Gambling mechanics discussion

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Gambling mechanics discussion

Postby PFH » Sun Jun 03, 2018 7:28 pm

So i have a few ideas to add to a gambling mechanic. One would be to add a port building that would be accessible after meeting political science level 20, bank level 15, and would have a link after clicking your gold and would be labeled “Gambler’s Cove”

This would have links to Casinos made by players who have the building made. Casino can be levelled up to 10.The total profit from casinos is set up as 45% to player, 35% to the nation, and 20% corruption (to the game.) prizes won from gambling are taken out from players at 65% and 25% but a 10% fee from a “corruption tax.” A casino utilizes you bank to store its profits and expenditures.

Every 4 levels increases amount of gambling mechanics in the casino. Unlocking the casino allows a gamble mechanic of guessing the card out of the 13 different choices. A standard bid costs 45,000and the winning prize is 200,000 (provided by game.) and adding more choices to the guess had an additional fee of 75,000. For example: lets say i pick a 4 to be a guess then i want to add 7 and a Jack. The total price would be 195,000 after the 4 being 45,000 and the 7 and Jack being 150,000.


Level 2 allows to also add a prediction of a suit. The prize is then quadrupled if you guess right. The suits are Clubs, Spades, Hearts, and Diamonds. The price of adding a suit is 75,000 per card added to suit.

Level 3 adds Jokers as an option for a wild prize, meaning adding 2 cards to the deck. To guess a color of a joker costs 45,000. If you guess a joker of two colors: black and red, and get it right, you win a prize of 8x your total expenditure paid on the gambling.

Level 4 adds a coin flipping mechanism. Easy 50/50. Cost is 25,000 and prize is 27,000.

Level 5 adds option of adding up to 2 more coins to the chances. Additional 30,000 per coin added and a prize added of 35,000 per coin added.

Level 6 adds an addition 3 coins to the pot. Also adds a 6 sided die to add at a price of 200,000 with a minimum requirement to use at 3 coin tosses. Prize increases by 350,000 from using the 6 sided die and increases by 100,000 per coin added with the die on top of the 35,000 addition from level 5. Adding a guess to a 6 sided die costs 125,000 per additional guess.

Level 7 adds the wild coin and any side of a wild coin is considered one of the guesses on a coin flip. This changes the chances on coins to 45/45/10 as H/T/W as heads/tails/wild. For example: if you guess HHT, and it comes out at HHW, the W turns into T.

Level 8 now adds a multiplayer Blackjack room. Prizes are set by the player who owns the casino. Starter amount of multiplayers allowed is 8 maximum. Game starts at 4.

Level 9 now adds a slot machine with 9 different symbols and 3 rows of each of the 9 symbols. Each of the symbols are Gold coins, pirate flag, chest, wild nature flag, 7, skull, and heart. Slot activation costs 500,000 and prizes start as:
Gold coins: 1,500,000 gold coins
Pirate flag: 1,500,000 gold coins and 7.5m fame
Chest: 3,000,000 gold coins
Wild nature flag: 3,000,000 gold coins and hostility reduced with all nations is reduced by 750.
7: 10,000,000 gold coins and 10,000,000 fame
Skull: loss of 6,000,000 from one of your banks and 50% of fame lost. Gold is sent out of your account at 65% to the casino owners purse, 25% to nation, and 10% to corruption.
Heart: influence at selected port is increased by 20%.

Level 10 allows the manipulation of your prices for all. The total cost is required to be at minimum of 15% to the prize for prices set total.

What do you guys think?
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Re: Gambling mechanics discussion

Postby Vane » Sun Jun 03, 2018 7:53 pm

Good thoughts but I believe this will tie in much better as a port building to be constructed "when" port buildings are released for nations. There was also the concept mentioned a while back where guilds could vie for control of specific buildings which I quite like.
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Re: Gambling mechanics discussion

Postby William one eye » Sun Jun 03, 2018 9:49 pm

My gambiling suggestion as an add on to Inn.
Was thinking nation or player run.

Inn keeper discussion
viewtopic.php?f=4&t=2933&hilit=Inns

From inn keeper discussion

I would add this - once your inn is constructed you can add and develop the following areas.

The private room as they would have been called in the period - or basically a casino
you enter the private room and play games - Thinking a few games that might be easy function
NPC minigames - somepossibilities are Pharo, Black jack, A dice game, maybe Roulette. You wager money and perhaps you win, if not house take goes as revenue to the inn and who every the owner of the inn is, governor or nations, however it gets implemented. Would love to see a game where you have a chance to win a voodoo card. I noticed when I read the Inn Keeper Idea Maha also made a suggestion for gambling.


I got the Lounge idea from a suggestion made by lockreed and developed it a bit.
Lounge - players can enter the lounge - you must be staying at the inn to enter and it is an opt in, so it does not tell you all that are staying at the inn, just those who are in the lounge. It functions like guild chat, anyone in the lounge can talk on the chat. - Would be neat if you could have a side PVP games like Liars Dice and Poker. If you had enough people in the lounge that wanted to play, you could join a table and play a game against each other. Once at a private table you are only speaking with the people at that table. Gaming pace is driven by the group at the table.

Courtyard - the somewhat less reputable games occur here.

Make a bet and toss some bones - perhaps
talus - heads/tails or some variation of Shagia - similar to dice. simple NPC minigame wager for gc or turns

Challenge a fight perhaps - fists and swords. PVP
prizes could a daughters affinity, voodoo cards, Turns, or Gc.

Make a shady deal with a gypsy or smuggler, sometimes you get a voodoo card, or legendary ingredient, if that becomes a thing, sometimes you get ripped off and lose your investment, perhaps sometime you even robbed and lose more
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Re: Gambling mechanics discussion

Postby PhoenixKnight » Mon Jun 04, 2018 9:42 am

I think the worst gambling system we have is treasure hunt. We should fix that first!
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Re: Gambling mechanics discussion

Postby The Lamb » Mon Jun 04, 2018 7:14 pm

I was thinking that a way to fix the treasure hunt would require more in game work and could be as follows:
You would start with daily activities:
1. Move "x" goods from this port to that port
2. Track down "this" smuggler for the govorner
3. Find "this" pirate
4. Sail to "this" port to get the daughter a trinket
5. Kill this sea creature terrorizing "this" port
6. ETC....

Then move to weekly activities: (stealing a little from Thalius's idea)
1. send fleets on quests looking for the ancient pieces of eight that fit together showing the way to treasure.
2. send fleets to find riches of the far east, come back with spice, animals ets that we cant normally get and sell at port for more influence and gold. (Fleets don't always come back)
3. Send fleets away to look for long lost shipwrecks (not always successful) (could come back with more ship experience, or treasure map pieces)
4. Send fleets away looking for new civilizations (could come back with more officers, or loose some... ran into cannibals?)
5. ETC...

All the above with specific rewards, obviously ranging in difficulty and time needed and one reward could be part of a treasure map to collect till you get the whole map leading you to the place to dig/explore, and then you put in your "time" to find it. But this would be a mythical treasure/site of black beard or something like that that would be game generated not a players treasure.

Once you find all the maps, pieces of eight, puzzle pieces, etc, you look for the treasure as stated above, but could also be natural treasures that would be gold/goods and that could go into our achievements.
1. Found El Diablo Day XXX
2. Found Fountain of Youth Day XXX
3. ETC....

Make a list of 20-30 "achievement" treasures for us to search for as well.

I wasn't around before banks, but if i understand correctly, burying your treasure was a way to keep money safe till they came out with banks so it had to be difficult and complicated to keep it safe and make sure it wasn't exploited. Maybe its just a dated banking system.
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Re: Gambling mechanics discussion

Postby DezNutz » Mon Jun 04, 2018 7:24 pm

We already have a great gambling mechanism. Death Poker and Mindbar come to mind.
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Re: Gambling mechanics discussion

Postby Zephore » Mon Jun 04, 2018 7:32 pm

DezNutz wrote:We already have a great gambling mechanism. Death Poker and Mindbar come to mind.


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Re: Gambling mechanics discussion

Postby Grimrock Litless » Mon Jun 04, 2018 8:22 pm

DezNutz wrote:We already have a great gambling mechanism. Death Poker and Mindbar come to mind.


Ahaha, yes!

I also dislike how people keep wanting common gambling like poker and such, really, if you go and play other web games, 95% have them. If you wanna play those, there are already soo many out there.
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Re: Gambling mechanics discussion

Postby Mack » Mon Jun 04, 2018 10:33 pm

but braggin rights is what i would like about poker n such.. and a money sink is what were aiming for i thought.. if you dont play then you dont have to play.. there are times when you have nothing to do on this game so why not have small games like that within.. there could even be more best of lists like people like so much

im undecided on the player owned casinos but an interesting thought
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