Voodoo Equalizer or OP?

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Re: Voodoo Equalizer or OP?

Postby Vane » Mon Jul 29, 2019 5:33 pm

Stan Rogers wrote:Or increase the turns needed to cast a curse.
There was a reduction of turns usage in some cards a while back and perhaps it was a good idea at the time but maybe now we are seeing some of the result?
I can't remember the cards that were turn reduced and not going looking right now.
It would be another way to limit voodoo usage if that was to be a desired effect


There was already the turn cap put in place which drastically altered the use of voodoo for raids etc. Im not sure increasing turn cost on top of that is the best course of action. For me thats only potential much later when other methods are in place for combat effects.


Capping voodoo chest size promotes:

- Strategy
- Teamwork and overall interaction
- Specialization (And can be altered on a whim your not locked in)
- New bloods have a better chance
- Skill, experience, and knowledge play more of a role in the outcome of a fight than simply the biggest gun
- more caution in selecting targets or using rare cards
- Voodoo price goes up reducing inflation causing gold and credit sinks

the list could go on......
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Re: Voodoo Equalizer or OP?

Postby William one eye » Mon Jul 29, 2019 5:35 pm

El Draque wrote:Same idea as plunder turns vrs Skirmish points



Do you mean this to be for ship to ship combat off the gossip page? If so i like that.


I was suggesting you use our current turns system for travel hideout building, bank transactions ect.

But you have a different turn bank for casting. Maybe casting points that work similar to skirmish points.
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Re: Voodoo Equalizer or OP?

Postby Stan Rogers » Mon Jul 29, 2019 5:41 pm

No arguments from me. Your idea has merit and I like the idea of exploring further possibilities but unless others also think the current metric is a problem, it will get punted. In all fairness, ship battles need more variables to work with to maintain interest and makes ship based battles more diverse.
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Re: Voodoo Equalizer or OP?

Postby William one eye » Mon Jul 29, 2019 5:49 pm

I agree we need better ship combat system that is less voodoo dependant

I also think we need port war functions that are less voodoo dependant.

I dont have a problem with The selective chest idea,
And paired with having something like casting points instead of turns, could make voodoo use more of a strategic tool than a mass destroyer.


I think options to accomplish things without voodoo, that are currently olny possible by using voodoo are more important than limiting voodoo. At least in the short term.
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Re: Voodoo Equalizer or OP?

Postby The Lamb » Mon Jul 29, 2019 5:54 pm

Actually, all your ideas have merit. Capping chest size - Makes you plan... Separate turns for, lets call it building and movement, and one for voodoo to a lesser extent ... I wish there was a way that the game could include more battle, less cast too. I its seems logical to me that voodoo would enhance an attack, not be the attack.
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Re: Voodoo Equalizer or OP?

Postby PFH » Mon Jul 29, 2019 6:48 pm

El Draque wrote:Actually, all your ideas have merit. Capping chest size - Makes you plan... Separate turns for, lets call it building and movement, and one for voodoo to a lesser extent ... I wish there was a way that the game could include more battle, less cast too. I its seems logical to me that voodoo would enhance an attack, not be the attack.


I dont agree with a chest cap. I do agree with less voodoo dependent mechanics.
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Re: Voodoo Equalizer or OP?

Postby sXs » Mon Jul 29, 2019 7:40 pm

Charles Vane wrote:I for one like the idea posted in another recent thread that suggested a chest limit size. This would require more planning and strategy on the types of cards one wants to hold for their chosen ventures. The need for a voodoo trash bin would then be required for cards that dont sell and take up room you may want another card to occupy.


At what size do you limit it? What happens to the players who have more than your limit. I have seen chests with 35000 cards. Do they lose them?

If not what is the point of capping g it?

Cat is already out of the bag on this.
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Re: Voodoo Equalizer or OP?

Postby Mack » Mon Jul 29, 2019 7:47 pm

make them cheap so everyone can. . .
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Re: Voodoo Equalizer or OP?

Postby Vane » Mon Jul 29, 2019 7:53 pm

Feniks wrote:
Charles Vane wrote:I for one like the idea posted in another recent thread that suggested a chest limit size. This would require more planning and strategy on the types of cards one wants to hold for their chosen ventures. The need for a voodoo trash bin would then be required for cards that dont sell and take up room you may want another card to occupy.


At what size do you limit it? What happens to the players who have more than your limit. I have seen chests with 35000 cards. Do they lose them?

If not what is the point of capping g it?

Cat is already out of the bag on this.




Easy, implement, give them 15 - 20 days to clear their chest with a "delete card function" then have cards disappear from common up to rare. Plenty of time to clean house. Plus, most players with chest that size bought tons of packs, 60-75% of the entire chest are useless commons they will never be able to sell or use up. I know the drill, my chest is 20k cards as well.

Set the Cap at 2,500 - 3,000 cards. Now we have Strategy and skill becomes relevant.
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Re: Voodoo Equalizer or OP?

Postby sXs » Mon Jul 29, 2019 8:06 pm

Part of the pushback will be the credits spent to build those chests to that size. Yes 70-80% of the cards are probably "junk cards" via packs, but still cost credits.

Another point here to consider is several cards would need to be reworked or eliminated. Thieving magpie just became a hell of a lot more valuable against someone who has pared down their chest.

If you have a chest of 15, 20, 30k cards and are forced to discard cards to get to the cap, every card you have left is of value.

This suggestion has merit, just more details would need to be worked out.
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