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Showing content with the highest reputation on 05/01/2017 in all areas

  1. Please limit them to traders
    14 points
  2. Agreed. Its amazing how many people i see calling other people "carebears" that are out sailing in the OW with 2 Connies as "fleet ships".... Super hardcore, bro....
    10 points
  3. The best solution I can think of so far is to give people 2.5 minutes of invisibility/no attacking/no getting pulled into battles after a fight so that they can exit the game without being retagged. This is enough time to 1. Let slower computers "catch up," 2. Look around for the gank, 3. Safely log off if they so choose. I know in one of those long chains of "tag, escape, tag, escape, tag, escape," the enemy players simply said, "We have more time than you do. Don't you need to wake up for work tomorrow?" Their own skill was insufficient to capture me. They were relying purely on real-world factors to try to catch me.
    6 points
  4. OHHHHH S#!T!!!!! I gotta set up a Kick Starter! Imagine ole Pete with a real privateer to vacation on! =oD
    6 points
  5. Right now 2 fleet spots are (perk point) cheap enough for players to pick it without seriously gimping themselves. You can drag along one bot with one slot free for a prize no sweat. It becomes an arms race, we've seen it before. However much some players like it; Warships in fleets is cancer to an enjoyable pvp experience. It is known... Your question should be solved without blanket bombing OW pvp. I've already suggested elsewhere that perk point cost for two slots should be upped to at least 6 points. That way bot lovers are forced to sacrifice something for their ways, but pvp'ers can have one slot at the ready for prizes. This is just one way to go about it. We could also make it possible to cap and keep a prize while stopping people from going from port with a warship in fleet. That's just from the top of my head, I'm sure there are more, and even better ways, to solve this.
    6 points
  6. Lots of REALLY BIG changes on the testbed. The Dev's have set sail for the land of "Toughen the @#$! up" and its a whole new game. Catch up on lots of new features in this weeks LtTK....and I answer the question "should I come back ?"
    6 points
  7. 100% This. If we are going Hardcore PvP server then remove the warships from player fleets.
    6 points
  8. @admin Well, these are my suggestions after some days of testing on testbed GENERAL - overall, I suggest you to tweak down a couple of notchs the huge time and money sinks you added to each and every aspect of the game (playing NA shall not look like a work, but shall be first of all fun game to play also for players that have only an hour a day, otherwise you will never have enough playerbase for a MMO) - put a window in ports screen with the layout of the actual tree of the ship slot unlock progression (one shall know in advance which path leads to each "perfect" slot higher level ships) - avoid, also in PVP servers, to give interesting rewards only for PVP marks (maybe put a very high multiplier - 1 PVP mark is 10-15 PVE marks - but BPs, permits, and some upgrades should be obtainable also with PVE marks) or - in alternative - add to the admiralty shop also BPs and/or upgrades and actually veluable rewards (not only coins and furnitures) that may be obtainable ONLY with PVE marks. PVE (MISSIONS and OS) - let loot (or at least upgrades dropped by the sunk ships) be lootable from floating crates at the end of the fight or - in alternative - let ships sink much slower than they to now (looting now is way too difficult) - tune a little down the damage of IA ships, at least in first 4 levels missionos: a newbie will struggle in those battle PVP - add some mechanics in order to avoid infinite revenge tagging at the end of a combat (1 min invisibility seems not enough) - grant traders the possiblity to throw away (a % if their) cargo (maybe in the preparation phase of the combat if not during the combat itself) in order to enhance their speed - grand traders the possibility to surrender in the preparation phase of the combat, thus keeping the ship (in that case, the aggressor will have the choice of moving a part of the cargo in his ship and the rest will be sent - with a delay proportional to the distance - to the aggressor's nearest port where he has a warehouse). TRADE & CRAFT - remove pine log as a needed material for rigging quality trims in ships crafting - let the smuggler flag mechanics exactly as it is now - let players trade directtly between each other when they are in the same port - if you remove global channel, let trade chat channel in each town (both national and free town) accessible by the players of all the factions - let IA traders be capturable by players OR put in IA shops in port also trader brigs sold by the IA for money - put ingame a tool that lets players of all the factions check which buy and/or sell orders are set up in a chosen zone. - let players look directly from the map at the port resources that can be harvested in each port they already visited. - add some more copper, silver and gold producing ports for each faction. - let crafting of ships drop a number of PVE marks proportional to the level of the crafted ships. - let travel in a trading ship drop PVE marks proportional to the distance covered. After my two cents, from now I will stop commenting on this forum and wait for the wipe.
    5 points
  9. Do I laugh? or Cry? All these econ balancing suggestions and combat/PVE/PVP marks suggestions and predictions of what's good and bad are mainly being made by players with an....alt who farms wood.....and alt who farms metals, and .....an alt who runs trades....who also has 30 clan mates...with alts......etc etc..... It seems the lone-non-clan player, is lost, before he even leaves port !!!
    4 points
  10. Doesn't make any sense at all to have controllable AI warships on a ***PVP*** server. If PvPers wanted to fight AI we would be on the PVE server. But honestly I've always found AI fleets are annoying as hell because they take up spots in battle and even if they are on your side they are clumsy AF. And no one can say they offer "protection for solo players". Remember exit to friendly port is being removed which forces everyone out to the open world into the hands of a revenge gank fleet forcing you to die, surrender or run for hours on end. The AI fleets ain't doing jack all to protect solo players.
    4 points
  11. The upcoming change regarding the removal of any endresult screen after battles is, in my opinion, the biggest change made for quite a while. It will completely change the way we have to think about battles, when to engage someone, etc. I might just be too narrowminded to see how that change could work in the future, I geuss we'll have to test it. However, I've got a few concerns and collected alternatives to the removal of the endresult screen, since, as I said, that would change the gameplay and possibly harm the game experience for lots of players. First, let me explain why I think the removal of a 'safe' position after a battle is not a good idea. @admin explained the effect the open world with its fast travel has on battles in a post of december last year. Now, with the changes being made, you will get kicked out back to open world after any and might present yourself as an easy target. Around a nation's capital that's supposedly something good, as that area should be safe. However, it will most likely not only affect the waters around a nation's capital. 90 minutes battletime (lets say 60 minutes, the length of an average battle), is still more than enough time to cover a very big distance in the open world. At this point, the side having more friends will 'win' after the battle. I also see the upcoming changes to, in some extent, promote ganking. Let me explain: A group of a few heavy Lineships or heavy Frigates is cruising around. But they also have a few super fast ships whose aim is to simply trap someone in battle and not actually fight him. Let's make an example: A group of 4 3rd rates and two fast Rattlesnakes meets a lone Constituion. Now, the most logical thing to do is to send in the rattlesnakes to tag the Constitution, since the 3rd rates most likely are not going to keep up with the Constitution. Inside the battle, the two Rattlesnakes have absolutely no interest in engaging the Constitution. They escape, knowing that after 15 minutes the Connie will automatically get kicked out to open world, where the Rattlesnakes buddies, the 4 3rd rates, are already spread out to catch the Connie. I tried to illustrate the situation using my awesome Gimp skills (lol). Removing the battle result screen will result in numbers always being the winning side, not caring wheter the heavy ships could actually catch up with the opponent side or not, as long as they got some super fast taggers. This is a very severe issue. Suggestions In another thread, where we collected a few thoughts regarding teleports in general (here), a few suggestions regarding alternatives to the removal of the battleresultscreen were made. Here are a few of them. If you have any more, please post them below. 1) Standardize Signaling Perk (and / or tweak it) The easiest fix to this issue would be to standardize the Signaling perk. Personally, I've always thought of Signaling with its current mechanics to be the best RoE. This would mean that any battles where the attacking side has more BR than the side being attacked are open to join for the defenders. Maybe even tweak it so that the side being attacked gets a bonus of 15-20% additional BR that can join the battle. 2) Endresultscreen depending on the battle Another suggestion is to allow a battle result screen if the attacking side has less or equal BR than their targets. This should prevent any major ganking in big numbers in hostile waters. However, this would still not fix the situation for the case I posted above (4 3rd rates with their two rattlesnakes attacking a connie). 3) Allow a teleport after the 3rd consecutive battle A ship escaping a battle would get kicked back to open world just to find the next targets to deal with. This could happen over and over again, as happened to @Jeheil before (explained here). He got pulled into combat 6 times in a row, and he felt like being griefed, as he knew it was just wasting time. Maybe, after a certain amount of escaping in battle and having proved to having escaped, there should be a possibility to also escape from any danger from the Open World, as in a teleport back to port. After all, this is a game, and at some point Life has a few words to say (you know, the world outside of videogames.. friends and all that). Wasting hours where nothing is being achieved by anyone is not doing any good. 4) Invisibility / Invulnerability timer (suggested by @Powderhorn below) Add an invisibility and/or invulnerability timer after a battle so players are given a chance to escape from a revenge fleet. They could still spread out though. 5) Embed tow function to battle instance (suggested by @The Red Duke below) Embed the tow-to-nearest-port feature to the battle instance, so you could teleport to port from battle once every 3 hours. Saves Port Battle fleets and good for calling it a night in general. I just feel like removing the battle result screen will hurt the gameplay a lot. Please share your opinions.
    3 points
  12. Why not have it so you cant leave port with a warship in your fleet? Then the only time you could have a warship in your fleet is when you capture a players ship. You could keep it there until you reach your outpost
    3 points
  13. We should be allowed to log off safely in a battle.
    3 points
  14. It would be a mechanic change Heth.... You can cap a player's ship, even without the "fleet" perk, but you have to send it away and "re-fit" it before use. So technically you're not putting it into your "fleet". Just an idea.
    3 points
  15. I think that we are more players in the forum than in the game, and this ain't good
    3 points
  16. After winning Chickamauga, I recovered a bunch of Spencers from the brave Indiana regiments at the beginning who have them - great victory perk! I outfitted one of my depleted brigades with them (800 men) and I'm thinking they will dish out a mighty hurt, but I'm also worried that one or two units with Spencers will start some horrible weapon scaling arms race with the AI and I will be facing down an arsenal of Confederate Spencers. Is that so? I have heeded the weapon scaling warnings about skirmishers so far so don't have experience with this. In fact if I make a skirmisher unit too, that will be my very first one. What do you think, experienced players?
    2 points
  17. Hi, how about a privateer option, allowing to sign a timed contract ( letter of marque) of several weeks and up, so that a given captain can serve under various nations? With perhaps the personal advantage of variety and change, the exploration of the map over time, at the cost of say less rewards since the other party of the contract ( crown etc ) takes a cut? It should not be more attractive than being a member of a main faction. Possibly the balance advantage of a clan of privateers switching sides as need be for balance since many care about it ( but what war was ever balanced? ) The main issue would be traders simply using the letter of marque as a flag of convenience. Could restrict privateers to not be able to trade... but that's a restriction in gameplay. It is relatively common in some games to be able to serve an NPC faction for a given amount of time, building reputation, and earning some reward ( such as a faction specific ship/item ) Just a random undevelopped idea.
    2 points
  18. I'd love to see crafted vessels on the market with the skills of the crafter provided. For example, if the crafter specializes in light ships and he is experienced in them he could build Mercurys with all 5 skill slots filled with preset skills after the crafters choice. These skills are fxed until the buyer has enough xp to unlock the slots. This would help crafters specializing and building unique ships different from those in the shops. I can imagine crafters specialized on frigates or surprises or renommees. It would, however, lower the amount of grind. Similar could be imagined for workshops.
    2 points
  19. This wasn't two weeks ago, but what I think he's talking about is that the current no NPC ship catpure has locked folks out of there fleets and other problems. Just go back to only Players and there AI ships (any player craftered or store bought ship) can be capture. All they have to do is have all AI OW (grey) ships with none capture flags and any bought/crafter (blue) ships be with a capture flag on them. I had a bought Connie (blue) in my fleet the other night and was moving it to another port and saw a fat fleet to tag. I tagged it and in the middle of the fight my AI Connie boared an AI Bell Poule. It won but cause of the crew lost it hopped over into the Bell Poule and left the perfectly good Connie sitting there. After the fight was over I went to put crew on my connie and make sure to be able to take it out of the fight. It was tagged AI and I couldn't capture or take my ship out of the fight. Since the Bell Poule is an AI ship it was tagged as such. So at the end of the fight I lost both ships (didn't want the bell poule) and didn't get any credit for the bell poule kill I helped with cause it wasn't sunked cause my Ai was in it. Now I could of skullted my connie but I wouldn't of got any credit for it cause I did no damage to my own AI fleet ship so it would of been a waist. I think things like this and folks can abuse the system by putting there better ships in fleets (like first rates). And if they have traders in fleets we can't capture the traders, just take the cargo off. What the point if I'm in a war ship and can't put the capture trader and cargo in my fleet and bring it back to a friendly port?
    2 points
  20. Some players play 6-12 hours a day. Some don't. Some use one or more Alts. Some don't. We should all stop looking at time in game and number of Alts as a competition of some type. I'm not even sure where that line of thinking is coming from. If a guy plays 12 hours a day that his his choice. It's probably one that could destroy his real life. If a guy pays the money for x3 accounts that is his choice. As long as we all can get a PvP ship when we want or play the number of hours we want that is that matters. It's not much of a competition. But if you really want to compete in that way then the race is measured in hours of your time and money for new accounts. Once you realize that stuff makes no real differences then you just look at those guys and smile. The only time that matters is the time you can't play the game when you want to with the one character you want to do it with. Do hopefully we get past this testing to wipe phase very soon.
    2 points
  21. Spencer Carbines on Carbine Cavalry are monstrously good. You won't be facing Spencers if you have other less-well equipped cavalry, though if the enemy spawns with Spencers I take that as an invitation to give more Spencers to my men.
    2 points
  22. I'll pay with my body ! . I mean, my body will be there working as the cook.
    2 points
  23. The amount of gamers that stream for 6+ hours...daily... is more normal than one would think ( it is really absurd and scary, especially considering they are young adults or in their late teens ).
    2 points
  24. I would add: Keep everything that works and has worked to make it a worthwhile game. In three years, the Devs must have a list, on paper or on computer or in their minds, of things that have been successful in making Naval Action a great game. To constantly chop and change cannot be a good idea.
    2 points
  25. @Jeheil I thought I was crazy, so I went to double check and Furnishings and Knees STILL have the ability to craft it with resources. I hope you can fix that information in your video :). Craft --> Ship building tab --> furnishing 2 lignum vitae 1 silver ingot 1 gold ingot is the crafting recipe
    2 points
  26. Я что-то пропустил или уже на основу патч накатывают? Народ, о чем спорить, если основные сервера крен знает когда обновят. А постоянно играть на "супер-тесте", а потом на втором супер-пупер тесте-это моветон
    2 points
  27. What was his ship? Two connies would be 450 crew times 2 so almost 900. So unless he was in something like a surprise than he was under crewed in them. So your saying a buddy and you couldn't take three ships with some stupid AI being two of than? Or you couldn't take them solo? Well if it was to much look for easy pray that isn't a fleet. It's test bed right now folks are prob running around with large fleets cause there are hardly any one to fleet up to go grinding with or hunting and folks are more into the testing part of the game than anything. They could of been moving ships from one port to another too. I done it to put some better war ships in a port more closer to the action and the only way to get them there is to put them in my fleet. You want equal ship fights I hear there will be an arena game some time in the future with equal number match up and such.
    2 points
  28. almost filled up my attachments quota, so the end of sharing my paintings here is in sight
    2 points
  29. Same as always... You put a 1st Lt. on it who you think should get a promotion along with a skeleton crew and send it to an outpost. Ship can only be used after you return and fit it out...
    2 points
  30. using alts is just another way of cheating and should finally be forbidden at release to give everyone equal odds. i personaly wouldn`t mind ,if the devs do it even before.
    2 points
  31. and my argument in this thread ..for the last couple of pages is the changes imo ..benefit those with alts and punish those without
    2 points
  32. i agree, i wish they'd go ahead and do it already.
    1 point
  33. Its really great idea. None True solo PvP hunter need AI protection on PvP server
    1 point
  34. I already thought there was a PVE server for fighting along side AI? Because it is just plain dumb to have controllable AI warships on a hardcore *PVP* server when we have a separate server for *PVE* type of players. Players should go there if they want to fight with their AI buddies.
    1 point
  35. That sounds like your problem right there. Our clan doesn't work that way and just about every clan I been on in ever game doesn't work that way. We are a team and we work as a team. You need Mahogany and I have a bunch of it I give you some. You have Iron and I need it you give some. So don't use alts as an excuse for the way your clan members act to each other about building and being a team player. That means you might want to think about recruiting better players that are willing to work as a team. Well unless your happy with a more relazed state of the game and some folks are, but if you plan to be competitive than your going have to work for it. No matter if it's 50 guys in one clan or 15 guys with 2 alts each. If that 50 guys can't work together that 15 is going to beat them every time. And that reason right there is why on PvP a small clan of pirates that are very organized and work as a team was able to bring US down to 11 ports and then Brits down to 1. The two largest nations on the server. Cause not only was just about every clan was like that the whole nation is. You can have 500 players, but if you can't get them to work together than they will get beaten by 50 players every time. On this topic I do agree that a solo player with one char is at a disadvantage against a player with say 3 chars. Though that solo player is still at a disadvantage against any clan also, so it realy doesn't matter if you plan to play solo you have to live with that.
    1 point
  36. Welllllllll, not necessarily. Change purely for the sake of change is not good. Whether any particular change is good or not depends upon the reason/intent/purpose for the change, the results (i.e. did the change achieve the intended result), did the change produce a desirable result, or did the change incentivize undesirable behavior and disincentivize desirable behavior. Running experiments in RL through Alpha and Beta testing by proactively following a plan is good. Reactively making changes just to make changes, not so much. My impression over the last 16 months is that the developers do more of the former rather than the latter.
    1 point
  37. So cheating keeps the game alive? Yes, I say using alts is cheating because using alts gives people with deeper pockets an unfair advantage. Just because the game allows the use of alts that doesn't mean using alts isn't cheating. Frankly, I don't understand why people need to cheat to do well in this game. So, your claim that "even with a large clan will require a farming ALT at least" is just a lame rationalization. Anyone who needs a farming ALT is doing something wrong, or is just plain lazy so they cheat to make the game easier. I have deep enough pockets to run five alts if I wanted to. I do just fine with one character on a server at a time. If I were to run alts on the same server I would role play them as opponents in different countries so no character would gain any benefit from any other character. I get enough support from my clan mates producing and raiding and trading for resources so that I don't need to use alts. Heck, I didn't need alts the first eight months I played when I did everything solo before joining a clan and then forming my own clan after everyone else in my first clan stopped playing last summer. ED: Oh, as for one of the topics the comments cover, I think getting rid of the TP to Free Ports is a great compromise. It never made any sense to permit hostile factions to essentially invade enemy territory and set up a base of operations with impunity.
    1 point
  38. why do they have to provide valuable stuff? Some folks *GASP* actually like doing stuff like collecting them even with the small rewards. That is why I don't go out of my way to get them. I'll pick it up if i pass that area, but that is not my thing, but we have a clan mate that loves to sale all over the place and pick them up. It's his way of killing time when there is no PB's or PvP going on. The game truelly lacks content and that content keeps the casual players in game and the more of them we have is the more targets we get for PvP. So the more silly things like this that are in game that keeps some players around the better. Means more sheep for the slaughter. You know so we don't have to attack AI traders, but instead we can attack some unlucky guy looking for his bottles.
    1 point
  39. [HRE] - Holy Roman Empire - deutschsprachig - ts3: sverige.ninja (Bisheriger Schweden TS für Nationsweite Aktionen) - Nation: Schweden - Server: EU Server PvP - Kriterien: TS3. Gesunde Aktivität - Ziele: PvP (PvE, meist zum Leveln oder Hostility) - Ansprechpartner: Sveno, Havelock, FuryGer (Ansonsten einfach ins TS oder im Nation Chat nach HRE fragen) Noch ein paar Worte: Die HRE besteht schon länger und spielt seit dem auf der Seite von Schweden. Somit sind wir eine der ältesten und beständigsten Clans in diesem Spiel. HRE wurde im Mai 2015 gegründet um die deutschsprachigen Spieler auf einer Nation zu konzentrieren. Daher ist Schweden als Nation mittlerweile zu geschätzt 90% deutsch sprachig. Die HRE ist Teil von Schweden und nicht Schweden selbst. Auch wenn wir momentan wohl den größten Clan in Schweden stellen und auch deren PB Leiter bedeutet das nicht, dass wir nicht mit anderen Clans zusammen arbeiten. JEDER Clan in Schweden ist gerne bei Nationsweiten Aktionen gesehen und wird mit einbezogen wenn man es wünscht. Daher freuen wir uns nicht nur über jeden Spieler der zur HRE kommt, sondern auch über jeden Spieler der in einen anderen schwedischen Clan kommt. Die Zusammenarbeit der schwedischen Clans ist wichtig, gerade bei so einer kleinen Nation wie der unseren. Anfänger werden unterstützt und brauchen sich nicht bei einer Bewerbung bei der HRE zurücknehmen. Man kann alles lernen. Also keine Scheu und bewirb dich bei der HRE. Für eine Bewerbung geht es hier lang: http://imperialfleet.forumprofi.de/forumdisplay.php?fid=5
    1 point
  40. What I think is funny is he thinks I don't want TP, I have never posted anythhing like that for or against them. Well until he brought it up. I was very much against the return to friendly than thought about the times that I spent over 4-5 hours in gank fest battles over and over as I keep getting tagged by the same group after me and a buddy ( back when I was US) killed a Brit player. The end was the last time when his buddies gave up and it turned 1 vs 1 I turned and fought him and sunk him. Yah luckly it was a weekend and I had the free 4.5 hours. So yah I can see why one would want the chance to leave or log out. In fact i brough up asking to make sure we have 15 mins to go take breaks or what not before being forced into OW. Which reminds me I need to time that on Testbed I don't think it kicks you out auto. That and I want to check to see if you can log out and it just puts you on the OW when you log back in or it makes you show up and have to wait (even though your logged out). Something I can check with my alts on testbed (see they are handy). It seems by your post you just returned recently or something by some comments i seen so makes me wonder just how hardcore player you are? Other than by just looking at our post count on the furoms and join date I been playing since EA was dropped. I'll use the testbed names for the other two but those won't be there names in live. On live I run two pirates and a Dan. One deep water over all RvR char and my main crafter (Sir Texas Sir) who is Curse level along with a second pirate that I keep in shallow and is Curse level. Both are level 50 craftes. While my Dan is Flag Captain and level 50 crafter also. Sir Texas Sir: 4.4K hours is my main char I had from start. Big Texas: 1,9K hours (currently my crafter on testbed) Lil Texas: 2.8K hours (Shallow water char) So as you can see I have more hours on some of my chars than the majority of the players have on one solo char. As a pirate on PvP2 I been in pretty much 99% of every port battle we have been involved in. I Prob killed and captured more ships than I can even count on the open world. While I love PvP I also love trading and crafting and I'm a very average player when it comes to PvP/Combat. So I made chars to play more than one aspect of the game. This is not play to win cause you have the exact same options as I have, I just can do it three times more cause I paid three times more for the game. Believe me running three accounts and fighting with two of the (well even fought with the Dan recently before patch announcement) is not easy. Though three players can do the exact same thing if they where very organized and communicated well with each other. The only different is all three can be in fights at the same time. I could too, but that means I'm three time more distracted than they are. If two guys can't beat one guy playing one char than maybe those two guys need to go back and learn the game again and get better. I never saw you guys as carebears. Ya'll hit the floor running and ready to fight. Though a little cocky when ya'll showed up, but we set those guys straight pretty fast after some OW PvP, but ya'll keep coming back and we respected that. And no I won't give you a hug, I just woke up and haven't even had my coffee or shower yet, that would be like a grizzly bear giving you a hug and well that wouldn't be a pretty site. Back to the TP thing though. I think it's good we try it and see if it works. Remember Devs are pushing the PvP game to be a more hard core sand box. In the past a lot of there choices where made to make life easier for a lot of players and in my view it hurt the game and ran off a lot of the core players. Now I don't agree with every thing they are changing and I'll post my views up and tell them when I find those things, but I'm also on testbed almost daily now and trying to get all the bugs found and help this patch get ready for live server and learning every thing about it so that when it gets dropped I can hit the game running with my clan mates and have things up and going as fast as possible.
    1 point
  41. Indeed, and instant t/p + gps map co-ords makes it a terrible decision to bring them back, especially if players are forced into OW post battle. The kind of metagaming with teleports that you describe is exactly why I hate them. Teleports screwed up the game in a big way, but the least destructive to gameplay was the tp to port after battle. What's ironic is that Admin is scrapping this but keeping the truly detrimental form of tp. At the very least teleports need both a cooldown and an activation cost and timer.
    1 point
  42. Hmm, I want tp between outposts removed and only have the one account. On the other hand I think tp to friendly port after battle should remain (unless other changes are implemented) because revenge gank fleets were a terrible part of this game. I consider people who sit in port waiting for revenge gank fleets to form for easy kills 'carebears' but hey, maybe that's just me
    1 point
  43. we are indeed drifting off topic ...i have no problem with those that like to pve ,,,my clan on pvp1 has those that prefer RVR ..some like to PVP hunt by themselves ..those that like to pve only ... i wouldnt dream of telling those that pve they are no longer wanted in the clan and go off to the pve server as texas suggests ... they are valued members of the clan and contribute a great deal .. as for bickering it just amused me the guy who wants rid of TP and delivery is the one who will benefit the most from these mechanics going ,, the pay to win guy who has 2 alts and gets 3 times as many outposts as the single character player ..
    1 point
  44. it works exactly that way .... its not the same as 3 different players... because you get to decide where everything goes ... you can trade without cost between your alts ...you can sail any of your alts ... your alts dont have days off when your playing .... they dont go on holiday ... i may have used the term carebear incorrectly ....... but there is nothing hard in playing this game with 2 alts you can make 3 trade runs to my 1 ...you get 3x labour hours ..3x the dock space ...any redeemables that come our way you get x 3 most important you can have 15 different resource slots to my 5 you post on here like your a hardcore NA player .. just another pay to win .... sorry respect level gone to 0
    1 point
  45. Da dies hier dann wohl hier reingehört bin ich mal so frei ....
    1 point
  46. Я нажал Tow To Port и меня кинуло в ближайший вражеский, так и должно быть?
    1 point
  47. Well sure there will be more people on EU than we can see on chart here. Actually most don`t even know chart ever exist i bet plus many people not decide yet what to do after wipe.
    1 point
  48. Werkstatt ---> doppel T
    1 point
  49. The numbers are scewed because practically only French clans have committed to be listed on the chart. It doesn't mean that the spreadsheet reflects reality, as has beens stated in the comments. But of course France will be a populous nation. It was a significant power historically and it is only right. But the numbers will shift balance quickly. Give it a few weeks/months and Britain will be the most populous nation on the EU server again. No doubt.
    1 point
  50. kurz Offtopic: WoT ist definitiv ein extrem erfolgreiches Spiel (gewesen). Ich persönlich würde allerdings WoWS absolut nicht als erfolgreich bezeichnen (war seit der closed Beta dabei). Es ist gerade so kein Fiasko geworden wie WoWP, aber hat extrem viel Potenzial verschenkt und kaum "Neu-Kunden" angeworben. 95% sind alte Wargaming-Kunden die entweder Schiffe spannender als Panzer finden oder Abwechslung suchten. on Topic: Ich bin schon der Meinung, dass man Anreize, etwas zu leisten, erhalten sollte. Belohnungs und Eventschiffe sind immer eine gute Idee, die Community zu mehr Engagement anzuregen. Nicht jeder Content sollte ohne "Leistung" für jeden sofort erhaltbar sein. Man sollte sich schon besondere Dinge erspielen können bzw. etwas zur Weiterentwicklung beitragen...
    1 point
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