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Showing results for tags 'RNG'.
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reinforcement Zone vs. capturable ports
Suppenkelle posted a question in Feature proposals and Gameplay Help Q&A
In his notes to the update on 21st June @admin stated that: "Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased" At least in case of Sweden (don't know about the other nations) this seems to be a bit misleading as Sweden has a capturable port within th reinforcement zone: Philipsburg. So, the simple question is: Is Philipsburg counted as a "Reinforcement zone port" or as a capturable port as it is clearly both? Thanks for answers. -
I hate RNG. With that out of the way: I suggest: Advancing crafting experience. Atm we have crafting lvls and the RNG that's is basically useless. I'd like to see the crafting trees expanded by for example giving the crafters increasing specialization: A clan (or individual) could have a crafter that specialized in first rates and for each first rate he moves up in the xp and after for example 20 first rates he get a choice for a trim he can add to the first rates in the future (and it is NOT random what trim he can add - it's a chosen perk just like the ordinary perks). This can be expanded to specific ships and not just ship types. If for example a crafter specializes in H.Rattlesnakes then he get's the possibility to add more and more trims to add. And most important of all: NO MORE RNG!
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Suggestion: Kill off the RNG.. Make all upgrades/books obtainable for combat/PvP marks. And I'd really love it if there weren't exclusive mods/books that only reinforce the good players against the weak.. Make exclusive content be vanity items.
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While on another stiffness streak again (7 ships until now...), i thought about improving the current system with as little effort as possible. Its just sad to see all the stiffness rotting in the shops sometimes at prices, not even covering the notes. Ill keep it as short as possible: Current situation speed and stiffness imbalanced (essential trim vs situational trim) no disadvantage for speed in terms of stats useless wood/trim combinations like teak/stiffness (liveoak/speed faster and stronger) rigging quality useless (leightweight ropes and blocks does the same) build strenght/planking used for every combat ship one optimal, RNG based build for every ship (no diversity, no decisionmaking) non optimal build = rotting liveoak not balanced (value of stats too high) Possible solution changing rigging quality with speed -> speed as a main trim adjusting liveoak to -5% speed Results RNG between yard turn speed and lesser heel (seems balanced) same principle for the main trim as for fir, liveoak, extra planking and speedtrim: either slow and tanky, or fast and weak players have to decide between survivability and speed for combat ships players have to decide between crewspace and speed for boarding ships lesser useless wood/trim combinations. For example liveoak/speed would provide +3cm armour, teak/strenght +1.4% speed instead (liveoak balanced) no useless trims anymore difference between same ships trimmed for different purposes and playstyles becomes much clearer no speed on tanky PB ships anymore greater variety of ship builds different demand for different trims less frustrated crafters Of course as an alternative you could just exchange stiffness with something better like reload time, or manouverability, but this wont result in more decisions to make. Fir without speed would always be bad. As long as such important boni are based on RNG, there will always be ships you have to throw away. Thanks for reading!