The plague of witch doctors continues

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Re: The plague of witch doctors continues

Postby Jack Teach » Tue Feb 20, 2018 3:06 pm

Capitaine Leonce wrote:Removing voodoo completely? That seems like quite an extreme "solution", which would most likely add 2 problems for every 1 it solves.

How so?
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Re: The plague of witch doctors continues

Postby Banger » Tue Feb 20, 2018 3:09 pm

This answer is in no way removing voodoo entirely from the game. However, I think it should be curtailed and as others have suggested tied to other qualifiers, i.e. ships etc.
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Re: The plague of witch doctors continues

Postby not a pirate » Tue Feb 20, 2018 3:32 pm

Jack Roberts wrote:
Capitaine Leonce wrote:Removing voodoo completely? That seems like quite an extreme "solution", which would most likely add 2 problems for every 1 it solves.

How so?

How'd people be vulnerable when trading? How would there be any strategy? You all see voodoo as a tool that "witch doctors" use to harm players, but it is also used to give a new element to an otherwise dull game. Voodoo can force fights, turn the tables. Raise a port, or decimate it. The game must have risk. If you take away the risk of losing millions of gold to a few cards, just for the sake of that few million, perhaps you shouldn't have much to lose anyways.

Removing an essential part of the game is not a solution to >1% of the active player base casting a few cards against someone.
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Re: The plague of witch doctors continues

Postby DezNutz » Tue Feb 20, 2018 3:49 pm

Capitaine Leonce wrote:
Jack Roberts wrote:
Capitaine Leonce wrote:Removing voodoo completely? That seems like quite an extreme "solution", which would most likely add 2 problems for every 1 it solves.

How so?

How'd people be vulnerable when trading? How would there be any strategy? You all see voodoo as a tool that "witch doctors" use to harm players, but it is also used to give a new element to an otherwise dull game. Voodoo can force fights, turn the tables. Raise a port, or decimate it. The game must have risk. If you take away the risk of losing millions of gold to a few cards, just for the sake of that few million, perhaps you shouldn't have much to lose anyways.

Removing an essential part of the game is not a solution to >1% of the active player base casting a few cards against someone.


As the effects created by voodoo can be recreated into battle or other game mechanics, voodoo is not essential to play this game. It is only required in the current setup because the game mechanics don't exist to replace the voodoo. It is just a matter of creating the mechanics and the relevant voodoo will no longer be needed.
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Re: The plague of witch doctors continues

Postby Sebena » Tue Feb 20, 2018 4:02 pm

Capitaine Leonce wrote:
Jack Roberts wrote:
Capitaine Leonce wrote:Removing voodoo completely? That seems like quite an extreme "solution", which would most likely add 2 problems for every 1 it solves.

How so?

How'd people be vulnerable when trading? How would there be any strategy? You all see voodoo as a tool that "witch doctors" use to harm players, but it is also used to give a new element to an otherwise dull game. Voodoo can force fights, turn the tables. Raise a port, or decimate it. The game must have risk. If you take away the risk of losing millions of gold to a few cards, just for the sake of that few million, perhaps you shouldn't have much to lose anyways.

Removing an essential part of the game is not a solution to >1% of the active player base casting a few cards against someone.



How would they be vurnuable? Go back and read my idea of showing routes on the map that's how they would be vurnuable. How to raise port without voodoo? Simply if you trade enough in some port respect and influence grows of if you are pirate type then you don't need port but if you want some influence there invest in port structures such as port defense once port buildings are implemented plunder goods from traders and sell them as a pirate in the port etc . How would raise population? We have option to transport immingrants already. There are plenty other way if you think outside of the box. Right now this is ccg and that is not for what we signed when we logged here
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Re: The plague of witch doctors continues

Postby Captain Jack » Tue Feb 20, 2018 4:07 pm

Banger wrote:We have talked and talked and talked about it. The solution doesn't have to be perfect, it just needs to be something. How long is it going to take? Plantations long? Flagship long? This is a situation where I feel like I'm beating a dead horse.


We are on the discussion terms that are fruitful now. I am pointing it out as you said that there is no effort from our side. That large discussion I referenced earlier, was already a big effort and easily one of the most popular gameplay discussions, ever held. It also produced a kickstarting plan with a lot of backup fine ideas.

The main idea is that the Flagship will be a requirement for Voodoo Casting against other players. Couple it with the already approved Voodoo Lock and the rest of the plan with probable bonuses SHM ritual idea and we have the kickstarting plan.

As for when this can be forwarded, it can be after Plantations. Right now, we need to determine which will be the major feature for 2.1
We are willing to speed things up in development if this is what the playerbase desires. We can forward major features faster in the expense of smaller features and polishing.

What needs to be done is for me to create a full suggestion out of that discussion. As we need to be more specific on the next step. Then this suggestion can be incorporated into the Flagship idea, where everyone will get to have a Flagship although Pirates will see more to it. We could also add a few ship abilities and a few of the special crew ideas in this feature. This make it a major feature that can contest for 2.1

Then, once we have the bulk of suggestions ready, we will setup a poll for the playerbase to decide which major feature you prefer.

I really cannot push it in any way better than incorporate it with the Flagship feature which is what the majority of the playerbase top preference, as it seems.

Work for Plantations cannot be abandoned at this stage. Resources are running fast low in all port warehouses and we want to release them as fast as possible. Plantations will also create the environment for a more true market for shipments where ports and players will have actual demand for the resources that are currently transported around based solely on an infinite demand.
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Re: The plague of witch doctors continues

Postby Captain Jack » Tue Feb 20, 2018 4:09 pm

DezNutz wrote:As the effects created by voodoo can be recreated into battle or other game mechanics, voodoo is not essential to play this game. It is only required in the current setup because the game mechanics don't exist to replace the voodoo. It is just a matter of creating the mechanics and the relevant voodoo will no longer be needed.


This is so very true.
+1000

I must add though that voodoo will be ever existent though. As we will always have use for them. However, expect to see curses alike Bless and Drums of War replacing curses alike Charity Donation and Propaganda (example). Similarly for population control (Black Death/Immigrants),etc
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Re: The plague of witch doctors continues

Postby Captain Jack » Tue Feb 20, 2018 4:10 pm

Charles Vane wrote:
Captain Jack wrote: However, there has been a voting, created again by Grimrock. Here it is: viewtopic.php?f=4&t=4105&p=64056#p64056 Out of 53 votes, only 1 vote went to the direction Grimrock would hope it will go. So I really fail to see any ongoing concern.


For the record, that is my poll and 35 votes went in the direction i'd hoped. It wasn't voodoo.


My bad. I am a just a bit prejudiced with Grimrock right now.
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Re: The plague of witch doctors continues

Postby Banger » Tue Feb 20, 2018 4:16 pm

Captain Jack wrote:
Banger wrote:We have talked and talked and talked about it. The solution doesn't have to be perfect, it just needs to be something. How long is it going to take? Plantations long? Flagship long? This is a situation where I feel like I'm beating a dead horse.


We are on the discussion terms that are fruitful now. I am pointing it out as you said that there is no effort from our side. That large discussion I referenced earlier, was already a big effort and easily one of the most popular gameplay discussions, ever held. It also produced a kickstarting plan with a lot of backup fine ideas.

The main idea is that the Flagship will be a requirement for Voodoo Casting against other players. Couple it with the already approved Voodoo Lock and the rest of the plan with probable bonuses SHM ritual idea and we have the kickstarting plan.

As for when this can be forwarded, it can be after Plantations. Right now, we need to determine which will be the major feature for 2.1
We are willing to speed things up in development if this is what the playerbase desires. We can forward major features faster in the expense of smaller features and polishing.

What needs to be done is for me to create a full suggestion out of that discussion. As we need to be more specific on the next step. Then this suggestion can be incorporated into the Flagship idea, where everyone will get to have a Flagship although Pirates will see more to it. We could also add a few ship abilities and a few of the special crew ideas in this feature. This make it a major feature that can contest for 2.1

Then, once we have the bulk of suggestions ready, we will setup a poll for the playerbase to decide which major feature you prefer.

I really cannot push it in any way better than incorporate it with the Flagship feature which is what the majority of the playerbase top preference, as it seems.

Work for Plantations cannot be abandoned at this stage. Resources are running fast low in all port warehouses and we want to release them as fast as possible. Plantations will also create the environment for a more true market for shipments where ports and players will have actual demand for the resources that are currently transported around based solely on an infinite demand.


I believe I speak for the majority here when I say, "Absolutely". We need something fresh and new sooner rather than later and if it helps to get to more of the features that are needed such as voodoo control then I would rather see it get implemented in a non perfected fashion and then polished up more later.
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Re: The plague of witch doctors continues

Postby Captain Jack » Tue Feb 20, 2018 4:19 pm

Ok, prepare for a mini onslaught in the forthcoming weeks.
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