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Showing most liked content on 03/19/2018 in all areas

  1. 15 likes
    Ok, so the loss-induced propensity to bring big ships, friends and pile on the winning side has cast a shadow over the patrol missions. BR limits will help and maybe even fix it? The intention of the patrol missions is that players should feel free to bring an un-modded and cheap ship, do as best they can, sink but get enough rewards to make them not care about their loss. The big groups of big ships piling on makes it hard for smaller ships to do enough damage to farm rewards, at least enough to make the experience equally frustrating to a normal gank anywhere in the OW. Sandboxers love to gank. They will tell you they love their freedom, role-playing, war-game or “playing it smart”, but they simply love to gank. Even reasonable guys are quickly turned to the dark side when the lizard brain kicks in and tries to avoid loss at all cost, yes, even to the point of having less fun. There may be something we can do to counteract this, or give the lizard brain something else to knee-jerk to. We’ve talked about this loosely in the past but it’s never been tried: BR based multipliers. We could have variable multipliers applied to xp, cash, marks, damage or all of them but for the purpose of patrol missions I guess most players are grinding the damage thresholds. The idea is to let the gankee get something from it while at the same time making ganking a truly inefficient way of farming rewards. Let’s start with an example where one ship is ganked by three ships and two late joiners come in to, um, secure the win. As it is today all damage is logged for all ships and rewards are based upon said logged damage. In my illustration the B-C-D gankers know they will have to share the damage but one of them is getting the kill rewards and it will be over quickly enough for them to go find a new victim. The victim will struggle to do enough damage to make it feel worth it, he will soon lose the ship, get sent back to port to buy a new ship, guns and repairs. Let’s say we put a tag on all incoming damage. Ship A would have damage tags from ships B, C and D. The gankers would only have damage tag from ship A. Then we could make damage or reward multipliers based on those tags: A multiplier: sum(BR-B, BR-C, BR-D)/BR-A = 450/200 = 2.25 B, C and D multiplier: sum(BRtags)/BR-B = 200/150 = 1.33 Notice how the gankers are even being rewarded for ganking in lower BR ships than their victim. It’s even possible to actively pulverize the gankers rewards by using the tags to indentify the gank, but it would get more complicated and I suspect it’s enough to give the victim a consolation price. The late joiners, though inside the battle instance, don’t factor in as they didn’t get close enough to put a damage tag on the victim. If they did get some damage in they would get precious little for it while bolstering the victim’s multiplier: 1050/200 = 5.25. If you want to enjoy your freedom and gank the shit out of people like a true sandboxer you can go ahead until blue in the face, but you will let the victim run off with all the rewards. If you are motivated by rewards you’ll have a strong tendency to join the outnumbered side to get damage done and farm those damage tags.
  2. 8 likes
    impossible to do in a short time frame. there is just another better way i think. Our design idea IS and WAS the following. You should be able to penetrate any ship with any gun at close range at 90 degrees With increasing distance or angle you will need a better and better gun A 42lb long gun with double (standard) charge should penetrate any ship at 90 degrees at 1km (which is only possible from the wind side if the enemy ship is heeled - because due to ballistics your cannonballs hit a target at angle) To deliver on this design goal we just need to buff short range pens for all guns bringing them historically closer together, keeping the angle influence. This will allow faster resolutions of combat if you conserve the shots and wait for the right moments. This will finish the combat model giving the option to reduce damage by angling or heeling. And will still provide the option to inflict damage and penetrate anything if you aim properly at proper angles. This will also make frigates great again.
  3. 7 likes
    There is one thing in particular I've noticed in this game, or at least in GB and that is the propensity for players to opt to enter into small and medium sized clans. Now, their independence isn't the problem until you consider the long term and RvR implications of this trend and I believe it could be solved in a fairly simple way. So a bit of a history lesson from my experience and what it boils down to is a decision made early on in the game which is to either 'expand warehouse' or create a clan and get a clan warehouse. When I first started the game I joined a clan and clan taxes were paid and we carebeared merrily at Belize. The problem of course was that they were a bunch of commies and wanted everyone to jointly build ships etc, and because of the system in place for warehouse management it meant that they were forced to deny my request to be promoted to officer so that I could use the clan warehouse. This of course led to a choice, stay in the clan and not use the warehouse and pay a ridiculous sum to expand the warehouse or create a clan and get the clan warehouse for a fraction of the cost. In addition to that it has all the search function etc... Now the difference between myself and other new players to the game is this, I started playing from day one in a clan and they did not meaning that they just opt to create a one man clan and that's where many of them seem to stay. This small problem creates several problems as far as I see it. Firstly, a skill deficit. Players who play in isolation of others are rarely good players; they cannot PvP competently meaning they cannot compete with players who can tap into the pool of experience you can find in larger clans. I would like to think that I'm somewhat competent in my favourite ship, the snow, whereas there are others in my clan who excel in 5th rates. We teach other and learn from each other which allows people to gain experience more quickly thus allowing them to create content (that dreaded word) for the whole community. Secondly, a lack of co-ordination negatively impacting RvR. Players outside of large clans find it harder to get involved with RvR and particularly in GB where you can throw a stone and hey presto there's another different clan. This is due to the lack of communication methods built into the game. Clan chat, nation chat and global means that for port battles, the primary focus for discussion will be in clan chat as we're not idiots and know that alts and people with loose lips are on nation chat. If they're not able to talk to those who are organising it means that there is less chance of them attending port battles which obviously means less port battle players which means less content. Thirdly, the game incentivises disunity. The point of the game is to have fun, if someone wants to keep players long term in their clan, they expect to have access to the clan warehouse, on the other hand, those in charge don't want to micromanage their clan warehouse. Clan owners are here to have fun, not spend time micromanaging the contents of a clan warehouse. The problem is that everyone wants the benefit of a clan warehouse, but no-one can be arsed to take responsibility for managing it. It's easier to do that in a one man clan which then negatively Potential solutions. Compartmentalised warehouse (similar to Star Trek Online) - Allow clans to create an 'extension' so that individual players may effectively create their own area in the warehouse that they can use, similar to the main function, the main compartment is then used for all interclan stuff. Hell, you could always let members "rent" slots in the clan warehouse. A log - Create a log so you can see who takes what out and who puts what in. A minimum in the clan bank - Allow the clan leader to set a minimum for the clan so that members can't take out money below that limit. Let's say I put 20 mill is the limit. No-one but I and taxman can make it go below that level. Allow clan leaders to give partial access to members to the warehouse without promoting them to officer.
  4. 6 likes
    With the recent buff of liveoak thickness meta is back with all the nice things like not penetrating on more than 50m away from eachother with 24 pounders. With 42 pounders you penetrate but yea ... Thicknessmeta is a pain together with multiple repairs. I liked the battles without it but now it gets fubar again.
  5. 6 likes
    If we look at the online numbers its somewhat puts things in perspective. WOWS: Free 2 Play; Peak Steam online yesterday 4200. 150 developers, 50 mln marketing budget NA: $40 dollars; Peak Steam online yesterday 823. 4 developers, 0 marketing budget.
  6. 6 likes
    I have a dream....that one day all ships will be created equal and all captains will be judged not by the mods on their ships, but by the skills of their captains. That over powered ship mods creating thickness metas, repair metas, speed metas and all metas .... will die away. I have a dream that the only mods on your ship are the ones that can be crafted in port....by any captain. Special trim types like strong hull or build strength will return and be the only limiting factor in terms of PVP or RVR. That ports and regions on the map will matter again and players will be rewarded with additional upgrade or mod slots in exchange for crafting outside of safe zones.....that PBs will matter again... I have a ....
  7. 5 likes
    The comments from most people who actually play the game is that grape appears to be broken.
  8. 5 likes
    Hello everyone Live oak: Live oak was not buffed. Angle: We slightly increased the influence of the angle on penetrations. So you are still penetrating better than before (when 1st rates had 80cm armor) at 90 degrees, but penetrate less at narrow angles 45 degrees or below. Grape and raking: Grape was not touched and we tested it after reports on ALL ships - it still works as intended, inflicting casualties on crew if crew is hit. The only thing that may affect it is angle influence. Aim at windows.
  9. 4 likes
    We will check this set up from the video on live then.. Because on internal server it works wonderfully.
  10. 3 likes
    Pretty much all that needs to be said... all the clowns arguing about how this arena mode doesn't belong into NA and takes away from the OW "hunting" PvP really seem to play in their own parallel universe where NA has 2k players online around the clock and OW hunting / searching for good fights isn't just a waste of time. And people claiming that PvP zone is more about ganking than OW is just a steaming pile of BS, if I ever saw one... the reality is that the patrol zone just shows how people play in the OW but on a grander scale, so that really every idiot can clearly see it.
  11. 3 likes
    get a Kickstarter going and sell special items that players in NA can use but don't affect the player's ability in the game (AKA don't make a pay to win) like paints for your ship and cool non-gameplay-affecting features like that. I would gladly gift you some money to keep the development of this game going.
  12. 3 likes
    Patrol mission are there to get people into the OW, that's an overreaching goal now. I'm not suggesting anything fair and balanced, feel free to continue with scumbag sandbox stuff. No new ROE here. The announced BR limits are, tho.
  13. 3 likes
    But everytime Brits go against Poles server is like "y u no do dis!"
  14. 3 likes
    back to topic: @admin please make thicknessmods not stackable 1 carta or navy struc is enough already
  15. 3 likes
    wait in the zone 1 hour with a basic cutter profit
  16. 3 likes
    I posted in support, but I will post here again. I see so many times "we tested all, everything works..." or "it was fixed"... Niagara has still pink masts when fall. Here is grape video: Ship has no armour, no structure, stationary, almost full crew, close distance rake, I get 20+ hits and nothing. 1 grape = 1 kill while crew should be dying left and right on this barely floating ship. Same thing happened to me at least 20 more times in many battles. One battle vs @rediii pirate frigate (me and EliteDelta). I'm not playing this game until fix.
  17. 3 likes
    Raids should be instant, "flag-pull" affairs paid for by combat marks. The outcome of these raids should be economic (you take the ports taxes for the day). While I don't enjoy the PvE grind, port battles and their mechanics for flipping the port's nation, in my opinion, should stay the same. And while the hostility grind against PvE isn't ideal, it's a decent compromise that can generate PvP, especially if we magically conjure another 2000 players out of thin air on release. But raids, if implemented correctly, could actually trigger the port battle if done well and defended, and we should ask for that kind of instant action that @rediii originally proposed. I just don't think it should be port-flipping. But the biggest problem with the current mechanics is that we don't have the number of players necessary for creating PvP on demand. At any one point I'd guess we might have 20-30 players capable of popping out of port and only half of those in PvP-ready ships, and only maybe half of those who actually are willing and organized to PvP.... Therefore you can throw as many mechanic changes at the game as you want and you still have a problem: No players == No PvP.
  18. 3 likes
    As a person who's done some RVR, I'm not a big fan. I thought RVR is what I'd enjoy the most but it doesn't appeal to any sense of grand scale campaign. It's literally just sea trials 2.0. A PB could pass and I wouldn't notice because they're overwhelmingly irrelevant , there's no call to action, no "siege" moments, no blockades, nothing really new, interesting or entertaining. Maybe if there was some OW appeal, rewards, more than 1 battle, I'd be more compelled to participate. Otherwise they're just overrated battles for dawts on the map that are more chore than anything.
  19. 3 likes
    Floating battery should get a nerf to hp, LO to armor. It's ridiculous that you need eg. 4 point blank salvos from l'ocean to lower the side of another l'ocean to half. Soon none will sink in PB's again. Determined defender should be visible and have 10-15%, or should be gone. It's extremely op - especially since it's a surprise for a ship which plans to board you, and since grapes are sometimes ineffective again (despite Admin claiming they didn't change - the whole server can't be wrong)
  20. 3 likes
    Fix: Increase repair CD. Rebalance live oak to previous levels. Make impossible to stack thickness and hp mods. Increase penalty for floating battery. Make it -20% turnrate, make a ship almost inmobile, like a real floating battery.
  21. 3 likes
    I also have to say that determined defender is too much with 30%. Should be 10% max
  22. 3 likes
    I just did a calculation. You attacked them with 3440 BR against their 2050. It's a ratio of 1.67 to 1. When we joined, it was 4450 BR. It's a ratio of 1.29 to 1. I'm not sure what you mean. Are you saying that your attack with 67% advantage was not a gank, but us joining a weaker side and giving them a 30% advantage was?
  23. 2 likes
  24. 2 likes
    We can reporduce the 1 crew dmg. By hitting the center of the stern and by shooting same hitbox over and over. As you see in this picture there are no crew hitboxes in the center of the ship. So dont shoot straight in the middel aim left and right but 90°
  25. 2 likes
    ssssh. You’re wrong. You and the 100 other people complaining about it just have all had wrong angles
  26. 2 likes
    I support your suggestions. I've been in a leadership position in two clans that had some shady things happen with the warehouse, so it would be very beneficial to set more control over what can happen with it, and I have been offering suggestions since literally Day 1 to make the game more friendly to solo players or small clans. Bravo on your well thought out analysis of this issue.
  27. 2 likes
    Different POV and short version. Angle + grape dont like each other. We could reproduce the -1 crew at angled ships but not on 90° shots. As obvious we only used locked sector because unlocked sector always produces an angle except for the center guns.
  28. 2 likes
    Z4ys and me tested in shop sabicu/crew frigate and fir/teak endy.
  29. 2 likes
    Nononono, don't go telling ME that I want to drag people into PVP missions. I'm arguing FOR pvp missions and not AGAINST ow hunting. I'm acknowledging that those are two different styles of play, missions being akin to an MMO and hunting to DayZ. "Indispensable rewards" That you can get doing either, so don't try to pigeon hold my side of the game on the guise I'm against yours, kay? If OW hunting was good on it's own we wouldn't NEED to promote PVP, it would just happen. Go to a PVP zone, PVP just happens there...and it's not just the meagre 10 pvp marks you get for damage. Players like direction, without it you get people wasting hours sitting outside safezones for their gank to come.
  30. 2 likes
    I think we have a game that can capture both of those types of players but that you greatly overestimate the number of players who just want full loot pew pew like DayZ. Obviously the long hunt, realistic chase and escape players, along with those that want to participate in Trafalgars and RvR, not to mention those players that really are only in it for some relaxing PvE, make up the bulk of the Naval Action player base. They always have. The number of people left around who just want 1v1 and balanced small battles in frigates are pretty few and far between (though they are very vocal so your perspective may be skewed). But dragging players into PvP'ing the way you want them to by making the rewards indispensable is a recipe for an empty game. We saw it in the past, we're seeing it now.
  31. 2 likes
    duelroom is, still, needed to train people
  32. 2 likes
    Doesn’t really matter what changes to RVR are made to make the grind more interesting if the ports themselves don’t really matter. Fine woods patch regions gave out special crafting trims that gave the advantage in RVR and PVP. They mattered and people came out to attack and defend them. We would have multiple FULL 25 on 25 PBs daily. Now we’re lucky to get 2 fully contested PBs that are full of 10-15 people each. Ports need to matter again. They don’t and RVR has pretty much died. Another factor is population. We don’t have enough people in the game to make RVR work for 11 nations. We also need to fix basic MMO features like crafting and PVE so casual players actually stick around. This game caters so heavily to PvP oriented players that most folks try out a patch for 2 weeks and then get bored again. More people in the game magically fixes dead PvP and RvR
  33. 2 likes
    Meh, why all the machinations? Just bring back duel, small, and large battles with full or no no loss options, wagering, leaderboards, etc. and a lobby for all those folks where fair and balanced is a priority? Though, they developed Legends and no one played it. That might indicate that fair and balanced really isn't worth the time to implement then and dev's might want to spend more time on other kinds of content that does integrate well with the OW and doesn't require any new, convoluted RoE?
  34. 2 likes
    The more shots you need the more vulnerable you are (and I doubt the 70%) And btw I think it would be a good thing if chaining is less effective.
  35. 2 likes
    You got disproven by videos. I underline the fact that not every battle is like this. I graped ships perfectly battles before and after it but sometimes it is bugged. The same with the 4kn bug where you cant get speed for some reason. It also doesnt happen all the time, yesterday a ocean bad it and got killed after some people joined the fight.
  36. 2 likes
    Please add a function where a clan officer can open the clan warehouse and craft a ship, instead of all the time wasting involved. I used to do crafting quite a bit, and enjoyed it. Now, I will gladly go through all the tedium to put things on a ship and play, searchbar point/slide/click to put things out of clan warehouse to my personal one. Some time later after treating carpal tunnel I build a ship for a clanmate. Being able to avoid all the useless searching in the clan warehouse for the mats and then putting it in my warehouse, building the ship, then putting the extras back in clan warehouse would help alleviate the tedium of crafting.
  37. 2 likes
    yes pls let me show you how grape works at LT @Banished Privateer as soon grape doesnt hit the stern at around 90° it does nothing all vids have one thing in common. they hit the right spot but angled hull.
  38. 2 likes
    NAL was giving fair fights with all upgrades open to everyone. The online started falling down before cannon unlocks was added and before leeway was added to NA open world. I would even go further - if progression was not in NAL testing, participation would fall even earlier. See, previously I would stop and say " He has the point, and we need to think about it" But we tested it. Fair fights/No upgrade influence was not enough.
  39. 2 likes
    "Real" PvP for me is OW pvp that is not arena-based, lobby-wanna-be gankfests in b.s. ships.
  40. 2 likes
    I'm not sure about one thing. In your point 1 you mention the problem is PvE. This can be fixed I think easily. Later you mention it's the fact you have to reserve two nights in a row. Which one is the issue? First one can be easily fixed by announcing hostility before it happens. We could eg. require a deposit for a hostility mission (eg. 5 mil. gold), which would be returned once a battlegroup which took hostility joins the mission. In the same time it could be announced that X BR just created a hostility for your port. You have more time to gather a counter fleet this way. When people do hostility missions one by one, usually enemy shows up at the last mission. If they know sooner, they show up earlier. Second issue doesn't have a good counter. I'm not sure if it's present. If it is, having an option to buy a PB could be some solution. I can see a potential for fake PB's here though, as well as for an economic warfare which creates additional snowballing effect. Another solution could be clan's reputation points - you could get points by fighting in eg. Patrol-like publicly announced events which you start around eg. enemy's capital, and then use those points to buy PB's. This way you decouple times of hostility grinding with PB, which in theory should make it easier to organize.
  41. 2 likes
    No it's because this game doesn't capture the idea of campaign right. What's the difference between a 25v25 OW battle and a 25v25 PBs? Circles. So now explain that to someone you're trying to get into the game. They'll look at you stupid. That's not a campaign, that's just a battle with BR and time limits. Case and point screening. What a great way to bait people into thinking they're doing something. "Hey sit outside this port for an hour for an enemy you're not suppose to fight but drag into battle and keep in for an hour while the PB fleet sits in the port and soaks up the protectorate rewards" No new player is going to stand for this "gameplay" It's lazy, underwhelming and unreasonable to think that people who buy the game expecting HUGE HOLY SHIT BATTLES WITH HUNDREDS OF SHIPS AND BLOCKADES AND TONS OF FIGHTING AND ACTION AND THINGS FOR EVERYONE TO DO AND ACCOMPLISH" "Nah bro it's a 2500br deepwater port that you can only you and maybe 7 other people can attack between 3 and 6 am" "oh"
  42. 2 likes
    What can I say, the entirety of conquest is just bad. There are ways of creating player initiative, to get people hyped. But there needs to be objectives and mechanics behind those or else you'll get what we have now, the same people doing the same thing over and over and over again. Remember when we had that big youtuber on the US side who brought his whole twitch audience to the game with their own clan? They did one....ONE port battle where half of them couldn't even join because limits, and they destroyed by the usual guys. Little to say they didn't stick around. RVR needs change.
  43. 2 likes
    Nah, I think it would mean double of what the base is. Wouldn't be bad if @Ink could tell us please.
  44. 2 likes
    I count to 100 Crew Damage Received Decrees Percent Iron Knees - 15% Reinforced Stern / Reinforced Bow - 15% The Ground Book - 20% Service Historique de la Marine - 15% Book of Five Rings - 20% Mahogany Planking - 15% Total - 100% I would like to see how this setup will work
  45. 2 likes
    balance is nice and all until yoh realise everyone will just go there in 1st rates atm I think there should be a max BR that is possible which should be equal of 3 or 5 3rd rates and not more. Its bullshit many times right now. You can pretty much sail a lone 1st rate with 24 other 1sts waiting in port and once he is tagged you start sailing and kill everyone in that battle whatever they sail
  46. 2 likes
    "How the world works for dummies" written by Graf Bernadotte
  47. 2 likes
    the issue is that some metas are fun and some aren't right now it's stupid
  48. 2 likes
    Ever since pvp marks were introduced we see more and more larger ships in open sea and less small frigates like surprises, renommes etc I was in a battle with shallow water ships yesterday and got 1 kill and 5 assists. I got 5 pvp marks for that battle. This is a joke imo and the last time I will pvp in a shallow ship because its a waste of time. I suggest a system that gives you marks based on how big the ship is compared to your ship. An example would be if it were a 1v1. 50BR vs 50BR = 7pvp marks 100BR vs 100BR = 10pvp marks 250BR vs 250BR = 15pvp marks 500BR vs 500BR = 20 pvp marks 500BR kills 100BR= 5pvp marks 100BR kills 500BR=30 pvp marks I think people get what I'm getting at here. Another good system is an overall battle bonus mark multiplier to punish gankers and encourage fair fights. 5000BR vs 5000BR = pvp marks x1 5000BR kills 10000BR = pvp mark x1.5 10000BR kills 5000BR=pvp mark x0.5 I get at the end of the day it is cheaper to farm alts but for the majority of players better overall. It also gives new players more rewards for pvp in small ships and doesn't force people to sail wasas and bellonas around all the time.
  49. 2 likes
    Yea because admin caters to the outspoken minority who have slowly but surely started turning this game into a lobby based battle simulator. One that has strayed very far from most aspects of realism that used to make this game unique with endless repairs in battle, magical thickness and speed boots and OP ship perks. Soon we'll have premium ships..for the low low price for $19.99.....whats next? Gold ammo?
  50. 2 likes
    Lets be real if your a trade ship and you knowingly sail into a pvp area that is marked on the map with loads of people dying in that area, instead of taking a 15 min detour you deserve to be sunk.