New Voodoo Ability

Any game related discussion can take place here. Examples: Discuss about how bad the merchant rates have been lately, how rich you have became by following this specific strategy which now needs to stop etc etc

Which do u like most?

Impervious
1
10%
Be-witched
0
No votes
Mystery
0
No votes
Guardian
3
30%
Corruption
1
10%
Resistance
3
30%
Berserk
2
20%
 
Total votes : 10

Re: New Voodoo Ability

Postby Grimrock Litless » Tue Dec 06, 2016 9:46 am

No.4 still most liked one.
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Re: New Voodoo Ability

Postby Captain Jack » Fri Dec 09, 2016 2:53 pm

There is some poor participation at the votings. The ideas are nice.
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Re: New Voodoo Ability

Postby PhoenixKnight » Fri Dec 09, 2016 5:43 pm

Well, I would vote but I don't see any descriptions so that I can understand what I am voting on!
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Re: New Voodoo Ability

Postby Haron » Fri Dec 09, 2016 5:52 pm

First: Without knowing which cards an ability would apply to, voting on such abilities is difficult. I really do not see the need to decide on "general" abilities. If a card needs to change, I think that card should be discussed.

Having said that: Guardian would be very powerful on almost every card, since it would work as "double mindbars". Or triple. Let's say, for instance, that bless got this ability. I cast 3 bless and a mindbar. Now, all 3 bless cards have to be removed before the mindbar. That takes on average 16 serenity to remove the mindbar. Please let's not get this on ANY card.
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Re: New Voodoo Ability

Postby Most Lee Harmless » Fri Dec 09, 2016 6:05 pm

I agree with Haron : until we know which ability will be added to which card, its impossible to judge their relative merits. So, I am voting for none of them for that reason.
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Re: New Voodoo Ability

Postby Hawk » Sat Dec 10, 2016 5:21 pm

Resistance. I also agree the applications need to be suggested before a card ability can be voted on. Really abilities are just a way to simplify voodoo card effects

http://www.piratesglory.com/forums/viewtopic.php?f=16&t=355&p=2282&hilit=Resistance#p2282
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Re: New Voodoo Ability

Postby William one eye » Sat Dec 10, 2016 5:51 pm

William one eye wrote:How about

Infection


When trying to clear a curse with this ability from a friend or guild mate there is a % chance it will spread and affect the person trying to clear. This should be independet of if they are sucessful in clearing the curse.



possible good cards with this ability

confuse
disfavor
swarm of worms
blacklist
favorable winds
hostile waters

how it would work

player A casts on player B

Player C attempts to clear but gets infected - curse runs same time schedule as original casting.
notification shows up on players A's list as a new curse and can be canceled by them.

this is perpetual so if player D attempts to cleat player B or Player C they could get infected, again this runs the timeline of the original curse cast. again notification shows up on players A's list as a new curse and can be canceled by them.

player E trys to clear B,C,or D this all cycles again.

as this could potentially affect a lot of players, I suggest a relatively low chance that infection would occur. Perhaps 25%

if player already has the maximum card affect on, the infection will have no affect.

edit - noticed some typos
Last edited by William one eye on Sat Dec 10, 2016 7:38 pm, edited 3 times in total.
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Re: New Voodoo Ability

Postby Maha » Sat Dec 10, 2016 7:04 pm

what about
hip shot
30% chance to return a preset card to the caster. (stack 5 preset cards max)

go to the top
preset with another curse. when voodoo´d upon the guild leader of the caster will get hit with the preset curse. and the message to keep the caster under control.

drowsiness
when added to a card the event message comes 1 minute late on the receivers event list and 5 minutes late on that of his guild mates

spam
when used with other voodoo, the last 10 news messages will be repeated after the voodoo even notification (with the original time stamps and all)

boogeyman
used with a selection of upto10 other cards The player, fleet or whatever is not really harmed by those cards, all what happens are 5 times a´for real´notification of being hit by those cards in the event messages (guild mates get those messages as well)in a 24 hour period of time. Since nothing really happened no counter curse can be activated nor can a mindbar stop it. (cry wolf...)



communication breakdown
this legendary card allows to select up to 10 players, by name or top rank in guild or nation and block all direct in game communication. no chat, messaging and no notices on the guild-nation forum or news events and no voodoo casting among them. indirect communication thru non effected players is still possible.
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Re: New Voodoo Ability

Postby Shadowood » Sat Dec 10, 2016 7:05 pm

William one eye wrote:
William one eye wrote:How about

Infection


When trying to clear a curse with this ability from a friend or guild mate there is a % chance it will spread and affect the person trying to clear. This should be independet of if they are sucessful in clearing the curse.



possible good cards with this ability

confuse
disfavor
sarm of worms
blacklist
favorable winds
hostile waters

how it would work

player A casts on player B

Player C attempts to clear but gets infected - curse runs same time schedule as original casting.
notification shows up on players A's list as a new curse and can be canceled by them.

this is perpetual so if player D attempts to cleat player B or Player C they could get infected, again this runs the timeline of the original curse cast. again notification shows up on players A's list as a new curse and can be canceled by them.

player E trys to clear B,C,or D this all cycles again.

as this could potentially affect a lot of players, I suggest a relatively low chance that infection would occur. Perhaps 25%

if player already has the maximum card affect on, the infection will have not affect.


I like this idea very much!
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Re: New Voodoo Ability

Postby Grimrock Litless » Sun Dec 11, 2016 7:11 am

William one eye wrote:
William one eye wrote:How about

Infection


When trying to clear a curse with this ability from a friend or guild mate there is a % chance it will spread and affect the person trying to clear. This should be independet of if they are sucessful in clearing the curse.



possible good cards with this ability

confuse
disfavor
swarm of worms
blacklist
favorable winds
hostile waters

how it would work

player A casts on player B

Player C attempts to clear but gets infected - curse runs same time schedule as original casting.
notification shows up on players A's list as a new curse and can be canceled by them.

this is perpetual so if player D attempts to cleat player B or Player C they could get infected, again this runs the timeline of the original curse cast. again notification shows up on players A's list as a new curse and can be canceled by them.

player E trys to clear B,C,or D this all cycles again.

as this could potentially affect a lot of players, I suggest a relatively low chance that infection would occur. Perhaps 25%

if player already has the maximum card affect on, the infection will have no affect.

edit - noticed some typos


Yeah, that was how I wanted it to work, just follows the same duration of the curse that was on at that time, but, chance based, sure why not, but attempts to clear was able to clear, the voodoo would be cleared but the clearer would get the effect too.

But, I don't really like chance based things. Seems a little, cheap.
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