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Showing most liked content on 02/27/2017 in all areas

  1. 9 likes
  2. 5 likes
    Dear Devs, do you think you can add fog clouds to shores or instanced battles? Fog banks will make NA look awesome, it can appear after rain or something. Now imagine Pirates are chasing you and you see the Fog cloud in the distance, you set sail and go straight at it. Fog banks could be rare weather events that can add more strategy to the open world. Fighting in the fog can be epic, all you can see is flashes of light and sounds of canons/ball fly over your head. Let's imagine you are in 1vs1 and you are loosing. All of a sudden you see fog warning marker appears and says in 1 min expect heavy fog. Once fog cloud settles you sail in it and steal wind. Let's say fog cloud can last up to 5 mins then vanishes. In these 5 minutes you have a chance to get a better wind position and maybe change the outcome of the battle. All this will make NA a very unique pvp game. Combining this system with variable winds will make NA hell of a game. Example of how NA coast could look when in Fog.
  3. 4 likes
    Sorry I do not agree. We already have something to do with the killing of the crew and cannon. This structure is a bar; a bar that has not figured out what it refers to. This bar you can destroy shooting especially from the stern and / or sides (if the armor is gone). So what is it? Realistic? It does not seem right. The current system damage is not entirely realistic, but it is logical. The structure bar is not neither. Wanting to talk about realism, it would be enough to have two bars on each side: -above the waterline; destruction of guns and killing the crew -under water line; leaks and if the bar is all gone, sinking. Ships sinking rarely; rightly it was quite difficult to shoot below the water line. In addition, they were without of vital organs inside (engine rooms, control room, etc.) and then shoting inside the hull you killed mainly men and did unusable some cannons. After several dead and wounded damage (beyond the fact that the ship could also be dismasted) the ship surrendered.
  4. 3 likes
    A few things to State: 1. Base upon preliminary sightings over the week and talks with some of the guys, there are 8? active Spanish players. This was determined based on replies in Nation chat throughout the days during the week. 2. Spanish Politics will not be clouded by me, I will merely be Spain's mouthpiece on the forums - specifically, if the Spanish players want to ally different nations or find other alternatives to their current situation, I hope other nations are open to it (EDIT: And I should add Pirates because lets face it, they are a political force.) 3. The main goal of the current Spanish players is stated as such "To hold any and all counties on the Island of Cuba at all costs." However big or ambitious the goal is, I support the wishes of my fellow conquistadors. This will likely shape Spain's political situation for the coming future. ---------------------------------------------- Spain has a small playerbase, but each one is willing to fight pretty much anyone and everything, it's actually really awesome and I have already been fighting some rather good US sailors in the area in their trade ships no less. Embarrassing it may be, but their sailing qualities have made me rethink how I have to fight them a little bit, So I thank these US players for encouraging me to do better for the next fight. There has been word from a few US players and specifically the DD clan of their willingness to give us a couple regions with little to no resistance from them, although they are quoted in saying "Not all US players think this way, so there may still be groups who will fight you." If nothing else, it is good to see an apparent change in some diplomacy/politics that, whether the alliances change or not, there can still be some deals with specific clans. If you're trading around the Habana coastline, be warned, we are out there. Furthering this thread - the reports and updates you'll see will be battles of significance and port battles (more than just one player on Spanish side) and political updates. Whether we win a battle or lose a battle, it will be posted here.
  5. 3 likes
    Why can't we go to a system where every ship, including the basic cutter only has 1 durability? Make all upgrades craftable and make all ships 1 durability. That way when you capture someone's ship or sink it, you actually did it!!! It will also make the economy more dynamic and alive with the demand for ships going crazy. A lot of players that just like to trade and craft, will actually be necessary and not just labeled carebears! I also think it would bring some excitement to fights. Maybe I'm crazy but I think it would be a good thing
  6. 3 likes
    I believe @admin said that only alts being used to directly manipulate hostility were in direct violation. Alexander was indeed joking, nothing to see here. Frivolous tribunal threads should be punished.
  7. 3 likes
    I suggested something just like that months ago, and was all but keelhauled to death.
  8. 3 likes
    well. no^^ Modeling decorations requires a few things I dont have: the skill to do it low poly. (baking textures - making it look realistic) and the tech requirements. FreddyGer made an insane job with his vessel. But I am just not that good.^^ btw: decorations: https://www.rijksmuseum.nl/nl/zoeken/objecten?q=chattam&p=1&ps=12&st=OBJECTS&ii=3#/NG-MC-1257,3
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    Being a one account player i have nothing against other people using alts except they use them to do some bullshit like joining a portbattle on both sides, hello kittying up the formation of the enemy team with a alt account. Or joining a portbattle to get one slot. Or following the portbattlefleet with a basic cutter alt account Or other stupid things If they use them to get labor hours i don't have a problem with it since you can't realy prohibit them anyway.
  11. 3 likes
    "Америго Веспучи" с приспущенными брам-стеньгами. Видимо, проходил или готовится пройти под мостом.
  12. 3 likes
    The Production Power Index has been updated in a second report. I have read the suggestions posted in thread and have for the moment maintained the current format of the report. Labour Contract generation, is important but I feel not as important as access to Strong Hull regions or the other resources, although I might still put it in. A momentum count is tricky, mostly because I only want to update this weekly and momentum can swing wildly throughout the course of a day let alone a week. Also comparing clans and tracking who shows up in port battles is both very time consuming (and difficult because I don't know all the clans) and I worry very likely to expose me to a lot of salt. Not to mention that would ignore the importance of screening, for example the battle of Filipina was arguably won by VLTRA screeners outside the port battle. So it's all very tricky but we'll see how this evolves. As always please comment and feel free to check the figures, I'm pretty sure the formula is quite clearly explained and easy to understand. Also it doesn't look like much but there's a quite a bit of work in doing even small stuff like this so i can't even imagine how Jeheil does his far more impressive show it week after week. Hats off to him. https://docs.google.com/document/d/1SmI7qt_hvClyiE5buzY9tbBH5v3dc0jThgb8bZyBzAA/edit?usp=sharing
  13. 3 likes
    Еще одна "не понятно зачем" придумака: 1. Убрать рандом фаер мод (или переименовать в "Черт побери, снова наклацал") или 2. Ввести вместо рандома новый режим стрельбы креатив по новым видам: а. делим деку на две части и сперва отстреливается от носа по направлению к корме половина корабля, а потом, по повторной команде вторая половина (на длинных шипах было бы удобно при стрельбе на поворотах) б. задавать интервал отстрела между орудиями при последовательной стрельбе
  14. 3 likes
    The Republikeinse Handelsvloot is a Dutch Merchant Navy which is open to every active Dutch player who likes to play the game as trader. We offer a democratic and organized trade guild with benefits for its member. If you are interested in joining the exciting life as a rich Dutch merchant and support the republic, contact us and join the Republikeinse Handelsvloot! NAME: Republikeinse Handelsvloot TAG: VLOOT TEAMSPEAK: cubegaming.de CONTACT: Wilhelm von Bromme, Van Hoog, Sir Henri HOMEPORT: Willemstad Obligations: To maintain our treasury, pay support to the shipwrights and compensate members for lost goods or ships, we demand a small amount of taxes from the members. The taxes scale with the rank of the player and will be payed weekly. Adelborst: 1000 Tweede Luitenant: 2000 Eerste Luitenant: 4000 Kapitein Luitenant: 8000 Kapitein: 10000 Commandeur-Kapitein: 15000 Vlaggenkapitein: 20000 Commandeur: 25000 Schout-Bij-Nacht: 50000 Benefits Organized Trade and Escort Expeditions Supply and Demand Missions Insurance for Ships and Goods Support for Shipwrights Democratic Structures
  15. 3 likes
    So I went ahead and modeled that ship anew - completely. No I have no confirmation that this vessel is gonna be ingame. But I had a lot of fun modeling that lady once again since I really feel I improved my ability to model ships a lot. I am not 100% done but already the vessel looks beautiful. No colours this time. Only texture I use is transparency for the stern windows. Some rudementary lighting and some crude guns on the weatherdecks.
  16. 2 likes
    Politics are useless unless you have a clear and specific goal in mind. Set small realistic goals and go for it. For all small clans, focus on quality rather than quantity. Better off having 4 or 5 active members everyday than to have a bunch of low level, log in once in a while kinda of players. Also keep in mind of who you make deals with. A lot of people like to play politics but they don't have any power, influence or skill. You can't lead if you don't know how to fight!! For any clan in Great Britain that wants to change something, GIVE UP! While CKA is there, nothing will ever change. Join Spain or France.
  17. 2 likes
    @Hethwill I know its slightly off topic but I couldnt resist^^
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    I had a few responses to this. Nothing negative, but tired of repeating myself like I was in the presidential debates. Pirates can have the server just like they control the PvP2 content on the forums. Just going to stick to my clan page and try to grow.
  20. 2 likes
    I believe @Kloothommel is referring to the rules as stated here: and here Which makes this not a "frivolous" tribunal topic. However I believe that even if it hadn't been a case of trolling, neither of the cases pointed to falls within the purview of the tribunal. The "information" was posted in Global chat, rather than nation chat, and it was information that a scout could get just as easily as a spy.
  21. 2 likes
    Add a new game mode Admin once called "Naval Officer Career" for those who just want to fight without having to craft, sell or buy ships ; in addition to the current gameplay one could call a "Privateer Career" in which you have to buy, craft or capture the ship you want to sail with :
  22. 2 likes
    My first attempt at a RVPN clan banner. Let me know what you think. Feel free to make any suggestions.
  23. 2 likes
    You and I both know that this is not a valid argument. A purchased ship is never going to be compedetive in PvP. Only crafted ships with the right regional bonuses can compete and the only way to get one is to either craft one yourself or work with someone most likely in your clan to have one built. Also, pre regional bonuses system, you still did a decent amount of trading to get materials to build ships. The difference is I needed to get those mats to our clans crafting hub which was usually a free port near our capital. It was a much better system than we have now. You can argue for the regional bonus system as much as you like, but simply put, this is not the game for me anymore. Sorry, but I don't want to play this game anymore in its current state. Either the crafting system changes or I find new games to play. I am done sailing in a Indiaman when I get home from work every night. And that means no more good quality warships to play the game with which means no NA for me.
  24. 2 likes
    But if it's the combat you want, just buy your ships? That's the real point. We need a crafting system that's deep enough to keep crafters playing, and a durability and reward system that encourages PvP'ers to buy their ships from people who really enjoy the trading, crafting and hauling required to do this. I'm not arguing that the game doesn't need some massive changes to support this, but arguing that crafting should be "easier" is not going to create a game that supports crafters. And without crafters then you don't need traders. And without traders then privateers and pirates have no one to fight. And without raiders then you have no need for a coast guard. And voila, all you have left is PvE...
  25. 2 likes
    In order for me to build a ship with a strong hull bonus (when we had orinoco) I had to ship everything to hat island in a trader ship (closest free port to my nation capital), then use the delivery system in quantities of 5k to ship to Guayaguayare. Then Sail in a trader ship from there to one of the ports south of that free port. That is 2x the amount of sailing around in a trade ship (especially an Indiaman) I should need to do. I had enough materials at Cano to build 3 first rates. I dont see that as specifically a lot of materials. Now think about whats required to get re-established at one of the other strong hull regions? So instead of actually enjoying the combat side of the game, I am forced to re-establish myself at another port. Something I am simply not willing to do. Also, add on top of that all the enemy surprises lurking around Hat Island. So if I get pulled into combat, I am basically a sheep running away for an hour until I can escape the battle. I am pretty sure this new regional bonuses system has a lot to do with the decline of the player base. People dont want to sail around in a trader ship in their evening after work to build ships. They want to build ships then use it in combat.
  26. 2 likes
    Crafting used to be something you spent 10 min every day doing and every once in a while for maybe an hour, you would sail around accumulating resources for crafting. Eventually when you had enough crafted materials to craft a ship, you would simply hit the craft button and that was it. You used to have RNG built into the crafting so some luck was involved in crafting. Today, in order to craft a good ship, you need to spend countless amounts of hours sailing around in a trader ship to get materials at an outpost that will give you a regional bonus. Not only is it way more risky as players roam the seas licking their chops to steal your materials you are planning to use to build yourself a ship, but it also 10x more time consuming. If you build ships without a regional bonus, you are basically building a useless ship. The new crafting system is what is driving me away from this game currently. I dont want to spend a half hour sailing from the port where I gathered materials to a free port only to have to ship those mats off to another free port, and then sail from that free port to a port where I can get a regional bonus I want. My entire evening sometimes was eaten up by this whole new crafting system. This means I spent my entire evening in a trader ship instead of a warship actually enjoying the combat aspect of this game. I would much rather enjoy the combat than being chased in a trader all night.
  27. 2 likes
    LoL I've seen a few of my suggestions (laughed at) from the past resurrected by others later to remarks of "what a good idea!" Yep - I've commented in the past that it's wrong that there's no 'crew morale' bar. It's crazy that we can order our crews to commit suicide. The ultimate in arcade gaming.
  28. 2 likes
    yes, better then i dont like to see huge and expensive ship of the line that voluntary dont extinguish the fire on the deck and go in fire shock, way too unrealistic. ships could explode but not because the captain want too suicide. maybe we can remove the possibility to suicide and introduce a random magazine explosion that will lead to a fire shock, (not necessary a death but for sure a critical damage to crew , cannons and masts). my2c
  29. 2 likes
    this! we need a MORALE bar for battle not another unrealistic HP bar... obviusly with many leaks in a perfect broadside under the water line the ship will sink but in the majority of fights this should end in a surrender of the left crew after high losses. edit: would be also very cool to see magazine explosion with a lucky critical shot maybe after a perfect rake like 1/100 or something with low chance
  30. 2 likes
    pardon me? What do you think is missing? I know I need to model the toilets on the bow. Other than that my own work there is done. I am not doing decorations. I do not have the skill and the devs will apply their own decoration if this ship was ever taken. The stern is the same deal. I am pretty damm proud of how that part worked out. And since you can see how ingame models dont have any kind of cabins modeled I wont do it, too. Maybe as a gimmic but its not needed to call that vessel completed.
  31. 2 likes
    The "Good Battles"-topic was only closed temporarily. It is back up now. Also the battle at Puerto Plata (fixed) was definitely a slaughter. We killed half their ships and lost only our mortar brig. And your timeline for the Castries PB is wrong. By the time the "Amplify-incident" happened brits had given away all 3 circles and we were only minutes away from capturing the B-circle. Barring mistakes on our part we had already won at that point. Next though a mistake was made - naturally as half our fleet was for the first time in one of our PBs - and Amplify tried to capitalise on that mistake. Instead we managed to board and kill 2 British ships before Amplify could kill the ship he was boarding. By the time the explosion happened it didn't change anything. The ship could have sunk without exploding and the outcome would have been the same.
  32. 2 likes
    First time pvp with the clan and this was the end https://gyazo.com/f66b9ff69821dbbe02aa3358cd517abf
  33. 2 likes
    I think most players with more than one acc are playing fair and just use them to make crafting easier for themselves. That players are not the problem. The big problem are the others who exploit their Alts for a advantage in (Port-)Battles. But this whole discussion is just as senseless as Otto Kohl comment above, since there will be no technical solution and maybe devs dont want a solution (who knows)
  34. 2 likes
    Ship | Damage (one broadside) | bottom mast hp | ratio | | double charge | without bonuses | | ------------|------------------------|-----------------|---------------| L'Ocean | 2485 | 500 | 2485/500=4.97 | Trincomalee | 962 | 484 | 962/484=1.99 | ----------------------------------------------------------------------- L'Ocean can more easy broke mast another L'Ocean than Trincomalee to Trincomalee. So i have a question. Did anybody broke mast of Trincomalee from another Trincomalee with one broadside?
  35. 2 likes
    Why is Holland always complaining? I don't know why there is no boat in Holland . I own 20 1st, All my friends have a large fleet of ships.
  36. 2 likes
    Quite the opposite of the point. I have very little interest in running multiple characters and even less interest in spending the time involved in setting up a second steam account, let alone spending the money on another game account for myself. I would much rather people promote gifting copies of the game to friends over setting up additional accounts for themselves. 10 more players is far and away better compared to two players with eight additional accounts between them. My point is that if the developers are not inclined to openly allow every player easy access to multiple characters, then no player should have multiple characters. Am I perhaps willing to settle for prohibiting cross-nation alts only? Maybe. But when a nation of mostly single-character players has the same number sail up against another nation with roughly equal numbers but vastly superior and uniform ships, something isn't right in the mix there. As far as tracking and detecting alt usage, it's totally possible and quite easy. I'm certain the devs would like some tips and insight into this should they agree with my stance; such a situation is a slim hope, but I won't know till I try, eh?
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    As if this would be supported by nations. cmon man you're better than that.
  39. 2 likes
    I have 3 accounts - ban me.
  40. 2 likes
    as with any pvp based MMO, a minority within those who cannot figure out how to win simply start to complain and demand the game be "dumbed" down to a level where they can compete. If the Devs listen to that group then the game will fail because pvp'rs will leave a pvp game that tries to cater to the side that cant compete. This is why games like EVE Online thrive because the DEvs made sure to cater to PVPrs while leaving safe spaces for carebears and those who could not compete, it was a healthy balance. While i can sympathize with the frustrations of those who cant figure out how to win in pvp, i wont support their arguments because it always hurts pvp games. There is a big difference between balancing a game and dumbing it down.
  41. 2 likes
    There is no way that you can identify alt accounts. All you can do is compare the IPs of all acounts. But then again, how do you know its not the wife or kids playing from time to time? Ive lived in a student residence, all people there had the same IP. It sucks for the game, but I dont see how they can do something against it.
  42. 2 likes
    But it's not pay to win. Having tons of crafting hours doesn't win battles. Having an alt work up hostility doesn't stop the opposing nation from countering it. Pay to win is more like the only way you can get the best gold mods is to pay real cash for it or a ship that's the best of it's class only being available by certain bp's paid with cash. Alts are in no way associated with pay to win. Since it's a sandbox and there's no official "win" here then it's more along the line of pay to get more out of the game. Most would consider killing other players or taking the most ports as a win. An alt doesn't help you in these regards and if they did then it's a problem with a game mechanic. When you're logged out in front of a port waiting for a port battle you can get a trade run in. While you are sailing to the next mission you can craft stuff. While you are running from a gank squad you can check your buy orders.
  43. 2 likes
    Game with a great potential, but the "scaling" system needs a major rework. To make the game more challenging, when you get more experience, troops and better weapons, the AI also get them proportionally (scaling). The problem is the system lacks transparency. The player should know how much troops he is allowed to have before scaling gets under way. Also scaling should be based on the troops your send in one specific battle, not in your entire army. That would be really interesting if scaling was included in the difficulty level setting so each player could customize it to his liking. The ideal would be three sliders for troops, weapons, experience. As for now, you are punished for building a better army as the so-called campaign progress. Which gets me to another problem, even if you win consistently battle after battle and kill tens of thousands of foes, the AI gets stronger, so it's not really a "campaign". You get no reward other than better troops and weapons, but as the AI also gets them anyway (because of scaling), that is not a real reward. I do understand that is intended to keep the game challenging, but that breaks immersion and some sense of fulfillment. So a balance must be found to make the game both immersive and challenging. A special dislike mention for the Rio Hill battle, battles that you cannot win without (unhistorical) gamey tactics are not challenging, they are highly annoying. The good news is the game is already quite good and we are still in early access. So we may hope most of these problem will be adressed and, at least partly, solved.
  44. 2 likes
    Есть пара важных вещей! (Информация от меня, клана и зрителей) 1. Убрать телепорт в ближайший порт после боя. (Ибо полный брет убивающий и так пустой мир) 2. Добавить Таймер невидимости после боя хотя бы 30 секунд! (У нас всех разные компы и разная скорость загрузки и нужно время для координации после боя чтоб избежать ситуаций когда твои союзники просто не успели загрузится) 3. Вернуть таймер входа в бой (Крайне абсурдная ситуация когда идёшь эскадрой и не успеваешь зайди в бой К СВОИМ!) Убивает вообще всё желание играть , так как нарушится ОСНОВА геймплея!!! Это игра с друзьями! 4. Убрать всякие ограничения по БР для входа в Бой (кроме песка на Багамах). Тоже одна из убивающих игру "фич" это когда гонишься за кораблём и не можешь зайти в бой ,потому что там перевес по БР и как итог ты не можешь играть с друзьями! (Сигналинг это костыль который ненужен в игре). 5. Можно вообще сделать бои открытыми всегда! и балансить их временем захода и удалением от основной сцены боя! 6. Сделать возможность перейти за другую нацию пусть с ограничением по времени (пример:не чаще чем месяц) и большой ценой золота! Аргументирую просто. Играть за одну нацию надоедает и игрок делает выбор между. 1. Смена нации и продолжает играть в навал (Со старой гильдией и т.д) 2. Игрок просто уходит из проекта. Ответ очевиден.(Удалять персонажа и создавать нового не проще, проще просто уйти в другой проект) 7. Пираты Vs Пиратов Не должны получать опыта и денег! 8. Союзные ботовские флоты убирать из родных вод и акцентировать внимание игроков на то, чтобы качаться на Флотах врага. Как было раньше. (а не на миссиях, либо оставить только стартовые) 9. Постройки (Шахты) убивают интерес к исследованию мира и активной торговли между городами своей фракции. (До патча каждый город нации имел свою ценность так как производил ресурсы) . Привязывают игроков к определенным городам делая тем самым некоторые регионы пустыми и не нужными. До построек мир был наполнен торговцами которые ходили по всем городам своей нации!. (да ресурсов на всех не хватало, но так и должно быть!) 10. Нужна глобальная концепция развития поселений игроками, (РПГ элемент нации) что бы игроки могли строить и улучшать производство и инфраструктуру каждого города. Пример (Серебряная шахта 1 уровня в Puerto o Prince выдаёт 10к в день всей нации. После прокачки на 2 уровень будет к примеру 15к в день) , Концепт прокачки открытый (не личный) и требует взаимодействия всех игроков нации для сбора ресурсов. (Пример для 2 уровня требуется 15000 камня). Данный концепт даст жизнь не только развитию шахт , но и поселений (Больше людей для найма) постройки Фортов и т.д.) 11. Ресурсов на всех хватать не будет , но это решается большими торговыми конвоями (PVE) с большим кол-вом ресурсов. Даст возможность найти ресурсы если нет ничего в городах + сам пве контент. (Значительно оживит мир и будет охота на большие конвои ПВЕ игроками как итог ПВП между ними) . Фарм больших конвоев значительно интересней старой системы с личными шахтами. 12. Увеличить прочность линейных кораблей относительно их реального размера. (сделать вариативность прочности и внутренней структуры) (Боевые больше прочности , торговые больше структуры. Пример корабли одинаковых размеров (Линкор Броня 7000, корпус 3500. Торговый Галеон 3500, 7000) 13. По поводу прочек. 5 прочек слишком много для корабля. У меня до сих пор есть корабли с выхода игры в стрим. 1. Сделать всем по 1 прочке + страховка как в EVE Online (но удешевить модули) (я за этот вариант корабли будут предстовлять ценность, а не как щас "Ингер нужен? нет он не представляет ценности!) 2. Дать всем по 3 прочки * Обязательно сделать ребаланс кравта относительно прочек! Сейчас при кравте фрегата ты тратишь ресурсы как на 1 корабль , это в корне не правильно и сильно вредит кравтерам и экономической составляющей игры. (Дисбаланс) Итог. Игре крайне необходимо оживлять открытый мир! Нет смысла от ограничений в море если не кто не атакует)) *Систему кравта и прокачки я предлагал вам ранее в видео. Спасибо
  45. 2 likes
    Данный тестбед - это срез с версии в разработке. Что нового: - Для тестбеда только уменьшено количество хостилити очков для старта ПБ. - Время старта ПБ 10 минут - Распределенная выдача марок за килы и ассисты, в зависимости от нанесенного урона. - Увеличено количество выдаваемых марок за убийство корабля. За первые рейты теперь можно получить 10 марок. - Урон по парусам от ядер уменьшен в 2 раза - На UI отображается НР структуры(средней полоски) - Флиты перенесены на перки. По умолчанию, игрок не может иметь флит. Это также влияет на захват корабля. Захваченный/флитовый корабль невозможно отправить в аутпост. Его можно добавить во флит либо утопить после боя. Чтобы добавить во флит, необходимо иметь перк флит. Финальное распределение(сейчас в тестбеде тестовое): 1 очко, 1 корабль, 2 очка, второй корабль, 3 очка - третий корабль. - Вкладка Адмиралтейство доступна только в национальном городе игрока - Марки в боях из лобби(скирмиш) не выдаются - Уменьшено влияние попадание ядер на разгорание огня при пожаре. - Исправлены некоторые баги/эксплойты с карго флитов - Переделана формула нападения на корабли группой до 6 человек. У одиночного корабля делитель БР 4. У группы из 6 и более человек делитель БР 1.25. То есть, для одиночной виктори надо 150 БР, а для группы из 6 виктори, надо 2880 БР. Размер команды также влияет на БР. Иначе говоря, Виктори с 40 команды может быть атакована каттером. - Исключен дамаг и команда из расчетов опыта и золота. Награда делится между участниками боя пропорционально нанесенному дамагу если цель была утоплена. Все киллмейкеры и ассистмейкеры получат процент от стоимости утопленного корабля в виде золота и опыта. Если цель не утонула, то награда не начисляется. Ребаланс денежных потоков в разработке. В работе: 1. Контент и баланс для адмиралтийства. 2. Возможность перемещения лута из захваченных кораблей между кораблями. 3. Конквест марки за ПБ.
  46. 1 like
    Bought a new officer (After buried the previous at sea w all honors) The new died 1st time early on. So now 9/10. Still dont take XP over 8 Points ( The battle resulst CLAIM I earned Officer XP, but... :O(
  47. 1 like
    Structure is a good way shift the focus from sinking ships via external hull damage to sinking ships by internal damage (knocking out crew, pumps etc that would otherwise be able to keep even a badly damaged hull afloat). Arguably crew loss and module damage could be tuned to produce the same result, but this works well enough and improves on the current meta where the only really important factor in sinking a ship is reducing the hp of one side of planking to 0.
  48. 1 like
    Это требовало необходимости соображать будешь гнать захваченного торгаша от Порт Рояля и еще охранять груз. Или дальше воюешь в регионе. А сейчас есть магический телепорт. Недавно гоняли нас враги. Их было больше, более тяжелее корабли. При старой системе они бы нас выловили в итоге. И дали ..зды. А сейчас мы врубили Дейви Джонса и переместились через остров во фрипорт. А оттуда пошли далее бузить в регионе. Это нормально? Я думаю нет. По сути мы магически вырвались из их кольца. Подчеркну ранее нам скорее всего догнали и дали бы ...ы. И это более правильная ситуация, особенно когда бузишь в чужом регионе.
  49. 1 like
    ПБ. Я так скажу система отбора полпобережья путем отхвата 1 порта = фигня. Ранее бриты приходили отхватывать каждый порт и это было более интересно, т.к. приходилось расчитывать силы, выставлять заслоны и приоритеты для защиты. А сейчас Ла Вега перекрашивается одним портом, а это бллин половина острова. Фигня вам не кажется?
  50. 1 like
    Went all the way past Santo Toma in the southeast and then west when I hit as far south as I could go.
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