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Found 51 results

  1. Hello Admins, I was buying labour hours in Kingston/Port Royal to let them materials craft. I provided the resources and agreed to pay for 1900lh 50.000gold. Gold would be provided after the crafting is done. I gave him the resources, 400Lignum Vitae, 180 White Oak log and 600 Oak logs to craft 1000Blocks, 300 White Oak Frame Parts and 1000 oak Planks. After I gave him the resources, he disappered. I tried it for more than half an hour but to no prevail. The name of the player was Phill Mcrakken I would preciate it if my materials are handed back or if the guy is severely punished for beeing a fraud. Picture is provided, I tried to write to him several times but with no answer (picture does only show a 10min periode, i tried it more than half an hour and the following day). Date: 14.06.17(23.30pm)-15.06.17(00.20am)
  2. I sold roughly 1.2 million gold worth of Versailles Terricotta from Jacmel to Willemstad and the game didn't update my gold. I restarted the game but I still got nothing. Is there a way I could get my 852,362 gold back?
  3. Народ, знает кто-нибудь, есть где-нибудь карта на которой отмечено какой город какие ресурсы продает/покупает, ВСЕ, с/без цены поф(про trader tools в курсе, но перебирать товары по поиску слишком бесполезная рутина)? А то блокнотик заканчивается=)
  4. these trade ships have to slowed down. lgv can only be caught by surprise/santa Cecilia if its built only for chasing traders and then it can no longer fight anything except traders. INDIANMENS can only be caught by 5th rates that are made of fir. You have done so much to help the carebears in this game its troubling. AI fleets and fortresses everywhere only do one thing..... DENY PVP. traders need to be escorted or work together. AND on top of they they have AI ships in their fleet that can chain you down while chasing. This means you get about 5% of all traders you spot on open sea if they see you in open world and are not totally afk. I'm sure that there will be a flood of players respond and say do better. but this is just insanely stupid to catch a trade ship in a frig being this difficult.
  5. I am wondering myself for a while, why we cannot trade with players from another nations in this game, in some kind of TRADE MARKET. Now it is always possible to "SEND TO CHAT" something that you HAVE, signaling you would like to sell it, usually the buyer would contact you per PM, meet at Free Port, trade. So far so good. Now if the GLOBAL chat is gone, this possibility is not given anymore, but that is not the main reason. Well someone would say " you can set a CONTRACT" in any Free Port, if you want to sell something or buy, and that is true..Here is my problem. I DO NOT WANT TO SELL ONLY FOR MONEY, I WANT GOODS OR MATERIALS. I think we should be able to CHOOSE not only WHAT are we selling, or BUYING, but also what are we OFFERING.No matter if selling or buying. So instead of OFFERING money when buying, i would be able to OFFER what ever i want. An example: OFFER 100 Repair Kits for 500 Silver, OFFER 500 Gold for 50 000 Money, BUYING 50 Medium Carriages for 500 Compass Wood. And so on and so on...... Everyone can offer what he wants,demanding what he wants, for the price he THINKS it might be "reasonable". Placing Contract would still cost a bit of money, a Contract would expire after 1 Week. To provide meaningless sailing,hoping to find what might be good for you, it would be helpful if the GAME/DEVELOPERS could provide us a window, similar to DELIVERY MISSIONS, where we would be able to SEE the contracts, and in which Free Port are they placed. All you have to do is sail away and get your stuff:) But be aware of the enemies Well, i think that would provide a lot of sailing,escorting, PeeWeePeeing, and allow us to have a chance for "REAL" TRADE Thank you for reading.
  6. Part of a balanced MMO is more than just PvP. Other forms of Player-to-player interaction are also required, including cooperation. One of the professed purposes of the upcoming wipe is to bring about a new economy, putting behind us - hopefully - the utterly broken one that we’ve been living with for a year, which allowed us to test every other aspect of the game. Creating this new and working MMO-economy is surely no small task. I am not a trader in this game. I trade and craft mainly to support other activities, and to sustain my clan. Yet I see that for PvP and the open world to have a sustainable environment as well as a proper balance, trading gameplay needs to be developed, and those players who choose to focus on it need to be encouraged. The old economy we have on the live server drove traders away a long time ago. There was no challenge, no unique gameplay, and no supply and demand - only endless supply. The new economy that we are testing on the testbed forces a "division of labour» so to say. Everyone cannot do everything anymore. With new production levels, travel times, and the partial removal of teleports, you can no longer collect every resource, and craft every ship yourself. PvP-players in each nation will depend on the traders and crafters of their respective nation or clan. If well balanced, this looks very promising, yet there are a few issues presumably yet to be solved about this part of the game. Like how do we prevent people from each sitting on a heap of their particular valuable, looking enviously on the heap of somebody else, yet not willing to trade away any of their own production? How do we unite the players who are lacking a resource, with a supplier? And how do we prevent clans from organising an economy internally, while leaving the rest of the nation, and solo-players to their own meagre devices? On the latter issue, you could dismiss it entirely, and say that if the clans are not contributing to the national economy, then that is a national problem of having selfish clans. However on the former issue, I believe we need more trade tools, and some mechanisms that encourage player-to-player interaction, even out of OW in port. -We should be able to put up buy contracts for ships. You request wood type, trim and refit, and the crafter fulfills the order. -If not already implemented, we need to be able to put buy contracts for the refit items. -There should be ways to acquire Marks outside of PvP and RvR. Crafters, haulers and traders should be able to gain marks from these activities. Interactions with players from your own nation, besides PvP or PvE, should have the potential to generate marks. Being a dedicated crafter/trader, who does PvP only secondarily, will be unsustainable once all ships in high demand will require copious amounts of marks for crafters to make them. They need to be able to take payment that includes coverage of the Marks used in crafting. To make this simpler, Marks could be an item that you can buy from NPCs for gold. The Marks are an infinite resource anyway - its production limited only by how many NPCs we can find and kill. And if the economy is properly balanced so as not to flood the market with gold, then having Marks be an item that you can purchase from NPCs for a steep price would not be a problem. In fact it could help the economy, by taking gold out (giving it to NPC) and putting only a quantity of an infinitely regenerating resource into the economy. Secondly it would be worth exploring to encourage trade between players and nudging players to put their surpluses on the market for others to get access to, by rewarding trading with Marks. As an example, when you put a quantity of an item on the market with a contract, once that contract is emptied, you are rewarded with a relative number of Marks. And when you sell someone a ship that you crafted, or fulfull someone elses’ contracts, you likewise get marks. Without some mechanics to ensure its integrity, this system would be very exploitable of course, by players trading back and forth between each other. However, you could put limits on it or other measures to prevent abuse, as well as increase the tax on contracts - to then accept that some marks may be generated by players, but in exchange for a money sink. Thirdly, crafters could get derivative marks, in addition to XP, for kills done with ships that they crafted. So if the player who purchased your ship kills a connie and get 3 marks, then you, as the crafter, are rewarded with maybe 1 Mark.
  7. I use this spreadsheet to organize my trading. Transportation whether Harbor Freight Fast (Delivery) or Harbor Freight Slow (Ship) depends on weight. This helps to combine and round up shipments. I have seven home ports labeled (A-G) from which I choose my Missions which I check daily. I put in the numbers, find total weights using two columns on left labeled “T wt” and ” #” that automatically calculate weight. I then look for compatible transportation and ports, put in orders and start making rounds with my ships while other orders are in transit. I made it to fit a single paper sheet. In the afternoon I train for battles and later in evening I finish up when Harbor Freight Express makes deliveries. My goal is to improve so I can beat up on the cowardly Pee Rats who have taken my ships, sailors, and cargo. There may be mistakes in this spreadsheet. Please share as you like. I love all the varied challenges this game provides while recognizing it isn’t for everyone. It’s a shame there is so much rancor. My nome de nave “Captain Blackie” is in honor of my Celestial Navigation teacher from Portland Oregon from late 1980’s. He loved the So Pacific, was tired of crashing wooden boats on reefs and built a steel boat in his backyard in Oregon City. Towed it to Willamette River and I have never heard from him since. If anyone knows of him or how to contact him please let me know. Here is a small part of spreadsheet. T wt # A B C D E F G H I 0 0 American Cotton 3.60 x 0 0 Arabian Coffee 1.86 115.2 2 Arctic Fox Pelts 57.60 x x 0 0 Assam Tea 1.34 x 0 0 Black Ironwood 108.80 0 0 Burgundian Wine 8.00 400 100 Cape Coast Honey 4.00 X goodslistsheetsbase.xls
  8. We currently have a maximum of five contracts per player, and are all flooded with dozens and dozens of stacks of materials or goods which we'd like to sell, but don't want to waste a contract on. For example, I'd sell tobacco and sugar and live oak and gold and rum and iron and planks and oak logs and fir logs and bermuda cedar logs and bermuda cedar frame parts and carriages and cables and hemp and tar... But I only have five contracts, so I can only sell five at a time, or buy five at a time, which is very prohibitive for my ability to engage in trade. Unless I can put bids out for every material I need, or to sell every material I have, I'm really only using the market at a limited efficiency. And with the diminished active player base, this is severely impairing our ability to use the market. I propose the limit on contracts be moved to twenty-five, fifty, or even (with a Merchant perk) one hundred. Contract limits didn't prevent price fixing and gouging, and I'd even think contributed to it, since it limits how many price signals can go out into the marketplace. We need a free flow of information about who wants to sell or buy what in order to have a functional economy.
  9. Basically a thread for everything you cant buy on market. -Blueprints -Custom build to order ships -Crafting hours -Your soul Post what you have or what you want! - Make sure to post what server you are on - Remember to comment if your name in game differs from here.
  10. Good Morning In the shop (Harbor) we have, since the last Big Patch much of new goods. If theres a Capital with Lots of them .. it's easy to loose the overview.. what is in .. and what is usefull. If there is a different between Trading Goods and Raw Materials (that, what is used for building / crafting )its easyer to get that what you are searching.
  11. All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards..
  12. EDIT: Think I made this thread in the wrong forum so pls delete the inappropriate one (mods that is?) All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards.. EDIT2: And reduce amounts of forts/their sizes and remove AI battlefleets with BRs above 1k
  13. Well.. Today I took my ship to Port Royal/Kingston... Right into the harbor... sat there... took a screenshot of the pretty environs.... And left in my Renomee... Later I sailed from Coquibacoa to La Orchilla... Took the time and opportunity to sit in the harbor of Willemstadt... Took a screenshot of the pretty depopulated environs... And left in my endymion... All nice and all.. taking my warships to other nations capitols, going right into their harbors and fishing in their waters and finding no-one there.. I'm a dane mind you.. playing for Denmark-Norway... And I've never experienced such a demotivating hunting trip as to be able to sail right into enemy capitols harbours (did it twice btw) and finding no-one who cared to raise a challenge.. Dastardly dutch! Where did thou go? Bloody britts!! Where art thou?! The only faction I found a player presence in was the pirates.... And they ran faster than my Renomee - They were however polite enough to tell me that their ships were made of fir and therefore no match for my Renomee... And that the ships today are so hard to come by that they wouldn't risk them in battle.. If any1 know where the dutch are - please let me know.... If any1 know where the brits went - please tell... If anyone say they has seen someone playing for the US - you must be lying.. For I have found no-one..
  14. I made these charts to flesh out the resources in game. There are a large set of basic goods that would be found in every port. Then there is a list of items that are only found in their respective national ports. These items are either produced there (very cheap) or brought there to be dispersed from other locations (cheap) that that nation owns. This way French players will always be able to provide French Glass at a much cheaper price than other nations, but their ports will need Iberian Dried Pork, which the Spanish will profit from as well, and so on. This will drive more historical trading and give national players a reason to use their home ports and to make meaningful and long distance trade runs, not just the most profitable short run. It will rely on permanent production/consumption settings that don't reset with maintenance. I researched these items across the inter webs, some of them I already knew about, this book was a good read as well "Daily Life in the Age of Sail", as well as wiki articles on the economic history of some nations. If you know of a quintessential national item that was heavily traded in this era, let me know and I can add it to the list. I counted the spaces in the port UI and there isn't room for hundreds of items, however, it will have a limit. A rare common item is comparable in price to a plentiful fine item, the quality and availability will both affect price. Universal British, Spanish, French Danish Swedish, Dutch American
  15. I'm curious if there are any strategy and tactics guides to avoiding PvP when you're trying to move things between ports. I fear this game in its incomplete state is going to send me straight back to Eve, so much to learn there in terms of a rich pvp strategy. I get a grace period where if I hit full sails and max point of wind I can get pretty far out but I imagine that this is where people are waiting. Then there are reinforcements and local port protection but can pirates overwhelm them? How to avoid port camps? How to run the blockade? Both in and out. How to avoid getting chased down? What to do if snared to get out of it. How to disengage from capture. etc.
  16. Will be nice to have a "transfer all cargo to warehouse" button. It is annoying to select one by one of the goods to drag to warehouse, while is much easier do it with just one click.
  17. While i sailing the pacific coast (will post pictures soon in another post), researched some fish species that can populate Pacific Ocean around the area of map and found: * Blue Mackerel * Hagfish * Bignose Shark * Bigeye Trevally * Blackfin seabass * Bludger * Blue Trevally * Bluefin Trevally * California Sheephead * Cocinero * Coho Salmon * Galapagos Shark * Giant Oceanic Manta Ray (same already in game) * Goblin Shark * Golden Trevally These different species can be implemented when Pacific officially opens, and maybe some kind of iteration with ports at Caribbean: fishes catched in one ocean can reach high values in the ports of the other side of land. So, if you catch a galapagos shark you can sell it at high values on the ports of Caribbean, as the same with fishes catched there and sold in Pacific. It is a interesting way to iteration between that places. Another idea is implement new types of wood more frequent at pacific coast (Maple, Cedar) to craft ships in Caribbean. It is just a "raw" idea to make iteration viable between the 2 places to increase trading.
  18. Some ideas to perks to smugglers: 1) Master of disguise: you can use the flag of any nation, but lose the benefit of dont be attacked by ships of the same nation you sailing; 2 points 2) Black market operator: + 20% income when selling goods to ports of enemy nations and +10% income when selling to your nation ports; 2 points 3) Professional barter: -10% of goods prices in any ports; 1 point 4) Smuggler runner: + 1 knot in OW, +0,5 knots in battle ; 5 points also can be considered: 5) Stealth ship: turn the smuggler ship in a fake NPC (with no player name tag at all) turning the vessel exactly as you see one NPC trader in OW (8 points).
  19. For me pirates attacking each can be an exploit. The way i understand it is that Pirates are considered a nation of their own, and nationals attacking each other is penalized. The reason I find pirates attacking each other as an exploit, is because in certain circumstances, it can be used as an escape mechanism. I also find it unfair that pirates can attack each other without penalty, and is a privilege that is not extended to people of different nations. For other nations, it is only achievable (without penalty) via duels. The poll is to determine how you feel about the current pirate v pirate battle mechanisms and when (or if) they should be allowed.
  20. I just had a brilliant idea that would make players engage in pvp battles that's not port battles or screening fleets. A convoy of NPC trading ships sail from port A to port B. This will come with an announcement in the OW like when a conquest flag is bought. Enemy nations can intercept them and capture them for a great deal of resources and materials. (Line-ship constructions worth of cargo). If the convoy reaches its destination safely there will be upgrade and money rewards for protecting ships. As well as a huge abundance of resources in said port. (Crafters rejoice!) Cheers Fry.
  21. I've been playing the game,hmmm about 3 months. I just reached rear Admiral yesterday. I'm a level 47 crafter. 1st- I really like the game for concept, graphics, immersion, and battle mechanics. I really would like to see the game be a success. I've only played a few PvP style games. By this point, in those other games I would have had hundreds of battles, possibly a thousand plus, with other players. In this game, si far, maybe 3, and didn't find them to be much to talk about. 1, pirate attacked my trader, but didn't notice the freindly to me ships coming up on him. I'm an ex US Navy sailor, can't say I've ever been called si many names by someone before. I still can't make up my mind if he was a kid with an exceptional vocabulary, or a very childish adult. My other 2 PvP battles consisted of pirate v me, then 6 or 7 pirates joined in after the battle started. 0 times for a 1v1 battle. This isn't a PVP game, it's a team v team game, and the pirates have it down to a science on the USA server. Port battles, I've taken part in about a dozen, never been sunk in a port battle so far, but I've sank a few enemy ships. I miss out on most port battles. I can't see when my ports are vulnerable to attack. Most battles happen when I'm already doing something else. Or, I sit around waiting for an hour for a battle that doesn't happen. Also, the 2 day wait period means no one can retake a port after its lost, while the enemy gets to attack deeper and deeper into freindly territory. I stopped playing servers where I couldn't fight back. This 2 day wait period is definitely trying my patience. I find I have to trade to have supplies so I can have money. I need money ta have resources for crafting in addition to what I capture, and I end up missing opportunities to do combat as a result. Blueprints, either I've been very lucky, or bps drop a LOT more frequently than the forums suggest, only need 4 more bps and I'll have all of them. Bottles- terrible idea. By random chance someone can have an advantage over someone that's worked to develop crafting skills and money etc. Should be a reward for special missions that a person can choose to do...my opinion... Wreck locations,im writing this while sailing to a wreck, still outbound...but I need labor contracts, so watching my ship sail, writing this, and missing out on another port battle or two Alternate accounts, too many people have them. Even worse, alternate accounts created for more than one nation. It's cheating, period. People spying, finding out where strengths and weaknesses are, making it impossible to plan or develop strategies. Neutral/ free ports- No WARSHIPS should be allowed in freeports, these were ports the nations declared off limits to fighting. Instead of being that, they've become shipyards and bases of operation, again, you can't do proper strategy do to the disruptions on what should be safe areas to the rear, there is no "rear" area as a result. It takes about a day to craft the parts, and another day for hours to make the notes and another day to to have the hours to craft the ship. So I have 3 days investment/wait to build a medium to large ship, but I can lose it in minutes in battle, especially if I run up on someone with exceptional upgrades which makes engaging in PvP too risky too really enjoy, especially since I sent to always be swarmed by enemy ships when I'm gettingvout of battle. Also frustrating to see a freindly player swarmed shortly after leaving port, but, the timer keeps me from going to assist, and the battle timer rubs out before I'm able to join in.Still sailing, port battle still hasn't started. Suggestions, no battle timer, only ships that are drawn in can engage in the fight. Bring back the invisibility post battle, make it last a minute. Port battles shouldn't flip the port, it should take a random number of battles until the host nation decides it's not worth the cost of keeping the port. 2 day cool down should go against the capturing nation, no launching invasion fleets until the port can be organized, but it can be retaken immediately. Si, I'm out of thoughts....still entire to the shipwreck, guess I'll watch some TV.... I do like this game, but...this is boring, but I need the labor contracts and upgrades....but, I only have so many hours I can spend, is this worth the hours and hours, to not be able to retake ports? Can't see when my ports are vulnerable? When any PvP battle will leaf to a massive counter attac? I'm beginning to think the answer is...no. STILL. Not Even Close to my shipwreck!!!!!! Ok, PvE, might be worth going to, maybe if AI ships would actually initiate attacks..maybe if I could attack ai ports ( they could be defended, could be like an epic event maybe?)? By the time I get to this shipwreck. It's going to be time for me to logout for the night. Looks like I guessed right though, the attack on the next port never occurred. Ok, I don't think this game is going to work out...I'll play on, maybe things will change, but even though the game is developing still. Seems like it's getting less fun with time... Too bad,could be an excellent game, just doesn't seem to be going quite right yet. Still 3.5 degrees away from the shipwreck, totally waisted my night on this, probably get a upgrade I have multiples of too Boring. No
  22. Hello there gentlemen, Teleporting with cargo can be easily exploited : your capital is out of stock of iron/oak etc ? Teleport to your outpost the evening. The morning, buy everything, teleport back to capital. Sell. I believe it will be detrimental for gameplay, as owning ports and securing trade routes would mean nothing. So here we go, what do you think about it ? Should devs do something against it ? Some suggestions : - impose a tax on cargo on teleport, which make it far less lucrative. - increase teleport cooldown, which makes it less spammable. For example, once a day. - make it impossible to teleport with cargo, losing the cargo in the process - deleting teleport altogether (which raises issues of how travelling around that big map)
  23. Gentlemen, currently we can send goods from a Free-Port to another Free-Port by Delivery-Contract as long as we have an Outpost in the receiving Port. This idea is good and quite reasonable. But I believe it is not enough to stimulate the economy. If we want to transport goods from one port to another we have to spend a lot of time for doing so. this limits the economy. So I thought about the Idea of sending traders from one outpost to another transporting goods. It's just a rough idea: It should be possible to load good into the hold of a trader and send him under AI command to another outpost Like the Delivery Contracts, it should take a reasonable time Like the Delivery Contracts, it should cost a reasonable amount of Gold I see one problem there: Currently, traders can be attacked in PvP. How to deal with this? Options: Add a chance that the trader is lost during sail. Reduce that chance by adding AI escorts on additional cost. Create an OpenWorld AI instance for that trader and allow to hire AI escorts on additional cost. If a trader is captured, I believe a lot of Human-Players destroy their goods in time, so the enemy won't get profit out of this. So should the AI. As a result, the capturing Ship won't get more loot out of this like he would get from a real AI one. Any other ideas on that? Or is this idea totally crap?
  24. Hello, so recently started playing a little as I have finished my exams ect now, woo! So when I logged on the first time the other day, Since maybe February, I was delighted to see that my rank had increased! and I could potentially sail a larger ship. I was so excited it was amazing! Then I hit up the marketplace to see what the Dutch Shipwright's had been up too, and of course hoping to find a shiny new toy to play with...... I was massively disappointed to find that there were only a sprinkling a 4th rates and above, and those that are available are being sold for crazy money! I mean, near 2million for a fine 4th rate! really!?!? When the exceptional trinco's are being sold for max, 5-600k. So yea I don't know, I have been away for a good few months so I guess things have changed! Just find it odd that the step up in price gap is so large! Anyone want to fill me in as to why this may be the case please feel free! I know there are clans, guilds ect and that they will produce ships for their own as a priority ect and port battles and all that goodness but the open market is just crazy. Still yet to sail the Bellona, the only ship that I really want, and I guess as close as I thought I was im actually rather far away! Sorry if this comes across like a rant, its not my intent to cause a stir! im just a little... gutted I guess that I have to wait on for a rate. but hey ho, sails up and on we go
  25. Dear Devs, I like and love the game in its status. Because of its working progress, I want to give you my feedback. I play Pirate. In every game, where a Pirate system is able to be played, i love to do so. And yes, I joined Pirates in NA aswell. But I didnt know, that they are a Nation - which is a totaly wrong understanding of what pirate was in the 16th to 18th century. If someone had told me before, that I can choose the "Nation" Pirate, I were joined france frist, scam all the Clans and players, kill some friendly mates and become pirate then. Because this is, what pirates did in those centuires. They never fight to own a harbour. They fight harbours to own more stuff. So here are my points: 1) Pirates shouldnt be able to own Ports. They only should be able to "raid" them for getting stuff out of it. Only 1-3 Hideouts which are only shown on Pirates map, should be owned by pirates. Not more not less. Because being a pirate is kind of a political statement. ATM Pirates are "friendly" to each other because they have to. This is FAAAAAAr away of beeing authentic. So here is the Idea: No Port Capture or battle for owned ports. 2) Be a Pirate : When I capture a ship from e.g. the Great Britains, I will steal the Flag and sail under my new fake flag. As long as i dont attack anyone - to get somethings like a criminal timer and be detected as "fake" Great Britain - i should be able to use every port / facility / chat or more from the Nation, i fake to sail for. Only when i get criminal flagged and or get killed, the flag should be gone. 3) Pirates should not be able to craft ships. They can dock at every harbour (fake flag at Point 2 explains why) and they can buy ships there or get into "deals" with clans of any nations to get ships. Also they should focus in raiding fleeds and capture ships. But Pirates should be able to upgrade or optimize their ships. e.g. enhance Speed and crew, better boarding abilities for fast travel Boardings at 6kn or something similar. Pirate ships should be a very scary thing in open world fights. And i dont mean, that they should be tanky or overpowered. They only need to have things, which nation ships dont have. 4) Turning into "Pirate" should be a penalty for players. So they should be thrown out of their "safed" life in a 150 member clan into a deep community of ugly, angry and beard people who kill each other for no reason, when the rum rations ran out. Learn how to sail, steal, fake flag, keeping morales up and get away with slaves / captured ships should be horrible hard for a normal player. But this should be all, what pirates should be able to do. Sitting in MT to craft things is dumb. No Pirate of our history books ever sit in a port and craft a plank for a ship. They all raid a port and take those ready build ships and the wife of the guy who crafted it. 5) Give pirates some capturing advantage but for. eg. let them be attacked from npc's aswell, when they get a criminal timer. Those timer should be there for 1-2 hours. 6) A Pirate need to learn everything new. Sailing Routes, noone know and all stuff like that. So take away the teleport to capitol function for Pirates. IMPORTANT: Pirates shouldnt be a Nation as they are atm. They should not have any friends in their own "Pirate faction" expect their Clan or ally mates. They should be able to fake flag. They should not be those pve focused Trader / Crafter / Labor hour seller as atm. Take all of the pirates harbours. Give them Hideouts. I saw so many pirates sailing around, who are no pirates and acting like Nation People... Organize political Port capturing Situations shouldnt be able... The Pirates atm are by far not authentic. Everyone who dont see this, should go back in the history lesson (no offense) Added Ideas by other players: From Hethwill: A successful raid by pirates should blast a city morale ( citizens are simply left to their own designs with the feeling their overlords cannot save them ) and turn it unaligned for a full maintenance cycle [ 1 full day after maintenance the port gets blocked to all actions, no entering the port ], and then returns to nation control as normal.