Witch doctor limitation

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Re: Witch doctor limitation

Postby Dmanwuzhere » Wed Jan 24, 2018 2:52 am

Currently the system is designed where you must decide to use your turns for voodoo or attack-related actions.
By setting aside those choices you free up your attack turns for just attacks and have your side chick named voodoo lol.

If cutters can earn voodoo points and voodoo points are a constant flow by time and you have your other turns for attack
how exactly are you stopping voodoo casts from someone who is a "witch doctor"?

It seems a system designed to manipulate a system for free and continuous casting for those who don't want to pay for anything.
There is no real noticeable deterrent to combat "witch doctors" in this scenario. :beer
Last edited by Dmanwuzhere on Wed Jan 24, 2018 3:23 am, edited 1 time in total.
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Re: Witch doctor limitation

Postby Vane » Wed Jan 24, 2018 2:59 am

William one eye wrote:This is designed to limit the profitability of pure witch doctor game play without having a significant effect on other play styles.



This is a proposal to create a dual turn system designed to limit casting without risk. This to be achieved by adding a new set of turns for casting use only.

In order to gain full voodoo casting acess, players would have to put assets at risk by performing naval movement tasks.


Action turns would be our current turn system.
and these turns could no longer be used to cast most voodoo.

Casting turns would only be able to be used to cast voodoo.


Action Turns - uses current system
Earned 1 per ten minutes - up to 200
can buy double storage - earns 1 per 10 min up to 400
can buy double rate
can buy 50 turns, 100 turns, 200 turns for credits
can store a maximum of 600 action turns



Casting Turns -
Earned 1 per hour - up to 150
can buy double storage earns 1 per hour up to 300
can buy 75 turns for 7 credits, 150 turns for 20 credits
can store maximum of 450 casting turns


Earning additional casting turns

By battle -

earn 5 casting turns per plunder win
earn 5 casting turns per skirmish win
earn 15 casting turns per ship capture

by trade

earn 1 casting turns per every 2,500 crates delivered
earn 1 casting turns per every 100s gold bar delivered


Exceptions to this rule would be certain voodoo where
you could select to either use casting or action turns.
before casting

turn voodoo.

turn voodoo could be toggled.
Death poker - If you are gambling for casting turns
you use and earn casting turns
If you are gambling for action turns
you use and earn action turns
self sacrifice - you can only give casting turns for casting turns or action turns for action turns.

time spiral - select casting or action - defaults to attack casting turns.
On casters end - Uses what ever type of turns you are attacking

loose

-2 - 4 casting turns

-4 - 7 action turns



For casting turns you can only receive 15 successful self sacrifice casts per 24 hours.


npc voodoo

pacifisim
coastal patrol
coastal piracy

aid voodoo

buried treasure (could be test voodoo - maybe not )
generosity


If admin felt this system gives to many total turns,
my suggestion is to reduce the action turn storage limits
to

150, 300 (double) and 450 (double plus buy)
and reduce the purchase turn for credit lot sizes and prices.



I quite like the idea of separating general action turns and "casting turns" this is probably the best solution yet suggested to counter the cheap action of a "proxy" witch doctor. This requires actual "engagement" by the player to in turn earn and be able to cast harmful curses.
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Re: Witch doctor limitation

Postby William one eye » Wed Jan 24, 2018 12:54 pm

This will give more turns available. And a lot more turns that can be saved up. This means in a raid situation a player could potentially have more turns at their disposal.

However, when earning casting turns,
A player will either need a fair number of ships sailing or burn up their action turns to convert them to casting turns by combat.


I also have thought of a slightly simpler version of this is to keep the turn system as it is but implement casting points that
Work with the same way as casting turns, but instead over lap with the regular turn based system. 1 turn plus 1 casting point = 1 turn of voodoo cast. Because casting points need to be earned in some cases by use of real turns, This will have the opposite effect, limiting raiding ability. Some may welcome that, but it would very much hinder pirates. I would suggest in this variation that admin allow us extra turns.



These suggestions will not stop a witch doctor, any thing that can do that will ruin the game. This suggestion just makes the easier to block. There will be ways for them to earn turns without sailing anything valuable, however
They need to sail, or wait and save turns. By interfearing with their naval operations you can dusrupt them.
Combined with stealing their casting turns or points,
Will result in a bad day for the witch doctor.
This is not a automatic fix, a player being cast on by a witch doctor would still need to actively fight back.
This just evens the ground a bit.


This particular suggestion is an alternative to other suggestions that force actions or playstyle that may not fit a lot of players.
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Re: Witch doctor limitation

Postby Mack » Wed Jan 24, 2018 2:06 pm

-1 this will not limit anything it will enable more voodoo pratice they will just have to build some cutters to get the extra turns very bad idea
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Re: Witch doctor limitation

Postby Dmanwuzhere » Wed Jan 24, 2018 2:33 pm

Currently a players turns can be removed add confuse along with that and its pretty effective at stopping another player from casting.

I personally see the extra turns dedicated to just voodoo and freeing up turns for attack as a plus for my playstyle however I also see
how detrimental it could be to someone who is purely a trader.
Not to mention the focus on implementing such a task on admins side taking away from the advancements in the game currently being discussed.

There has been recently a barrage of projected implementations for everything to come in larger numbers or free everything.
If the game becomes to easy and designed to be a welfare line honestly it will lose its current value system and unattractive to me.

I would like to see the game progress along the lines of currently promised implements far more than I care about catering to the give me give me
players or making changes to have certain types of players hindered.

If we had no other implements on a waiting list parts of your proposal would be attractive.
Self sac limitations, earning voodoo points albeit with far more restrictions to actually combat witch doctors and not turn into a march
for more free stuff or more powerful stuff.

The people I respect and look up to in this game have massive trade and war armadas not to mention very capable with voodoo.
Or they have given that up to play a different style and a master in different areas.
Those people had it harder than we currently do and I rue the day I log in and cant have them be the role models they are because the game
has given everything away to those who want to get there without the work. :beer
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Re: Witch doctor limitation

Postby DezNutz » Wed Jan 24, 2018 2:58 pm

-1

As Dman said, the extra turns free up turns for more attacks, this suggestion benefits raiders significantly. While there may be a drawback for those that play as witch doctors, that drawback can easily be curtailed as Homer suggested.

In my honest opinion, the only way to effectively limit a witch doctor is eliminate (phase it out into alternative game function) the voodoo that makes them effective. Outside of that, any suggestion that attempts to address the witch doctor issue will either go too far and hurt more than just witch doctors, or effectively do nothing.
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Re: Witch doctor limitation

Postby Mack » Wed Jan 24, 2018 3:01 pm

the main thing idisagree with is just that you gain turns with time, if it were purly trade and combat gained then it would make more sense

i agree i would also rue the day that the need for thought and strategy in the game are diminished that way.
i am by far not one of the best stategiests, but i love the fact that in order to be one of the best players in the game, you have to be!
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Re: Witch doctor limitation

Postby William one eye » Wed Jan 24, 2018 4:00 pm

Homer wrote:the main thing idisagree with is just that you gain turns with time, if it were purly trade and combat gained then it would make more sense

i agree i would also rue the day that the need for thought and strategy in the game are diminished that way.
i am by far not one of the best stategiests, but i love the fact that in order to be one of the best players in the game, you have to be!



The main purpose for earning turns with time is for new players, those just starting out that will need them for game training missions.
I don't have a problem with changing that so that after x number of turns used, you must earn all your casting turns or points.
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Re: Witch doctor limitation

Postby Sir Thalius Hayle » Wed Jan 24, 2018 4:03 pm

I am a little divided on this one also.

I like the idea and understand Harlock's comment about large voodoo chest players with few or no ships single handedly raining havoc on merchants and/or guilds, but I also see the points Dman and Dez are making as well.

My issue has never been the power such players hold, but rather the inability to retaliate in any meaningful way and cause them harm. And no, casting confuse or taking away turns does not amount to damage, as they don't lose anything significant. They wait for the voodoo to expire or turns to rebuild, then pick up where they left off. The thing I like about this suggestion is that at least a player could go after their ships and target their ability to gain turns for casting voodoo, though for that to mean much then turns would have to be gained only through activity, not automatically on the hour.

I certainly don't want the game to get easier though, as the challenge is fun, but as has been said before- too much power lies in voodoo right now and I would strongly desire to see ships and a player's skill with them play a much greater roll in all things. Voodoo in particular.

This suggestion may not be the ultimate solution yet, but for what it is worth, I like the direction in which the conversation is going.

Humbly submitted...

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Re: Witch doctor limitation

Postby William one eye » Wed Jan 24, 2018 4:13 pm

After a lot of consideration - this function would give a player that raids and trades a huge advantage,
the merchant ships delivering cargo would earn casting turns with very little action turns used.
It is also a major change to the current system, as Dman notes It may interfere in other developments.

I am going to put up a modified version in a few minutes that functions in a similar way, but earns casting points instead of a new turn set.

edit - casting points discussion, link below.
Casting points is a much simpler way to do almost the same thing.

viewtopic.php?f=4&t=4130#p64913
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