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Trying to solve revenge fleet problem


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9 minutes ago, admin said:

You could escape any battle before. You cannot escape a smart opponent now if you are in his home waters. 

Stacking 40 ships ontop of a battle and waiting until the 3 enemies have to come out has nothing to do with being smart.

Is it so unfair if you allow the defender to log out after they survived the attack? 

Edited by Jon Snow lets go
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Well I must say it is quite unfortunate we are going to be keeping these realistic "home defense fleets" or whatever you may call them. The mechanics support toxic behavior giving opponent no way to log off to return to real life. Can't say we didn't try. I will move on now, the mechanics in this game support trolling each other until you run out of real life time, I have never in my life seen a game do this.

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7 minutes ago, admin said:

any tag becomes too powerful
that's why it is so painful to unsee the BRS 

You could escape any battle before. You cannot escape a smart opponent now if you are in his home waters. 

  • attack npc - tp to home port or sit in battle screen
  • attack a pirate - tp to home port or sit in battle screen
  • join a battle or a mission - tp to home port or sit in battle screen

Now if you see the enemy and if you have numbers you know if he does make mistakes = he will sink today. 
Why should we deny this gameplay to another side? They have fun sinking people who venture into their homes to kill them
 

Did you read the proposal i posted in this topic? If not please do, the problems you refer to aren't present in that proposal.. 

 

 

1 minute ago, admin said:

but don't they eventually get a nice and large revenge fleet vs revenge fleet battle?

 

I think i've seen that happen 1 time out of 20? 

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24 minutes ago, Liquicity said:

You've got a 3 minutes join timer, gives anything in range, and even Ships that were in port! a chance to join the battle.
This game is supposed to be realistic?
If no friendlies were where the battle was, why would you expect any help?

What in the world is a "solo ganker"?!?!

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11 minutes ago, admin said:

Why should we deny this gameplay to another side? They have fun sinking people who venture into their homes to kill them

1) Game is advertised as Realistic (and hardcore) on the steam store page. Revenge fleets camping on battle positions doesnt seem realistic to me.

2) By doing this you're massively discouraging people to actively look for PvP, but rather wait til someone "stupid enough" comes and serves the easy mode 10v1 pvp on a silver plate.

3) You're not denying gameplay to the other side. They can go get their PvP just equally as anyone else.

If you escaped, you escaped, no need to give hyperwarp ships a second chance.

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2 minutes ago, Rickard said:

can we please come up with something that is more immersive instead of boosters and invisibility. 

I for one think a teleport to friendly port would be enough the only question is how since we don't have battle report screen anymore, maybe a toggle on/off function in the map screen in a battle? 

Ah come on, we already have fallout constitutions now, so why not give the guys actively looking for pvp equal-ish bonusses? 

TP to port does have the risk of being exploited, teleporting to ports using battles with no intention of fighting the actual ships in the battle, that I agree, hence my suggestion above.

Edited by Liquicity
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2 minutes ago, Rickard said:

can we please come up with something that is more immersive instead of boosters and invisibility. 

I for one think a teleport to friendly port would be enough the only question is how since we don't have battle report screen anymore, maybe a toggle on/off function in the map screen in a battle? 

Just bring it back, it fixes the irritating in battle loot as well.

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1 minute ago, Rickard said:

can we please come up with something that is more immersive instead of boosters and invisibility. 

I for one think a teleport to friendly port would be enough the only question is how since we don't have battle report screen anymore, maybe a toggle on/off function in the map screen in a battle? 

press ESC, then prese leave to port or leave battle to exit ow, seems easy enough to code and it doesnt need battles screen.

but i still prefer Leave to nearest deep water port instead of friendly port, in this way cannot be exploited by traders or ppl that want to hide... pls think on it guys... this is my topic about my proposal to solve revenge fleet gank, i dont want to read 45, 46 or 47 seconds of invisibility, i want a solution to this not this  BS

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16 minutes ago, admin said:

but don't they eventually get a nice and large revenge fleet vs revenge fleet battle?

 

I bet some large groups who sail to capitals (like SORRY often did right in front of KPR) want that. But they really forced it and had the organisation and skill to win anyway. But if I am alone I don't want to always fear a way larger group waiting outside because I attacked a player somewehre in there waters or even somewhere else. His buddies have a lot of time to sail to where I attacked him.

Players who like revenge fleets always say that it is somehow my fault and I wasn't careful enough. Well how the hello kitty am I supposed to see what goes on outside the instance for 60 minutes? It is not in my hands. I don't have a chance to avoid this or at least to try it. In the end I get punished for the "fault" of the lone player who didn't sailed with an escort, cause by your logic it is a fault to sail alone. Although I wouldn't call it a fault since it is perfectly fine to sail a trader or a warship alone if you take care. Everybody knows the risk. I do nothing else.

And as you edited your first response to me: I don't want a tp to port too. That is too much safety. I just don't want too spawn where everybody knows I will spawn. And 30 sec invisibilty doesn't really help if your opponents are smart like you said.

Edited by Cecil Selous
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2 minutes ago, elite92 said:

press ESC, then prese leave to port or leave battle to exit ow, seems easy enough to code and it doesnt need battles screen.

but i still prefer Leave to nearest deep water port instead of friendly port, in this way cannot be exploited by traders or ppl that want to hide... pls think on it guys... this is my topic about my proposal to solve revenge fleet gank, i dont want to read 45, 46 or 47 seconds of invisibility, i want a solution to this not this  BS

Sorry if you feel like i am hijacking your topic mate. 

I'm all for trying your proposal too, i just thought it would be good if we gathered the suggestions we have :)

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1 minute ago, elite92 said:

press ESC, then prese leave to port or leave battle to exit ow, seems easy enough to code and it doesnt need battles screen.

but i still prefer Leave to nearest deep water port instead of friendly port, in this way cannot be exploited by traders or ppl that want to hide... pls think on it guys... this is my topic about my proposal to solve revenge fleet gank, i dont want to read 45, 46 or 47 seconds of invisibility, i want a solution to this not this  BS

Sorry mister, for spamming your topic with my thoughts on your proposal and bringing up more suggestions; isn't that the point of a forum? Also, the title is "Trying to solve revenge fleets", which, to me, indicates general suggestions, not just one where everyone either says "yes" or "no":

I did give my feedback on your suggestion on the very first comment I made, said I didn't like it because IRL a captain would certainly not escape / leave to a hostile port. And from then on tried to enlive the discussion with more content. If that's not the goal of a forum, please a moderator delete all my comments :)

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8 minutes ago, admin said:

but don't they eventually get a nice and large revenge fleet vs revenge fleet battle?

No, eventually one player sacrifices his ship so that the others can escape....  

This myth of ever-increasing size battles really needs to die.   We all know that what happens is people pile in to the gank to try and get a broadside in for a PvP mark.

Admin, you know I'm a fan of the game and I dont mind getting "ganked" occasionally...  Its the price I pay for, you know, actually being agressive in the OW, as opposed to "home defense fleets".  What SUCKS however, is being able to be skilled enough to get away only to be re-tagged 5 more times until you either lose interest or run out of repairs.

And that is suck "game-play".  

Again, if the person successfully escapes from a battle instance, that means he won.  You lost.  Accept the fact that he lives to fight another day, and so do you.  

 

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33 minutes ago, admin said:

but don't they eventually get a nice and large revenge fleet vs revenge fleet battle?

nope

It's really quite simple:

-gank and then ganked:...eh...fair enough. (although players essentially allowing ganks to enable revenge fleets brings that into question)

-fight long fair / disadvantage battle or make a legitimate escape then get ganked or tagged over and over again: quit game.

Edited by akd
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1 minute ago, Liquicity said:

Sorry mister, for spamming your topic with my thoughts on your proposal and bringing up more suggestions; isn't that the point of a forum? Also, the title is "Trying to solve revenge fleets", which, to me, indicates general suggestions, not just one where everyone either says "yes" or "no":

I did give my feedback on your suggestion on the very first comment I made, said I didn't like it because IRL a captain would certainly not escape / leave to a hostile port. And from then on tried to enlive the discussion with more content. If that's not the goal of a forum, please a moderator delete all my comments :)

well i ve made my suggestion in another separate topic from all other suggestion to have a feed back from Admin that is ignoring me since days... and u guys(i love you) come here and make all ur nice suggestions written in a better english with better images and all , and sudddenly u start a war between A and B and no1 take care of me...

the worst thing? developer join the A vs B and doeasnt calculate the poor Elite... :'(

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I proposed this elsewhere, but under the banner of "trying to solve the revenge fleet problem":

1) Remove captain teleport between outposts. This prevents flash mobs of players TPing their captains in from all around the map, preventing the creation of at least some revenge fleets.

2) If there were already tons of ships in just nearby and if large fleets of them can be rallied to the cause of hunting you - by sitting sails down camping a battle exit - sorry but you shouldn't get a free pass.

3) If you can't get away from multiple retags and/or real life duties call, why not surrender? No one is actually holding you hostage to your computer. A "get out of jail free card" (TP to friendly port) is going to do far worse to the game as a whole than whatever these edge case revenge fleets are doing. Hunting solo in enemy territory is supposed to be dangerous.

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Just now, Sansón Carrasco said:

I proposed this elsewhere, but under the banner of "trying to solve the revenge fleet problem":

1) Remove captain teleport between outposts. This prevents flash mobs of players TPing their captains in from all around the map, preventing the creation of at least some revenge fleets.

2) If there were already tons of ships in just nearby and if large fleets of them can be rallied to the cause of hunting you - by sitting sails down camping a battle exit - sorry but you shouldn't get a free pass.

3) If you can't get away from multiple retags and/or real life duties call, why not surrender? No one is actually holding you hostage to your computer. A "get out of jail free card" (TP to friendly port) is going to do far worse to the game as a whole than whatever these edge case revenge fleets are doing. Hunting solo in enemy territory is supposed to be dangerous.

STOP pls... guys try to focus on my suggestion <3

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Just now, elite92 said:

well i ve made my suggestion in another separate topic from all other suggestion to have a feed back from Admin that is ignoring me since days... and u guys(i love you) come here and make all ur nice suggestions written in a better english with better images and all , and sudddenly u start a war between A and B and no1 take care of me...

the worst thing? developer join the A vs B and doeasnt calculate the poor Elite... :'(

Yeah i understand man. 
As to Admin ignoring you, don't worry. He is ignoring a bunch of longtime testers because we are negative about certain changes to the game. 
He forgets that we are also loyal testers who have praised Game-Labs work and the things they have accomplished on several occasions. He forget that we spend many many many hours testing his game, coming up with constructive feedback etc. 

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Just now, TommyShelby said:

Yeah i understand man. 
As to Admin ignoring you, don't worry. He is ignoring a bunch of longtime testers because we are negative about certain changes to the game. 
He forgets that we are also loyal testers who have praised Game-Labs work and the things they have accomplished on several occasions. He forget that we spend many many many hours testing his game, coming up with constructive feedback etc. 

Yup.  I cant tell you how many times I've "sold" this game on the "Aubrey-Maturin Appreciation Society" page on Facebook...   

And its not even a "ganking" problem...  ganks are part of this genre, I suppose.  

Its a game-play mechanic problem.  

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7 minutes ago, Sansón Carrasco said:

1) Remove captain teleport between outposts. This prevents flash mobs of players TPing their captains in from all around the map, preventing the creation of at least some revenge fleets.

I would quit instantly.... there's already enough sailing time to get anywhere in this game.

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Could still use some feedback as to what's wrong with the following.

On 6/14/2017 at 10:28 PM, Aegir said:

Sync the spawn into OW with the existing locations designated for missions. 

Two choices upon exiting.

- Exit at original location.

- Scramble to escape (spawn at random spot using existing mission location data).

 

Fixes : 

- Wont spawn into land masses.

- Cost to the escapee is that he will need time to figure out where he is at, and might spawn at a terrible (or great) location.

- No more invisibility needed (abused to hide in combat screen and jump people and such).

- Patrols more useful than camping revenge fleets. Active gameplay instead of passive camping.

- Higher density areas = More mission locations = More people needed to catch escapees.

-  Option to escape people who tag and re-tag over and over.

Optional :

- Scrambling can either put all of the fleet of one side in one spot, or randomize where each escapee ends up to force them to regroup if they choose to scramble. May be useful to balance larger gank squads, while solo or small group could be made more appealing that way.

Issue :

- No location data further out at sea.

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to simplify my suggestion: i would like to have the possibility to Tow to Port, after a battle ends. cause i think this will help sometimes against revenge fleet and it will add deep to the game

is it simply enough for every1?

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1 minute ago, elite92 said:

to simplify my suggestion: i would like to have the possibility to Tow to Port, after a battle ends. cause i think this will help sometimes against revenge fleet and it will add deep to the game

is it simply enough for every1?

I think if you limit it to pvp battles only, that should be good. So you cannot attack an npc, without the intention to fight him, just to get a free teleport ticket.

I know, can still be abused using alts... But alts are a topic for themselves anyway :P

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