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Elric

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Everything posted by Elric

  1. Make sure you arm your indiaman, and get them to shoot sails when the battle starts. While you have limited control over your fleet ships, you can change their orders to pull the fleet together using the follow option for a short while. Use an escort ship with good fighting ability and enough speed that you are not slowing down all ships in OW. I would suggest using longs for broadside cannon on both the escort and the indiaman to make shooting sails more effective. Many players fill their traders to capacity - this slows down those ships. Consider using two traders at half capacity rather than 1 trader totally full. This not only speeds up each trader, but gives you a chance of escaping with half your cargo and sacrificing the other trader to let you get away. Empty, a fir/fir indiaman reaches 12.8k max speed. Half full that speed drops to 12.0k, totally full, the speed drops to under 11.0k. Place a small amount of repairs (sail mainly) on each trader. Then if you lose your escort ship and end up on one of the traders, you can at least repair sails to help avoid being a sitting duck if you get tagged again.
  2. The X and Y circles on each port - are these the AI spawn points for Raider PB's? Your github documentation does not mention these.
  3. Extra Clan Warehouses Allow Clan Creators and/or Diplomats to each buy 1 additional clan remote warehouse up to a total of 4 additional remote warehouses to be setup in different ports to the main CW. This could be a reduced size warehouse with just 20 slots to allow storage of repairs, cannon and upgrades for the clan officers to withdraw similar to other clan warehouses.
  4. Having content was nice - but 2-3 and sometimes 4 PB a day was excessive. If only we had 4-5 PB's a week, it would have been a nice pace.
  5. Any ports being captured by AI should be turned over to the lowest ranking nation rather than becoming neutral
  6. Run multiple PvP zones each day during this time
  7. Elric

    LGV Refit

    I have one of the few LGV Refits in the game - nice ship. It would be nice to craft these.
  8. timer costs should be in line with port BR with capitals getting charged more - for example: 20k - 250k / day for capitals, 200k for other ports 10k - 125k per day for capitals, 100k for other ports 5k - 75k per day for capitals, 50k for other ports 2.9k - 250k / day for capital 900 - 75k / day for capitals, 50k for other ports. Without this, we are going to see more and more empty port battles.
  9. Personally, I feel there should NEVER be 100% crew kill from these explosions - except on the exploding ship. The battles are become more of an arcade game. Not what I expect of a game that promotes itself as a realistic naval combat game.
  10. if fire ships can only have very reduced crew, then their sailing / turning ability will (or at least should) be very reduced - and once set alight, the crew should abandon ship and leave the ship on a fixed course. Won't there be an issue with having very reduced crew, in allowing far more big ships into a PB?
  11. admin, I don't see any of the players in this conversation supporting how the exploding ship mechanic works today. When the majority of players on both the defending and attacking side in the battle today all seem to agree the results are far too extreme, you really should take notice.
  12. Here is an example from today of the extreme nature of fireship damage. 100% of the crew killed, yet in this case very little sail and mast damage. When so many players (some of both sides) are instantly eliminated from battles, it doesn't help the game. While it may technically be possible to kill 100% of the crew on a ship, you would expect some crew members to survive - and the ship to sustain much more physical damage. This mechanic needs to be revised and moderated immediately if you want players to continue playing.
  13. VSC Blockade Runner Module Made in workshop 25 Fir (seasoned), 100 Hemp, 100 Doubloons, a treatise on rigging handling. Only applies to trader ships 2.5% increased speed 20% reduced visibility range - so the ship can see enemy ships before they can see you.
  14. restarting steam a couple of times has not helped. Frustrating.
  15. Yes, I can somewhat agree with this. I can only gauge based on our clan (and a few friends from other clans/nations who are currently not playing). Some are waiting, some are bored or frustrated with the current version of the game, most who have stopped playing will not be coming back. Our clan is 60 players all joining within the past 6 months. 24 members have been at least active in the past 7 days - but that number doesn't reflect how little most of those are now playing the game. Will the game being released help numbers - sure it will - but all the tenured players will quickly drive new members away with the disparity in skill levels, crafting levels and books carried forwards. Personally, I think having two classes of players upon full release will quickly kill the game - UNLESS there is some solid mechanism to protect new players.
  16. How many ports are worth taking? Very, very few. Most are just an expense - so why bother? As I look at the map, 90%+ of the ports are worthless to own. In fact, it now hurts to own a block of ports as there's no enemy AI sailing between them.... where there are large blocks of capturable ports of the same nation, these have largely become dead zones. Since this patch was released, I've not even sailed a 1st rate (and yes, I have multiple). The new missions don't generate enough good rewards to warrant sailing them - and usually all the good ones are taken. I would sail them for Epic events, but too few players are playing when I play to have a 5 or 6 player team. The DLC ships are now too common - and have become the ship of choice for most OW hunters (and yes, I sail both the requin and Herc too). I used to craft many ships - now I've only crafted a few small ships for shallow PB's. With the reduced ship crafting, the need for even more VM's has disappeared - so no need to take more ports... Having a doubloon cost to TP between ports also hurts here. Players are not using as much of the map now as the costs for jumping from port to port adds up quickly. I think this one 'feature' is a cause for much of the games recent stagnation. Players are not travelling outside of a couple of their home ports. As a clan officer, I detest the doubloon charge for TP'ing. It's not unusual for me to jump back to the clan warehouse port to pull materials for a clan member. So... DLC ships have negated the need to craft many ships, TP charges have negated players wanting to move around the map, PB's offer poor rewards. I haven't seem 400+ players in the game recently. Often I see <200 - and only during the peak time around 350. Given probably 30%-40% of those 'players' are alts, the population of 200 actual people is getting too thin for there to be much action of any kind.
  17. Elric

    Server crash

    yup, but back in now.
  18. so are the Danes, the Swedes and the French... hmmm... how many of them have the Prussians killed recently in their daily noobie raiding?
  19. you are rarely online. I get to see the constant Prussian raiding each day - for hours at a time. Proportionally the Prussian raid the Mortimer area far more than other nations raid other areas.
  20. "... what are we supposed to do..." understand the game would be a good start. Most of us want more players - seemingly you don't - and sadly, you are beyond understanding that constantly attacking new players causes them to leave. You and an few other Prussians caused numerous USA players to quit with your constant raiding around Charleston, and now new and casual pirate players get frustrated and quit too - you should be proud of your actions.... You and other gankers are the bane of this game. It used to be players would love to get into battles - now it's rare to even see an even battle. The game itself is part of the problem. The Patrol zones are full of 5 vs 2 and 3 v 1 battles - rather than balanced battles.
  21. The biggest casualty in all of this are the newer pirate players who seem to be constantly ganked by Prussians (Black Sails and others) - and other nation players. For some reason Prussia (Banished) seems to be of the opinion stopping new pirate players from crafting and trading by taking as many pirate ports as possible is good for the game.... it is not. The recent attacks on pirate ports barely matters for the tenured pirate players - few of us ever spend time in the Mortimer area - it just hurts the casual and new players.
  22. Sigh... everything that is wrong with idiot top ranked captains sailing free basic cutters in PvP. Time to completely stop basic cutters from getting PvP marks.
  23. I could live with the requin remaining a 6th rate once the hammocks are changed to reduce the overall max crew. The Requin armor needs to be less AND the crew should take more kills while being so exposed - both from broadsides and in boarding - esp. in boarding they should not be able to brace (hide) from deck gun or musket fire.
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