Guild Based Bonuses / Guild Cont. System / Tech Tree(Medium)

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Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Whitcomb The Feared » Sat Sep 07, 2019 12:31 am

Mack wrote:i like the idea of makeing assets vulnerable to plunder. but man that would be a real pain if you had several fleets to keep track of. this is one thing that got me too but there is no better solution in my mind that would not be too much to deal with.. if you have 50 fleets and are under attack is is already difficult to keep up with all those ships if you dont want to defleet..


This is because the game is set to an infinite :) if there was a cap of 100 fleets, having 50 fleets would be huge, havin 100 would be top, but even having 5 would be not bad at all. But here we have many many fleets and the way to win is always having more and more powerful, without real strategy. just amassing tons of gold and making more powerful ships not really beatable.

Meliva, automatic trade routes aren't the funniest thing :) you can amass tons of gold by doing nothing. and even if you skirmish someone, the skirmished usually has national insurance which covers ... no loss. The problem of the game is that everything is set to facility, nations provide automatic gold from citizens, so millions daily which can cover insurances and so on. All this gold created automatically renders useless a bank.
And trade routes profitabilities don't change :D i check them every day and on my excel they don't change.
Just if people don't want to change, the game won't change ... but what i see here is a group of people who would like some changes to make the game better.

yeah more expensive ships are more powerful, but even in reality i can ammass a large number of cheap ships and destroying the powerful ship. here it isn't possible cause many newborns could then destroy some sotl belonging to veterans, and this would put pressure to many.
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Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Meliva » Sat Sep 07, 2019 4:00 am

Whitcomb joshua wrote:
Mack wrote:i like the idea of makeing assets vulnerable to plunder. but man that would be a real pain if you had several fleets to keep track of. this is one thing that got me too but there is no better solution in my mind that would not be too much to deal with.. if you have 50 fleets and are under attack is is already difficult to keep up with all those ships if you dont want to defleet..


This is because the game is set to an infinite :) if there was a cap of 100 fleets, having 50 fleets would be huge, havin 100 would be top, but even having 5 would be not bad at all. But here we have many many fleets and the way to win is always having more and more powerful, without real strategy. just amassing tons of gold and making more powerful ships not really beatable.

Meliva, automatic trade routes aren't the funniest thing :) you can amass tons of gold by doing nothing. and even if you skirmish someone, the skirmished usually has national insurance which covers ... no loss. The problem of the game is that everything is set to facility, nations provide automatic gold from citizens, so millions daily which can cover insurances and so on. All this gold created automatically renders useless a bank.
And trade routes profitabilities don't change :D i check them every day and on my excel they don't change.
Just if people don't want to change, the game won't change ... but what i see here is a group of people who would like some changes to make the game better.

yeah more expensive ships are more powerful, but even in reality i can ammass a large number of cheap ships and destroying the powerful ship. here it isn't possible cause many newborns could then destroy some sotl belonging to veterans, and this would put pressure to many.


mate, I don't mean to offend you when I say this, but I feel it needs to be said. You are more or less talking out your rear.

Trade profit doesn't change you say? Mate I've been here for years. You're not even a single year old so I know for a fact it's changed over time, and will continue to do so. Port stocks also can affect profit. I recently had to stop several trade routes and change them as they weren't making any profit due to shortages in supplies.

The vast majority of folks don't want the game to change. At least not the kind of change you're asking for. They want new things added like forts and charter companies and pirate flag ship, you on the other hand seem to want to make it more realistic and more restricted, and take things away instead of giving them.
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Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Whitcomb The Feared » Wed Sep 11, 2019 4:23 pm

of course that profits change over years, i mean ... i hope that happens. I meant on a daily or weekly basis, they don't change. running out of supply is something else, but making an excel, profits don't change on a daily or weekly basis. But anyway ...

People don't want to change, but afterwards there are discussions on toxicity lol if we change the game with some quick ideas there will be ALWAYS discussions on toxicity, cause someone will accept the change and adapt, others won't and will "cry".
Makibng a company that runs your ships is just an answer to the problem of toxicity and this should be regulated and not avoided with a company :) if you create a company so i don't have to be attacked anymore and i avoid toxicity, well we avoid the problem and don't solve it. And what is the sense of a company playing for the newborn ? at the end there won't be newborns, just people playing for others ...

i would like to bring some realism cause in that way we could have some link to the reality. I am part of the dev of another game and there is the same problem, the initial idea was to be linked to the reality, then with new suggestions they made the trade completely fantasious (with carts with 10 tons of goods going at the speed light) but at the same time they want infantry armies going slowly cause the war is harming farmville players. And here is see a bit that too ... some more focused on trade want less war and less problems, some want wars and more chances to plunder, ... and if you start making new fantasious concepts, you will harm someone and please another ... and we don't have a path to follow nor a reality to follow. And the game loses the part of piracy of the 18th century.
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Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Meliva » Wed Sep 11, 2019 4:50 pm

the prices update every 3 days actually If I remember right-and the prices are determined on stock, and a few other factors that I can't recall off the top of my head. But that means every 3 days the prices may change depending on those factors. Often they don't, and prices can remain stable for a while.

As for the topic of toxicity, that's an issue of the community and other players, not the game.

On the topic of charter companies it would seem once again you talk out your arse. Charter companies are not to ensure anyone avoids toxicity, or to play for newbies or prevent you from being attacked, it was a suggestion that a player can hire a company to help deliver goods to a port, most likely for a hideout, although it is a suggestion that isn't quite as needed with the resource market, though I feel it could still have some value.

For example, a pirate could hire a company to keep his hideout filled with rum, tobacco and food so he can run a goldsmith on the side without needing extra fleets to supply it, and the company could then profit off this. Again, resource market makes it somewhat redundant, so it would be low on the list, forts and flagship would be much more important and interesting.

And there is a huge difference between what you described and PG. All ships have reasonable cargo space, and reasonable speed. Even the largest not breaking 4 digits in cargo, or the fastest being able to cross the map in minutes.
Nothing that's been suggested recently is "fantasious" forts, charter companies and flag ships are literally real world things, and things that would add to the game.

Unlike you wanting to restrict and remove features and subtract from the game.
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Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Whitcomb The Feared » Wed Sep 11, 2019 5:17 pm

toxicity is also related to mechanics, in other games i play, when the veterans are too strong, they hit so hard that newborns are frustrated and leave or say it is toxicity. Even here, when you reach the sotl fleet or a deck of 1000-2000 cards, the newborn can nothing against it and say it's toxic (but even veterans, as far as i can see)

What i just say is that linking the game to more reality could avoid some toxicity or some problems. But if you don't want to change, no problem ... i mean, i don't really care :) i jsut say what i would like to see. just i don^t want to see a game of click, but mostly it's what it is.

About the company, well what do you think will happen ? for sure the CEO of such a company won't be the newborn joshua whitcomb but the veteran XY, who knows how to avoid being skirmished or other tricks, so don't you think that newborns will pay not to be skirmished but only to have profits out of those companies ?
And the problem i point out is that now or with the feature of the company, in both cases the game will be full of fleets. the only difference will be about who owns those fleets. Now fleets are spread on veterans and newborns, but i am quite sure that with the company feature, veterans will run fleets and every other player will wait to be delivered.

And i think we lose the piracy aspect.

Oh and, by the way, i completely disagree on the fact that a newborn can't say what he thinks, even though if he is under the 1 year of game. It doesn't mean i am necessarily wrong only cause i am new. Often newborns can bring more objective ideas cause they don't know the game, than more subjective ideas of some veterans who want just to fullfill their personal desires.
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Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Shaydo » Wed Sep 11, 2019 7:03 pm

Of the other games you play, how many years have you played them?
I think i can speak for many of the lifers here when i say of all the games I've played, this one has kept my attention for the longest, others lasted mere months and this has lasted years.
In any game veterans are always more powerful than new players it's a given, the style of games i suspect you are referring are ones with little community outside of the big guilds and the guilds that are farming new players and don't care. Here the community and the vets tend to step in and stop that kind of thing from happening. You're going to get attacked even as a new player, it's a pirate game, if you didn't you wouldn't learn.

Not to much clicking, a fair chunk of strategy and a damn good community. You don't need to play for hours a day to ensure your tough enough or login daily to make sure your shield stays up for fear of getting farmed. I think most of us like the seemingly slow pace of the general game and the fact that if you want more pace and challenge you can easily.

Depending on the setup cost, what stops the new player Joshua Whitcomb from starting a company and being their own CEO. Sell shares, get a large pot of gold quickly and setup trade fleets, sure the RoI would be low for share holders while your still learning, so you're shares would be cheaper, so more people would buy them.

More fleets is not necessarily a bad thing, if company's require infrastructure, like a hideout but company specific, then the extra gold will be sunk but more fleets means more targets for pirates. Which means lower chance of any specific players/companies fleets being hit even with an increase in pirate activity.
Plus say you want to buy shares in a specific company, but on the cheap, then you need to crash their profits, would you not 'contract' some pirates to wreak havoc on their shipping to do just that?

I would agree that new players can say what they think, do bring fresh perspective and ideas and this should not be discouraged however, that was not what Meliva was referencing. From reading the posts i believe she was pointing out that you are stating things as fact when they are not, the mistake is being made due to a lack of knowledge and experience bought about by being new, she appears to have been pointing out, because of how long shes been here and what she's seen/knows that you were mistaken.
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Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Whitcomb The Feared » Wed Sep 11, 2019 8:51 pm

two games i have played for 10-11 years, another 4-5 and then this last one 2 yars (where they told me at the beginning that i was wrong because i was a newborn, then now i'm right because i'm 2 years old :D)
but anyway ... i said what i wanted. To me the game is too much a game of clicks, and if we add too many features that allow others to play in our behalf or more automatic things like automatic routes that generate automatic money, the game will become much more of clicks. And what i see is that now, even smashing the opponent is a matter of clicks ... like voodooing as hell or plundering (+ bullying with fleets) someone who can't defend himself, following what explained by some in the toxicity topic.
I mean, if the game was more realistic, maybe there would be less clicks and more strategy ... first at all more reflection before clicking "randomly". At the even even i, i click sometimes to cast voodoo, to plunder randomly, to skirmish randomly ... and sometimes i get skirmished. but at the end i don't see much strategy, i mcan't even cooperate with another newborn cause all the game is 1vs1. so ... i think there could be more a realistic focus on ships than creating a company. but anyway, i don't want to argue ... if mods think it's not the right path, no problem to me.
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Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Meliva » Thu Sep 12, 2019 12:08 am

Whitcomb joshua wrote:toxicity is also related to mechanics, in other games i play, when the veterans are too strong, they hit so hard that newborns are frustrated and leave or say it is toxicity. Even here, when you reach the sotl fleet or a deck of 1000-2000 cards, the newborn can nothing against it and say it's toxic (but even veterans, as far as i can see)

What i just say is that linking the game to more reality could avoid some toxicity or some problems. But if you don't want to change, no problem ... i mean, i don't really care :) i jsut say what i would like to see. just i don^t want to see a game of click, but mostly it's what it is.

About the company, well what do you think will happen ? for sure the CEO of such a company won't be the newborn joshua whitcomb but the veteran XY, who knows how to avoid being skirmished or other tricks, so don't you think that newborns will pay not to be skirmished but only to have profits out of those companies ?
And the problem i point out is that now or with the feature of the company, in both cases the game will be full of fleets. the only difference will be about who owns those fleets. Now fleets are spread on veterans and newborns, but i am quite sure that with the company feature, veterans will run fleets and every other player will wait to be delivered.

And i think we lose the piracy aspect.

Oh and, by the way, i completely disagree on the fact that a newborn can't say what he thinks, even though if he is under the 1 year of game. It doesn't mean i am necessarily wrong only cause i am new. Often newborns can bring more objective ideas cause they don't know the game, than more subjective ideas of some veterans who want just to fullfill their personal desires.


Mate, it's bad enough you keep talking about things as if you know them when you don't, but don't go putting words in my mouth to boot. I never said newbies can't speak, or that their opinions don't matter. I'm saying you're talking out you're arse because as shaydo pointed out, you're talking as if you know certain things to be fact, when they aren't. A bit of a pet peeve of mine when folks try to talk like they know things they really don't, and you are really bad about that.

Newbies could I suppose try to rely solely on companies for profit-but theyd have to buy shares and stocks, which cost gold, so they'd need to earn gold to get started anyway. And once you have shares in a company why would you up and decide to get rid of all you're ships to live solely on the company? If it goes under you're BONED, until you manage to rebuild. Investing in a company would be a risk, and I doubt it would provide enough profit to justify going shipless or near shipless.

I also never said I don't want change. Again, don't put words in my mouth. I am all for change, if it adds to the game and makes it more fun. As I said, adding things like Forts, companies, flag ships are fun things I and most others want. Making the game more realistic does not sound fun to me, especially not how you are suggesting it.
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