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Found 8 results

  1. Explain how works Port Battle on PvE Server? For example: Port 5700BR. How will the hostility points be counted and how much need?
  2. Gentlemen! MDRA announces the opening of our own discord channel for anything concerning business between French administration and honorable visitors of all nations. https://discord.gg/5Y2DfEV Sections let you find present offers, ships and for starters, a number of elite ship notes, which will not be available in port shop but over direct contact with me only.
  3. 1- Let's add port battles to the pve server however with different mechanics. In the pve server it would be the faction king ( AI or the devs or it could be the players voting during the week ) that would pick one port per week for each nation to try to capture. Every port battle would always happen at the weekend in a specific hour and would be open for battle for 1 minute. Now what would make this more interesting to the players? To be guaranteed to always have a big battle. To capture or defend a port can be great of course but the idea behind this is to give all players once per week the fun to be part of a big battle if they wish. So how could make it work? Details: - Every port battle would have 20 vs 20 ships battle. - Doens't matter how many players are in each side. The game will always respawn AI ships in the beginning after the first minute so both teams start the battle with a similar BR and 20 ships in each team.  - If the port battle is between 2 factions , and there are players on both teams we will have pvp but only inside the port battle.  Possible questions: Why the faction King choose where is going to be the attack? - The reason is to not give the clans the power to choose, when , where and who can join the fight. No. Let's keep that system away from the pve server. Instead it will be open for all who wants to have some fun fighting a big battle. Open to all, fun to everybody. Fun to everybody translates to a great game. A great game means more players will join the server. More players in the game , more money to the devs. It is a win-win situation for everybody. But if 26 players from the same faction shows up and there is room only for 20? - The 20 player with the higher BR will join the battle. But only 20 players per battle can be a low number if many more players start to play in the pve server. - The same way your faction king choose a target for a port battle , another faction king/s can choose to attack a port from your faction. So instead of one port battle per weekend you can have two , three or four port battles happening at the same time and of course you can choose only one. This will guarantee that everybody will have the opportunity to join a port battle and have fun. 2- Let's add solo and open to all patrol zones where pvp is allowed. Simple as that. There are no pvp in the OW of course but that doens't mean that players are not interested to participate in some pvp engagements just for fun and to win good prizes.  3- Let's bring AI agression to the game in a balance manner.  So i propose this simple mechanic: - 3 different situations : home waters; open sea ; enemy waters. - In home waters ( 30k range or less from each friendy port ) the player can't be attacked by AI. - In open sea the player can only be attacked by pirates AI. - In enemy waters ( 30k range or less from each enemy port ) the players will always be attacked by that faction AI ships. - Ai ships and fleets will always take into consideration the BR difference to decide if attacks or not the player. - Friendly AI ships near your ship will always join the battle if you are attacked. This will bring more tactical decisions and bigger battles (more fun) to the player when sailing in enemy waters. With this i hope to achieve 3 things. - To give a relax game experience for all the players that wish to play around the home waters. - To give the player some exciting when sailing in the OW but not much. - To give those delivery missions in enemy water or if the player just want to trade in enemy waters a high risk x high reward situation that would bring a fun and exciting gameplay to the players.  In conclusion, 3 simple ideas , that i think are easy to implement and i believe that would make the experience in playing the pve server great and amazing fun to all. Please vote and share your thoughts so the devs can hear your voice. Thank you. Note: I apologize for my poor english, is not my native language.😆
  4. I want to apologize in advance for my poor english. Is not my native language but i will do my best. Short introduction: I have one account in the pvp server and one account in the pve server , however 99.9% of the time i play only in the pvp server. The reason behind this is simple. The pve server lacks features and the exciting around the factor we all see in the pvp server. The risk vs reward factor. So i decided to compile 3 simple ideas that could make the pve server a great game. 1- Let's add port battles to the pve server however with different mechanics. In the pve server it would be the faction king ( AI or the devs or it could be the players voting during the week ) that would pick one port per week for each nation to try to capture. Every port battle would always happen at the weekend in a specific hour and would be open for battle for 1 minute. Now what would make this more interesting to the players? To be guaranteed to always have a big battle. To capture or defend a port can be great of course but the idea behind this is to give all players once per week the fun to be part of a big battle if they wish. So how could make it work? Details: - Every port battle would have 20 vs 20 ships battle. - Doens't matter how many players are in each side. The game will always respawn AI ships in the beginning after the first minute so both teams start the battle with a similar BR and 20 ships in each team. - And if a port battle is not between a faction and neutral port but between two factions if there are players in both teams of course it will have pvp but only inside the port battle , not in the OW. 2- Let's add solo and open to all patrol zones where pvp is allowed. Simple as that. There are no pvp in the OW of course but that doens't mean that players are not interested to participate in some pvp engagements just for fun and to win good prizes. 3- Note: This last idea is being updated based on the players feedback in a search to bring a system balanced and fun to all. Let's bring AI agression to the game in a balance manner. So i propose this simple mechanic: - 3 different situations : home waters; open sea ; enemy waters. - In home waters ( 30k range or less from each friendy port ) the player can't be attacked by AI. - In open sea the player can only be attacked by pirates AI. - In enemy waters ( 30k range or less from each enemy port ) the players will always be attacked by that faction AI ships. - Ai ships and fleets will always take into consideration the BR difference to decide if attacks or not the player. - Friendly AI ships near your ship will always join the battle. This will bring more tactical decisions and bigger battles (more fun) to the player when sailing in enemy waters. With this i hope to achieve 3 things. - To give a relax game experience for all the players that wish to play around the home waters. - To give the player some exciting when sailing in the OW but not much. - To give those delivery missions in enemy water or if the player just want to trade in enemy waters a high risk x high reward situation that would bring a fun and exciting gameplay to the players. In conclusion, 3 simple ideas , that i think are easy to implement and i believe that would make the experience in playing the pve server great and amazing fun to all. So i ask the devs and the other members in the forum to share your thoughts about this.
  5. I would love to suggest some Co-op options for the PvE server, as there are currently no port battles. These co-op activities would be optional, so the peaceful, relaxing nature of the PvE server would not be changed. Port raids. Essentially just port battles against an AI fleet, raids will allow players to group up and fight for a port. Once captured, doubloons will be handed out based on battle performance. Duals. Players are able to challenge each other in the OW, and with mutual agreement a PvP battle is started. NPC Blockades. A group of 5 - 10 NPC's will blockade a random port. This will initiate a 6 hours long lasting battle, which all players can join. When a port is blockaded, you cannot enter this port directly. You'll have to join the blockade instance and sail your way through the enemy lines into safety of the coastal defenses, if you want to move into the port. A coordinated player fleet however can also kill all NPC's, after which the port is free to enter again. Can be BR limited to create a challenge. I don't know how this would work out on the PvP server (option 1 and 2 would be redundant), but I think option 3 could also be fun on the PvP server.
  6. Just a very short suggestion: As I see the new testbed content currently discussed is having some dynamite effect on the community, as a source of disunity upon whether changes are positive or destructive, I would suggest in the interest of game-labs to apply the changes for some months only on PvP server and then, after people got used to them and some adjustments have been done, as always, you may take them over to PvE server as well. Or leave PvE untouched for another game experience, while observing player numbers evolve around them. Where the trend will go. Why this retention? Because PvE server could work as it always works: for keeping people in Naval Action who would otherwise completely quit. This is only possible when there is a server which continues to function, at least for a while, according to the "old rules". Everyone who disagrees with testbed implementations will then not fall off the edge, but remain in the game by switching to PvE server. At least there is a chance they do so. Game-labs will see in numbers how many will do so, and draw their conclusions upon the statistic material. If PvE server will be ready for being changed too or should stay like it is for accommodating those players who do not consent to the new content. I also advise to read the chat there. By the way, I hear things about testbed content which I partly like and partly dislike. I agree with making lineships expensive (was one of my suggestions anyway), but I find the fee for teleporting troublesome, if even I can understand the motive behind it, to bring people out on OW. In the sum, PvE server will act as insurance for at least a part of the community which is dissenting, against dropping out of game and finding a (temporary) new home on PvE. The alternative is: losing them completely. We all do not want this.
  7. Situation: People are more likely to make their first steps on PvE server than PvP, for learning the basics in a less cruel environment. Or they move there after having realized their fate on PvP server is too much that of being a victim. If they don't leave entirely. -- Here is a suggestion for smoothing the differences between those servers. This idea is about offering a bit of PvP even on PvE server for accustoming players (back) into fighting human opponents. It has to be 100 % voluntary, though. Meaning, one human player can offer a PvP battle instance to another player on PvE server where they happen to come across each other, including their respective fleet ships, if any present. The human player who receives the offer in Open World can accept or decline, to his liking. If he accepts, they enter battle instance as you know it from PvP server. If he declines, they just proceed with doing whatever they were doing before and no battle is initiated. Maybe cooldown time after such request makes sense, five minutes. So nobody gets harassed by an obtrusive bully with constantly repeated demands. -- Pro: - Players can try out fighting other human players without having to move over to PvP server (and getting frustrated there). PvE server wins some more attraction, by having more to offer - Players learn PvP fighting in an environment which stays secure otherwise, equivalent to a "safe zone" often proposed for PvP server - Idea is more likely keeping players in the game, if they find out duels are nothing suitable for them, they will simply not accept new invitations, and stay happy - shifting from PvE to PvP server could be done after testing combat against humans and promises more success thereafter, less remorse having done so (unpreparedly) - experienced players can teach unexperienced players on PvE server the basics in such instances - Players who have already been on PvP server and retreated to PvE server may still have a little human-versus-human fun if they want to try again - each step taken is voluntary and nobody to be blamed afterwards - people on PvE have a use for fast ships (and related upgrades) again, not only tanky ones, which at present are the only ones which count on PvE Con: - PvE concept of 'no PvP on this server whatsoever' gets a workaround hole - related questions; if others could join the fight, if reinforcement zone should work like on PvP server, if each side's strength should be visible or hidden, if his opponent being able to deny when he is in the weaker ship is so interesting to someone used to gank from a superior perspective... - one could be satisfied completely with the polite duel asking option and never move over to PvP server, which I think is contrary to the plans of devs for all players on PvE server, at this time
  8. The Roadmap said something about PvE Content. And in General the PvE Server needs some Work to Function Properly Is there any Information on whats Planned in terms of PvE Content and when we might Expect it ? Also does anyone know something if there is Plans to Fix the Situation on the PvE Server with there being most Ports Neutral etc etc ?
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