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Found 10 results

  1. After just over 250 hours of gameplay under my belt, there's a few QoL suggestions I have for the game that hopefully could find their way into the development cycle: 1. Tooltip enable/disable/delay - This would be very beneficial to player when you are scrolling through ships or submarines and don't necessarily want to see the tooltip for the ship. - In battles, the same would be useful. I find myself more often than not quickly scanning over an enemy ship's weapons to see their physical locations to plan attack courses and don't necessarily need the weapon details while I'm doing that. 2. Submarines automatically refresh crew - Currently if submarines are missing crew, you must go to each sub and manually set the crew level. An option like the "Add Crew" checkbox in the Fleet menu would be a great way to improve this. 3. Ability to select multiple ships/submarines and set crew levels by percentage - This would be very useful if you need more ships active but can't afford to have max crews on each ship. The only option currently is to manually set the crew levels per ship. 4. Button to view a ship on the map - The current "View" button in the Fleet menu is slightly misleading as it takes you to the build screen for that specific ship instead of taking you to the map screen. Something like a "View On Map" button would be great to quickly see the port or location on the map where a ship is. 5. Ability to mass select ships and remove from mothball - Being able to select multiple ships and take them out of mothball status and set crew levels to 100% would be very useful. This suggestion could possibly be done buy suggestion 3. Thanks for making such a fun game, it's really fun to play
  2. With the patch on 21.09.2020 the "Group Invite" button was moved into a dropdown in chat: As this is one of the most used buttons in game quality of life would improve hugely if it was easier to acess by moving it out of the dropdown menu into the first screen that comes up when rightclicking.
  3. Problem outline: This is a summary of a typical RvR session from the Aggressor: 1. Sail out of a port around 30-45 minutes away from where you want to attack. Spend 60 minutes or more because there is no way to match speeds, so Half-Sail juggling is maximum. 2. Fight in a port battle, up to 90 minutes. 3. Lose, and be unable to logoff - now have to spend 60 minutes or likely longer, while being harassed by enemies trying to catch someone sleeping. Considering the battle timers, that often means late night for most people, and it becomes a real pain to execute a strike. Design Goals: 1. Keep the opportunity to engage and sink enemies "after the PB" (whether this is good for the game should be evaluated). 2. Eliminate as much of the boring sailing, especially on the return trip. Solution: Port Battle creates an even larger "RvR Retreat Circle" after it concludes. This circle is large enough to allow one opportunity to get tagged once outside of battle. When every ship in the Battle Group manages to sail outside of this "Retreat Circle", each player gets a "Retreat to Home Port?" prompt button. If they Accept - their ship has to wait 60 seconds while stationary. When the timer is up, the ship disappears, and the player gets ported to their closest outpost. The ship in question cannot be used for twice the sailing time calculated by the game. It appears in port, but is disabled for that duration (grayed out, no access to cargo). Bonus rule: The only acceptable cargo are Doubloons, Repairs and Upgrades. A ship with any other cargo (books, goods, etc) cannot use the Retreat circle. Interception: Enemies can still intercept ships regularly on their way to RvR, or sink them in the Port Battle, or tag them right outside of port, or while they wait on the retreat timer once outside range (this new circle). Whether this applies to offensive anti-screeners (in clans on the PB list) could be an extra feature.
  4. The title says it all, basically. Hotkey options to immediately open cargo holds of fleet ships would be a nice little quality of life improvement and should not be too complicated to add.
  5. The game never remembers my preferred ordering of chat tabs. This is how I like it. You may like it differently. There should be a way to SAVE the ordering. Simple quality of life change. EDIT: I intended to post this in Suggestions... but somehow it got posted in OW Discussion? Must have wrote it out in the wrong tab. Please move it to Suggestions, thank you.
  6. Hey guys, We are playing this game to enjoy, have fun, but sometimes this game tortures us I do not like it, most normal people will not like it. So we have a clan, we have our mainbase at a capitol. But we also have ports around the map. We have lots of resources around our ports. So I have a shipyard at x port, but I am missing lignum which I do know my clan mate has lots, but he is offline. I am stuck until he logs on. I have built my ship, but I need iron for cannons, my other clanmate has iron, but he is different time zone, hard to catch, I have to find him. I have some goods to be transported to main base, but I do not have time today, oh my friend will be on a trade run, I have to wait him, oh he is online but in battle, I have TO WAIT him, so we can trade the goods ! the solution to this problems and many more of them are additional clan warehouses so; "I DO PURPOSE ADDITIONAL CLAN WAREHOUSES" We are a clan/tribe/guild, we are not some random guys, we are working together, we are a trading company etc. We all have outposts around the map, some are common with our clanmates. We need trading goods to be transported, ships being built, cannons forged, we need resources. We have all of them but, not accesible to all. So how to do additional clan warehouse ? As we clanmates who has outpost on the same dock, which is a small settlement at the time, we all have warehouses. So anyone having an outpost donates warehouse slot from his own warehouse. At the end the donated warehouse slots works as additional warehouse for the clan. So the officers can and players can put stuff into warehouse and take stuff from warehouse. * Easy to organise crafting and trading, easy for logistics. Less time is lost, more time is left for fun. My clanmate can have his ship immediately, an officer can find required staff immediately. * What can be the downside ??? I can not find any, but huge benefits, great quality of life feature and it is realistic and historical. * Another feature will be the clan dockspaces which works like this warehouse, will be purposed in a different post. These are very small details but very big effects on quality of life, enjoying the NAVAL ACTION more ... Please criticise. Note: this was probably purposed before but it should be in the game as release is coming...
  7. This idea have been purposed many times but it is a logical, solid idea which in my opinion should be in the game already. In any port where clan has a warehouse (see additional warehouse for clans post), there should be dockspaces for the clan. I do not need to tell what are the benefits of this feature, it is obvious, a great quality of life feature and realistic approach. A clan/tribe/guild in this game, is a rich estabishment, holding ports around the map, crafting SOLs, capturing towns. So why a clan does not have a DOCKSPACE for crafted ships ? Works just like the warehouse of the clan, officers can take ships and give to others, or anybody can put a ship in. How does it work ? At the certain port, any clan member donates some of his dock spaces to the clan dock, and a clan dock is formed. It can be 2 slots for 1 clan dock slots or different, I do not care. Clan can have dockspaces where clan has clan warehouses. What happens, a clan will have 5-7 dock space at warehouse, speeding up ship crafting and distribution. I do not see any negative sides but only benefits. Please share your ideas...
  8. I like Port Quests ====> Events Tab , but it feels something wrong or immature with this. Every week the events resets, patrol missions reset with server maintenance. So sometimes I forget to redeem my patrol mission rewards, sometimes I forget to take "weekly frigate" or "weekly light ships" missions. I check my status and I see zero kills, I know I have killed few, than I understand I forgat to take the mission. My basic quality of life purposal : 1) All events starts for everyone or everyone who has selected a tick box "automaticaly start event for me". *** Patrol Zone is visible on the map, there is no more "I forgat to take mission" problem, there is no more "where is the patrol zone" question. Everyone is aware of the patrol zone thus increasing awareness for even the new players. *** You can monitor how many frigates or other ships you have sunk on the events tab, no more "oh crap I sunk 5 frigates but forgat to take the weekly frigate mission" 2) Patrol Zone reward is given automaticaly at certain time, may be 1 hour before the server maintanance or another fixed time. Rewards section already available on upper right of port screen. So you can take your rewards directly from there. 3) All missions are announced on your screen with a small achievement tab. "Patrol Zone tier 2 completed, 20k damage dealt", "weekly frigate mission completed", "5/12 snows sunk for search and destroy mission 4"
  9. Prolog Recently i got more into trading and one thing that annoys me most is waiting. Waiting for the other guy to finally reach the port where the trading will happen. Sure it would be possible to place a contract but sometimes we dont want to trade goods for money. Its not possible to trade goods for goods other than player to player trade. Therefore I suggest: Suggestion: Players can place contracts for a specific person with goods for goods trade option. Here is one example: @rediii wants to buy 300 pve marks for 10 pvp. We both agree and set La Tortue as trading location. He is still occupied and needs 20 min to reach La Tortue. Currently i would have to wait 20min. 20 mins are not enough time to start a fight or whatever. Its wasted time for me. But with the specific contract that works like a player to player trade but without being there at the same time there is no wasted time anymore. How it works: I place a contract and enter rediiis name. The trading window could look like this: Now i can leave port and do whatever and my time is not wasted i can deliver content to other players. Rediii now has xy amount of time (maybe 1 maintenance cycle) to claim the contract by paying with 10 pvp marks. This contract would simulate a middleman. He would ofc receive a fee ( tax generation for the port) It could be a fix fee because calculation of the tradevalue will be hard when no money is involved. Fee contains rating of trading good and their amount. Its simulates a middleman and rented warehousespace (numbers presented are just examples) Rules of the Player to Player Contract: Its like the current contracts with some additions. Its possible to withdraw before the other person claims the contract. If the contract isnt concluded in the timeframe (my suggestion was 1 maintenance cycle) the Item returns to the owner + fee has to be paid. When contract is placed the player named in the contract receives a Mail with all contract details, when contract is cancelled the player receives a message as well Both players have to pay a fee fee could depends on item category and amount (kind of similar to the old delivery system) Pros: less time waiting more time to be content in ow quality of life improvement Improves port value items still have to be hauled in OW no Scam what you see is what you get Uncertain: easier alt trading but alts would contribute towards portowners (more tax) Cons: Annyoing other players by canceling the contract
  10. Thats actually pretty genius. What it also does is get rid of the need for an "econ alt". If you can set up "business agents" in your ports to manage resources, then the need for TP'ing your "character" for strictly clicking buttons goes away. That being said, you still should have a very finite amount of labor hours and the goods produced/traded should still be subject to risk. All in all, its merely similar to sending a post via packet ship informing your business agent what you would like done instead of sailing there yourself. So, the exchange above got me thinking that this may be an idea to pursue. I understand the Devs are probably super-busy with trying to get all their ideas put into the game and such. However, does anyone think that having the ability to put "Business Agents" into your ports would make their lives easier, quality of life wise, while still preventing your "character" and ship from teleporting all over creation? Obviously, you would only be able to perform business/econ transactions. It's basically production building/warehouse management via mail. Moving your goods would still be subject to risk.
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