Hideout Building: Witch Hut

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Re: Hideout Building: Witch Hut

Postby Shadowood » Fri Jan 13, 2017 1:38 am

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Re: Hideout Building: Witch Hut

Postby Malachi Constant » Fri Jan 13, 2017 2:40 am

Witch Hut tier suggestions:

Each level reduces cost of cooking by 1% (gold coin or bar cost only)

Levels 1-5 cook Common Cards

Common cards can be cooked using other common card, or gold coin.

To introduce these cards to be cooked, the cost of such will be determined by AVG cost of card in market X AVG credit cost in gold coin.

E.G : Transport Immigrants is currently around 17 credits. Let’s say 150,000 AVG cost per credit.

17*150,000=2,550,000 gold coin to cook that card

With discount of 5% at lvl 5, cooks can work the market and bring equilibrium.

Levels 6-10 cook Uncommon


Either gold coin method or a combination of gold coin, bars and recipes to create Uncommon cards

Levels 11-15 cook Rare

Rare cards can only be cooked using recipes and/or gold bars. No coin or market equivalent.

Allows goldsmith to be more relevant, and leveling smith more important and adds more value.

Level 16-20 cook Legendary


Recipe and gold bar only, tier the new batch of Legendary cards as put together by new card group to fit within these parameters.

Total 20% discount on bar cost of upgrade and/or card cost for cooking.
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Re: Hideout Building: Witch Hut

Postby Meliva » Fri Jan 13, 2017 2:49 am

Malachi Constant wrote:Witch Hut tier suggestions:

Each level reduces cost of cooking by 1% (gold coin or bar cost only)

Levels 1-5 cook Common Cards

Common cards can be cooked using other common card, or gold coin.

To introduce these cards to be cooked, the cost of such will be determined by AVG cost of card in market X AVG credit cost in gold coin.

E.G : Transport Immigrants is currently around 17 credits. Let’s say 150,000 AVG cost per credit.

17*150,000=2,550,000 gold coin to cook that card

With discount of 5% at lvl 5, cooks can work the market and bring equilibrium.

Levels 6-10 cook Uncommon


Either gold coin method or a combination of gold coin, bars and recipes to create Uncommon cards

Levels 11-15 cook Rare

Rare cards can only be cooked using recipes and/or gold bars. No coin or market equivalent.

Allows goldsmith to be more relevant, and leveling smith more important and adds more value.

Level 16-20 cook Legendary


Recipe and gold bar only, tier the new batch of Legendary cards as put together by new card group to fit within these parameters.

Total 20% discount on bar cost of upgrade and/or card cost for cooking.



I somewhat like your idea, but a problem I see in this is that voodoo cards value on the market can change. sometimes slightly, sometimes greatly. for example, Bribe is currently worth 12 credits. however I recall a while ago it was worth around 8 credits. and I recall one point it was worth around 20 credits. so from 20-8-12 that is quite the change over time. so will the Hut change its prices as the cards do? in that case the more powerful players may try to manipulate the market, by intentionally lowering the value of a card. perhaps instead a fixed price should be set for all cards based on all around use and benefits.
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Re: Hideout Building: Witch Hut

Postby Malachi Constant » Fri Jan 13, 2017 3:00 am

Meliva wrote:

I somewhat like your idea, but a problem I see in this is that voodoo cards value on the market can change. sometimes slightly, sometimes greatly. for example, Bribe is currently worth 12 credits. however I recall a while ago it was worth around 8 credits. and I recall one point it was worth around 20 credits. so from 20-8-12 that is quite the change over time. so will the Hut change its prices as the cards do? in that case the more powerful players may try to manipulate the market, by intentionally lowering the value of a card. perhaps instead a fixed price should be set for all cards based on all around use and benefits.


I think only common cards would be connected to the card and credit market prices. I think if devs kept the avg of cards and credits actually sold it manages itself. That way people can't post cards or credits with spam values to manipulate the market.

As for Bribe, I think rare cards can only be by recipe, gold coin, or gold bar or some combination there of.

For rare cards you could link an AVG Bar cost to the cooking but by the time you could cook them you would be receiving a 16% discount on Bar or coin cost of card.
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Re: Hideout Building: Witch Hut

Postby Malachi Constant » Fri Jan 13, 2017 3:07 am

Perhaps I didn't answer clearly as I read again. I mean those cost would be fluid to current averages, not to average right now and stay like that forever. The cost could rise and fall.
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Re: Hideout Building: Witch Hut

Postby William one eye » Fri Jan 13, 2017 3:26 am

I am just going to put this out there. My concept of how this should be.

The Witch Hut - a multi use space that is developed similar to a hideout.
you would need to level it up to add space for each section of the hut.
the hut size works in similar way to mansion and fields

All of the following areas use up hut space as they level up - requiring the hut to be leveled up

Edit adding the following statement - Alternately - all of my suggested area's could be included in the hut and just require leveling up. If it were developed without a field use design, Would suggest the kitchen in my suggestion be the hut.
and the other areas are part of the hut to be developed independently.



Kitchen - where you mix recipes - level up = better recipes
This is the part everyone is describing as the witch hut.


[*]edit - adding my suggestion as to how I now think levels and cards should work.

lvl -1 to 5 - Ultra rare spells - simple recipes that create cards that are to powerful to be rare, but do not really
class as legendary
lvl - 5-10 - Almost Legendary - starting to get in to some complex recipes - really useful and strong spells that are not
really overpowered

lvl - 11-15 - Legendary - slightly overpowered and complex to make

lvl - 16 -20 - Ultra Legendary - overpowered and take very large input or resources and time to develop


Library - where you get recipes

The library is kind of like academy, but lets say if you have a kitchen, you can make a basic set of spells, better spells are available at higher levels. If you add the library you get more and more spells. Book 1 is included with the kitchen and has a fair number of spells, you may be limited by the kitchen or by the pantry levels. Book 2 does not have better spells, just more additional spells, again, the book covers basic to high level spells but you could be limited again by kitchen or pantry. It mostly costs time of research books but some probably some gc or bar also. In the future as more spells get approved additional spell books could be added at any time. Books could potentially specialize in certain areas of game play.

Edit - adding examples of how books would work

Possible recipe book examples
book 1 - Spells for the practicing witch doctor volume 1
book 2 - Spells for merchants - volume 1
book 3 - Spells for raiders - volume 1
book 4 - Spells for nobels - volume 1
book 5 - Spells for the practicing witch doctor volume 2

each book would contain

4 x Ultra Rare Spells
3 x Almost Legendary
2 x Legendary
1 x Utra Legendary


[*] Edit - As I am now suggesting we limit card development by complexity in the kitchen or hut area - the pantry
becomes less useful could be omitted.


pantry - where you import supplies to -similar to a warehouse for a hideout. Some recipes may need a large amount of voodoo and other supplies in hand to create. The pantry must be able to hold all supplies required for a recipe before starting the cook. I see the pantry being like your hideout warehouse but for card and bar and possibly other item storage. The larger the pantry the more complex recipes you can mix.


The following are for those who wish to explore the voodoo hut, but may not want to invest the resources to
cook spells. Or additional projects for those who have maxed out their cooking section. These areas also use up hut space.


Altar - alternate build focus does not involve use of cards - each lvl increases your card luck
altar has nothing to do with any of it except is uses hut space it is just an alternate path that gets you a
luck bonus for say duplicate and other luck based cards. Perhaps early levels increase casting luck
and higher levels increase the chances you will get uncommon or rare cards as gifts.

Edit adding these- I am suggesting a voodoo doll storage closet and a juju collection

Closet - another alternate build focus - each level allows 1 voodoo doll storage. Make a voodoo doll
for each space in the closet by assigning a player ID, you can attach spells to that doll. When you are ready to cast on the player
you go to the closet and get the doll. All your chosen curses for that player will be available on one page.
you can get rid of a doll at any time and create a new one, but you can only have as many dolls as you have storage spaces at one time.

Juju - yet another alternate buid focus - your collection of personal charms

These are not cumulative

level 1 - returns 1 extra gift card per month
level 2 - returns 2 extra gift card per month
level 3 - returns 3 extra gift cards per month
level 4 - returns 1 extra gift card per week
level 5 - returns 2 extra gift cards per week
level 6 - extra gift card every 72 hours
level 7 - extra gift card every 48 hours
level 8 - extra gift card every 24 hours
level 9 - extra gift card every 24 hours - + 1 extra card in each booster pack purchased
level 10 - extra gift card every 24 hours + 2 extra card in each booster pack purchased



Like hideout development you can only work on one thing at a time.

I suggest you build your hut first, then you must build a kitchen to cook or you can just work on an alter, closet, or juju collection.
The kitchen comes with a basic pantry - it has a basic pantry that holds enough cards for the first lvl spells. it also comes with book 1. Then you must build up your pantry and you must read books in your library to get full advantage of your hut.
I don't feel any of it needs to be terribly expensive but players should have to choose paths and how they want to allocate build times, so people will develop the huts in different styles similar to how the hideout works.
Some may want to max the kitchen and get a few high level recipes as fast as possible. while
others may want to research in the library and have a huge array of common card recipes
eventually people would start having fully maxed out huts, but in the beginning you would have to make choices on your preferred direction.
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Re: Hideout Building: Witch Hut

Postby Captain Jack » Sun Jan 15, 2017 4:14 pm

Added:
-We can also add a level requirement for every recipe. Some super cards will only unlock at level 18 or 20 for example.
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Re: Hideout Building: Witch Hut

Postby Captain Jack » Sun Jan 15, 2017 4:19 pm

Captain Jack wrote:Added:
-We can also add a level requirement for every recipe. Some super cards will only unlock at level 18 or 20 for example.



If we go for levels for each recipe, which to me sounds like a good way to go, we can then force the player to pick 1 recipe from each level. At this case we will need to have at least 3 recipes per level to make it count, although not mandatory. This can be very stressing as it will need about 60 more cards but it can result to a better game.

This means that we can make simpler cards out of the Witch Hut, at least for the first 10 levels. The Legendary cards can start after level 10. They could be about 30 at least, out of which each player will get to pick only 10.

Another way to go, is to create recipe trees. Do you want this super recipe? Simply use your slots to reach it. This will save considerable debating on what level every card should be. It will though limit options and diversity while it will create a new debate in how the chain should go. Harder to modify later and as a result more difficult to control its impact.


As it seems, this seems the most appealing for us:
This means that we can make simpler cards out of the Witch Hut, at least for the first 10 levels. The Legendary cards can start after level 10. They could be about 30 at least, out of which each player will get to pick only 10.
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Re: Hideout Building: Witch Hut

Postby Shadowood » Sun Jan 15, 2017 4:24 pm

Captain Jack wrote:
Captain Jack wrote:Added:
-We can also add a level requirement for every recipe. Some super cards will only unlock at level 18 or 20 for example.



If we go for levels for each recipe, which to me sounds like a good way to go, we can then force the player to pick 1 recipe from each level. At this case we will need to have at least 3 recipes per level to make it count, although not mandatory. This can be very stressing as it will need about 60 more cards but it can result to a better game.

This means that we can make simpler cards out of the Witch Hut, at least for the first 10 levels. The Legendary cards can start after level 10. They could be about 30 at least, out of which each player will get to pick only 10.

Another way to go, is to create recipe trees. Do you want this super recipe? Simply use your slots to reach it. This will save considerable debating on what level every card should be. It will though limit options and diversity while it will create a new debate in how the chain should go. Harder to modify later and as a result more difficult to control its impact.


As it seems, this seems the most appealing for us:
This means that we can make simpler cards out of the Witch Hut, at least for the first 10 levels. The Legendary cards can start after level 10. They could be about 30 at least, out of which each player will get to pick only 10.


Would you be "stuck" with those 10 or could you (for a fee) swap them out? If you can swap, how often and whats the fee. Similar to Hideout Move
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Re: Hideout Building: Witch Hut

Postby Mugiwara » Sun Jan 15, 2017 5:22 pm

you can design that voodoo trees due to role in game. for pirates pvp oriented cards. for traders trade oriented cards for nobles port oriented cards. and you can add some Intersection points to help them to get more diversity.
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