[Implemented] New Feature: Fishing

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Re: [Implemented] New Feature: Fishing

Postby Sebena » Mon Aug 24, 2015 12:52 pm

It all makes sense just why hideout function that puts older player in even bigger advantage than now with fishing like it is now us newer players can make progress and we have some use of it... And to make hideout we need 10M gc most will want it now and ask for loans it seems like nice idea for bankars but what if that person quit the game because of bank slavery as it will seem that only thing he do is work for loan... Why not make it available to all but unlocable with credits like 50 credits to unlock, after we unlock it make it research expensive like 300K for lvl 1 etc. It will benefit game on many ways it will earn money as there will be always players to pay and newer player will have chance as they can earn credits by selling voodoo cards and most will stay in game as most have some credits and they will try harder to unlock this feature sorry for the long post it is just my humble opinion
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
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Re: [Implemented] New Feature: Fishing

Postby Black sparrow » Mon Aug 24, 2015 1:52 pm

Yeah, like as if it is difficult to built a Hideout right now. I could make a Hideout in less than 30 days if I started now and without any credits usage too.

The term advanced players should be given in regards to experience and not how much time you are here. Time here is relative. You could be playing for 2 years and someone who plays for 30 days to be more advanced than you.
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Re: [Implemented] New Feature: Fishing

Postby Sebena » Mon Aug 24, 2015 2:15 pm

I agree with you about that but someone who started game and don't understands all things for example I will use myself I don't play this game for very long and still I don't understands it very well and I was told that I am quick learner and it is not problem I will learn it, for me it's not problem I managed to save up gold coins as I plan things in advance and in few days more I'll have my hideout but there is players who can't figure out things quickly and they will probbably quit if they see that they are much more in disadvantage than now... I don't care really about advantages and disadvantages in games I got used on it as I am non spender but still stick around these games as they are my way of dealing with stress it's a game so I don't care is it fair or just pay to win what I am trying to say is hideout is something like sign of status which is ok but if they put all advantages in hideout they will lose smaller players and when game lose players it's on the way to be doomed and closed... I wouldn't like to see that happens here so if we put interess of game and our own intress I think my idea is good 50 credits isn't much it can be earned and it can be bought for small price its up to player to decide which way he will take it if he decides to earn them he will stick around and meet game more and probbably will stay playing it meaning game will continue to exist... if he choose to buy credits game earned and developers can pay there bills which will mean game will again continue to exist...

I don't know, I might be overthinking things for a bit...
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
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Re: [Implemented] New Feature: Fishing

Postby Lana » Mon Aug 24, 2015 7:34 pm

- From some other topic -


... don't forget that to build a goldsmith lvl 10 you need 500 credits. for a lvl 10 bank you need 1000 credits, it's quite lot of credits to lose also. credits are real money...
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Check this Wolfie! :D

You need to build hideout if you want to play game. You need to spend real money to play game... or to play years without any serious action like a pirate, only to collect money (gc) and voodoo to became a serious player. :) So, you need to be a merchant and fisherman (of course, after build hideout and buildings in it. ). ;) Therefore, it's not about pirates, it's always about merchants and... :)

Dear CJ, Pirate Roberts had some good ideas about fishing in the ''Thides of change'' topic, made by Sir Johnny English ... could you check it, please? :)
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Re: [Implemented] New Feature: Fishing

Postby Psychodad » Mon Aug 24, 2015 8:35 pm

Could we have an alternative pathway for those of us who are addicted to LARGE fishing fleets? Perhaps pay 100 credits to immediately advance to the top level?

Along the lines of advances, what about other resource production avenues?
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Re: [Implemented] New Feature: Fishing

Postby Stan Rogers » Mon Aug 24, 2015 9:05 pm

It will be quite a slap to those who have turned to fishing as a full time income/profession. Regardless, I understand the requirement to develop other hideout buildings and have "rewards" as a consequence of that development.

Maybe development of other technologies such as mining (metal), farming (cotton and tobbaco) and light industry (tools) would allow fishermen to diversify their income stream before hitting them with something that will leave them without income while they compensate.
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Re: [Implemented] New Feature: Fishing

Postby Sebena » Mon Aug 24, 2015 10:35 pm

first thanks to Lana as I didn't saved enough and don't have all necessary infos how hideout works I didn't knew about it...

I never said that it is about pirates or that we should get it all without our hard work I am just saying that for basic development in game we need gc, most new players don't have strong fleets to defend or attack aggainst "advanced" players in their eyes most ppl will seem like advance if they have fleet Sloop of the wars (not big difference but still difference between sloops and SoW and we know that most new players use sloop I use them also with small difference) and if they are left out behinde to fish with howkers and struggle to survive until they save enough money they'll lose will to play I don't say that they can't get money in loans but then bankers are in danger as they'll go in it unexpirienced ( I did but luckily I managed to get out of debts) and quit game then who will return money to the bankers... etc I am not saying that it has all negative sides there is something positive like a certain goal which they need to accomplish just saying that it should take all pros and cons and see how it go.... Or developers can allowe everyone to have fishing ships but make new building in hideout like fishstore which gives bonus to the price like now biggest price for food is 11 if I am not mistaken let those who has fishstore sell it for 13-15 coins per crate that way they won't make newbies feel left behinde and will gve some kind of reward to those advanced players....
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Re: [Implemented] New Feature: Fishing

Postby Psychodad » Tue Aug 25, 2015 10:30 am

Stan rogers wrote:It will be quite a slap to those who have turned to fishing as a full time income/profession. Regardless, I understand the requirement to develop other hideout buildings and have "rewards" as a consequence of that development.

Maybe development of other technologies such as mining (metal), farming (cotton and tobbaco) and light industry (tools) would allow fishermen to diversify their income stream before hitting them with something that will leave them without income while they compensate.


+2 to Stan for stating in much more eloquent terms what I am feeling ... FISH ON THE LINE! gotta go..
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Re: [Implemented] New Feature: Fishing

Postby Stan Rogers » Wed Aug 26, 2015 2:01 am

I can't help but notice that less advanced players can earn gc at far greater amounts than ever before thanks to fishing.

Despite the fact I love it, I think a base howker fishing fleet earns too much gc/24 hrs. In the right port, a 5 lvl1 howker fleet can earn 50k +. Something that previously took LMM's or much larger trade ships and a bunch of voodoo.

If fishing were to earn less now, does that leave more room for acadamy development rewards and less manipulation in base allowable fleet quantities ?

Just a thought :idea:
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Re: [Implemented] New Feature: Fishing

Postby Loki » Thu Aug 27, 2015 8:10 am

Psychodad wrote:
Stan rogers wrote:It will be quite a slap to those who have turned to fishing as a full time income/profession. Regardless, I understand the requirement to develop other hideout buildings and have "rewards" as a consequence of that development.

Maybe development of other technologies such as mining (metal), farming (cotton and tobbaco) and light industry (tools) would allow fishermen to diversify their income stream before hitting them with something that will leave them without income while they compensate.


+2 to Stan for stating in much more eloquent terms what I am feeling ... FISH ON THE LINE! gotta go..


could not agree more +1
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