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Kaaru62

Tester
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Everything posted by Kaaru62

  1. i have used the freecam to stand at head level on the deck. it works somewhat because it is not connected to the deck of the ship. with the time compression the way it is, the decks pitch up and down too quickly to have the camera moving with the deck, you would not be able to see anything and a lot of people would get motion sickness. with the decks moving the way they do, you can only stand at the pivot point like the camera is now. if anything, lowering the camera from the current position and maybe adding a left and right position would add a lot of effect.
  2. if they fix the alliance part of the game, maybe they can make a mechanic for allies to swap port ownership through the game and not need to employ any exploit.
  3. when they first put land in the battle instances, i tried sailing from the tip of the island at Port Royal to Carlisle in a battle instance. making 12 something knots in a Surprise it took almost an hour. real is ok but that is a little too long for a game
  4. its been said a few times from the devs that cash-for-damage is only for testing and not a permanent feature. they need for us to have enough cash to build / buy stuff so it can be tested. short range missions, freetown outposts, AI cruising past ports is all there to test. about the only thing you can count on being permanent are graphics. the pro-gank setup is most unfortunate and very frustrating, but is needed. i just hope it doesn't take too long for them to gather the data they need and change things.
  5. we have had repairs at both extremes. back in sea trials, you had 3 repairs to use between hull,sail,and rudder/pump. if you used them all on hull you could just about replace your ship. people got used to it and didn't complain very much. one day the devs tried a "Wacky Patch" and remover repairs all together and everyone liked it so we kept it for ahwile. now with perks we are sort of halfway in the middle. i say we give it time and see what happens
  6. i feel bad because i baited an old buddy from sea trials and he, his team mate and their ai fleet ships all got slaughtered when my reinforcements arrived. this perk does deal with the ganking issue, at least for those that have it, but it will also kill all the pvp around capitols, something the devs need for data gathering. we need a middle ground that can lower the amount of ganking around capitols, something that is driving away players, without killing the pvp the devs need. one simple way would be to put " social perk " in the information window when someone clicks on you, so they have to decide if it is worth it to attack or run
  7. i had an incident the other day where an alternate accound was abused. i got into a pvp battle that had a Bellona and during the battle i mananged to grape alot of crew down. eventually i got him to the side and finished graping and capturing him. oddly there was a friendly ship that kept shooting ball into him even though it was obvious i was trying to capture, i was worried he would start a fire. anyway, i managed to capture the bellona and as i started sailng away from it (the battle was not over) , the friendly ship that was shooting sailed up,rammed the captured ship, and despawned. then he came on chat and said " your new ship will sink now ". his mistake was not waiting untill i was farther away as i was easily able to turn around and go back and repair it. but had I been away I would have lost it to an alternate account greifer. so I say 1 character per account, make it expensive to maintain an alternate.
  8. i thought i was but was pressing the wrong button next time i will make a video
  9. so a pirate brings a Vicrory into small battles, after figuring they are alone against a dozen frigates, they start begging us to let them go, when we dont, 3 friendly pirate players start shooting all the friendlies that want to shoot the Victory. so small battles is a no go place now, it is full of pirate players that dont have a problem shooting friendly players
  10. i was just in a small battle, 2 pirates players in the same clan got separated by the matchmaker. 1 was in a Constitution, the other in a Trincomallee. after all the support ships for the Constitution were sunk, the friendly Trincomallee started sinking all of the friendlies. i was only in a basic cutter, so no big loss, but some where in Snows and Brigs that were sunk by the friendly Trincomallee. no names, but the squad was the CRSRS squad
  11. as i have said in other posts about port battles, i dont like the BR difference mechanic all together. it promotes a style of play centered around self preservation over defending any type of area. i believe the towers should be captured to achieve victory. if the defenders can hold on to 1 tower by the end of the battle they can win. the attackers of course would have to capture all 5 to achieve victory. if we had to capture the towers, it would prolong even uncontested battles because of the strength of all those marines the towers have. it would take multiple ships taking turns engaging and disengaging to take down the towers making for prolonged and not easy battles and would also make people use alot of boarding equipped ships. all this would add more diversity to ship types and use in the battles.
  12. you already have alot of good features like crew shock, rigging damage, reload shock. I think adjusting recover times based on crew numbers,morale, and order setting (sail,gunnery,repair) would help. one thing that I have never really cared for is the enemy information bar, I think it gives out too much information. in virtually every encounter I use the status indicator to see what side has the most damage so I can keep pressure on it, or to know when the rear armor is down so I can start graping, or know how many crew there is so I know when its ok to board. this is all information I should not be able to tell by looking through a telescope. the only other thing I can think of would be crew fatigue, those of us that are experienced in manual sail control are constantly turning our sails. that equates to a lot of yanking on ropes for the crew. I feel people like myself that do a lot of close quarters fighting with a lot of sail control should see the sail crew get tired over time. recovery would come from moving away from the close quarters fighting to give crew a rest. all of this would be effected by crew status (numbers, shock, morale ) either way a 1v3 should not be easily won, no matter the skill level.
  13. would it be possible to treat ships like they are cannon rounds when it comes to calculating damage from a collision?. example: say im in a Surprise and want to ram a Victory. I get my Surprise up to speed and collide. the game calculates the energy from the speed/mass of my ship and the mass of the Victory and applies it both to my bow as well as the Victory's side ( or wherever the impact is ). seems to me that would involve a lot more energy than cannon rounds for calculating damage.
  14. I like ramming ships that are on their way down, its fun. sometimes though, ramming does not go the way you plan. yesterday I was in a shallow water port battle with a Privateer, i saw a player that was shot up and half flooded. i was in position and had good speed so I figured I would hasten his sinking. I hit, rolled over, and capsized in about 10 seconds. its the third time ive capsized myself trying to have "fun" with ramming.
  15. when sailing in open world, i zoom in to the deck view. its mostly because i like that view, but partially because having my wake in view drops my FPS badly. right now i cant zoom in because the transparency does not work, and had to turn down most of my graphic settings so my FPS would not drop too badly when i see my wake. please fix the open world sail transparency so i can turn my settings back up. no hurry on the boat wake / FPS drop, that is probably an optimization thing.
  16. in the open world, i noticed if i have my boat wake in view, either by zooming out or looking out the back, i get a big drop in FPS.
  17. I had started gathering materials to craft a Lynx in Sale-Trou and decided i needed them in Port Royal instead and started moving them. i quickly noticed the weight limits and knew i was going to be making a few trips using a Cutter. i had to move 71 Oak planks, but could only carry 33 at a time. so i was sailing along with my 33 planks and thought why couldnt my cargo be used to make repairs?. having 33 planks would give me so much hull repair material, or maybe more sail cloth for alot of sail repair. all the crafting materials we have could be used for field repairs. you could even carry extra replacement cannon. having a system like this would make repairs a strategy. to go along with this I would make some repairs open world only. mast replacement, hull repair, and external rudder replacement I would make open world only. everything inside the ship like frame, pumps, interior part of the rudder, sails and leaks be repairs that can be made in battle. I know its not all that realistic, but I think it could be good for gameplay to have a repair strategy using crafting materials and cargo hold for repairs.
  18. a battle between Snow's Mercury's and Navybrig's would be great.
  19. when a ships is captured and the battle ends, instead of just sending the ship to an outpost, have it so you have to make it a fleet ship. you also have to send guards and any replacements to the captured ship from your crew. returning a ship to local port allows you to just sell it, but returning to an outpost lets you dismantle it for parts and modules. instead of capturing, give the option to loot the hold (no modules) and then set the ship free (ai or player).
  20. I have TS but don't use it because I don't like talking to people. if that means I cant be in a battle then so be it
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