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 Post subject: new things for the game. to help or not to help
PostPosted: Sat Sep 01, 2007 3:56 pm 
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Joined: Thu Aug 10, 2006 4:09 pm
Posts: 96
We need to even the playing field out a bit for all players. Giveing the new ones a little help in anyway will upset the older players in a big way.

So how can we even things out and make it feel even for everyone?

Simple:

We all hate hiting a storm at an island, but with the game handing out so many free moves from searching an island it evens it out by takeing a few back.
We can then apply this to pirates as well. By adding things to island and or reefs that will

1.) do a certain amount of damage to the ship. Say they sprung a leak and can only move half of the spaces they can move with on the highest ship they have.

2.) do to the lazy crew a build up of rust has built up on the cannons, makeing some of them useless dureing battle.

3.) the first mate got into the rum stash got drunk fell over breaking the compass. Makeing navigation almost impossible.

All of these would have a certain duration of time. or even go farther and have to pull into a town to a repair shop to pay to have things fixed.

With rewards there has to be risks. these would make the top dogs a little less out of reach of the newbies. and it would have a big impact on the newbies as well.


Just ideas, for additions to the game. we really need to come up with something that Sea captn, can put in easy enough and still not ruin the game for everyone. Plus find a way of holding onto the new people instead of loseing them.

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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Sat Sep 01, 2007 6:04 pm 
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John the Fisherman

Joined: Mon Dec 19, 2005 3:06 pm
Posts: 2085
Location: On your radar!
what about those that fish?

seems to me like they would be able to avoid such damaging things...

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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Sat Sep 01, 2007 8:42 pm 
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the evil pirate

Joined: Mon Dec 05, 2005 8:57 pm
Posts: 437
Location: the arctic circle
i have been tutoring some newbies lately and something i here a lot of complaints about angry mobs.

since i only get run out of towns by angry mobs perhaps once i week i never realized what newbies go through. my advice to newbies is to hit 10 towns and then farm for a reset, rince and repeat until they get their upgrade.

problem is that many of them are getting run out of towns 4 to 5 times in a row giving them 15 fame instead of 4-5 , newbies end up getting 20-25 fame for 10 towns when veterans get 10-13 fame for 10 towns.

perhaps this should be flipped to newbies get more gold/less fame and veterans get less gold/more fame from towns instead.

as much as i don't like this suggestion for myself I would be willing to make the sacrifice to help get more players staying longer.

i also challenge all the veterans to personally help out 2-3 newbies each to get them un-frustrated, striker has been doing this for a long time and I am following his lead.

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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Sat Sep 01, 2007 8:44 pm 
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John the Fisherman

Joined: Mon Dec 19, 2005 3:06 pm
Posts: 2085
Location: On your radar!
8)

it's best to get them to stay...

There is nothing I would like more than to see this game explode with talented players

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When I grow up, I want to be

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I think before my days are done

I want to be a fisherman


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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Sat Sep 01, 2007 9:33 pm 
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Sadistically Sane Sailor
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Joined: Sun Aug 12, 2007 11:20 pm
Posts: 98
Location: hiding in your closet
Except when he comes to play with me!


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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Sat Sep 01, 2007 9:33 pm 
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John the Fisherman

Joined: Mon Dec 19, 2005 3:06 pm
Posts: 2085
Location: On your radar!
:wink:

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When I grow up, I want to be

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I think before my days are done

I want to be a fisherman


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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Sun Sep 02, 2007 2:53 am 
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The Doom-Bringer / Site Admin
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Joined: Mon Dec 05, 2005 9:12 pm
Posts: 1441
Location: Berkeley, CA
I agree with popcan about the towns attacking newbies too much. The towns logically made sense when we set them up to have angry mobs, but we didn't think about what would happen to the total new players.

If anyone has a good suggestion about how we can solve this, or a way to flip it and not piss off everyone, I'm all ears! :-D

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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Mon Sep 03, 2007 2:47 am 
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Joined: Wed Apr 11, 2007 3:40 pm
Posts: 32
I think some of Nimizts ideas are good, they also add more excitement to the game.

I was wondering how the 'gold stolen' stuff worked. Seems that little players are more likely to get god stolen? Perhaps that could be a random thing rather than a powerful wins thing. Could it be possible to have weaker players able to get gold from strong players but different to successful attack, like 'your attack failed but you got away with 1,000 gold hidden in your shirt' or something?


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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Mon Sep 03, 2007 11:28 am 
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John the Fisherman

Joined: Mon Dec 19, 2005 3:06 pm
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Location: On your radar!
"A piece of their hull fell off, you scrap it and sell it for 500 pieces!"

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When I grow up, I want to be

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I think before my days are done

I want to be a fisherman


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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Mon Sep 03, 2007 9:20 pm 
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The Doom-Bringer / Site Admin
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Location: Berkeley, CA
"A piece of their solid-gold hull fell off...

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 Post subject: Re: new things for the game. to help or not to help
PostPosted: Tue Sep 04, 2007 2:34 am 
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Joined: Wed Apr 11, 2007 3:40 pm
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like it!


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