jan 24, 2019 7:06 pm
by Admiral Nelson
Dejanira wrote:What about a kind of counter-OLoD? But I don't like the idea of adding another card. It could be a tech.

Something like:

New Tech: Warehouse Security.
Target: Player.
For each level you may protect your warehouses for 12xlvl hours by spending 10xlvl turns.
Costs are TBD.

At level 10 a player may be able to protect his/her warehouses for 5 days at the expense of 100 turns. At level 20, 10 days for 200 turns.

Or (another option), the target could be the single Port.
Target: Port.
For each level you may protect your warehouse at the target port for 12xlvl hours by spending 6(?)xlvl turns.
Costs are TBD as well.


-1, I feel there is no need to build counters to everything.

Whats next, a counter to FFJ?

"Upon casting, the enemy shall gain 5000 danger on every fleet he owns!"

Re: Official List of Demands Redesign

PostPosted: Thu Jan 24, 2019 7:20 pm
by Dejanira
Admiral Nelson wrote:-1, I feel there is no need to build counters to everything.

Whats next, a counter to FFJ?

"Upon casting, the enemy shall gain 5000 danger on every fleet he owns!"


:D

-1 to your card suggestion unless it is reworded like this "upon casting, Admiral Nelson shall gain 5000 danger on every fleet he owns" :P

I agree, there's no need to counter-everything.

I'd just prefer not to add more cards anyway. In favor of techs, maybe, or other ways to use turns/credits/gold to have the same effects.

Re: Official List of Demands Redesign

PostPosted: Thu Jan 24, 2019 8:14 pm
by Admiral Nelson
Dejanira wrote:
Admiral Nelson wrote:-1, I feel there is no need to build counters to everything.

Whats next, a counter to FFJ?

"Upon casting, the enemy shall gain 5000 danger on every fleet he owns!"


:D

-1 to your card suggestion unless it is reworded like this "upon casting, Admiral Nelson shall gain 5000 danger on every fleet he owns" :P

I agree, there's no need to counter-everything.

I'd just prefer not to add more cards anyway. In favor of techs, maybe, or other ways to use turns/credits/gold to have the same effects.



Sounds good to me!

Nay. When it comes to Techs cancelling out the effects of cards; I think its something that should never really be done. As yes its a gold sinker; but its more of an advantage to the richer folk it would ultimately decrease the value of the card at play.

Re: Official List of Demands Redesign

PostPosted: Thu Jan 24, 2019 8:47 pm
by ChaIbaud
what happened to trying to phase voodoo out of the game

Re: Official List of Demands Redesign

PostPosted: Mon Jan 28, 2019 11:01 am
by Captain Jack
Why phase voodoo out of the game? I remember discussing in getting rid of specific cards, not voodoo altogether. This is not going to happen, ever. Voodoo are a primary part of the game.

Anyway, let's stay on topic.

We could go with the following functionality:

Choose a Port
You steal 100 to 250 Gold Bars from Target Player's Warehouse

Card Abilities:
NoPirate (Card cannot be used on Pirates)
Avenge 2 (Final result will be doubled in case of triggered Avenge)