Challenge

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About Challenge

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  1. oops.
  2. Global chat does help, I think. With it I was able to learn that someone was looking for resources I had, and was flush in what I needed. We arranged a meeting and sailed into a free port for the trade. But if we could only use the contract system I could only sell for cash; he could only buy for cash -- and neither of us needed that. In another case someone posted for a good and I told them where I had seen some. I wasn't in a position to go get it myself, so I couldn't buy and resell. I can see it working without it. It would be much more realistic, but would take longer to get things up and running, and may require more players than we have on any of the servers atm. But it could work.
  3. Slamz, as a point to start with... PvE players simply prefer cooperation over constant conflict between players. The reason for a PvE server preference is because PvPers appear to hate cooperating, are quite rude to anyone not in their group and, in general, behave a lot like the hulk toward each other. It doesn't mean they don't like working with or fighting against other players -- we just prefer communicating and trading with a politer group of people who don't talk dismiss us... *Before I get all the heat I expect from that, please remember it was directed toward someone who was a bit dismissive toward an entire group of players.* I actually like fighting against other folks. Again I prefer those who are polite. But that isn't the real issue of the OP. Until a player has an established outposts and production buildings and raw materials, what are you going to trade and build with? Remember, you start the game with a cutter and No Cash. How are you going to afford the construction to make the stuff you need until you have the where-with-all to do that? Established clan members aren't going to trade with some newb -- unless they join the clan. That means you are essentially telling people they have to play your way or no way. Something a lot of PvPers seem to do -- a lot if you read these forums. Trade goods, for the most part, have little to do with making stuff -- except cash. The AI buys and sells these and that provides the goods for trade missions and profit for building the empire: for getting resources, better ships, etc. They definitely need to be toned down a bit and the profits reduced to give you an income but not in the millions I can make on a single run in an Indiaman. Resources too, but again, in smaller quantities. Pricing needs adjusting. Smaller ships, with anything 4th rate or better left to the players. (Maybe 5th rate -- still thinking about that.) I agree with Fenris that the players need to trade, and a lot more of that should be encouraged. But until there is a good set of trade tools available the player-based economy is going to stagnate. If the AI sales are costly or lower profit or limited quantities, eventually the player will offer enough goods at reasonable prices -- but will likely never cover the trade goods category for newbs to earn their first cash.
  4. Devs keep saying they want to have a player-driven economy, but aren't providing tools to make it happen. Without Global chat there isn't any real way of communicating with fellow traders; no way of knowing what, where or when goods are put up for trade or sale. The system that says your country is either an ally or an enemy of others, without any allowance for the concept of neutral or even friendly (but not allied) has never entered the discussion. Yet, historically, that is what happened. Serious, hard core PvPers don't want to trade anyway. Hell, many don't want in-game trade at all. They howled when the resource distribution was made more realistic because they had to get them from other players, from other national factions. They live only for PBs and would prefer this be a lobby set up to avoid all the crappy stuff like gaining experience, actual strategic planning. The only reason they bother with the OW is looking for traders to steal from (the same traders that would build the economy the Devs talk about, and provide the PvP player with the resources and materials to build the boats they want) or getting to the next PB. While I don't have a problem with players with that mindset I feel they have had an influence on the lack of trade tools. I am confused about how the devs want to get a player econ up and running without tools, however. The horrid chat behavior, for example, is why the Global chat is considered for a cut. People who only see this as an us/them; must crush everything, everyone that isn't me or mine tend to be a bit rude.
  5. https://www.youtube.com/watch?v=kbeHuoF7Hxc This is a good lesson on sail management. Covers the basic nicely.
  6. Then hunt the little twerps down and give them a little PvP as spice... (He, he, he.) There should be very little bot activity away from the population centers so they need to be near those to get the points they need.. I just think some of the "skills" should actually BE upgrades. Magazine access, for example, is about cutting wider hatchways and clearing -- possibly widening -- the companionways. It has nothing to do with experience. Powder Monkey on the other hand is learning (xp) to take the time to see that the boy gets trained in the details of the job. So there are things I think need to be upgrades you can build in or add on later. Adding on should take the ship out of service for a time.
  7. Not really easy. I want to test new things, maybe. So do I give up my Global or PvE character?
  8. For the record, I would like to state this is one of the most disruptive plans I've seen to date. Anyone not active in game or on the forum is going to lose everything, including rank levels and post even more bad revues on their way out the door. Syncing through a master server just isn't that complicated.
  9. NO, putting a bow chaser in where it wasn't is not simply a matter of moving a cannon or two from one place to another. You need a secure post to mount tackle to so you can move the cannon forward after reloading, and to keep the cannon from careening down the length of the deck when it fires. You need space to put spare shot/ball cartridges for faster reloading. The gunnels may be built too high for the guns elevation adjustment preventing accurate ranging. Gun positions are thought of and designed in while the ship is in the planning stage. Moving a couple of guns (about 1100 - 1200 pounds for 9 lb guns IIRC) without making adjustments to the load balance will put the ship out of trim seriously affecting both maneuvering and speed. This isn't something normally done on the fly. If this escape problem is something you have a consistent issue with, perhaps you should change to a ship with chasers or match your tagging tactics to the ship you're using. Adaptability is the key to successful tactics.
  10. If I don't have an exiting character on other servers, do I still need to do this? On test server I had xp and money redemables: is this what I should have?
  11. @JobaSet Turning into the wind is the way it was done in RL. Once the target escaped, it was pretty much gone and never to be seen again. Unlike the game, repeated attempts to catch the same ship were pretty much futile. If you tag ships that can do this -- I'd say you need to rethink your tactics and get to windward before you tag.
  12. If I decide to PvE: I can't be the nation of my choice -- only one of three. An annoyance, but I guess being Brit could be tolerable. ;-0 I was thinking more like a PvE range centered on the capitol of each nation. That probably would be unacceptable to the barracuda schools, but would be more historic since Colonial Capitols tended to be the home port for the local fleet. Don't know how hard that would be to code in, however.
  13. A more aggressive AI would help PvE Server users. But too much and it would have the opposite effect. I thought they did that once?
  14. If I remember correctly, the outrage was mostly from PvPers who would lose juicy targets if they moved.