I do not agree with it, I have repeated voiced my opinion on that.
I ran a poll - I am not the only one that thinks their should be other uses for the witch hut.
Haron wrote:1) The Witch Hut is a hideout building. It is built and upgraded using materials, gc, gold bars and possibly credits, just like any other hideout building.
2) The sole purpose of the Witch Hut is to craft legendary voodoo.
3) The only reason to upgrade the Witch Hut is to get access to more recipes. There will be more recipes than levels of Witch Hut, so no player can ever get access to all recipes.
4) Each time one gets a new level of the Witch Hut, the player gets access to ONE new legendary voodoo recipe. The player chooses among the list of legendary recepies (ALL are available - no "tiers"). Once chosen, this recipe can NOT be changed (except maybe for a VERY HIGH price). The player gets this recipe by paying for it (or alternatively by doing a mission to get it).
5) In the Witch Hut, ONE legendary voodoo card can be crafted at any time. The time it takes to craft a card is noted on the recipe.
6) In order to start crafting, the ingredients has to be spent. Ingredients are mainly a set of "ordinary" voodoo cards (common, uncommon and rare cards). These ingredients are consumed (gone forever) once crafting starts.
7) When the crafting period is over, the new legendary card is added to the players voodoo chest. He can now start crafting a new card, if he so desires.
8) Legendary voodoo cards can be sold and bought on the market, just like other voodoo cards. Expect the price to be astronomical for some cards.
9) Unless otherwise specified on the card, legendary voodoo has all the same restrictions as ordinary voodoo. They may fail due to mindbar or confuse, and they may be cleared by purify or serenity.
William one eye wrote:My concept of how this should be.
note This has been Edited from the original in a few places
The Witch Hut - a multi use space that is developed similar to a hideout.
It could be in the hideout or a secondary area that is stand alone.
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
Kitchen - where you mix recipes - level up = better recipes
This is the part everyone is describing as the witch hut.
cards could be classified as the following - levels represent when they are possible to craft
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 has been omitted - we are not likely to have enough witch hut cards to make that idea functional.
if you are interested take a look at the original post earlier in the thread.
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.
This would be more important if we have odd ingredients, like mermaid tears, and kraken scales and Eye of William ect.
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.
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.
It would burn turns to change Id's on a doll similar to how you move ships in and out of a marina.
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
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adding from another thread -
viewtopic.php?f=5&t=3285&start=10
Other possible witch hut build focus areas
A card vault - limited space to store a small number of cards you wish to protect from magpies.
similar to a marina - you would need a bunch of turns to get cards in or out, basically a fail safe backup of cards
you cannot use until they are removed from the vault with turns.
my variation of an idea from Hawk
Essential minor card craft by some not very efficient way for new players to get cards they really need but cant afford by credits - this only makes sense if they can afford to build the hut in the first place. I was against the idea of crafting existing cards, however your suggestion seems it would be helpful for new players, if it was designed to prevent established players from flooding the market with cards they created.
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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 craft 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. Then you must build up your pantry to get full advantage of the crafting part 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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alternate ingredients added from another thread
viewtopic.php?f=4&t=3228
if we can use ingredients not yet available, what will they be, how are the acquired and how rare.
Gems- mined, won , stolen - there are many suggestions on gem stones
Eye of newt - mission - easy but time consuming - must re-run mission each time - something like an actual fleet must take x number of crew to a specific port. They hunt in that port for Newts. Best ports change and should be noted somewhere. Maybe in the Tavern
Mermaid Tears - must go fishing in specific- global events posts weekly what port mermaids have been spotted in. must get x amount of fish from that port and you are awarded mermaid tears.
Kraken scales - if someone attacks you with a kraken you are awared 1 kraken scale.
Tooth of leviathan - if someone attacks you with a leviathan you are awarded 1 leviathan tooth.
Daughter - must be at 100 affinity and walking on clouds - then you can sacrifice her - once she is used you must win her back again
Ship - must be a specific type of ship with a certain att level - something very specific say a 42 att regular merchantman -
I would say you could potentially open an ingredient exchange as well.
These are just a few examples - I am open to suggestions for more
William one eye wrote:Admin can implement ideas very fast, even more so when they are modifications of something they have already developed. Many times I believe they a more limited by r&d than coding ability. They have shown interest in exploring alternate designs. Mine is very different. Perhaps a bit out of that scope. I am certain CJ would let us know if anything is to far out of scope to be considered. Their interest in quick implementation only means now is the time to put any design ideas forward to see if admin or the community are interested.
I would agree the more guidance admin can provide as to what is set, what is fexible and what if anything needs some discussion would help greatly in the process of moving on to card design.