by Haron » Wed Feb 08, 2017 11:33 am
Finally, and completely unrelated to the witch hut: The "direction the game is going in". Reading this post, one may get the impression that people agree that the game is moving in the wrong direction, and also that they agree on how the game SHOULD be. I believe the latter is wrong. Ask those who posted here detailed questions about how the game should work, and you'd get very different answers. We may all agree that planning and strategic thinking should be important, but the implications of that will vary.
I do NOT think a game is "better" just because it takes a long time to be able to do anything. Having to "grind" (in this case, trade) for a year before being able to launch an assault on someone is NOT my idea of a good game. Sure, gold should be important, but you need to be able to do things without first collecting a billion through trade.
I agree that some things are too "easy". Skirmish has been mentioned. I agree, although it DOES have some sides which makes it slightly harder than it may seem. Still, I agree that it's a way too simple form of play. An even easier path is to trade. Set up your routes, and check in every day to see if you've been plundered, then restart your fleets. Oh, you may argue that you have to optimize your trade routes. Fine, but really, that's an easy mathematical task. I'm not impressed. Also, it's more like a "solitaire" game, not involving interactions with others.
Plundering is slightly more difficult, but not very hard. The main aspect here is the consideration of retaliation. Finding a player's fleets, lighting him up and plundering the fleets is not that hard. But the retaliation part is what causes pirates to keep much smaller fleets than others - sometimes only a few combat fleets. This may work, but is much less profitable than having those fleets and trading, and so, doing plunders and actually profit from it - when compared to the alternative - is VERY hard. Nearly impossible. As long as you're satisfied with a smaller profit, though, it's easy enough.
Stealing ships is a tough thing to do - if you want a profit. It almost requires your target to make some serious blunders. Even then, it may require planning, timing and coordination. And a mistake can be very costly. Even when done right, the profit is seldom VERY high. It's challenging, but all things considered, not VERY profitable. And with several risks.
Building a nation may be difficult. And I'm not talking about the two years you need to trade in advance to get enough gold. Getting lots of gold is not hard, it's just time consuming. I think many confuse these things, so I'll say it again: Just because something takes a long time, does NOT mean it's difficult. Getting lots of gold is easy. Just trade peacefully for two years, log in once a day, and you'll have a ton of gold. But keeping a nation together, that's not easy. Making the players cooperate. Seeing outside threats, and responding to them. Finding a common policy, or a way to live with different policies. This can be challenging, indeed. And not necessarily very profitable - just challenging.
Other things are challenging too. Mostly those that require social interaction. To me, finding the right contracts and setting the right price is a challenge. What should I accept, and what should I reject? Also, building and running a guild has some challenges, here as anywhere else, I assume.
But how to make the game really "challenging"? Making it require thinking to play well? Not to play, but to play WELL? I think the main path to achieve that is to make trading more complex. Just running your day to day trader route should give the tiniest of profits. To get the big bucks, you should need to be at the right place at the right time, compete for the best trade routes with other traders, eliminate competition, and generally play against the other traders. Not just play a solitary trading game, where once a month you may be plundered by a pirate, causing you to lose a days income or so.
Also, I strongly disagree with those that find discovering the hidden rules in order to play well a good idea. In my opinion, every rule should be available to everyone. Mastering the game should be about understanding the implications of those rules, and using those rules to your maximum benefit, not discovering what the rules actually are.
The problem is, of course, that we all have different views on what would be the best direction to move in, despite the seemingly agreement that it should be "more complex and require thinking".
I'd also like to mention the difference between something that is "complex" and something that is "complicated". This game has a lot of rules, and will take a long time to learn. That makes the game complicated. Once you understand how the game works, though, playing it well is not that difficult. So the game is not very complex. An example of the opposite would be the board game Othello, with their motto: "A minute to learn, a lifetime to master".
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