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1H 2017 Player proposals


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Hello Captains

We have announced the priorities on the pre-release development in this topic citing fixing the UI and multiple pain levels (like night flips or wrong PVE limiting pvp)

 

If you believe there are three things that absolutely must be done before release say so here. It can be features, changes, or cuts. 
You can repeat each other ideas (its encouraged) cost it will help us judge the demand.

Please like the proposals you think are useful - it will help judge the popularity. Top proposals will be added later as a poll and will be added to our production plans

If you have a lot to say ideas split them in 3 areas
1) pain points to be solved
2) new features to be added
3) current features to be cut or changed drastically

BUT not more than 3 per block

Example on format will be provided below.

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Format example (this is not necessarily the position of GL :))

Important problems to be solved

  • Solve night flips - for example by adding time zones like in the real world where each port will be located. 
  • Cut missions and change bot distribution (because its impossible to even pve in most locations). This will help to bring players to OW because hunting is exciting, 
  • Increase dynamism and speed of combat at lower levels. 

Features (additions or cutting)

  • Add sideforce for combat
  • Add ability to pick up repairs from sank enemies
  • Add wind power
  • Cut crew pay (useless feature)
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1. RvR: Fix screening and make RvR about 25v25 port battles and not about numbers, griefing, ganking and wasting time. Also make Port battles slightly less numbers dependent. 20 ships vs 25 ships should not be an auto-loss. Having even 1 more ship in a port battle allows a side to try and avoid an engagement and just keep more ships in 2 circles for the duration of the battle. 19 ships used to be able to engage an enemy in a PB and if skillfully led have a good fight. Now the enemy can just put 23 ships to engage the 19 ships while the remaining 2 ships take one circle each and end the PB before a single ship can be sunk. Return to having port battles be about engaging and sinking the enemy fleet, not sitting in circles and collecting points for 30 minutes.

2. Reverse regional bonuses in crafting. This has been evident from the very day after the wipe. Owning regions should give economic bonuses and cheaper resources, not access to stronger ships or exclusive resources. RvR should be more about strategic and tactical ports +economy, than about crippling each others' war capabilities. Strong hull and, thickness, Spanish hunter and so on could still exist as choices in crafting, but be independent of port ownership and possibly crafting location.

3. Balance nations and alliances. Some nations will always be larger for historical reasons. That's fine, but players who are not predetermined to join a particular faction should be encouraged to join the smaller nations. Reform the alliance system and the two block alliances, and encourage smaller alliances of two nations or possibly three small nations. If an alliance of the two largest nations contains too much of the player population they should suffer drawbacks encouraging them to break up the alliance and find a smaller partner or go alone. 

(4.) Find a solution to timezones. Every option should be considered, including hard timers on servers. However every other option should be exhausted first. A global server that accommodates every timezone is preferable to splitting the population. Lord Protector's have been tried and did not work. Timezone regions on the map should be considered. 

Edited by Anolytic
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Features I'd like to see (additional content)

  • Custom Battles (basically a lobby 'event' where one can clearly limit what ships and numbers are going to fight)
  • Player profile-card where information about a captian is listed (right click a name and click profile-card), for example what ship is used how often, how many kills, deaths, distacne sailed, etc...) (I'm a fan of stats :-) )
  • More options to actively interact with an enemy port, raiding events, etc
  • More ship-paints, figureheads, flags in OW, etc.
  • PvP currency (received for kill / assist awards) with which rare items (such as paints, uncraftable modules, or maybe even some sort of 'one-time-blueprints' for the uncraftable ships (endymion/Indefatigable/Santa Cecilia/WappenVonHamburg) can be obtained
  • "Silver-Currency" which is not given by sinking ships / selling stuff, but by helping the national effort (successful Port Battles / screening battles etc.) which can be spent on voting for Port Battle targets (as you're trying to get rid off the hostility system)
  • Crew-Morale in battle outside of boarding, example when a first rate demasts a Surprise, the surprise's morale goes down by quite a bit, which leads to significant penalties for the Surprise captain (maybe much longer reload)

Important changes

  • Get rid off any AI fleet for players (except traders). please.
  • Automatic 'Control-Perk' for ALL battles. A ship in range should NOT simply vanish because you forgot to tag it.
  • Make it so traders cannot destroy their complete cargo when being targeted. Maybe a part of it, but destroying all  the goods without the enemy getting it in time seems unrealistc to me.

Also:
FIX THE RELOAD BUG!

Edited by Liquicity
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Important problems to be solved - 

  • Fix current RVR/port battle generation.  Whether it be timers or simply remove the PVE missing grinding to unlock ports.  It's boring, it's grindy and causing people to quit.
  • Fix BR and OW tagging.  The large circles is not working.  5 1st rates shouldn't tag in a full PB fleet and a 25m fleet shouldn't be able to tag a pirate basic cutter alt to hide
  • Reduce AI fleets or remove player fleets.  Having both is killing OW PVP
  • Remove regional bonuses - increase resources across the map.  Allow crafting in any region but require the mats to be bonus specific.  Example - Southern live oak needed for strong hull ships, can be farmed in multiple ports across the southern US.  Get rid of the necessity for strong hull ports.  this will put less pressure on certain zones
  • Merge the servers.  The population is too small to run multiple servers.

Features (additions or cutting) -

  • Bring back the PVE events.  Maybe have the PVP events inside compete for the "shipwreck" loot.  The events brought double the current population online, we need something back.
  • Allow personalization - Clan penants or flags.  nation flags on OW ships.  Ship name painting.  This game needs variety.
  • Some sort of bonus for screening.
  • incentives for people to join the smaller nations.  
Edited by Christendom
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Important problems to be solved

  • Hostility PB lockout. I know its on the list but I want to reiterate how big of a pain it is. 
  • Lack of OW content to drive both PVE. I know many players don't want more PVE, however if we bring more people to the OW to do PVE, then PVP will happen. (see below)
  • PB organisation. PB are a big deal now, most important ports have a full 25v25 with fleets. pre-planning and organisation needs to be resolved. (see below)

Features (additions or cutting)

  • Add OW PVE content in the form of moving epic fleets. We have all see the fleets of 5 - 10 first rates and 2nd rates fleets sailing around. Beef up these fleets and have them randomly spawn and travel throughout the map, add a few traders with them and grant them high end loot (comparable to PBs). You could also drop letters to point to these fleets locations. (similar to the old letters that would tell what players had been around). 
  • Add PB groups. Under the new system, who ever triggers the PB can create a group of up to 25 players. Only these players are able to enter the PB. This removes noobs that don't know better from messing up PB and adds to org. 
  • Add a PB staging map. You don't need to show the range of the towers, however their location, the entry location and so forth. 
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Problems to be solved:
- Cut most pve features on pvp server that are designed to ''help'' new players (forts, ai fleets, abundance of AI on OW that provide escape out of jail card around every next corner) but more likely delay their progression in actually getting more aware and better due to reliance on artificial crutches besides limiting potential pvp opportunities and player's own decision to figure out a way to avoid hazards. (I could be biased here, maybe most people don't want to improve in things they do)

- Stop relying on mob guidance or popularity contest when deciding on adding new features or changes, specially if the suggesters have no experience - it's mostly irrational noise ganking the few rational/experienced thoughts unless it is your tactic to implement everything based on crowd guidance so you can later use the excuse that people wanted this and the whole project is some next level troll experiment illustrating why open development doesn't work, remember you can never please all people so decide which chair you sit on.

Features to be added or cut:
- Cut or limit all the artificial modifiers (mostly perks) that would likely take you years of tinkering back and forth to find a perfect balance with your limited resources. Let player decision and positioning/calculation ability be the main modifier. Stop inventing mods/perks as artificial counters that do the thinking for players to things that can be countered by tactical decisions.

- Make OW pvp great again which would imply increased consideration put into player's ability to make decisions and cutting previously mentioned deterrence features. Something that could be considered as one type of ''endgame'' that is actually replayable. This way you don't have to spend time developing advanced AI to make it more challenging because players will fill the role of dangerous challenging enemy (maybe wishful thinking, most people seem to want easy clicker game).

- On the other hand if the goal is to appeal to lowest common denominator start adding vanity items a'la skins for ships, skins/uniforms for crew, custom sails asap including all kinds of collectible items and more handhold features/modifiers.

BOTTOM LINE is this regarding OS - player interaction including all forms of pvp and player decisions should trump the interaction with artificial and should save you developing time.

disclaimer: this is opinion of very very pvp player who values player skill above artificial progression and gimmicks so pve bears ignore this or send hate mail to my inbox.

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Add new ships!

Add ability to pick up crew from sank enemys

Add wind power yes make the sailing better 

 

Add missions/lobby like trader escort vs hunters reward is the loot inside the trader

Add the ability to make your clan flag-capital-colors

Add a new boarding feature

 

Cut crew pay (useless feature it just cost money for no reason)

Cut missions bring back the lobby pvp

Merge servers pve is also possible on the pvp server

 

 

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Important Problems That Need Fixing:

  • RvR: Listen to the Player base and don't be afraid to combine old mechanics with new ones. I personally miss the flag system but I also like the hostility system. I wouldn't mind seeing a combination between the two in some way along with many different things everyone has proposed.
  • Open World PvP: The join circles and BR requirements are awful. There's no such thing as a fair fight. Go back to where there were just 2 circles and you could join up to a certain time.
  • One 24 hour Server: Combine PVP 1 and PVP 2. Make Port Battles available to be flipped 24 hours a day. Add incentives to being apart of a nation that has small numbers and a small number of ports.

Features:

  • Customization Customization Customization!!! Paints Schemes,Custom Paints, Naming ships, Flags on ships, Clan flags, etc.. Make your ship personal
  • Diplomatic Events that are out of our control. It would throw wrenches and intrigue into alliances.
  • Interactive crew and possible open world ports. It would add some flavor and character which also makes it more personal
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Important problems to be solved

  • Please merge the two PVP servers. 
  • Remove the "to port" option from battles, we need a better solution to keep players from re-attacking the same target over and over and over. 
  • Improve and enhance the crafting. Set up clan ship yards, require each crafting type to have a building (ie, foundry for casting, wood shop for carpentry.)

Features (additions or cutting)

  • Add Dynamic Wind, change in direction, speed, gales (damage to ship if sails are not lowered) 
  • Add more things to do in open world. I want to PVP but I don't want everyone standing around waiting for it. 
  • Additions to guild/clan functions. (I really like this stuff)
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1)  The number one thing this game is severely lacking and I truly believe is contributing to the population decline is content, (PvE, PvP, and RvR).  There were several posts not only by me, but others mentioning ways and ideas to add content to your game.  Here are some simplified examples that was proposed by myself and others:

RvR based content:

  • Blockade missions:  A modified version of a port battle where the blockading ships need to stay in a specific area (circle) to win the battle.  If the defending team manages to push a ship out of the circle, then that ship no longer counts towards maintaining the blockade.  (3rd rate battle, 20 vs 20)
  • Destroy the Tower:  A modified version of a port battle where the attacking team needs to simply destroy or capture all of the towers around the port to win (15 vs 15 5th rates and mortar brigs)
  • Trader escorts:  1 Player in a trader ship needs to get from point A to point B and has a fleet of ships on his team defend the player in a trade ship and the enemy player tries to sink or capture the trade ship. (10 vs 10) 
  • Battle of Trafalgar RvR events:  On rare occasions, historical battles should appear on the map not just Trafalgar, but many other historical battles.  

Open World PvP based content:

  • Admiralty missions to sink x amount of player ships from a specific nation:  You pick up a PvP mission from admiralty, and it says something like: "sink or capture 5 British ships", or any other enemy nation.  
  • Events that appear all over the map with different objectives:  Just like the admiralty PvP event, these events should appear all over the map with different objectives, sink at least 1 line ship, or capture at least 1 4th rates ect......  The ship cap should be adjusted and randomized in admiralty events (4vs4) (6vs6) (8vs8) (10vs10).... ect...  Events should have different ship limits as well, 4th rate and below, or 3rd rate and below ect...

PvE based content:

  • Capture x amounts of trade ships of a specific enemy nation:  Pretty self explanatory, if you have an admiralty PvE mission to capture 5 British trade ships, you simply sail to British waters and attack and capture 5 British trade ships to complete the mission.  
  • Find and capture a specific ship with a named enemy (kind of like a wanted poster for committing a crime):  example:  Blackbeard was last spotted in (xx,xx location) heading west, find and capture him in his privateer so that he can be brought to justice.  
  • Shipwrecks all over the map you randomly find sailing around in open world:  Find a shipwreck, read the captains log and get a mission.

I could go on and on with different examples of different content ideas, but it is your game, and I am sure you can use your imaginations to come up with your own ideas.

2)  Lobbies and built in game tournaments

3)  Please make regions smaller, 3 ports maximum per region preferably 2.  Capturing a region should not give you 6-7 ports.  

 

If you try and release this game without lots of content in your game like I listed above, it will fall flat on its face.  Sorry for the harsh criticism, but this is how I feel.  Please consider my post as constructive criticism.  

Edited by Yar Matey
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I'd like to see quite a few more ships, and try to find a way where they feel more different in combat, currently too many ships feel like bigger or smaller versions of each other and it hampers gameplay. The more different ships feel the more incentive you have to try more of them and find yourself a favourite that suits a personal play style, where it makes sense to properly compose fleets to have some larger and smaller ships, hopefully as part of this there can be a serious look at how there is a very real tendency for each class of ship to have one that has a significant advantage over others with similar crew sizes, most commonly the way that Agamemnon dominates 4th rate port battles.

Edited by Fluffy Fishy
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Important problems to be solved

  • Split Populations - Servers should be unified into whatever area gives the best global service.  (Perhaps NYC, right off one of the Transatlantic pipes?)  Edit:  Open up the Pacific on the global server as a PvE region.
  • OW PvPvE - Too many bots are pulled into OW PvP fights - both in player fleets and OW AI.  This makes OW PvP more of a chore than a thrilling hunt.  (Remember, John Paul Jones was able to raid the coasts of the United Kingdom during the American War for Independence!)

Features (additions or cutting)

  • Wind Speed - Various wind speeds should be both in battle and the OW, with differing sailing profiles for vessels.  (Vessels with less surface area under the water/sharper bows should do better in light winds and worse in gales, and vice versa for deeper drafted/blunter vessels).
  • Remove GPS coordinates for everyone.  Give them back only as noon sightings, using the in game timer.  (This also allows shipwrecks to have better loot.)
  • Remove PvP Events as implemented - Add them back as screening actions generated for Port Battles.
Edited by Powderhorn
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21 minutes ago, Yar Matey said:

<snip>


Everything Yar Matey said directly above this post.

1) More types of missions are needed and a greater variety will add more PVE content for the players who sometimes just want a lower stress experience or prefer PVE over PVP. You can essentially get it all in one place. Yar hits the nail on the head.

I am particularly in favor of routine lobby type battles (which would satisfy the clamor from the lobby crowd) with historical battles. You select your side and are randomly put into a historical ship in that battle. These could be small, medium, and large battles ranging from single or paired actions, to larger battles like St. Vincent, Cape Finisterre, 1st of June, Trafalgar, etc.

 

2) Merge the servers. I used to be someone on the PVP2 server who opposed merging...until I moved to PVP1 and saw just how much better the game was with a larger player base. I understand concerns about ping, but I travel a lot for work and I play just as fine on the EU server over a mobile hotspot in Hawaii as I do at my home in Maine.

 

3) I disagree strongly with eliminating hostility and admiralty missions. I have no problem with the grind, as it's part of the realism of being a naval officer of the late 18th and early 19th centuries.

 

4) I support the inclusion of a statistics function for players. While word of mouth so to speak does get some reputation effect for people, the changing player base, or people who might not be active all the time, would help cement player reputations. Perhaps a formal bounty system would be easier to put into place with this feature as well.

 

5) Have a wide circle around port battles, and make the screening battles have an effect on the overall outcome. Balance the battles so that, for example, each battle might only allow a certain number of different ship rates to encourage more balanced fleet engagements.

 

6) Weather/wind changes in battle. Frequently battles were won or lost - or became very indecisive - due to weather. My namesake's great battle, Cape Finisterre, was fought in heavy fog. Having wind at certain forces would give an advantage to one type of ship or another. It doesn't need to be too specific: like "strong wind" or "light breeze" which would correspond to better or worse behavior for certain ships. It would be known when sailing in the open world, so that you could give or refuse battle partly based on your knowledge of the weather and your ships vs. the enemy.

 

Please forgive me if this seems disjointed - they are a combination of new features/changes.

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1) Increase hit points to rudder before it becomes disabled. Currently it happens too early and a little too often in a battle instance.

2) Increase OW content such as random shipwrecks, exploration rewards.

3) Create a dedicated Naval Action Training Academy where new players can learn to sail, practice aiming and firing cannon, and learn to tag enemy ships before they take the plunge into the Open World.

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New features :

1) Add AI aggressiveness : warship bots being able to attack players. 

2) Add a Perk to enable or disable AI aggressiveness.

3) Make AI smarter : being able to chase, demast, coordinate an attack in group...

4) Add procedurally-generated islands in the Pacific that'd be periodically changed for Exploration.

Modifications :

1) Make PvE missions a new game mode with no ship loss and no XP/gold reward for casual gamers and training newcomers (kind of tutorial).

2) Populate the OW in the PvE server with more bots, more shipwrecks, more bottles, more anything such as Environmental dangers (storm, sandbanks, fog...).

3) Make a French version of ingame HMS Surprise with 24x9-pdr + 6x6-pdr (no front barricades) and call her L'Unité.

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I would like to switch subjects to its priority so #3 becomes first. Numbers and order of points represents priority as it goes. Im sorry but I have more than 3 of important points that I think absolutely must have your attention.
 

1. Current features to be cut or changed drastically

  • Actual Port Battle mechanics. This is by far most important team PVP in the game and needs serious attention. Proper PB should have Fort as primary objective. It's cannons battery needs to be destroyed by applying direct damage. It also needs to be captured by landing troops. Get rid of circles, instead introduce landing shore line where attackers can land troops. Fort as primary objective will keep everyone fighting. Screening is often killing the PB for at least one side. Instead insert screening into the actual PB as a side match. I have detailed mechanics ready for this feature if decided to look into.
  • Conquest mechanics. Everything what happens in OW that leads to PB needs to be redone. In order to make conquest a lengthy business: timers removed, instead more PBs introduced to fight for all ports in order to take the entire region. Instead of hostility allow to declare wars (wardec) on regions (1 clan to have only 1 war declared at any one time). Wardec hostilities starts in 24 hours after Wardec is declared. I have detailed mechanics ready for this feature if decided to look into.
  • Politics. The current state of politics and the grief it causing is driving players away. They just can't divide the sandpit. Nation politics needs to be story driven. Clan politics introduced. I have detailed mechanics ready for this feature if decided to look into.
  • Control Perk made active by default for everyone. It deactivates at 1500 meters instead of 750. Exit in OW from battle should reflect ship positions in battle.
  • Battle Screen exit redone. If no ships left in Battle you are kicked to Battle Screen in 5 mins. In Battle Screen teleport is removed altogether. Exit to OW timer changed, instead of preventing you to enter OW in 5 min, it kicks you out to OW in 5 mins. If player Alt-F4 from Battle Screen his ship is automatically kicked to OW and normal 2 min timer log off in OW kicks in. This will sort all battle screen griefing and time sink.


2. Pain points to be solved

  • ROE needs to be less restrictive for hardcore PVP server. Anyone should be able to attack any player no matter ships sailed or rank. Pulling into battle is removed from game mechanic, instead manual ship pulling strength introduced based on puller's ship rate and rank. Pulling strength shows how much total BR player is able to pull into the battle. Battle join timers increased to at least 10 min. Anyone from any side or nation should be able to join the battle. For dynamics and realism we need free-for-all types OW battles, not just 2 sides. I have detailed mechanics ready for this feature if decided to look into.
  • Ship speed in OW is precisely reflects ships speed in battle instance, so two Renommees for example of different speed setup in Battle instance should also have different speed in OW. Right now speed difference is insignificant taking into account speed of travel. It is impossible to catch anyone even on fastest speed setup sailing between regions.
  • Speed in regions DECREASED to what it was before thus allows more PVP. Speed in deep waters way outside regions is automatically doubled to cross large areas faster.
  • Coastal defenses and military AI removed. This allow for more teamwork from those who needs protection. Forts defenses use chain shots to slow attackers and allow traders escape. Defenses are too OP in the current state.


3. New features to be added

  • Clan politics introduced allowing diplomatic tools such as political standings to be set against other clans. Players only control their clan politics (not the entire nations). I have detailed mechanics ready for this feature if decided to look into.
  • Everyone should be able to attack anybody, no matter politics, nations whatever. Instead of hard restriction, game consequences for your actions introduced. Such as temporary criminal tag that allows anyone to attack you and not get punished. I have detailed mechanics ready for this feature if decided to look into.
  • Officers perks removed. Instead Player professions introduced. Profession have skill trees that allows to do specific things in the game. Those are not resetable for free, if reset needs to be leveled again, or cost lots to save XP.
  • Number of officers player may hire is increased at certain levels. Officers only needed to take more ships with you to a voyage (they take command of them). No AI fleet can be drugged into battles (even player owned). Ships taken with you would only carry crew and supplies, free officers (those who are not currently sailing your AI ships) would sail back ships that were captured. In sea you only have what you have brought with you. If you have run out of officers you cant cap anymore ships.
  • Player stats. Ship stats. Player stats available to everyone to see. Ship stats (what this ship has sunk) is only when you captured the actual ship. Also would be an absolutely awesome idea to be able to have killboard that shows each battle results on a 3rd party website. Who sunk who, damage done, mods, upgrades lost etc.

 

After all this we can look into Tradesman mechanics such as crafting, merchants, traders etc. But PVP and player interactions in politics and battles needs to be addressed first. Everything else is the supportive content and is secondary priority.

Customization is also a big thing as well, but still a secondary.

Thank you for your attention

 

 

 

Edited by koltes
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Must have :

1) fix nightflips. Don't split the map in region that would be sanctuary for us player. Don't brink back LG. Just split the server in two time zone and allow everyone to move one time with assets and everything

2) fix pb/screening. It.s now a battle of number rather than a battle of skills. Change the roe in area in port battle mode to not allow screeners to attack a pb fleet with half their ship. basicly everything with less than 20 first rate should not be able to attack 25 first rate. At least if we don't join the pb we can have. A fun and real battle outside.

3) translate the game

 

could have:

1) wind forces and wing turning in battle. Depending on the ship the power of the wind has to interact to make new tactics possible or create some surprise into the battle

2) brink back storm in battle and make weather in ow more important. oW is boring it miss life. Introduce cloud' rain' storm that modify your ship. Same in battle the storm should affect your sails

3) improve clan interface

 

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Important problems to be solved

1. Solve Port Battle Time zone/population issue by introducing (Hybrid Port Battles) Player/NPC vs Player/NPC system. I will try to explain this system in few words and can provide more details on request. It's designed to work for all time zones and low population Nations. It also increases teamwork as a Nation. 

Items that will need to be added:

-Timers

-Admiral Tool

-Lobby/PB Room

-NPC Ship Matching System

-NPC Fleet Leveling System

-Group Managing tool

-------------------------------

Process explained:

-Purchase Flag

-Deliver Flag

-Start Port Battle Timer

-Preparation period - 45 minutes before port battle sent out (SERVER) announcement. Lobby/PB room doors open up and players can start joining. They have 45 minutes before PB room doors close for all. During 45 minutes PB room is getting filled with players until their side is maxed out. After 45 minutes no one can join anymore. 

After 45 minutes Port Battle room has:

ex. US 15 vs France 25

1 extra minute is added and NPC matching system kick in. System will match missing players and replace them with same NPC ships compared to the opposite team. After one minute Port Battle Auto starts all sides have 25. During 45 minute joining period player will be using group managing system to form groups and assign colors to their flags or add custom ones (clan). 

ex. US 15 vs France 25

      +    10npc            0

      US 25 vs France 25 (Admiral tool is now open for US side). 

Admiral tool is the same system you can find in BF4 Commander mode. Players vote and select an Admiral who will control NPC Fleet. That person can assign line formations, order sail directions and assign targets every 5 minutes. He will control NPC fleet while Players play their game or work together. 

battlefield-4-commander-mode-guide-1.jpg

Fleet Leveling will also be available. This feature will allow nations to work on upgrading their matching NPC ships. So , they can have better wood and mod setups. When nation lost PB their Fleet level will be deducted and quality will decrease. Meaning NPC ships will be easier to kill. When team wins PB their fleet XP will be increased resulting in upgrade capabilities. Each PB will add or subtract 500 xp points to/from the NPC fleet. Players can also deposit Marks of Victory directly to the Admiral Office in order to speed up fleet upgrade. 

                                                Wood Quality              Mods

-Expert 0/20000                             ++                         ++

-Advanced 0/15000                        ++                        +-

-Intermediate 0/10000                    +                          +

-Beginner 0/5000                            +                           -

-Novice 0/0 (Default)                      -                            -

 

Lobby/PB room entrance is located 4 minutes sailing from the port. This will make sure players who are docked in the port can't simply enter PB without risk. They will need to undock and sail to their designated entrance door. Enemy door will remain locked. 

 

tzJWEW9.jpg

Such system will make sure Port Battles are always 25 vs 25 during any time zone. Since NPC matching tool will take care of missing players and replace them with NPC ships that will match an enemy fleet. Port battle is Instant win if there are no players on team A. Instant loose if there are no players on the attackers team Or vise versa. 

Features (additions or cutting)

2. Add Junk loot with treasure chests and Keys. This system will make sure your PvE crowd is busy. Add NPCs who can exchange loot into something cool (resources, boosters, flags etc.. ). Add new meaning to Fleets in NA game.   

3. Add log in and help Friends feature. This is one of the Daily that players can do and get rewarded. Not only it will make sure players are busy get rewarded, but it will also take care of new players who need help. Add 'Looking for Help' Board, so players can add their requests there. ex. Player rank 1 - Missions , Spots open - 6/6. Helping this new guy will get you a 'wrapped present' that can randomly spawn some cool items. Help 6 guys daily and get your reward. Chain 'wrapped present' drops to even better rewards. 

 

 

Edited by Ned Loe
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Important problems to be solved

Perks & Modules - It breaks combat dynamics. Perks should be Career based to access assignments ( hunt, transport, patrol, escort... ) or crew and officers. Modules should be totally done with and have the shipbuilding renewed so it comes out of the shipyard in a configuration as designed.

Diplomacy - Full diplomatic possibilities including Peace Treaties, Trade Agreements, etc.

Pirates - Have the split. Outlaws and Pirate Republic where CLANS decide which Nation to support; no diplomacy but direct choice ( french buccaneers, anglo-saxon republics, etc )

Conquest & Timezones - Unify the community instead of dividing it. Having 1000 players in one server and 8 factions is definitely better than 500 on each divide by 8.

ALT accounts - this is highly disruptive.

 

Features (additions or cutting)

Add expanded log and ability to save it on exit game ( see suggestions board )

Cut on Profits - Decrease to credible historical values albeit inflated for gameplay sake - cargo and prized ships are worth money. Damage not. That is all.

Add Morale to Crew during the entire combat to provoke credible age of sail engagements where striking colours was the norm.

Cut durabilities to one on all ships.

Add temporary camps to Outlaws/Pirates. Raid staging areas.

Add Conquest "boardgame" rules - conquest must be contiguous regions. Special European Court Events that can break the status quo, Risk type cards to access Conquest rewards...

 

Tiny extra - paints for sloops, schooners and brigs ;)

Tiny extra 2 - remove PvP tagging ability from Free Cutters ( or have it specifically at 1x ). PvE as normal.

 

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RvR:

1: Split server into three geographical regions: US, EU and Australia. Best solution for both service, and for the nightlflip issue. Ofcourse if the devs recon this will be a game that only caters for 500 players globally this will be impossible, but for 1k pop a server that should be possible.. A real issue here is the amount of copies sold of the game and the amount of players still active.

2: Raids, convoys and blockades as an expansion of the endgame content (which is severely lacking)

3: Drop hostility missions

4: Let clans have strongholds that can be fortified according to invested ressources and time (LH).

5: Diplomacy system reworked - only 1 ally pr nation to allow for shifting alliances.

 

OW:

1: Drop AIs - they kill PvP, they're entirely unrealistic for the age of sails (or any period).

2: Admiralty mission that rewards chests on completion - Yar Mateys suggestion of "sink x amount of playerships from y nation" sounds like a great idea.

3: Bounty-board. Let players put up contracts on someones head and upon capturing (not sinking) the players ship a head is placed in the hold signifying the grim deed. Upon delivering the head in the port where the mission was set up the contract is fulfilled.

4: More events where first rates are required (and the tactics to use them - who here doesn't miss OW trafalgars?)

 

Aesthetics & financing of the game post-release:

1: Let players buy paints for irl money

2: Let players name their ships for irl money

Edited by Guest
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Important problems to be solved:

- make OW pvp more fun. It's not fun that the OW meta is to sail to the next fort, tower or AI santi vic fleet to avoid fights. It's impossible to get good fights between fort royal to Gustavia because of massive AI long battle start timer and towers. AI just should join when they are in the inner circle.

- remove Player AI fleets. Only tradersships should be allowed to take as fleet ships.

- remove mods and or stacking of mods. Some setups are just ridiculous. Or sum up mods into groups and allow just one mod per group.

- add HK. Not only the over all br should count for it. Furthermore the Br difference between the victim and killer should count as well. For example: a vic killing a rattle shouldn't get a HK( personal br difference to high). A group of 25 rattles sinking a vic shouldn't get a Hk either ( personal br difference OK but overall br difference to high). 

Furthermore add diminishing returns to kills. Sinking the same person more than 3 times a day should give no HK.

Edited by z4ys
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4 hours ago, Neverdead Ned said:

1.  Add incentives for people to play less popular nations.

2.  Fix the time cap so we can hold PB's at a decent time on North America.

3.  Fix the Pirate nation ie. it's role with regards to alliances and raiding.

I think this is the best I have seen so far. Clean, simple, and I find to be what the majority is thinking. I would like to add a bit to this however.

1. On PvP2US there is nothing stopping people from joining large factions like Great Britain and United States. As of right now there are close to maybe 16 or so players playing France and only slowly growing and maybe at most 5 people independently playing Spain. There needs to be incentive or a way to lock players from joining the larger factions. 

2. The port battles are being set up to occur at awful hours. There need to be an alternative system introduced so that everyone can get decent port battle hours although mainly US players since it is the US server.

3. I think this one is the biggest need right now. With the introduction of the politics system the Pirates fall into a grey zone. Many of the older pirates still act like their roles are still the same as it was pre-politics but it is not especially to the newer players who just see them as an all out war PvP faction. The Devs need to decide what they are and sooner than later. Personally I do not think you should split Pirates between these  Outlaws and Pirate Republic. Pick one and stick with it. Pirates being clan based and no actual territory to call their own other than free ports would bring a new and interesting element to the game. Personal ideas aside, something needs to be done with the Pirates faction sooner than later.

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Pain points to be solved:

1. Reintroduce timers on ports, defender can set 6 hour window until a better dynamical solution can be made. EU and US times simply cannot coexist due to low activity in EU workdays, where US have prime-time and can take all ports. The entire alliance of Swedish, Spanish, Danish and French say this is a problem that must be addressed before anyone on our side gives a damn about ports. Look at US, we let them take it all, no one can defend when they only attack worknights 3AM. Im sure you understand. only one nation has an entirely different timezone than the rest of the server. Let EU ports be EU timed and US ports be US timed. Then attacker can still choose day and defender what time of the day. 

2. Port battles too often leads to nothing, cause BR and pull circles atm are broken - its extremely hard to get into portbattles and the screening battles are often never fought, cause screeners will escape and re-tag enemies, escape and re-tag. A fleet of 25 1st rates can get pulled by almost nothing. It sucks! For all sides.

3. Too many ships with 5 duras are expendable and used like trash, change dura of ships to 1 please. Make more upgrades craft able. 


New features to be added:

1. More PvP content, let us fight players to raise hostility or make large battles happen to achieve "something" else than ports. 

2. We need more tools using the map, much is about coordination of ships. 10 clanleaders could enter a room with private chat and a common map to make strategies for attack. They would be able to say "Me and my guys are here and will go through here" and plan with some tools, calculating expected winds etc etc. 

3. Treasures or weekly trading convoys from EU where players can either defend their convoy (if successful, gain something) or attack other nations convoys and cap valuable resources. Something that would drag large pools of PvP player to the same spot and fight it out!

4. In a surprise I can kill player in any 4th 3rd 2nd and 1st rate in a 1v1 by raking. If im in a bellona and a skilled captain in a suprise comes along, it will be a long rake fight. 2 surprises with some experience can kill any 1st rate, regardless of his experience. Its just wrong :) I think something should even out the odds, by for example adding musketeers who can fire from decks during combat. A buddy of mine keeps asking "when do they make the crew visible on the ship" because there is no movement on the ship. He wanna see them sailors work ;)

Current features to be cut or changed drastically

1. Re-implement timers please, so 2-3AM workday flips will be history. (We have jobs too :))

 

Edited by E.P. Juel
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