Hideout Building: Witch Hut

We are always looking for ways to improve the game. In fact, since the beginning player suggestions had played a major part in game design.

We read all suggestions.

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?
Sir James Cook
*HELM*
User avatar
Francois le Clerc
 
Posts: 455
Joined: Wed Jan 14, 2015 4:38 am
Location: PANIA

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.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

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
The Last of Barrett's Privateers
User avatar
Stan Rogers
 
Posts: 1524
Joined: Sat Mar 01, 2014 6:49 pm

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 :)
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

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...
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
User avatar
Roberts
 
Posts: 1109
Joined: Mon Sep 01, 2014 1:56 pm
Location: Belly Of The Beast

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?
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

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.
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
User avatar
Roberts
 
Posts: 1109
Joined: Mon Sep 01, 2014 1:56 pm
Location: Belly Of The Beast

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
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

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.
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
User avatar
Roberts
 
Posts: 1109
Joined: Mon Sep 01, 2014 1:56 pm
Location: Belly Of The Beast

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.
Want to trade ships or voodoo cards or whatever, just contact me in-game.
User avatar
Warrior
 
Posts: 396
Joined: Fri Feb 07, 2014 1:31 pm

PreviousNext

Return to Suggestions