Guluere wrote:New edit on FoJ, the danger gains only 1 hour after the cast.
Guluere wrote:New edit on FoJ, the danger gains only 1 hour after the cast.
Meliva wrote:Guluere wrote:New edit on FoJ, the danger gains only 1 hour after the cast.
that would make raids much harder. it would be easy to remove them long before an hour has passed. and it would also require recoding the card. I think its fine as is. its not like only pirates can cast before the hour.
Guluere wrote:Meliva wrote:Guluere wrote:New edit on FoJ, the danger gains only 1 hour after the cast.
that would make raids much harder. it would be easy to remove them long before an hour has passed. and it would also require recoding the card. I think its fine as is. its not like only pirates can cast before the hour.
I know, but do you see merchants doing that to pirates? No, because they have like 3 fleets.
Meliva wrote:its true pirates typically have only a few fleets. and that makes hurting them a bit hard. but how much do you think they earn when they are not plundering a merchant? very little I'm sure. us merchants have the benefit of gaining gold without spending turns, or voodoo to do so(excluding trading voodoo and party cards). a pirate needs to find a target, collect the voodoo needed, and store turns. being a pirate is NOT an easy life.
Cap'n Delrio wrote:Meliva wrote:its true pirates typically have only a few fleets. and that makes hurting them a bit hard. but how much do you think they earn when they are not plundering a merchant? very little I'm sure. us merchants have the benefit of gaining gold without spending turns, or voodoo to do so(excluding trading voodoo and party cards). a pirate needs to find a target, collect the voodoo needed, and store turns. being a pirate is NOT an easy life.
Then the voodoo is cleared.
Kart wrote:If Pirates Glory is to continue to grow, Captain Jack is right. We will need more training guilds. Not just guilds that put into their description that they train new players, but guilds who are willing to commit themselves to helping these new players. Too many times you see a guild who says they are willing to train, only to tell the new players to read the guides and will do no more.
SSTG was created as a true training guild. Our initial plan was to train and then have players leave to join other guilds and we would bring in more new players to train. In reality what we have seen is a one on one training situation where new players are assigned mentors, as the players learn they do not want to leave. Instead they can be further trained so some of them will become mentors themselves to train more new players. The number of 20 does seem to be an effective ceiling for membership until enough mentors are created to take on more. As more mentors are created the numbers can be increased.
The secret we see in increasing the retention rate is creating personal relationships and making the game social in nature as well as competitive in nature. If you begin playing a game that is difficult in the beginning and you do not know anyone playing it, you are likely to not stay long. However, if you make friends quickly in the game you are likely to stay and enjoy your new friendships as well as enjoy the game. The future of Pirates Glory does not depend on us who have played the game for a while. Its stability depends upon new people coming in to replace the ones who leave through natural attrition of a game. Its growth depends upon those coming in and staying above the amount needed to cover the attrition of players.
Crackedcubes wrote:
Quite simply: look at recent history, if it continues, it is highly probable that a single pirate will drive an entire aspect of the game out of service. I am sure Admin does not want to see that happen as I am sure there are merchants that spend real money on this game too...
No reason to re-hash all the reasons, we all know what terrible over-powered weapons of war the pirates have access to that allow for this full destruction of players at minimal cost.