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Bacchreus

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  1. I'd like it silent with the player name sunk and the ship type. that way you can tell if it was a proper battle or a trader gank
  2. Seems you didn't actually read what I said. If the player that escapes combat gets teleported to the port he last visited then his entire trip up until then was a waste of time and he'd probably have to do it again. So in your edge case scenario that the player travels to bermuda with cargo. gets in a fight, escapes that fight and has to teleport back to the last port he left. Thus he never reached the goal of his journey and has to do it again. However if your looking at it from a piracy point of view then sure the cargo stolen in a battle can be teleported safely to the last port he visited, but in all honesty most of the Pirate activity i've seen is more about hanging around and ganking outnumbered players and not about capturing their cargo. The entire argument most were advocating was essentially that cargo haulers (traders) shouldn't be able to shortcut their journey. My solution solves that.
  3. I think with the question of cargo then how about you get teleported to the last friendly port visited. That way you made no progress towards your destination and is not some harsh idea that even though you escaped you still lost all your cargo - that seems unfair to me.
  4. With the limited rewards on offer for this and with my limited PVP skills and the very real chances of losing ships there is absolutely no incentive for me to even try this mode. Maybe if you took a leaf out of some Free to play games book such as World of Warships and World of tanks and when introducing effectively a new mode such as this you offer some token rewards for participation you would probably see a desire from many players to try this game mode out. But while you insist on rewarding a very select few players then you can expect only the players with the utmost confidence in their combat abilities or groups of gankers that are compensating for lower skills to even participate. I feel this is another misstep and would love to be proven wrong but at this stage I doubt it.
  5. How can you not see that area in your statement is the exact elitism you propose your not saying. By stopping one form of play from achieving something then you are promoting elitism. In this case PVP over PVE. Don't get me wrong, it should be much, much, much harder to get admiralty coins by playing PVE but it should be possible otherwise you are creating a culture of elitism where certain players are effectively shown the door and when that happens you will find all the lovely trader players which make beautiful targets will disappear as they leave the game due to an unfair system. I want traders in the game, I want targets to hunt. Oh and by the way attacking you would be if I said something against you personally. What I was against was the ideas you were supporting which is a very different thing just as you said in the previous comment before mind you were against someone elses idea - you weren't attacking him were you? And also becoming a Martyr would infer i was sacrificing myself for others where in reality my point of view is for purely selfish reasons (as are almost everyone elses if they're honest) as I hope I illustrated in my above comments. Other than that I think the adjustments they will make are on the whole good. I don't like the miracle force field to stop crew casualties as I think that will lead to near impossible to cap fore and aft traders due to their high maneuverability - not that I ever bother going after those any more. I think the specialty woods need to be adjusted and not just thrown out so they can make more mistakes with another poorly thought out system. Why not just make wood requirements an exponential increase with the lowest 2 ship types require no specialty woods. They could also fix the dumb idea of making fine woods a game of chance whether you get any or get shafted by compass wood. Just make it a guaranteed drop of each type and maybe see how those changes balance the game before throwing out the whole new system. And finally I like the idea of Admiralty currency but believe it shouldn't be just achievable through one method. Just like the bs that is ship blueprints that can only be exclusively won by elite play in pvp - I bought the game, I should be able to craft all ship types eventually through normal gameplay - this isn't a free to play game and shouldn't be using that model.
  6. I really am so against this kind of elitist PVP BS your spouting. Now I love PVP and enjoy it the most out of all aspects of this game but it is blatantly BS to cut out some game content because some people choose to play PVE. They paid the same money as you and should be able to enjoy all of the content in the game. Now I do think it should be much harder to get the rewards through PVE - at least 4 x the kills for example because PVE is much easier to do but again it shouldn't be impossible.
  7. And they still mucked that up by keeping the crafting linear instead of doing what almost everyone suggested and make the crafting exponential. Ie: it gets exponentially more difficult to craft the next quality of ship. On top of that there was a massive surplus of 1st rates stored away so that problem wasn't solved either. If exponential ship crafting had come with full or lineship wipe then we probably would have been getting somewhere.
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