Hideout Building: Witch Hut

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Re: Hideout Building: Witch Hut

Postby Francois le Clerc » Sat Oct 24, 2015 1:57 pm

I like this idea now I have to build a witch hut could I put my former wife as it instead?
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Re: Hideout Building: Witch Hut

Postby DezNutz » Sun Oct 25, 2015 2:31 am

The game would definitely need to include some safe guards for players who don't have the resources. The simplest would be to have the super-cards to have a negative impact on the castor for the duration of the cards effect. As you are dealing with voodoo, negative consequences of using voodoo should be apparent.

On-top of the negative consequence to the castor, players should only be to able to cast 1 super-card at a time. Can't cast another super-card while one's effects are still ongoing.

Can only have 1 super-card of each type, no stocking invincibility super-cards.

FASTEN should be excluded from creation time of super-cards and time to create should be relative to the duration of it's effects. If its affects last 30 days, the card would take 30 days to create.
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Re: Hideout Building: Witch Hut

Postby Stan Rogers » Sun Oct 25, 2015 4:00 am

As I consider it further, I am leaning towards liking this feature.
It is going to happen sooner or later as I think many things that CJ posts comes true at some point.
I think it would be a fun thing to have available.
Assuming it goes ahead, it will add another dimension to the game and depth of involvement.

So, then lets talk about how these curse recipe's would be constructed and approved. Would there be a Master list that witchdoctors can choose from that consist of approved curse combinations ?

Maybe Approved curses that have yet to make it into production ?

If so, I start to really lean towards an earlier completion as there needs to be more "professions" available for those who are able to build hideouts besides banker or gold smith.
Yep... I've talked myself into voting early production
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Re: Hideout Building: Witch Hut

Postby Most Lee Harmless » Sun Oct 25, 2015 6:09 pm

I like this feature : the notion that voodoo casts can 'back-fire' and cause a degree of misery upon the caster is rather cute too : that should be a bit random though : maybe 10-30% chance ill-effects on the caster will result : the ill-effects should be similar/same as the voodoo spell itself, maybe not as powerful : we meddle with powerful forces with these super-spells, not all will have the wit or wisdom to be able to control them fully!

I do think we would require a 'master-list' of spells that can be created, along with the recipe : I'd add a touch here : one ingredient is always missing : the witch-doctor must risk many failures (and loss of cards used) to discover the missing one : after all, such power should not come for free, or easily : the knowledge of exactly how to create a super-spell would then have great value in the market-place and I doubt it would be shared that casually!

There should be a market for such spells, run as the current voodoo market is : it would create the odd dichotomy though : I create a super-spell and sell it : if my foe buys it and then turns it on me... hmmm... antidote spells needed, methinks :)
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Re: Hideout Building: Witch Hut

Postby Roberts » Sun Oct 25, 2015 6:15 pm

Danik wrote:I like this feature : the notion that voodoo casts can 'back-fire' and cause a degree of misery upon the caster is rather cute too : that should be a bit random though : maybe 10-30% chance ill-effects on the caster will result : the ill-effects should be similar/same as the voodoo spell itself, maybe not as powerful : we meddle with powerful forces with these super-spells, not all will have the wit or wisdom to be able to control them fully!

I do think we would require a 'master-list' of spells that can be created, along with the recipe : I'd add a touch here : one ingredient is always missing : the witch-doctor must risk many failures (and loss of cards used) to discover the missing one : after all, such power should not come for free, or easily : the knowledge of exactly how to create a super-spell would then have great value in the market-place and I doubt it would be shared that casually!

There should be a market for such spells, run as the current voodoo market is : it would create the odd dichotomy though : I create a super-spell and sell it : if my foe buys it and then turns it on me... hmmm... antidote spells needed, methinks :)


The antidote could just simply be a serenity though...
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Re: Hideout Building: Witch Hut

Postby Most Lee Harmless » Sun Oct 25, 2015 6:22 pm

these are super-spells : I think a third, rarer and more powerful antidote would be required : a standard serenity/purify would be a damn cheap way of nullifying a spell that required considerable numbers of voodoo cards and coin invested in the Hut to produce : if so easily foiled, whats the point of doing that?
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Re: Hideout Building: Witch Hut

Postby Roberts » Sun Oct 25, 2015 6:32 pm

Danik wrote:these are super-spells : I think a third, rarer and more powerful antidote would be required : a standard serenity/purify would be a damn cheap way of nullifying a spell that required considerable numbers of voodoo cards and coin invested in the Hut to produce : if so easily foiled, whats the point of doing that?


Well ok then, a Super-Serenity : Where you spend 3 serenity : 3 purify on it..

Effect: It can break through mindbars within one : It can clear Super Spells.
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Re: Hideout Building: Witch Hut

Postby Most Lee Harmless » Sun Oct 25, 2015 6:39 pm

Still way too cheap in my view : no doubt others may hold differing opinions
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Re: Hideout Building: Witch Hut

Postby Roberts » Sun Oct 25, 2015 8:23 pm

Danik wrote:Still way too cheap in my view : no doubt others may hold differing opinions



Ok, OK how about 2 donkeys and 300,000 gold coins!? :P :lol:
Anyway, onto the topic... Well, 3 serenity and 3 purify are around 60 credits to get : Not everybody is a " Pay to Play " player as some would put it, I , myself, am a pay to play player... I would not find it difficult to get something more. But, for the players that do not have access to huge amounts of credits ;)

Maybe...
3 Serens,
3 Purifys,
1 Confuse,
10 Vengence Of The Witch Doctor,
5 Chains of justice?

Hows that sound, 4 different voodoo cards for defence, one for offencive matters : To make, Superfy.
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Re: Hideout Building: Witch Hut

Postby Warrior » Mon Oct 26, 2015 1:55 am

If a gold-credit converter is gonna come then this should not be a problem. Also it was discussed before that in npc battles you could have a chance to get voodoos. I think that feature also should be introduced before this.
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