Voodoo Usage Against Fellow Citizens

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Re: Voodoo Usage Against Fellow Citizens

Postby Sebena » Wed Jun 01, 2016 11:21 pm

Deznutz wrote:
Wolfie wrote:-1 because then everyone who wanted to aoid conflict would turn to that country for example I could provoke someone and then move in that nation resulting in it that person whom I provoked can't responde


That can be solved by simply by disallowing a player to join a nation where they have hostility points.

The issue stems from a King casting large amounts of voodoo against players of the same nation and having no consequences. A player can plunder a player of the same nation and be booted from the nation for piracy. You can do significant more damage from voodoo than a single plunder but you face no consequence.



It depends on voodoos which are used some can harm more than plunder while in some cases plunder can do more damage.

But that's something to discuss later.

That's the point of my talk in later reply with curnent mechanic hostility points means nothing special bu also there are fights which we can fight and fights whih we can't it'sup to us to decide wheather it is the fight which we fight or we run. I have no intention of involving in curnent civil war I am here just to say my opinion about this idea and my opinion is to disagree with itz. It's already explained why
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Re: Voodoo Usage Against Fellow Citizens

Postby DezNutz » Wed Jun 01, 2016 11:36 pm

Wolfie wrote:
Deznutz wrote:
Wolfie wrote:-1 because then everyone who wanted to aoid conflict would turn to that country for example I could provoke someone and then move in that nation resulting in it that person whom I provoked can't responde


That can be solved by simply by disallowing a player to join a nation where they have hostility points.

The issue stems from a King casting large amounts of voodoo against players of the same nation and having no consequences. A player can plunder a player of the same nation and be booted from the nation for piracy. You can do significant more damage from voodoo than a single plunder but you face no consequence.



It depends on voodoos which are used some can harm more than plunder while in some cases plunder can do more damage.

But that's something to discuss later.

That's the point of my talk in later reply with curnent mechanic hostility points means nothing special bu also there are fights which we can fight and fights whih we can't it'sup to us to decide wheather it is the fight which we fight or we run. I have no intention of involving in curnent civil war I am here just to say my opinion about this idea and my opinion is to disagree with itz. It's already explained why


The consequence doesn't have to be uniform across the board for offensive voodoo. Obviously different offensive voodoo should have different consequences. The problem is there is none what so ever.
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Re: Voodoo Usage Against Fellow Citizens

Postby Sebena » Wed Jun 01, 2016 11:51 pm

game is still evolving maybe one day they make some consequences but right now there none and this is not something what would someone consider usefull thing at least not with curnent status of hostility points which is non existent. Other things need to change first before this can be effective
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Re: Voodoo Usage Against Fellow Citizens

Postby TheLoveTiger » Wed Jun 01, 2016 11:58 pm

Why do we want to swallow the fun from the game? If you don't like it fight back, if you can't fight back hide. I have had my
Rump handed to me numerous times, I found that keeping my mouth shut and not being a troll saved me from being a target. But no let's make a safe spot because people can't handle the consequences of their actions. If you attack
Me back with voodoo, then guess what I say well lesson learned maybe I won't do that again.
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Re: Voodoo Usage Against Fellow Citizens

Postby ChaIbaud » Thu Jun 02, 2016 12:03 am

Kings were usually all-powerful which meant that you're lucky to even be able to vote and have a say in the decisions being made. If the King wants to turn the people against him, they have the right to rebel but hostility should be kept between the players instead of inside a game mechanic for voodoo.
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Re: Voodoo Usage Against Fellow Citizens

Postby Most Lee Harmless » Thu Jun 02, 2016 12:21 am

My this is desperate stuff : LT and I have been the target of countless voodoo casts from 'fellow-citizens' for the past weeks and guess what? That's part of the game. Mighty whiff of sour grapes in this proposal.
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Re: Voodoo Usage Against Fellow Citizens

Postby Colton » Thu Jun 02, 2016 12:40 am

Wolfie wrote:That's something to discuss right now hostility points means nothing even if I turn into pirate by attacking my nation I can return there relatively fast.

Until admins don't give full power to a king to decide whom he will let in and whom he will left out of nation hostility points doesn't have any purpose


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Re: Voodoo Usage Against Fellow Citizens

Postby Most Lee Harmless » Thu Jun 02, 2016 1:41 am

So : how does the game know if its good or bad voodoo being cast by a fellow citizen? Do we penalise a player for casting a generosity on a co-citizen? Well, maybe some is obvious but what of cleaners? Serenity/purify could be wiping off bad casts, or wiping off good ones, or clearing defences : how will the game consider them for this added hostility? Is a cast of favorable winds aiding the targets trade ships or speeding them to disaster? Could the proposers perhaps produce a list of what voodoo they consider to be 'bad' enough for penalties to apply? And what of non-player target voodoo? Surely casts of Black Death or Conspiracy are far more damaging to a nations interests : will they also be penalized if cast by a citizen? But then, why should just a citizen be penalized? Should not all voodoo cast by anyone on a citizen be liable to add hostility?
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Re: Voodoo Usage Against Fellow Citizens

Postby Bmw » Thu Jun 02, 2016 4:10 am

Danik wrote:So : how does the game know if its good or bad voodoo being cast by a fellow citizen? Do we penalise a player for casting a generosity on a co-citizen? Well, maybe some is obvious but what of cleaners? Serenity/purify could be wiping off bad casts, or wiping off good ones, or clearing defences : how will the game consider them for this added hostility? Is a cast of favorable winds aiding the targets trade ships or speeding them to disaster? Could the proposers perhaps produce a list of what voodoo they consider to be 'bad' enough for penalties to apply? And what of non-player target voodoo? Surely casts of Black Death or Conspiracy are far more damaging to a nations interests : will they also be penalized if cast by a citizen? But then, why should just a citizen be penalized? Should not all voodoo cast by anyone on a citizen be liable to add hostility?


um you could just have it like the bounties only certain one apply
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Re: Voodoo Usage Against Fellow Citizens

Postby Most Lee Harmless » Thu Jun 02, 2016 6:27 am

Which ones?
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