Good day fellow pirates, I'm here to provide a brief summary of some of the planned changes which are going to be made as part of Piracy 2.0 that have been discussed. Please note that this only includes summaries of what we are proposing to implement, there will not be any numerical values included as these can be subject to change nor is it a commitment to anything which will certainly be delivered as some ideas may change. This is simply to keep the wider pirate community aware of what's going on.
For the last few months on behalf of the Development Team, I've been working with a small focus group of pirate players made up of veteran pirates who have, in their decades of combined play time, experienced between them all elements of the Skull Island experience and its roles and are who we feel were best placed to provide that feedback which we require. This small group has made it easier for us to engage in discussion and collectively assess ideas as opposed to an open forum which can go off topic.
Typos Fix
Ok the one thing I will confirm is the fix to the Stockhouse text otherwise someone will have my head. We'll get rid of that extra "left"...eventually. eventually.
New Resource Spots
To bring pirates up to speed especially at lower levels and make it fairer, there are proposals to create new low level mining, magic, smithing and woodcutting spots. Some of these may end up as the same place, some might get merged, that's undecided.
It would allow access to copper and tin, a steel smelting spot, entry level magic and a slightly higher than base woodcutting forest to ease the progression of these skills. Most of these are things we don't have access to or require us to risk the OL, which isn't fair progression for us.
Infamy Decay
Perhaps one of the biggest topics is the topic of infamy decay. Even the greatest of evil figures will eventually descend into myth and fade into obscurity if their deeds are not remembered. As a result, the group have proposed that negative fame will be lost in certain circumstances:
1. Should a captain fail to uphold their duty and send an invasion or refuse to do so, the Captain will suffer a percentage reduction of negative fame and be given a small window to try again. If they repeatedly fail to do so, this percentage reduction will stack indefinitely and continue to reduce their fame substantially until someone else is able to take over.
2. Negative fame will also be reduced if the captain fails at their role. If an invasion is ever deemed a failure, on their third consecutive failed invasion, the captain will lose an amount of fame representing the pirates under their command starting to lose faith in their leader.
3. Meanwhile players will also be affected, if a successful invasion occurs but a player did not contribute to the invasion at all in any way, they will also lose a small percentage of their negative fame. Won't be as crippling as the above for repeated non contribution but will chip away. If you want infamy you'll need to maintain it!
Organisational Changes
Following on from the negative fame reduction, it was proposed that Captaincy only changes if the negative fame of someone is better than the current captain and after an invasion, as opposed to a single failed invasion forcing a swap. It was questioned why for example pirates who had served under a captain for many a successful invasion would mutiny after a single failed invasion. Was deemed slightly illogical.
The focus group also debated the creation of a new pirate role, the First Mate. The thoughts behind this role are that it would be an optional appointment selected by the current captain (and replaced if the captain changes or on their own decision) giving another player an authority to send invasions on the Captains behalf. Given that the captain risks losing a substantial chunk of their own infamy by failing to send, if they are off for a period of time they need to ensure that invasions are not held up by them. Between them it can be used to allow them to also stagger invasion times.
Invasion Changes
The group proposed changing invasions, first off by changing what boat types we have available. Some boats will be smaller and carry fewer pirates but arrive quicker at their destination while some will carry more pirates but take longer. This allows the captain a tactical option of what they would like to go for. Do they go for small ships hoping for quick arrivals and captures at opportune times or do they want large fleets of huge pirate numbers instead? Even mixing them up...
Further, the invasions are proposed to be launched in a time window. Once the first ship has been launched, the captain (or First Mate) are given a number of hours to send every ship they would like to send, after the timer has expired, no more can be sent this time. With the boat times being slightly more predictable and this time window, it is possible for a captain to carefully schedule where they wish to attack and what arrives, when. Allows the creation of staggered invasions if they so choose to.
Eventually the group also proposed allowing additional islands to be targeted, again gives the captain an option of where to target if they so choose. While some of them are neutral and places we can get at, they are also potential targets. Pirate players will not be allowed to fight a pirate invasion though at a neutral location, you'd be fighting your own side which may be somewhat detrimental to your own cause!
We would also be proposing changing the invasion notification that happens in Pirate Chat from saying the specific locations to simply advising that the window for attacks has opened once the first ship launches. Makes it less likely this data leaks...
Lastly, the Stockhouse will open up slightly quicker under proposed changes. It will open for contribution either once the last pirate invasion has been defeated or 24 hours after the first invasion force has been dispatched, whichever comes first. We believe this will allow pirates to prep for further attacks without as much waiting time.
Donation Changes
Perhaps the biggest in terms of discussion points, there is a proposal to change resource donation for pirates and allow the option for higher level resources to contribute to the process. While the numbers are not confirmed it is proposed that all food items are worth a number of points which are used to train pirates from, as opposed to a specific reliance on one type of fish. The same also applies to metals and ores, which will also be assigned a number of points and used to train pirates out of that. It simplifies the process to a fair degree while also allowing higher level players an option to contribute if they choose to.
Given that there are potentially higher level resources coming in and more of them, there are also discussions around additional higher level pirates in the 60-80 and 80-100 CL range somewhere but these are ongoing.
Finally it was suggested to create a remote delivery option. Some players don't feel up to travelling back and forth to Skull to submit to the SH. It was suggested by the group to create a few remote donation options on distant islands which will allow the player to add items directly to the SH from some fixed far off places at the cost of a gold fee per transaction, leveraging their thieving skill as smugglers contacts. The resources would be added immediately, no delivery time or whatever, again allowing the choice to contribute.
We believe these changes in conjunction will allow more resources to be available which in turn can allow us to send larger invasions if the captain so chooses to and achieve more disruption on those mainlanders!
In Summary
The theme of much of these changes is about giving the captain and pirates an element of choice in what they want to do, how they want to attack places and with what and when they would like to do it. While we don't expect all of them will be used all the time, the end result is that it gives the captain options and an improved tactical suite to use.
The updates proposed here are also not considered the end of the Piracy 2.0 project, indeed there are other items which we would like to also review, however the decision was made to conduct these updates in stages. A stage will make it easier for us to develop as opposed to everything in one huge update. This initial stage represents what (in the focus groups opinion) were the greatest concerns right now and things perhaps in greatest need of consideration.
I open it up to the floor of the pirate community.
For the last few months on behalf of the Development Team, I've been working with a small focus group of pirate players made up of veteran pirates who have, in their decades of combined play time, experienced between them all elements of the Skull Island experience and its roles and are who we feel were best placed to provide that feedback which we require. This small group has made it easier for us to engage in discussion and collectively assess ideas as opposed to an open forum which can go off topic.
Typos Fix
Ok the one thing I will confirm is the fix to the Stockhouse text otherwise someone will have my head. We'll get rid of that extra "left"...eventually. eventually.
New Resource Spots
To bring pirates up to speed especially at lower levels and make it fairer, there are proposals to create new low level mining, magic, smithing and woodcutting spots. Some of these may end up as the same place, some might get merged, that's undecided.
It would allow access to copper and tin, a steel smelting spot, entry level magic and a slightly higher than base woodcutting forest to ease the progression of these skills. Most of these are things we don't have access to or require us to risk the OL, which isn't fair progression for us.
Infamy Decay
Perhaps one of the biggest topics is the topic of infamy decay. Even the greatest of evil figures will eventually descend into myth and fade into obscurity if their deeds are not remembered. As a result, the group have proposed that negative fame will be lost in certain circumstances:
1. Should a captain fail to uphold their duty and send an invasion or refuse to do so, the Captain will suffer a percentage reduction of negative fame and be given a small window to try again. If they repeatedly fail to do so, this percentage reduction will stack indefinitely and continue to reduce their fame substantially until someone else is able to take over.
2. Negative fame will also be reduced if the captain fails at their role. If an invasion is ever deemed a failure, on their third consecutive failed invasion, the captain will lose an amount of fame representing the pirates under their command starting to lose faith in their leader.
3. Meanwhile players will also be affected, if a successful invasion occurs but a player did not contribute to the invasion at all in any way, they will also lose a small percentage of their negative fame. Won't be as crippling as the above for repeated non contribution but will chip away. If you want infamy you'll need to maintain it!
Organisational Changes
Following on from the negative fame reduction, it was proposed that Captaincy only changes if the negative fame of someone is better than the current captain and after an invasion, as opposed to a single failed invasion forcing a swap. It was questioned why for example pirates who had served under a captain for many a successful invasion would mutiny after a single failed invasion. Was deemed slightly illogical.
The focus group also debated the creation of a new pirate role, the First Mate. The thoughts behind this role are that it would be an optional appointment selected by the current captain (and replaced if the captain changes or on their own decision) giving another player an authority to send invasions on the Captains behalf. Given that the captain risks losing a substantial chunk of their own infamy by failing to send, if they are off for a period of time they need to ensure that invasions are not held up by them. Between them it can be used to allow them to also stagger invasion times.
Invasion Changes
The group proposed changing invasions, first off by changing what boat types we have available. Some boats will be smaller and carry fewer pirates but arrive quicker at their destination while some will carry more pirates but take longer. This allows the captain a tactical option of what they would like to go for. Do they go for small ships hoping for quick arrivals and captures at opportune times or do they want large fleets of huge pirate numbers instead? Even mixing them up...
Further, the invasions are proposed to be launched in a time window. Once the first ship has been launched, the captain (or First Mate) are given a number of hours to send every ship they would like to send, after the timer has expired, no more can be sent this time. With the boat times being slightly more predictable and this time window, it is possible for a captain to carefully schedule where they wish to attack and what arrives, when. Allows the creation of staggered invasions if they so choose to.
Eventually the group also proposed allowing additional islands to be targeted, again gives the captain an option of where to target if they so choose. While some of them are neutral and places we can get at, they are also potential targets. Pirate players will not be allowed to fight a pirate invasion though at a neutral location, you'd be fighting your own side which may be somewhat detrimental to your own cause!
We would also be proposing changing the invasion notification that happens in Pirate Chat from saying the specific locations to simply advising that the window for attacks has opened once the first ship launches. Makes it less likely this data leaks...
Lastly, the Stockhouse will open up slightly quicker under proposed changes. It will open for contribution either once the last pirate invasion has been defeated or 24 hours after the first invasion force has been dispatched, whichever comes first. We believe this will allow pirates to prep for further attacks without as much waiting time.
Donation Changes
Perhaps the biggest in terms of discussion points, there is a proposal to change resource donation for pirates and allow the option for higher level resources to contribute to the process. While the numbers are not confirmed it is proposed that all food items are worth a number of points which are used to train pirates from, as opposed to a specific reliance on one type of fish. The same also applies to metals and ores, which will also be assigned a number of points and used to train pirates out of that. It simplifies the process to a fair degree while also allowing higher level players an option to contribute if they choose to.
Given that there are potentially higher level resources coming in and more of them, there are also discussions around additional higher level pirates in the 60-80 and 80-100 CL range somewhere but these are ongoing.
Finally it was suggested to create a remote delivery option. Some players don't feel up to travelling back and forth to Skull to submit to the SH. It was suggested by the group to create a few remote donation options on distant islands which will allow the player to add items directly to the SH from some fixed far off places at the cost of a gold fee per transaction, leveraging their thieving skill as smugglers contacts. The resources would be added immediately, no delivery time or whatever, again allowing the choice to contribute.
We believe these changes in conjunction will allow more resources to be available which in turn can allow us to send larger invasions if the captain so chooses to and achieve more disruption on those mainlanders!
In Summary
The theme of much of these changes is about giving the captain and pirates an element of choice in what they want to do, how they want to attack places and with what and when they would like to do it. While we don't expect all of them will be used all the time, the end result is that it gives the captain options and an improved tactical suite to use.
The updates proposed here are also not considered the end of the Piracy 2.0 project, indeed there are other items which we would like to also review, however the decision was made to conduct these updates in stages. A stage will make it easier for us to develop as opposed to everything in one huge update. This initial stage represents what (in the focus groups opinion) were the greatest concerns right now and things perhaps in greatest need of consideration.
I open it up to the floor of the pirate community.