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influence voodoo cards

Posted:
Mon Jan 27, 2014 9:34 am
by Mohammed
the influence voodoo cards are too strong and this makes paying players have a big advantage on non paying players ( witch was my ony reason for the previous title of this topic )
charity donation - conspiracy - propaganda should be tweaked to help non paying players in port battles
how about you can only use the cards once per day on the same port thats reasonable and can make gold be a bit more important in port influence
Re: the games massive advantage to paying players

Posted:
Mon Jan 27, 2014 12:30 pm
by MAjesty
ive said this so many times, i wont bother making an argument. just a token stamp of agreement.
Re: the games massive advantage to paying players

Posted:
Mon Jan 27, 2014 12:45 pm
by Grogggy
I don't think I've played quite enough to be sure, but I think I disagree.
I spent an intial $20 because I loved the game and I wanted to support it. (worth it)
I spent another $20 because I lost my temper and wanted revenge. (not worth it)
After that, I shut myself off (well maybe my wife did) and have been free-to-play since.
Voodoo is the only factor affected by this (although I spent more on turns, truth be told), and really if you have a good trading partner and you log in everyday (I don't even have a game wife, one in real is enough), you can get a moderate trickle of decent cards.
If you then are very careful at auction, you can convert all your junk into something you can actually use. Are you going to be able to voodoo bomb every 2 bit pirate (like Ticktock, just kidding) that comes along?
No. But honestly its made me a far better player to have to be strategic with my card use.
I bought 10 hostile native cards this week for example, for 11 credits. That's 5 raids I have in the bank for when I need them. By auctioning an Expedition Journey (which are nice and all, but better sold for credits) I was able to pay for the HN's, buy another block of them, some Advance Piracy and Drums of War cards which I use a lot of.
All three cards are common, but if used properly, can net you as much gold as any other cards in the game.
Too me, and correct me if this is a result of the same issues you two bring up, the issue comes when one player has SOOO many of the MOW (which, as a pirate, I couldn't buy even if I wanted to/had $ for) and then uses them to make sure NO ONE else can climb the capital ship ladder. Then the game gets a backed up feeling, and the strategic field becomes too blocked.
I think a nice addition would be a random weather event--TYPHOON or HURRICANE--that would hurt everyone in Avonmora to an equal percentage. The little guy losing say 10% of his ships, upset. The-pig-who-shall-not-be-named would loose hundreds of million, devastated.
Unfortunately upkeep, concieved I'm sure to prevent this current state of affairs, is currently unsuffiecient to contain fleet sizes.
I guess if I could sum up--I don't think the problem has to be $ related, it could be fixed and still leave CJ the same revenue stream he obviously deserves after completing (and continually updating) such a incredibly complex creation that is Pirate's Glory.
Sorry guys, still a fan:)
Re: the games massive advantage to paying players

Posted:
Mon Jan 27, 2014 5:53 pm
by Mohammed
i agree aye but i did not mean for the players to stop paying i love this game and would like CJ to get even more money but like you said it leaves no area for strategy or actual game play just buy tons of voodoo
they are players with very new id and achieved more than old players can because they can pay for the game and that sucks
like mordag for example 1 week of game and she got 2 billion influence 200 ship thats too fast to grow in this game
Re: the games massive advantage to paying players

Posted:
Tue Jan 28, 2014 3:32 am
by Grogggy
Ahhh...that may be the difference here. As a pirate by nationality, I have zip zero political intrigue to purchase (no influence).
Because I don't play at all in that arena, I may not be aware of the financial pressure in that "mini game" if you will.
I suppose I could throw out a moderate defence, in that all real life kings get there thrones through money and influence, it doesn't surprise me that it happens here as well.
Someone needs a Chris Christie pirate avatar:) (sorry MO, very USA centric joke, don't worry too much about it--substitute quadaffi:)
Re: the games massive advantage to paying players

Posted:
Tue Jan 28, 2014 3:49 am
by Rolando
Ok. New Topic. Perhaps limiting the use of some voodoo will more evenly balance the scales.
Re: the games massive advantage to paying players

Posted:
Tue Jan 28, 2014 8:25 am
by neoshagrath
You get what you pay for. This is the case in almost all free to play MMOs.
Some players would actually rejoice if a noob purchases his way to the top ranks. Fresh meat! And more cash for the maintenance of our game servers.
Re: the games massive advantage to paying players

Posted:
Wed Jan 29, 2014 6:34 am
by Spastic
Deleted Groggy's and Ticktock's posts
Those posts count as spam and therefore and infringement of the rules. If you want to talk about political stuff do it in the General Chat forum and you know, keep it civilized.
Spaming, Flaming, Trolling and Insulting.
Spam can include, but is not limited to: posts which do not contribute significantly to the thread's discussion; posts which are not related to the sub-forum overall theme; the overuse of various text format options. The moderation team is the final arbiter of what is or is not spam and of whether something is flaming / trolling / insulting or not. The only forums where some flaming/trolling is allowed is Union of Honor. - Captain Jack, 2013
I won't give you a warning this time because I believe most people are unaware of this rule. Next time I won't be lenient.
- Spastic -
Re: the games massive advantage to paying players

Posted:
Wed Jan 29, 2014 9:01 am
by MAjesty
people still going on about this huh...
Re: influence voodoo cards

Posted:
Wed Jan 29, 2014 9:26 am
by Mohammed
title - discussion have been changed above