Treasure Hunt Release notes

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Treasure Hunt Release notes

Postby Captain Jack » Fri Mar 08, 2013 8:22 pm

Hi,

This is the fore coming help file for the treasure hunt. Our estimated completion for the feature was March 7. Now we re-estimated it to March 10 as it ended up a tad bigger than our initial design.

Take up some moments to have a look at this. Any typos and/or suggestions you might have before hand, feel free to share.


=================================

Treasure Hunt Feature

=================================

Overview

This is a strategical feature. A player gets many options either as a defender (treasure owners) or as an attacker (treasure hunter).
Combined with the turns cost, it extends the game strategy on how to spend your turns while also providing two major actions:
A)
An additional way to hide gold. Perhaps one of the best at this moment.

B)
An additional way to earn gold. You can steal both NPC and player gold.



Manual

General Description
===================
-You can search at the vicinity of each port.
-Each vicinity is divided in 9 regiments where the treasure hunter gets to search by choice.
-Regiments are governed by general rules as well as port-specific patterns that players will need to discover if they want to improve their efficiency.
-Turns spent are always port specific.
-Gold earned comes either from a NPC or a Player.
-The chance to discover NPC treasure is greater than discovering a player's treasure.
-The feature keeps past attempts history in order to keep things less random. The history is obviously port specific. This is important and you must utilize this in your favour. (We won't tell you how)

Maximum Earning
=================
Your maximum earning is defined by several variables. Here are some:
-Total player gold in port.
-NPC gold generated is relevant to player gold. If there is no player gold in port, no NPC gold is generated.
-Your turn effort.

Smart filters also apply.

Player Treasure limitations (protection)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-The treasure hunter may only loot player treasures that have half or less turns invested than his turn effort. (ie if he spends 400 turns, only treasures with turns invest of 200 or less are taken in consideration)
-The lower the total amount buried / turns ratio is, the more difficult is for someone to find your treasure (in compare to others).
-A player may never lose more than 25% of his port buried treasure (not 25% of total buried treasure but 25% of treasure buried at the port. So, if you got 1m buried, you can lose up to 250k).
-A player that loses any amount of his port treasure, will not lose any more in the specific treasure for the period of 1 week (7 days).


Treasure Hunt Options
======================
1.Find a region map
a)Provides info about your chances to find treasure in this regiment.
b)Provides info about your overall chances to find treasure.
c)Improves your chances to find a treasure.

2.Ask the port locals
a)Provides info about total port gold
b)Provides info about the largest treasure in port

3.Discuss with the head explorer
a)Provides info on your chance to find NPC or Player treasure.
b)Improves chances to find Player treasure.

4.Discuss with your quartermaster
a)Provides info on your maximum earnings cap.
b)Improves maximum earnings cap.

5.Prepare for the treasure hunt
Stores any amount of turns to use on the specific port.

6.Dig for treasure
Uses up all stored turns to find treasure.

Simple Example:
===============
Player A has buried 10 millions with 400 turns.
Player B has buried 10 millions with 500 turns.
Player C has buried 20 millions with 400 turns.

1.
Attacker attempts to discover a treasure with 850 turns.
Attacker's effort is analyzed:
-PAttacker's maximum earning is set to 6 millions.
-The player scores an attempt against a Player treasure.

2.
Player's A treasure will be added into consideration.
Player's B treasure will not be added into consideration.
Player's C treasure will be added into consideration.
Player's C treasure is selected as it has the highest turnout (amount/turns_invest).

3.
Player C is bound to lose 6millions.
However he can lose up to 25% of his treasure, therefore he will lose 5 millions.
Attacker discovers 5 millions!
Player C enters protection for 7 days in this specific port.


*Do note that this is an example. In reality, a player will see his gold looted rarely.
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Re: (Outdated) Treasure Hunt Release notes

Postby Captain Jack » Sat Jun 08, 2013 5:26 am

This list is no longer completely accurate. Most of what is explained here is valid but the end product is somewhat different.

We have been working on this feature for a long time now. We have some more testing to do, then we will release it. There is a possibility we will release it today or else in Monday.

Once it is released, I will post the updated release notes.

Here is a simple chart of the upcoming feature:
Image
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Re: (Outdated) Treasure Hunt Release notes

Postby Mohammed » Sun Jun 09, 2013 5:01 am

are we able to take our guild mates treasure i hope not
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Re: (Outdated) Treasure Hunt Release notes

Postby Juicypotato » Sun Jun 09, 2013 1:58 pm

I like the idea of a guild treasure hunt. Maybe something like if treasure is found it goes to all the active members equally.
hahahahahahahahaha

I'm an evil potato
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Re: (Outdated) Treasure Hunt Release notes

Postby Captain Jack » Sun Jun 09, 2013 4:32 pm

Mohammed wrote:are we able to take our guild mates treasure i hope not



In first released version, treasure buried by guildmates will not be available by default. A little later on, players will be able whether or not they want guildmates treasure to be included.

In a future versions, once we add pacts to the game, another option to include these pacts or not will be added.
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Re: (Outdated) Treasure Hunt Release notes

Postby Mohammed » Sun Jun 09, 2013 4:54 pm

how about juicys idea can a guild store a massive amount of turns than the treasure divides between the those who invested in it the more turns the member have the more he gets
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Re: (Outdated) Treasure Hunt Release notes

Postby Party dog » Thu Aug 25, 2016 12:38 pm

Captain Jack wrote:
Mohammed wrote:are we able to take our guild mates treasure i hope not



In first released version, treasure buried by guildmates will not be available by default. A little later on, players will be able whether or not they want guildmates treasure to be included.

In a future versions, once we add pacts to the game, another option to include these pacts or not will be added.


Is this a yes or a no? Are we able to do this now?
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Re: (Outdated) Treasure Hunt Release notes

Postby Bmw » Thu Aug 25, 2016 1:29 pm

Party dog wrote:
Captain Jack wrote:
Mohammed wrote:are we able to take our guild mates treasure i hope not



In first released version, treasure buried by guildmates will not be available by default. A little later on, players will be able whether or not they want guildmates treasure to be included.

In a future versions, once we add pacts to the game, another option to include these pacts or not will be added.


Is this a yes or a no? Are we able to do this now?


Its been three years and there's still stuff they want to implement from 4 years ago
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Re: Treasure Hunt Release notes

Postby Captain Jack » Fri Aug 26, 2016 1:44 pm

There is still stuff we want to implement from 7 years ago.

This is not a guide, these is the suggestion topic when we were implementing the feature.
Treasure hunt has a very detailed in-game guide which you can find here:
http://s2.piratesglory.com/?page=help&a ... asure_hunt

You can ask extra questions in HELP or browse through Player Guides (there are some there if I remember well).
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