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Content plans for the first half of 2017


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5 minutes ago, Neverdead Ned said:

With all due respect.  Most of us love the game because of the time period, the Napoleonic age of sail...the age of Hornblower and Aubrey-Maturin.   This game is way past the age of exploration and that would make it an entirely different game genre.  There are plenty of other fantasy games out there and very few keeping it real like this one.

Great point and yes i love this game too with its current map but many people are seeing a disturbing trend over the past several months, die hards are staying but so many players left. I am of course hopeful this game can grow and be great, but my OP was simply an idea for an alternative if this game fails. Much respect to those who love the game currently of course, and i share in the hope it succeeds.

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On Thursday, January 26, 2017 at 3:38 PM, Sir Max Magic said:

Cant disagree more:

1. We dont need an EVE online with sailing ships !!

2. We dont have to drop historical nations because we had some in reality !!

3. EVE Online plays in a FICTIONAL future, THATS the reason why there can NOT be "historical" nations, instead of all this FICTIONAL ones

4. Given the fact, that even EVE Online have nations, you can take them also as "historical" out of the lore...so your point isnt valid from both points of view

 

What we NEED instead is:

1. A VISION from the Devs what the Open World should be in the end (and stick with it like a PvP promoting Hostility system)

2. a working RoE which promotes PvP without advertising GANKING too much !!

Like an infinite open entry to a battle for the inferior side until they get superior to some degree and than the now inferior side can call in reinforcements for their own...and so on and on !

The spawning could be always at the edge of the battle zone so the reinforcements cant spawn on top of the existing ones

3. maybe a mostly player driven economy if we get the player numbers

4. Thats it

If ROE is infinite, no enemy gank would be possible in friendly waters without them taking a considerable risk.

 

Edited by fox2run
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1 hour ago, fox2run said:

yes - then make your piracy in remote waters like real life

 

 

While we all would like a full always open instanced Open World for technical reasons I am certainly we cannot.

Signaling works fine I tell you and as useful as Control it seems. Keeps the battle open until BR is rather equivalent.

Leave RL pyracy out of it. You are sorely very wrong. Plenty of prizes were taken right at port let alone within sight of the trader fleet escorts and consort ships. Wind is a pain in RL, game has no comparison. All successful pyrate hunts were made by ambush, sailing out and "tagging them" into a direct fight or a running engagement until they were captured. Show me a report of a rover being captured while chasing a prize.

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Making a computer game is not the same as making a historical reenactment nor a simulation. A historical wargame need to use factors as playability, fun, accessability, replayabilty, social interaction etc. NA had many of these things. But the lack of a good , say usefull ROE, simply destroyed this. 

ROE timers has been cut for the wrong reasons. People got tiresome of hiding ganking fleets that could enter battles in last minute before it closed hiding in the "after battle screen". Hence the timers got cut. When the timers got cut - the action was much, much harder to get. Before this any ordinary player could sail out and experioence a map full of OPEN battles. Meaning he could take a pick. Enter the fray.

Instead of making other measures to prevent ganking, that could be another after battle screen system or some other exit rules for the attacked or maybe some transparancy in where the battle was, anything Id say, they cut the fun factor by large. Hence the community shrunked. 

 

  

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28 minutes ago, fox2run said:

 

ROE timers has been cut for the wrong reasons. People got tiresome of hiding ganking fleets that could enter battles in last minute before it closed hiding in the "after battle screen". Hence the timers got cut. When the timers got cut - the action was much, much harder to get. Before this any ordinary player could sail out and experioence a map full of OPEN battles. Meaning he could take a pick. Enter the fray.

  

This is simply nonsense. All those imaginary people of yours who will sail to open battles to join them would be also there to start other new battles. How often do we have to tell you the downsides of no join timers. The reality back then where baits which turned into ganks, people ganking you from port or battlescreen, the potential of ruining your fun after you already fought for 10 minutes, Simple trader orwarship hunts turning into huge one sided clusterfucks. No thanks. Remember the mess of the first introduction of the social perk. Most players hated it and wanted it gone. Helping other players was also a rarity. I saw so many open battles, where nobody cared to join or help the poor souls in it because many players simply don't give a fuck.

You say you didn't play the game for months, so what are you even talking about?

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I log on once in a shine. But nothing happens. The games spirit is gone somehow. This is the one combat game where it's hardest to find a battle. 

Maybe you think it's fun to go around in an empty OW for hours, find a lonely victim and attack him. Maybe you even excell in this. 

But I'm simply another kind of player. I'm fascinated by the age of sail. Large naval fleets battles with tactics etc.

This game had some of this. But not anymore. Once the 30 min social perk was introduced it was the same old fun again. 

But the devs met a wall of hard cores that started to loose ships and battles becourse noobs could enter battles and played as they liked without being under command from clanleaders.

That's a fact.

Clans should step down a bit and open their eyes to get more players into this game. It's a clan based game which is abig mmistake. IMHO.

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I do 1 hour sessions regularly. That's as much as I dedicate to one specific hobby average per day.

Once a moon I do a session of 2 - 3 hours, same as with other hobbies.

I have no idea what lengths other players play. That's their choice.

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1 minute ago, fox2run said:

I think that readers of historical books and naval warfare buffs is on one side. On the other side stands the viewers of pirate fantasy movies. 

No wonder players are so different.

 

Absolutely. Sea Rover's Practice being one my late favourites :) but Exquemelin and Dafoe's are a must.

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On 1/19/2017 at 3:26 AM, admin said:

Pirate mechanics reversals

 

  • Pirates will be able to attack each other again. We found the way to eliminate exploits in levelling or hiding. Implementation of rookie zones and later admiralty events now allows us to do it. Pirates attacking pirates will create a unique FFA instanced battle.

     

  • We are not sure yet if we want to split pirates into two groups The Pirate Republic of Nassau under black flag acting as nation and Outlaws – real pirates under red flag of Moody with no Capital.
  • Smugglers might get disabled. Initial goal of smugglers was to provide risky trading with enemy nations, but exploit fixes made this feature something else. 

 

 

 

I personally would love to have the pirates split and be able to sail under the red flag of Moody.  More targets the better!

 

Everything is looking great!  Nice work devs :)

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The pirate mechanics sound promising, though I wouldn't go for a pirate republic. Anyone who wants a governmental order can join a nation. 

I would see the pirates as outlaws with secret ports, that are not shown on the map for nations. Only pirates will have them on the maps.

Edited by Sea Archer
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2 hours ago, Sea Archer said:

The pirate mechanics sound promising, though I wouldn't go for a pirate republic. Anyone who wants a governmental order can join a nation. 

I would see the pirates as outlaws with secret ports, that are not shown on the map for nations. Only pirates will have them on the maps.

I argued a similar thing at one point, where pirates could not capture ports but only raid them - with mechanics and rewards comparable to PBs. In exchange, they would have greater latitude in what ports they were able to enter (like having a permanent smuggler tag that also works on their warships) and their home port would be hidden.

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On 1/25/2017 at 0:06 AM, SirSamuelHood said:

What a terrible idea.Sanctioned green on green has never worked well in this game. If you're fed up with the direction your nation's going, reroll under the black flag. 

LOL When you have had to fight off three separate groups entering your nation to vote against your goals and generally undue everything you have tried to establish, then offer me your advice.  Until that time, please keep your recommendations to yourself because I do not appreciate inexperienced recommendations. 

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1 hour ago, Taurus454 said:

I do not appreciate inexperienced recommendations. 

I won't be lectured on inexperience by someone with 3 posts and a 9 month old account, thank you. What you propose, a system where infighting in nations is encouraged, would result in untold griefing, uncoordinated and meandering nations, and would most likely bring back exp farming of alts. Your problems that you face personally are not those of the community and game as a whole. When you have a solution that can be applied evenly to everyone without cocking the game up further and for the other servers, then offer your advice. Until then, you'd do well to remember that you aren't the only one playing. 

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On Saturday, January 28, 2017 at 5:38 PM, Hethwill said:

Absolutely. Sea Rover's Practice being one my late favourites :) but Exquemelin and Dafoe's are a must.

Yes. No wonder we always argue in here. I hold a degree in maritime history and like fleet size naval battles... And dislike most pirate movies... LoL.

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That's good. Thanks for sharing part of your CV :)

Regarding you major quirk ( I also have it but for different reasons ), think of a way to seamlessly connect the OW maritime chart into a battle chart, using a 1:1 day cycle ( cycle is equal in battle and OW ) and the appropriate time warp transposition into battle.

Example tested: the entire diameter of the 2 cricles RoE 2- 4 minutes depending on wind. If you do it in battle it will take you from 30 - 1 hour.

30 minutes is a fair wind from La Mona to Hat Island, that's a third of the West Indies.

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2 hours ago, Hethwill said:

That's good. Thanks for sharing part of your CV :)

Regarding you major quirk ( I also have it but for different reasons ), think of a way to seamlessly connect the OW maritime chart into a battle chart, using a 1:1 day cycle ( cycle is equal in battle and OW ) and the appropriate time warp transposition into battle.

Example tested: the entire diameter of the 2 cricles RoE 2- 4 minutes depending on wind. If you do it in battle it will take you from 30 - 1 hour.

30 minutes is a fair wind from La Mona to Hat Island, that's a third of the West Indies.

Hethwill. I don't care. I need a ROE that can give me large fleet battles or alternatively some fast action. Action meaning combats at sea. Not arcade battles. I don't have the patience for sailing around for hours or listen to TS teens trying to order stuff as they where admirals. There must be some ROE that works. For my part I tooked the gamey stuff as it was. Like 20 ships coming out of no where. But that was the prize to pay in order to have battles. 

I still think that infinite timers is the way to go. And then we could work in reinforcements areas or exit perks or simular stuff to make it acceptable. I remember the exitement when the battles could turnover. You fought to the end in hope of getting reinforcements. We had a living national chat where players wanted to help eachother out.  So exciting. Now I just quit when I'm tagged by experts or gank fleets. No point of playing as nothing can be achieved. Only option is to surrender so the crew and perks are saved. I know many do this. It wasn't like that before.

Maybe it's realistic but it's not fun.

Hence players dropped the game. ROE needs to open up for sandbox battles.

It was a great hit in old days. It could be so again. Now only 6 vs 6 are planned. It's so terrible that I could cry.

Edited by fox2run
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21 minutes ago, rediii said:

6v6 is in PvP area only.

The whole idea behind a pvp area is already make me crying. Its a pvp server. Why mke pvp an event? becourse players cannot find eachother anymore. And why? the ROE timers where cut. It is that simple. 

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