balancing the game

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Re: balancing the game

Postby Xepshunall » Sun Apr 15, 2012 4:57 am

Captain dungeness wrote:I'm not sure about having a guild-limit because new players that dont understand that rule would be confused why they are not accepted into the guild.


Such confusion only exists so long as the related Guild Master is so unworthy as to not inform the applicant of the reason(s) for rejection. Also, I clearly explained why this is necessary to keep the same thing from happening to players at the hands of a guild that M0nkeydluffy, Hellfire, yourself and even myself are interested in preventing from being caused by an individual. Are we or are we not looking for balance?

I strongly support M0nkeydluffy's suggestion in another topic for a Bounty Board. Without that, a guild that serves as a school for new members would have no recourse for unprovoked attacks on their weak members by bullies. It is almost a necessity for that to exist before any ideas here can justly be made parts of the game. I will explain, after addressing your next point, why the two are so closely connected.

Captain dungeness wrote:My suggestion for the really powerful card (which I consider to be, of course, "Fugative from Justice" as well as "Swarm of Worms", "Call Leviathan" and "Confuse") could have a much larger turn cost to cast. I don't even consider the 8, 10, 3 and 5 turn costs to be of ANY significance. 2x Fugative + 1x Swarm of worms makes every fleet visible and damaged- all for only 26 turns. Someone with many cards could cast that on 4 people in a guild and still have almost 100 turns to spend attacking them. It seems like there is not a need for guildmates when you can do both the cursing and the attacking yourself. If the costs were doubled (or more) on those strong offensive cards I could see there being more of a need to work together or buy a 400 turn limit while you are attacking. This idea would make stockpiling a little bit less of an issue becasue the cards can't be played so incredibly fast as they are now. I would say double or quadruple the turn cost on theses cards. Then you need to choose carefully who in your guild will cast which curse in which order so your attack works well.

It would feel more justified if I had lost my fame lead because an entire guild spent 200 turns each to take me down. As it was there was only maybe 50 turns spent by 2 players and then all the other turns were spent on plundering. I have no hard feelings though. The PK guys seem fair.


I agree that voodoo use ought to be more costly. Maybe about twice what it is now for offensive cards and a 50% increase for defensive. There are far too many advantages being given to a guild if the combined destructive force of a guild is not limited by controlling the combined destructive, disruptive and diminishing cards capacities. NO GUILD SHOULD EVER BE ABLE TO DO MORE DAMAGE TO A PLAYER, BY USE OF OR WITH ASSISTANCE FROM VOODOO, THAN A PLAYER WITH 200 TURNS CAN DO TO A PLAYER. So if I cannot retaliate on a guild-affiliated player, with all of the force that I deem fair, without having thousands of turns used against me (to cast voodoo in quantities far more than I am allowed to cast) as long as the guild has voodoo to cast, then your idea doesn't provide the balance that you claim to seek. Nor does it do so If I am ganged up on by a guild that can cast the maximum curses suggested earlier in this post while I am limited to retaliating on only one member at a time while a whole guild is attacking me again. There is no balance unless a guild can possess no more harmful cards than an individual can. Again I ask. Are we or are we not looking for balance?

Now on to the Bounty Board. I would be glad to be a protector of the weak. Without the power to stand up to a guild, a bounty board is a flop. It started out as an excellent idea until this post was started. I am not saying that this post wasn't needed. It was. The only problem is the lack of insight needed to consider the big picture. This is a pirate game. It simulates a time and lifestyle that existed in our real history. Certainly there were hired Pirate Hunters. Do you think they came unarmed? Where would we be now if they did? If Pirates Glory is going to have balance and realism then it is going to take much more thought than what has been demonstrated here. In order for a Bounty Hunter to be successful he would have to be paid in voodoo and turns upon completion or in advance of his service.

Captain dungeness wrote:Xep, You have some big talk.


I would much rather you didn't shorten my Username. How would you like it if I addressed you as "Captain dung"? :lol:MAO
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Re: balancing the game

Postby M0nkeydluffy » Sun Apr 15, 2012 7:13 am

Xepshunall wrote: Nor does it do so If I am ganged up on by a guild that can cast the maximum curses suggested earlier in this post while I am limited to retaliating on only one member at a time while a whole guild is attacking me again


my suggestion is that 7 curses per target. .it means u can cast another 7 to another target one . .player has only 7 slots for curses whether good or bad on him it doesnt prevent u casting curse on another. .and this does not include instants like call leviathan and assassin. .only curses that are active for a long time like swarm of worms. .also i suggested 7 pro and con curses to allow strategy to be involved. .u can spam urself with pro curses to avoid being cursed but how long can u do it? And u can take the initiative to overwhelm ur opponent with curses. .this is accordance to a strategy in war that initiative and speedy action kills. .anyways i believe alot of this can be faulty in actuality so this post is posted to debate what would work. .and give jack an idea. .that is just the purpose of this post is. .to give him an idea of what we think might work. .also i blieve tha purify shud be made common. .serenity made rare and removes all curses in a player and a uncommon card maybe calld clear that removes a selected curse. .i agree with capt D. .alot of the card turn cost i believe is too low. .i also agree with u that there must be a limit on the number of big cards per player. .but not with the guild thng. .i knw where ur coming frm bro and i respect that. .we are not arguing here. .we are jus discussing. .the final word is jack's alone. .
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Re: balancing the game

Postby M0nkeydluffy » Sun Apr 15, 2012 7:41 am

also i think the only way to stand up to a guild is to build one or be a member of one. .this promotes interaction with players and helps newbies also. .i will support it greatly. .i think the age of solitary players is past. .sori guys i knw ur reputations and what u have built in this game but if you are alone without a guild you will be weaker no matter how u shake it. .this is only an opinion so dont beat me up for it :D lol
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Re: balancing the game

Postby M0nkeydluffy » Sun Apr 15, 2012 7:54 am

and also whatever i post here is my own opinion. .PK has nothng to do with it . .it is not the opinion of PK leadershp or the majority of its members. .thank u lol :D hope i dont get kickd out coz of this
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Re: balancing the game

Postby M0nkeydluffy » Sun Apr 15, 2012 8:35 am

basically its like this lets say PK goes to war with Xepshunall. .the entire guild can only gve u 7 actiue curses. .while u can nuke us with 7 curses max each unless forsight by a couple o members lowers the number by casting preparitory curses bfore hand. .plus we can fling instant curses at each other until our hands tire. .i mean u will be available to curse us more than we can curse u. .and this system will also put the emphasis on our ships more than uo0doo. .and it helps u more than it helps us xepshunall the other side is we have more turns to use against u for attacking. .but doesnt this level it out?. .but of course all this is theory and needs to be tot of more. .
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Re: balancing the game

Postby M0nkeydluffy » Sun Apr 15, 2012 8:57 am

Xepshunall wrote:In order for a Bounty Hunter to be successful he would have to be paid in voodoo and turns upon completion or in advance of his service.


it could be made that upon completion of task the player plunders one of the bountied players card. .randomly of course. .the turns shud be lost tho. .besides its not u get out of it but the service u did. .also the fame u get frm attacking the bountied player could be made double. .what do u thnk?
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Re: balancing the game

Postby Xepshunall » Sun Apr 15, 2012 3:13 pm

M0nkeydluffy wrote:.,.also i suggested 7 pro and con curses to allow strategy to be involved. .u can spam urself with pro curses to avoid being cursed but how long can u do it? And u can take the initiative to overwhelm ur opponent with curses. .this is accordance to a strategy in war that initiative and speedy action kills. .anyways i believe alot of this can be faulty in actuality so this post is posted to debate what would work. .and give jack an idea. .that is just the purpose of this post is. .to give him an idea of what we think might work. .also i blieve tha purify shud be made common. .serenity made rare and removes all curses in a player and a uncommon card maybe calld clear that removes a selected curse. .. .


Growth of card count and support are the reasons I believe will make a player's minds up to join a guild. Also, growth of card count and total turns available to cast voodoo or perform direct attacks are advantages that a guild has over an individual player. If you get your way and positive and negative curse slots are initiated and their numbers are limited to less than it takes to do the job, you will be as disappointed as I would when the time comes to dish out harsh-but-fair punishment for somebody that, let's say, cast multiple Booty Master curses on you while you were int the process of selling your weakest level 10 SoL's to allow for several Pouches of gold to enable you to level up more SoL's than you had just sold.

Guild membership is an option and I may be jumping to conclusions here but I think it is supposed to remain an option. If you get your way and my suggestion is taken at an individual player level only, and guilds are given limitless power, an individual is stripped of his/her own mind and is forced to join a guild.

So card count limits should not be imposed on an individual unless they are also imposed on a Guild. My idea was intended to give you the balance you claimed to want, not to give you an additional way to limit the power of a player who doesn't want to be in a guild but would rather be a Bounty Hunter.
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Re: balancing the game

Postby Black sparrow » Sun Apr 15, 2012 3:44 pm

Point A)
I am personally against hard-coded limits. It is better that the players short out the differences that apply. There are no hard coded rules in real life, are they? Still we progress there, why not here ?

Point B)
Voodoo are very crucial. But so are guilds. Why we focus in voodoo here? Because money interferes is my guess and the injustice feeling grows into some. But this is just an illusion. I will give you a single example:
-Pk has 16 members, thats 5x16 cards a day = 80 cards a day or about 2500 FREE cards a month. To buy this amount you need 3300 credits or about $100.

If the guild works organized, it can only be compared with another guild.

Point C)
Starting point
This topic was created because someone started a topic a while ago, calling the game imbalanced. I agree that having 10 000 cards, sounds intimidating. How the real numbers stack though ? What is the difference of having 1500 cards (that i currently posess for example) or 10 000 cards ?
For me the difference is little, because the PRIMARY fuel of the game are TURNS. Again, a guild overhelms any player as it has more turns to spend.

Point D)
Guild > Voodoo
Let's suppose that there is a vilain with tons of money to spend and decides no matter what, to destroy a single player. Yes, he will succeed. How about a guild though ? He will fail. This is why solo players have no luck; this is a multiplayer game and you need to coordinate with other people in order to reach success. Going solo in a multi player game, always equals disaster.

For those that do not agree with failure, here are some real statistics:
PK with 16 members, currently have something more than 60 Lvl 10 Ships of The Line. I personally don't know anyone with 600 call leviathan cards, so I feel ultra safe.

Even in the worst case scenario, it will eventually only add spice to the game and make it more difficult. I do not mind if I lose half my fleet on the way or if I have to spend a few bucks (I pay $5 for a single beer or a coffee for 1 hour anyway, why not pay $20 for a month of pleasure? Devs need to make money anyway or they won't develop). I know that not everyone is like me and they will mourn a loss or run away when the prospect becomes clear (with the first excuse they find) but i also know that there will be brave players too, that will stay and fight.

Bottom Line:
-Give us the guild overview feature (where you see which voodoo are on which guildmates) ASAP, this should be the top priority in development.
-No hard coded limits for voodoo usage.

P.S: If you notice the numbers in the login page, the game has got about 250 new players in last 2 days. This is definitely a good opportunity for all the old players to help them if we want to see the game grow even more ;)
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Re: balancing the game

Postby M0nkeydluffy » Sun Apr 15, 2012 4:17 pm

oh well i end this topic in this note. .life do have limits we have laws . .rules. .and even nature has rules that govern everythng in the universe like gravity. .my purpose for this topic was to gve the erswhile target to survive . .even suceed in battles wage with uo0doo. .but since some people do not want to let go of ultimate power i concede. .its pointless to argue anymore . .let whatever come our way always be totally anihilated. .who cares i profit anyways. .and xep ur not reading my suggestions ryt. .oh well who cares. .let the annihilation continue :D lol
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Re: balancing the game

Postby M0nkeydluffy » Sun Apr 15, 2012 4:20 pm

p.s. How many of those 250 newbies staying players? Who knws. .hope u guys are ryt and i am wrong
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