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-KM-

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  1. Hej Tittar gärna in någon dag och säger hej. I NA och många andra spel brukar jag försöka hitta internationella grupper (eller starta). Jag behöver hålla igång engelskan och också kul att träffa folk från andra länder som jag aldrig skule stött på annars. Ni håller ju dock på med en hel del roligt inte bara i NA och det finns nog få så seriösa spelföreningar i svedala. Men som sagt kikar gärna in på er TS någon dag och säger hej mvh KM
  2. No need to have more players to do math. If the gold cost of getting sunk by another player is higher than the gold gain of sinking another player than the net gain from PVP is negative and thus people will have to "farm" bot s to afford to play PvP. Every enemy player ship i sink or capture means the loss of 1 dura for someone. For example: My net gold gain from sinking or capturing +2k. Gold loss for the player i captured it from -4k for replacing lost durability. Net loss for the community from PvP -2k. Simple as that. It does not matter if there is 2 people in the game or 100000000. Meaning that in order to play PvP you HAVE TO play a lot of PvE in between or only engage in PvP where you are close to 100% sure you will win (ganking), of course the people getting ganked will loose, and loose more than you gain (and thus the net loss will still be negative from PvP)
  3. The more i read on the forums (and I read a lot), the more I play the game, the more i get convinced we need ship insurance for a balanced cost. The post in open world section -why people don't fight is spot on. We have to ask ourselves. Do we want NA to be a PVE game with PVP elements or a PvP game with PvE elements. As it stands not it is the first of the two for one simple reason... the economy. Most people will follow the money in MMO. That is do what gives most gold and if they do not need gold, xp. If you look at the prices now.. this is from the top of my head but a rough estimate and I use the Trinc as an example. I think the new price for a trinc is around 60k. Loosing one durability will therefore cost around 12k. Selling a captured trinc will net you about 6k. The damage you deal will net you a comparable very low gold income. Have a net profit from playing PvE with those numbers is very much possible. However by playing PvP it is not. Only if you choose to only engage in very unfair PvP match ups it is possible to have a ratio of 2 captured enemy player trincs for every time you go down yourself. Most of the time people will go down rather than getting cought as well netting even less gold. It is quite simple. If the net cost for replacing one dura is higher than the gold gain for sinking a ship in PvP the community as a whole will loose money playing PvP (even if a few individuals might not) forcing players to "farm" PvE to afford PvP. My suggestion is ship insurance. The cost of that insurgence could be roughly equal to the gold gain from damage to a player owned ship equal to the damage needed to sink the insured ship. That way at least net gold income from PvP would for the community as a whole not be negative. Psychology wise a player is also less afraid to loose the ship if that only means he have to pay some 4k gold or so to replace the insurance than if he loose one durability that in the long run means he will have to "trash" the ship. What about resources then, the need to replace ships? Well first of all we do not have that yet in game. Second. It would make more sense if repair kits were bought in port than magically appearing in each battle. The repair kits and repairs of ship in harbor could cost both gold and resources. That and of course building new ships/ modules. The gold from damage against AI should be significantly lower than damage against real players. To buy an insurance for the ship playing VS AI it should roughly be the current numbers. That is capture 2 ships to replace the cost of loosing one dura.. or sink 4 or 5 maybe. At the current state of ingame economy it is just way to profitable to play PVE compared to the almost certain net loss of playing PvP. regards KM
  4. ....No.. why would it be? I have no idea what you mean... Well. I agree. Looking around should be possible while boarding. Maybe, as long as you are on the winning side you should even be able to disengage and cut free. regards KM
  5. I agree with all (well i brought it up too).. but your point about nation /guild/group chat I dont see anything wrong with having scouts reporting about ambush and alike. If some good scouting by friends help you avoid an ambush I don t have any problem with it. However getting away from it by other means than sailing I do not agree with. Hence my point about teleport and be able to quit safely inside a battle. Edit: also the chat/friends scouting and calling out the danger is the one thing that is also impossible to stop. Even if you do not have nation chat you can t prevent people (and trying to would probably be a bad thing) from using steamchat/ teamspeak etc
  6. ..just want to ad... the people behind the movie.. Swedes....
  7. To give full story: We were about 4 SWE frigates around gustavia late night European time. We had found an AI trinc fleet, inside the battle we got word from another player... guess who. TDA had an ambush set outside. All routes of escape blocked. several frigates waiting to engage in different direction and a big fleet hidden on other side of the island towards Gustavia and safety. The ones having teleport went out and using teleport got away before protection run out. Since it was really late the ones that didn t have teleport up decided to just log of inside the instance. Let them wait for nothing outside.. while some .. ehrmm other people had some fun outside Well.. now that rise a question. Should it be possible to escape a really nicely set ambush in this quite gamey way? 1:st that protection after exit of battle last long enough to teleport, second that you can log out safely inside an empty battle instance. was rather fun thought that the TDA for all the effort, even bringing a Victory (operation overkill?) .. only got to fight a player that was totally not SCL.... in a lynx
  8. Vi har redan en ganska stor Svensk flotta i Open World. Dock blandade nationaliteter på de som är med. Med ett ganska bra antal på teamspeak som alla spelar Sverige ..dock engelska som språk då folk är från olika ställen Vill ni göra joint operations med oss så är ni mer än välkomna.
  9. ...Calling him commander was just me trying to give the story a bit of flavor.. it was a guy who at start of open world was sailing with us and chatting with us in the ts server having a Swedish character.. then we did not see him for a while until we spotted him under american flag... Not going to name and shame however But he did indeed only write *waves the American flag frenetically* when we wrote to him in global chat
  10. Update: Steam group created. It is NOT an open group so joining is by invite only so go to steam group page and contact any of the current members to get an invite. http://steamcommunity.com/groups/the_swedish_fleet Note that info, descriptions etc is still somewhat lacking since the group was created yesterday. Content will be added as the group grows. In the future password will be added to the teamspeak server and only accessible through information in the steamgroup for the members. Announcements about group activities. Everything from exploration to locations to group up preparing for fights will be issued though the steam group and teamspeak.
  11. The Developers have made some parallels between business model in NA and guild wars. In guild there is not that much gear grind once you reach max level and what kept most players going, at least the PVP oriented ones was the eternal power-struggle in world vs world. Pretty much an ongoing big PvP battle between servers. At least for the PvP oriented players the power struggle between nations will probably be enough. Capturing- and recapturing ports. Getting resources and improving major port defenseetc etc
  12. If you shoot someones arm of it will not magically grow back. The sailors that does not die will still after injury take a lot longer than the phase of a battle to recover enough to fight again. I would rather see the opposite. That after a battle if you lost crew you will have to sail to harbor to recruit more men (and that should, just as repairing damage cost gold). Right now crew magically replenish after every battle and replacing them have no real cost. Edit: however I am not 100% against the possibility to divide casualties in battle from grape etc into dead and wounded. That however would not be for the purpose of implementing a fast "heal" in battle but rather for the possibilities if crew loss stays until you dock at port. The dead would remain dead after you exit battle. If you exit with only 50 crew alive on a trinc you will have a really thought travel to port. However the wounded could slowly recover during the days at sea towards port. Example: you fight and board a ship. After boarding you are left with 100 crew able and still ready to fight and 50 wounded. The rest are dead. Now you will not be able to have any use of the wounded while still in the battle. However when you exit the battle and make way towards port you will at first only have 100 crew to man the ship but over time and days at sea the wounded will slowly recover and you will not have to replace those sailors with new costly recruits in the harbor. regards KM
  13. I dont like the idea of volcanoes but I do agree that the world could be worked on adding more detail. That is however I guess further down the development road and first they probably focus on the core game play functioning. Textures on the harbors. ..the harbors looking more like the promo art picture released some time ago with small cottages, roads going inland to smaller villages etc... Maybe small fishing villages closer to the major ports with small AI fishing boats.. Sea birds etc. All this will I guess also be a question of balance between what looks nice and what will be to heavy for most computers to get at least a few frames per second. regards KM
  14. A bunch of players from The Swedish fleet sailing into the sunset looking for trouble.. ...I blocked out chat because..secret Edit: After about an hour at sea with smaller engagements with Spanish fleets we spot an american sail on the horizon. To our surprise the Captain of the American ship is a former Swedish fleet commander. We hail the captain to inquire about the reason for this horrible treachery. However he just waves the American flag frenetically while fleeing downwind. We are afraid the Americans have corrupted the once good Swedish captain. Maybe with empty promises of gold and women.... ..and finding some (Smaller groups of AI kept engaging because we had a brig with us..)
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