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Showing content with the highest reputation on 05/20/2017 in all areas

  1. One thing I think is sorely missing from the open world sailing, is the anxiety of encounters. The moment you can click the tiny sail spotted on the horizon, you imidiately have all the details about who it is, what ship it is including fleet ships, and what nation it belongs to. I think it would be far more exciting, if you only got partial information based on distance. So at the furthes distance you will get no info (other than "ship/x-ships"), then when a bit of distance is closed you get its rate (5,4,3 etc.), then ship type, and lastly name & nation. (amount of info and distance could be adjusted). This would bring more excitement to the OW sailing, both while hunting and running trade.
    9 points
  2. While playing/testing on the Test bed server we encountered something that IMO is very discouraging for PvP. We had a PvP battle lasting 1,5 hour on the test bed. We where two Victorys and a Agamemnon VS 3 Victorys, a Renommee and a basic cutter. During this battle we lost the Agamemnon, but we damaged two Victorys and the Renomme so much that they where forced to escape to save their ships. So in the end we where two Victorys vs one enemy Victory, but then the battle timer run out. So after a 1,5 hour long battle, where we where out numbered and outgunned do you know what we got? Well the Aga player lost his redeemable ship and cannons (-250.000 gold est. for cannons alone), and we who survived got -25 xp, 0 gold and 0 xp! It was a really good fight, and yes we should have focused the damaged ships so they could not leave left the battle. But giving nothing at all for damage!? We lost money on crew and repairs.. The devs might be developing a brilliant solution for this issue, or they might not consider this an issue at all. But if we get nothing for trying and only a massive penalty for failing. Then PvP on the PvP server isn't looking very tempting for me at least.. That got me thinking, why do we never get anything when we damage a enemy ship so much that it is forced to escape from the battle? If it's because of fear of abuse, then just smack a timer on it. We should get a reward for removing a enemy ship from the battle IMO. It does not fix the 0 gold and 0 xp for damage issue completely, but it gives at least some sort of reward for the effort.. Lets say the enemy ship needs to have lost more than 75% of it's armor/hp and have been in the battle for more than 60 minutes. If it then escapes, assists and handed out those who did the most damage. If somebody want's to exploit this, they need to stay at least 60 minutes in the battle, and that is a very time consuming exploit option. Not to mention you would only get the assist, not the kill. Anyone see a obvious issue with this? ADDED suggestion: Make the control perk standard ROE for all players. The range could be reduced, but enemy ships in the middle of the battle should not be able to magically escape right in front of you just because it is not taged. That is not realistic at all, just bad game play. And we should not be forced to use perks to obtain a more realistic battle experience imo.
    7 points
  3. There's many including albums full of magic and laughable moments but they are probably best kept discreet and not released here publicly. ST - learning to fight from the best of the best and later beating them for the first time with the knowledge, vets know the name. Early OW before EA as Sweden - going full massacre mode on anything that moved, giving pretty much everyone a reason to hate and ally against us, using Swedes as cannonfodder to inflate numbers where needed. After that realizing we don't really need allies nor friends nor cannonfodder to survive, went pirate to have even more pvp targets (pirates was free-for-all mode back then, you could attack anyone - best option for pvpers who don't give a f about politics / disney pirate unity and just want to cut throats and see how far they can go getting away with it). Got so far that pirate vs pirate was turned off instead and safe zones implemented, lel. Managed to go from wipe to pre ea wipe as a pirate without losing a dura and getting a lot of pew and hate along the way to proposing somekind of a survival gamemode for pirates with perma-death (how naive of me considering the direction game took upon EA release). As EA released, was hoping some even more badass sadists than us join this game and we become the targets but never seemed to happen, OW felt watered down and everything got regulated and made sterile, even easier to survive and the whole game felt like focused on making pvers happy and safe to keep them on map ( makes sense since they make up like 80%+ of the population ). Good times! PS. Admin I think you accidentally made some magic alchemy in your labs and produced a wonderful skill based combat model, try not to kill it and water it down by flirting with perks/mods and whatever gear that favors the player who has more time to throw away chasing gear/xp instead of using their time more efficiently by improving themselves and their skills/awareness/learning from mistakes to become more competitive, I know gear/counter/perks is needed nowadays to equalize the playing field to keep the casuals in your game but you could be the one unique company that does not follow the stamp modern washed out formula (you once said money is not important to you :DD)
    5 points
  4. I’ve been meaning to write this for a year and decided to pull my finger out of my butt for this thread. This story starts with @TommyShelby. He was bored and no good can ever come out of that. I had recently gotten to know him during his last days in TDA. Diplomatic relations between the Decaturs and Rakers had been difficult for a long time so we weren’t obvious bed partners. @Kaos hints at parts of the explanation to the volatile political situation in his post On the (EU) evening of wednesday march 2. 2016 tommi was a free soul with friends in any and all camps. His birds had whispered in his ear about brits PVE grinding the shit out of their newly acquired Pavels hidden away in the nook outside Port-au-Prince. Tommi sent out ravens to all the corners of the caribbean. Some of us heeded the call. @Puchu and myself represented the Rakers and the DA-NO faction, @nornica and @Salzi hoisted the black, @SeaWolf_ came with TDA and US colors flying. @Ellis and @Turpos were stuck far away with no teleport. To get into île-à-Vache (Now: Freeport moved to Navasse) those days could be messy. The Brits held that general area and reacted with a knee-jerk-role-playing reluctance to foreign presence. I should say that pretty much all factions had their special emissaries in Vache hunting the vegans so it’s quite understandable I had 14 ships chasing and tagging me inbound. Outside Vache while we waited for SeaWolf: We got everyone safe into Vache and waited a bit for the bees to settle down. Then we set out in a group to kill anything. The brits still had overwhelming numbers in the area but I suspect they hadn’t seen a multinational expedition before so they never came close. We decided to proceed around Tiburon towards the grazing Pavels. We saw a few smaller ships that ran to the best of their ability and didn’t expect a fight before we got to the fatties. But there he was, coming out of a grinding mission in a connie. It was an old Sea Trials buddy of ours; poor @Kaaru62. Being in a slow bot-grinding ships it was easy to tag and sail up to him. I just ran alongside him putting 18lbs balls into his masts while the others weaved his stern doing the same. All his masts came down in short order, but his 24’s and carros had put my shitty frigate in a sad state. I captured his floating turret to avoid sitting in a sinking ship. We set course for the Pavels but we had outstayed our welcome and Salzi in his scout spotted a wall of brits coming for us. @manuva85 was brit in those days and he was responsible for doom closing in on us. I forgot to ask him to join our shenanigans and I still feel bad about that. We ran. As far as I recall SeaWolf took one for the multinational team by initiating an instance thus allowing the rest of us to slip away. I kept kaaru’s ship in CS until it was wiped Sorry, not sorry. I miss nornica, if anyone here talks to him say hi from me. Shoutout to kaaru62, @Puchu, @Schuetzengel and all other MIA’s.
    4 points
  5. Ok, there are some dangerous misconceptions in here (dangerous for your wallet at least). 1. Threadripper is NOT a gaming CPU nor will it ever be, it is a HEDT CPU, good for workstations and such, no game uses 16 cores(edit: How many even use 8 cores? or 6 cores? not many), if you want a gaming CPU with many cores, get the ryzen 7 1700, all you will need for gaming for a long time (and even then, for pure gaming right now, an i7 7700k is objectively better. 2. The leaked benchmarks show vega all over the place, we dont have much solid to work on with vega, we will hear more at computex, lets wait till then, and as always with any product, wait for benchmarks... dont trust the word of the manufacturer or the word of "leaked" benchmarks, leaked benchmarks are easy to fake and manufacturers... well they sometimes skew the truth to make themselves look better. 3. 1500 for threadripper + mobo + vega? maybe, not the 16 core monster however. My guess would be 3-400 for the Mobo, 16 core threadripper around 1500 (judging by competitors prices, HEDT tax etc.) and vega, for the top end beast, if it competes with 1080ti, around 6-700 USD. But we havent heard anything of prices and this is just me guesstimating. 4. Actually, air is a very solid choice, and you would be surprised about how often air is a better choice than water cooling, especially with how rubbish most All in one water coolers actually are.
    4 points
  6. the 3rd rule states: if you do speak about alliances, it's only to give the French false hope
    4 points
  7. ATLAS in keeping with our values and mission statement advises all stakeholders that we will be actioning a vertical integration strategy of our human capital with Clan VLTRA going forward. This will be a synergetic and goal focussed merger grounded with a focus on end user satisfaction and achievement making. As we push on to meet the challenges and opportunities of tomorrow ATLAS/VLTRA will always strive to bring it's core values of excellence and dynamic problem-solving to the table in these exciting times.
    4 points
  8. Today we sign "Gustavia Treat" - reactivate of Polish-Swedish Union from 1592-1599. Polska Flota Kaperska will support swedish navy in Caribbean from now.
    4 points
  9. Wait another 1-2 months for a newly announced AMD 'Thereadripper' to come out. 16 Cores with 32 Threads is not a joke. It is an ultra high end gaming CPU and will cost you some $$$, but you will be set for another 3 or more years. It will be much cheaper compared to the upcoming Intel I9 and I think it's a good investment. Also, AMD is releasing their new powerful GPU called VEGA. Early benchmarks show that you will be able to play 4k@80-100 FPS without any problem. Yeah you heard it right 100 FPS on 4k. If you have those extra bucks to spend hold on to them and wait for these 2 monsters, you won't regret it. 4k - Virtual reality ready gaming PC is something out of this world. Do not waste your money on overpriced Intel and Nvidia, you are going to pay for their Brand names and not performance per $. It's a great time to be alive and witness gaming moving into 4k and Virtual Reality this summer. You will need to save at least $1500, this will get you CPU, GPU and Mobo. If you are building from the scratch then $2000 is a good start. Do not forget to get water cooling, you don't want to spend 100s of $ and run it on air. In addition water gives you room for future overclocking capabilities. What is Overclocking? Overclocking simply means you can add additional performance to your CPU/GPU by increasing Clocks, Voltage etc... without spending extra money. ---------- If you are on budget and don't have 2k+ to spend, Ryzen 1700, 1700x or 1800x mentioned by Olav are definitely good candidates. You can pair them with same VEGA GPU for little over $1k+ when building the new machine from scratch. Discuss.
    3 points
  10. After the return of shipyards on the testbed it seems the concentration of the population around the capitals will be even more pronounced than before. These suggestions might hopefully reduce this and create a more organic spread of players on the open world Resources -- At the moment there are no limits on resources coming out of a port so the vast majority of crafting, trading and sailing is done around each nation's capital. This leaves massive areas of the map feeling empty (meaning a lot of conquest battles could be undefended for a while). While I'm against hard limits on the number of buildings etc in a port I think a soft limit of some kind could be useful. For example, after a certain number of mines/farms/buildings have been built in a port (depending on the % of players in a nation/a certain number with buildings there?) the cost in gold/LH will be increased and the amount of resources will be decreased on a sliding scale (depending on the size of the empire/number of ports/buildings present etc etc). This will help create shortages in ports with massive populations and push people towards other regions, as well as creating lots of opportunities for haulers, traders and pirates. If those nations and clans want to continue crafting ships in one central area the resources will have to be hauled from further afield to make it economically viable. Buildings -- While it's nice to see new buildings I don't think it makes good sense ingame to make each player individually create their own dockyard or foundry to progress in their crafting. Most clans will have dedicated crafters so dockyards will just become a nuisance (if you personally don't have one) rather than something which adds to the gameplay - resources will simply be passed over to the crafters creating even more downtime between sailing/pvp. The current shipyards also tie players and clans to one area, if you've spent the last week getting a level 3 shipyard built you're not going to want to move any time soon or use up another building slot for another shipyard somewhere else. Perhaps a shipyard or foundry needs to be a national project? Once a certain number of resources are taken to any port and 'paid in' to the shipyard building project a shipyard will appear in that port and be usable by anyone in that nation. This price could increase exponentially with numbers of shipyards and distance from capital etc. These projects might also need upkeep in the form of resources per week but i'll leave that to another time. This would also help create new trading/crafting hubs in areas away from the capital. Any comments/suggestions/insults welcome
    3 points
  11. Its not the whole battle, I had to cut because I did not have space
    3 points
  12. Oh..boy, Do you Feel and hear the silence before the "storm" i feel it... i wonder when it strikes
    2 points
  13. The after-wipe version will be quite tough for beginners. Therefore, I would suggest to allow rank and craft XP transfer from PVE server to PVP server. Basically, the beginners having difficulties on PvP server can be advised to join PVE server, to learn the game mechanics and progress in rank to some extent. When a certain rank and craft level are reached (not too high, say 3rd rank and craft level 5 or 10), these are synchronized for all PvP server. The player then can join PvP server having some experience and a slightly higher rank. This could be a temporary solution, before proper tutorials and new guides are created.
    2 points
  14. I have one alt that was set up for crafting only and you don't have enough slots to set one up with the ship perks and all the crafting. I have points left over. I did take one fleet slot but I took the Lightship/Frigate crafting perks, Foreman and the Royal Ship builder since I figure I"ll prob only be building those ships. Any Line Ships it will be a while before I build them. They really need to have the crafting perks tied into your crafting level and the combat perks tied into your Rank. @admin Hinted at Privateer, Trader Brig, Surprise and Indefatigable as the four ships. The Pandora as much as I would love to see it sooner is we aren't suppose to get until the game release or right before.
    2 points
  15. As a captain of the Courland Fleet sailing under the command of Duke Jakob Kettler in duty of the swedish crown I want to welcome you to the royal swedish navy. :-)
    2 points
  16. Threadripper will 100% not be faster than ryzen in gaming, Threadripper is literally the same uArch, threadripper uses 2x zeppelin dies while Ryzen uses 1x zeppelin dies, since pretty much no game scales past 8 cores, clock speed and IPC is the two things which would be able to make threadripper better... but since it literally uses the same dies... yeah thats not happening. As such, threadripper will not be better in gaming. In multi-core work loads like video rendering, compiling code, VMs etc. It is ideal however. On the topic of RAM, we aint seeing DDR5 untill 2020, so you will be waiting a while longer for that.
    2 points
  17. I'm looking for captains who enjoy the smaller ships in the game to join me and my mates. Since we enjoy sailing the smaller ships the most and low maintaining / upgrading cost making them even more attractive after the wipe, we will primarily be sailing 6th and 7th rates. We also plan on having ship and cannon production as well as a clan warehouse. New players are very welcome and we are willing to help wherever we can. The server will be PvP Global and we will only engage in PvE when no PvP is available. The nation of our choosing was initially pirates ( since we plan on raiding traders rather than trading ourselves and the fact that pirates in the Carribean mainly used fast and small sloops ) but given the fact that the pirates in game are very handicapped and a pseudo nation at the moment, this is subject to change. If you are interested send me a PM.
    2 points
  18. Slab another 800 - 1000 € for a average 4k monitor at 120Hz / Freesync. VR as enticing as it is, is a luxury gadget at the moment imo. I can never stress enough, do not overlook a solid and robust motherboard. It is what bring it all together.
    2 points
  19. What goes on within the Spanish faction? Who is Pablo Frias? Why does the rain in Spain fall mainly on the plain? Answers to all these questions and more await you in ATLAS Spain's BRAND NEW and NEVER BEFORE SEEN ENGLISH LANGUAGE CLAN!!!!!!!! Don't miss this UNIQUE OPORTUNITY to be part of PvP's 1 EURO's most impenetrably mono-cultural faction (equaled only by the French). We have lvl 50 Crafters, access to EVERY SHIP IMAGINABLE and strong links to VLTRA and other Spanish clans to have YOU engaged in RvR and JaJaJa-ing LIKE A PRO IN NOTIME!!!. Leave the toxic and vicious culture of the British, abandon the worst night-flippers in Christendom, up and leave the seven hells that is the Dutch faction and COME SAIL WITH ATLAS. Already in the Spanish faction? Then you're already half way there to being one a select group of players dedicated to "shouldering" ;P the burden of Spain's extensive empire of ports and regions. CONTACT SENHOR LENHADOR NOW and a get a zero obligation run down of what awaits you in ATLAS. Be one of the first 10 to join and RECEIVE a set of carving knives ABSOLUTELY FREE, 50% off your next purchase, A yet to be disclosed PRIZE
    2 points
  20. I really really hate to say it but I think this is spot on about how they been doing every thing. I agree with the rest of the stuff you said too, but it seems they are making a lot of these changes for this and not doing what they shoudl be doing. PUNISHING THOSE THAT GET CAUGHT. We have found so many ways around certain things on test bed simply cause of how hard they made it to do things and the grind. They seem to forget when you make something hard for folks, it drives them to find something easier to get around it. Some of the problems have been fixed but not all, but I don't get the reason to hurt the rest of the plaeyrs that are playing the game fairly. You only get rewarded if the ship is killed, you still get assist on that kill though, but unless the ship is sunk no one gets any rewards. Though one good thing is if you get sunk by your buddies sink a ship afterwards, as along as you did enough damage to get the Assist/kill you still get rewarded even though you sunk too.
    2 points
  21. the 3rd rule is : Alliances are meant to be broken:)
    2 points
  22. Remove the longitude only, and chronometers as an extremely expensive item to bring them back. Perks can provide longitude, but only to the largest grid square.
    2 points
  23. Jeheil, becalmed of PvP, adrift of changes on the Testbed, goes utterly mad in his doldrums and tackles the recent BANHAMMER that has been wielded with much abandon.
    2 points
  24. We all remember sailing in the game when we didnt have a GPS, well we do now. Would you prefer to make is reference within the square only or get rid of it altogether. I prefer the latter as I dont think we need it in game at all.
    1 point
  25. Captains. Wipe patch is coming this month. The following content will be deployed to live servers. The deployed content is going to be more stable as it was properly checked on the testbed servers by a QA team and our amazing community volunteers who spent a lot of time on the testbed and provided a lot of feedback on bugs and improvements. Estimated time of deployment of the patch is between 15th May and 24th May. We are testing the Nation change item (Forged Papers) now that is absolutely critical for the problem-free delivery of the wipe patch. Here is what you can expect in the patch to live servers. New changes: Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking). Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle. New sounds system is implemented. Crew responds to your actions and intensity of combat. All ships now have 1 durabilities with the corresponding change of required resources. You can now use the hold of your fleet ships. New perks are introduced for fleet management Admiralty store has been added. The following rewards were added (names are temporary and might not survive) PVP marks - for high end frigates permits and skillbooks PVE marks - for certain ships, skillbooks, resources and some other items Conquest marks - for port battles and permits for lineships Trading Manifest - reserved for potential future use. Each reward can be used for exclusive content in admiralty stores. PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers). Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future. Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks. Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards. Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming Ship paints can now be stored in clan warehouses. Chain shot damage fall off from distance implemented and added to game. Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details) Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies. Bot routes and npc fleet composition significantly improved. Guns are now sold in units and can be crafted. Rookie zones removed. Rookie capitals are added back to respective regions. (Details) Assign crew functionality in instances updated and somewhat improved. Resource transport between free towns removed Ship transport between outposts removed Teleport to freetown removed. Outpost to outpost transport is now only available between national towns. Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back). Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery) Shipyard is added back and is a required building for ship crafting Lineships blueprints are now available in the admiralty. Lineships require permits to construct Gifted perk removed Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty. Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force. Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels. Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. . Contracts on cannons can be placed in stores. Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated. Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over. Player exiting battle spawns in the open world. If you alt-f4 in battle you will be sent to the OW after battle If you exit the battle and do nothing - normal disconnect mechanics will apply. You can now loot hold from sinking ships if you are near the sinking enemy vessel. NPC Ship capture on the PVP server From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore. PVE Server: NPC ships will be capturable on the PVE server with no restrictions. PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders Alliances tab disabled temporarily until alliance rework Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. (Details) New planking trims added to game. Redundant trims removed New wood types added to game Invisibility added when exiting battles under following conditions Both Sides will receive 1 min invisibility on exit. You cannot be attacked or attack during invisibility. Invisibility persists even if you die and spawn in port (lets say Free town) Cannons can now be stored in the warehouse Tunings: Map zoom increased 2x in commander tablet Port battle time increased to 105 mins Accuracy and damage from land based guns increased by 15% Points for kills increased by 50% in port battles instances Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds If you sink in battle you will still be able to see the compass and wind indicator Brace command is now a toggle All contracts that are more than 15 days long are going to be automatically cancelled from now on. All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles). Military NPCs now sometimes drop repairs as loot Sugar added to many regions as resource - for rum production Boarding preparation growth increased Perk points are given to player faster - you will get 10 perk points 2x earlier. Crew requirement lowered on 4lb,6lb and 12lb carronades Tow to nearest deep water port do not check the hold weight any more Redwood logs abandoned; blueprints using redwood now use lignum vitae. Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed Fire damage is increased by 25% Split function is improved Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback) Fixed Rattlesnake figurehead bonuses bugs Added a tooltip to cannon crafting blueprint Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew. PVP content in the admiralty store rebalanced. PVE server will have different prices and mark conversion options Fleet and fort kills are properly counted to your fleet if you did the most damage Added a button to sink a ship during cargo transfer interface (to receive kills and assists) When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them Recently killed flag is not given if you were sank by NPC Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced) Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat) Minimal crew requirement lowered on all traders Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports. It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds Copper mine building removed, copper removed from all blueprints. Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels) Changed NPC production limits on certain resources Port battles now properly allow PB battle points for recently killed captains (including pvp marks) Fixed bugs: Ship reverse speed bugs fixed Trade window bug fixed (players lost their ships they traded via trade window) Cargo duplication bug fixed Fixed bug that did not allow to access hold for NPC ships in missions and events Fixed bug that allowed to receive marks for basic cutter Fixed bug that allowed your sank vessel to magically appear in the BRS screen Fixed a memory leak with open combat information window. Fixed UI bugs in ship to ship transfer Bug causing blueprint drop during breakup removed Fixed most bugs not giving rewards for sinking surrendered ships Shipyard and workshop resource requirements bug fixed. Several instance crashes bugs fixed Fixed bug that did not allow you to craft even if you had a free slot in the port Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances) Fix bug that allowed ships added to fleets without the perk in outlaw battles Fixed several bugs with hold informational updates Fixed bug that allowed bots to repair guns indefinitely Fixed bug that increased deceleration on the Cutters A lot of minor bugs fixed One more hot fix will be deployed to the testbed before the wipe patch, the team is fully focused on the delivery of the wipe patch to live servers. this topic will be updated with clarification and cross links to detailed information on some of the issues mentioned in the notes.
    1 point
  26. That is true, and that is an area were ryzen shines... but you dont need 16 cores for that, an 8 core would be more than plenty for that, especially considering with threadripper you would be paying for things which most consumers dont utilize... quad channel memory, 40 PCIe lanes... So like i said, if you are a gamer that want many cores, ryzen 7 1700 is ideal, 8 cores, thats more cores than 90% of the games today utilize leaving many cores left over for other tasks. edit: Ryzen 1600 would also be plenty for that right now
    1 point
  27. Simply solely for gaming for sure not. But does give you several things including robust multitasking and task switch being seamless including games of course.
    1 point
  28. Very nice one Don Lenhador !! As mention above, ATLAS clan is the brother clan of PLVS-VLTRA clan. First one is mainly english speaking while the second one is mainly spanish speaking, but both will strongly help any new players in Spanish Faction. PLVS-VLTRA will be only present in PVP EU server (not the global one). Also, any new player or group of players, that might be reluctant to join our clans but would rather start its own clan, would be equally helped out and instantly considered as brothers in Spanish Faction. In any case, you must know that the TeamSpeak server that holds the main Spanish clans channels has got the following adress : 195.4.16.14:10230 Visit us any time !! See you captains Frog
    1 point
  29. Gold is a big a problem as XP, in my opinion, As @Tiedemann says, the player who lost the Agamemnon got nothing - well, maybe that is fair enough - but nor did anyone else. The players who need gold are those who lose ships, but if they get nothing even for successful combat - and surely the two players in Victories were successful - then where does this leave them? So far as I can tell (I've only really being trying this out in small ships - it might not scale up to Victories and Agamemnons), you need about 8 similar-rated PvE kills in a ship to pay for the ship and guns; With PvP giving treble rewards (does this include gold?), it'll mean three kills. Well, clearly not every player will get 3 PvP kills in their new ship when faced with equal opponents. Fight-to-the-death battles with equal numbers of captains on each side clearly results in the average number of PvP kills per player per ship being 1. For many individual players it is 0. So where does this shortfall in gold come from? In the current game, I see four ways: Find PvP opponents you are almost certain to win against. Ganking and seal-clubbing will get you the gold you need - but is it really good for the game? Grind PvE. In some of the dev posts they mention the number of PvE players (90% is it?) and how they want to move them to PvP. Current game rewards push players the other way, and PvP players are forced into PvE simply to get gold. Go trading. Really, is this the best thing on offer? Now, I'm an econ player and don't much mind a bit of trading to get my start-up capital, but I stop as soon as I've enough outposts, buildings, ship and warehouse slots. But the poor PvP player will be forced to dip his wick repeatedly into this malodorous oil if he wants to keep his lamp burning. Craft. Crafting for profit doesn't bring gold into the game, it merely shifts some of the gold obtained from PvE or Trading (or possibly successful PvP, but the successful players won't need to buy much) into your hands. It also means surrendering LH you might prefer to keep to make your own ships, guns and repairs. And you've got all the hauling of resources and carrying your goods to market. Now, I like this style of play and I dare say a number of PvP players do too, but it's hardly a ringing advertisement for an OW PvP game: Experience thrilling ship combat against other players from the greatest era in the Age of Sail. Oh, and you'll have to spend time hauling logs in a lumbering trader with a gank me lamp on the main truck. Because that's what real navy captains did in the age of sail, innit? The devs' current focus seems to be avoiding exploits, to the extent they ignore the effect on the rest of us, on enjoyable gameplay. So we have rewards only for kills, the idea being that alts won't want to destroy their own ships to get gold/xp/marks (it's flawed, of course - were I that sort of player of course I'd be willing to sink a few brigs to get marks for a fourth rate - and I'd certainly provide opponents for an uncontested PB to get marks of conquest). But for good gameplay we need rewards for participation, not just for kills. Rewarding damage makes most sense to me, but it could be calculated from duration, BR, or any number of other things. Furthermore, combat gold rewards, even for those who get kills, seem a little too low. The average PvP player mentioned above will have 1 winning and 1 losing battle. If participation is rewarded and both battles give the same gold as the winner currently gets, this still won't pay for replacement. One way of balancing it would be for non-winning participants to get roughly what winners get now, and winners to get double what they get now. Finally, because this added gold will fuel inflation as the successful 10% of PvP captains get very rich, the game needs something for the wealthy to spend their money on. Perhaps some of the elite ships could cost shedloads of gold as well as marks.
    1 point
  30. bei den holländer war es leider nicht mehr auszuhalten,nur theater und kindergarten.....
    1 point
  31. Nein aber das kannst du ganz einfach auf dem testbed im Trader Tool sehen
    1 point
  32. And lets not even go into the ship xp grind to not get xp for a fight even if you didn't sink something? I get not getting gold or marks, but you should still get your xp off damage done.
    1 point
  33. Yes many us are very competitive PvPers and hard core players, but again I'm going to state we are prob about 10% of the game population. We need to look at things as a new player and the casual average player and how they will effect them. Like I said I'm all for removing the last digit so it goes from 71.23 to 71.2 but not with removing it completely and not without a complete in game replacement.
    1 point
  34. Agree 100%.... ditch the coordinates. Give us actual map tools.
    1 point
  35. All we need is Rose of Compass printed on the actual map and parallel rulers that we can rotate and pinpoint direction. Easy and way more enjoyable.
    1 point
  36. PFK will join Sweden after wipe. Chart Edited. Thx Cmdr RideZ
    1 point
  37. Numer trzeci: English version: Polish - Swedish Union reactivated! Today we sign Gustavia Treat and re-activate Polish- Swedish Union from 1592-1599 under Sigismunt III Vasa. Under the pact Polska Flota Kaperska will be lively support Swedish navy in Caribbean waters. In proclamation act there were participate both navies diplomats - swedish and polish. Act was proclaimed in Gustavia - swedish colonies capital town. Admirality of Polska Flota Kaperska reveal project of new flag for privateers on union time being referring to old union arm of coat. You can wiev project of flag on draw beside. Important news to PFK privateers! In new world circumstances on Caribbean all privateers of Polska Flota Kaperska are called to take logistic actions such as transport ships, goods and other assets to Gustavia - swedish capital town. This will be our new home port until our union signed today will be valid. For more detailed informations please contact our officers or admirality. News from New World One of leaders of pirates was captivated. News says that with help of german ships under swedish flag swedish navy won battle and sunk 5 pirates merchant ships, 3 lights frigates and 2 scouts ships. After few pirate raids in swedish territorial waters last week swedish navy respond in proper manner and beside less numbers were victorious. Certainly succes was capture of one pirate leaders here who said during interrogating that recent attacks were hired by Great Britain crown. Swedish navy admirality made no official statement so far on this.
    1 point
  38. We may very well end up with variety no matter what "rules" are put in place. 1. Lineships will be expensive to make. 2. They'll require a high level ship yard. Probably most crafters will put these yards near capital waters although perhaps we'll eventually have the population and wealth to build remote shipyards as the lines of conquest advance. 3, When a port battle is triggered, how many of those ports do you think will already have 25 first rates in it? No more towing to specific ports. Defenders are usually going to have to sail them in. Smart attacker will watch for this reinforcement in the day(s)/hours prior to PB and try to take some of them out. Defenders will need to guard these reinforcing slow fleets. OW PVP anyone? Anyway I think it will be a long time before we see 25 L'Ocean v 25 L'Ocean or even 25 first rates v 25 first rates and even then it will be a much more rare happening.
    1 point
  39. we did not have coordinates on release btw. and more people played
    1 point
  40. The first rule of the RvR club is: you do not talk about alliances, the second rule of the RvR club is: you do not talk about alliances.
    1 point
  41. thank you everyone for the sharing. We will definitely try to take all into account when tuning old features or proposing new ones. Some of the changes are already being done. Keep them coming. Its exciting to read this thread.
    1 point
  42. 1 point
  43. So been playing a bit of Warships the last days and while the ships are a bit ahead of our usual time I still found them quite interesting. Came upon a pretty good collection of recognition drawings of the US Office of Naval Intelligence during my research and thought I'd share this with you guys. http://archive.hnsa.org/doc/id/fm30-50-naval/index.htm (Just pick a ship/class and the corresponding card should come up)
    1 point
  44. I'd like some French fries
    1 point
  45. The salt and random attacks here are hilarious. Do you really think that throwing insults at the developers will improve the game? You bought an EA title for what, 40 bucks, and it is great already. 9 more days until some patch won't kill the game, a toxic community will kill it though. It's a gooda game. The progression on test bed seems much more appropriate than what we have on the live system now, What is the point of pickle , / privateer / snow etc when you spend like one hour in those ships and then move on to the next tier.
    1 point
  46. Just to get a clear confirm on this, so I don't screw it up for myself. We can redeem only on one server, so we can be only rear admiral (current rank) on one server, on the other servers we would have to start from scratch but we can play on them? Or can we redeem on all three servers, but progress is stored seperatly?
    1 point
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