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Laik

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Laik last won the day on July 21 2015

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  1. Challenge to a duel. Can challenge both friendly and enemy. Can challenge only in a very small area around free port (same area that you can click enter port) to prevent exploiting. No gain of exp. No loss of ship when concluded.
  2. This is not an issue of mast-to-hull hp ratio. Current 'demasting meta' comes from 2 things. First of all, there is no damage fall off at distance against masts while there is against hull. So, at distance it's easier to hit masts and you can do this at 100% efficiency. Secondly, removal of double-shot made the fights mostly long range, since there is no efficient way to spike someone quickly up close (you can do the same from medium or even long distance) Therefore, imo, tweaks to masts/hull hp won't fix the issue. What I would love to see is most importantly damage fall off against masts at distance, some form of double shot reimplemented, as well as repairs for sails when out of combat (you're not tagged - you hit survival - you repair sails).
  3. It used to be like this in the game. There is a reason it's not anymore.
  4. This is a terrible idea. A fight took place, was finished, why should the participant be forced to fight the people who didn't make it in time anyway? It defeats the purpose of timers. You have one try to defeat someone, if you cannot do it once, then it shouldn't be possible to force him into fight again and again and again. Camping instances en mass shouldn't be encouraged, quite the contrary.
  5. I'm sure the victims will appreciate such a show of solidarity. /sarcasmoff
  6. Just put an open world timer (preferably shortened one) on the missions and the problem is solved.
  7. As far as I can see, one of the biggest problem for spanish nation was the fact that they had abundance of ports with no time windows which allowed other nations to rapidly conquer multiple ports at once (sort of like neutrals). Another basic solution (or rather a band-aid) to low population and different timezones - port battle should start 24 hours after delivering the flag. This way nation can actually organize a defense.
  8. Removing neutrals is crucial because otherwise people will use them (even if they have to buy second copy of the game) to buy resources from every port they wish (like they did before the wipe). By having people required to buy a new copy + choose a nation you limit it (granted not completely but considerably). I would support the idea of having 2 characters of nation/pirate but only if the pirates get a dedicated and unique gameplay which limits their interaction with nationals considerably (or makes it works at completely different terms). Unfortunately right now Pirates work exactly like a nation with ability to attack each other and inability to enter neutral ports. That is by far not enough. Trouble with multiple national characters is you could be in few places at once, bypassing the teleport cooldown and thus defeating it's purpose. From economy perspective you can 'cover' twice as many ports and deny resources to other people from your nation (and we know very well how selfish people in online games are). From PvP perspective you could place 2-3 characters in different areas of the map and bypass need for strategic movements. I am afraid most people won't treat those characters like you do, as completely seperate, but will abuse them as much as they can, exactly like it was happening up to now. Having multiple types of gameplay for one player could be handled by proper teleport system. I really liked the idea of no-cooldown teleportation, however it would need to come with 2 limitations (apart from what we have now). Firstly, there should be a cooldown on 'economy activities' after teleporting to prevent hoarding of resources. Secondly there should be a limit of ships of the same type you can own (or have 'active') to prevent people placing 5 1st rates in 5 different places to be in all of them at once. This would also force people to sail different ship types and 'prioritize' areas where they put their best ones.
  9. And all the guncrews at the same time are tending to the wounded? Can they not take care of them 5 seconds later? I am talking from the gameplay perspective and I find it very annoying when my enemy reloads 2 seconds earlier than me and puts me on reload shocks 1 second before I can fire at him. There are already plenty of liberties taken, necessary from gameplay perspective, when it comes to guncrews (like slowing down the reload with loss of crew instead of making less guns operational). So why not apply it like this here? Instead of simulating, say, half of the guncrews 'taking care of the wounded' just put a unified reload penalty, instead of stopping reload completely.
  10. And it still happens relatively often in a single combat even without double shot. You can also get it if you ram someone. You get it almost every time you hit a ship that is one class smaller (often from the bow or stern too). I don't think the odd chance of reload shocks helping out the outnumbered side is worth this trade-off. Also it really will help them while plenty of conditions are fullfiled - like enemy being very incompetent and completely split and unable to regroup for a long time. And if you manage to split incompetent enemy from the larger force you don't really need reload shocks to make it count. More often than not it will help the larger force. I am not totally against reload shocks (rigging and crew shocks are fine). I just don't think they are handled well the way they are. They shouldn't stop reload completely (so that it doesn't prevent someone who was 99% reloaded from shooting) but slow it down by like 75%. They should also be more difficult to score (at least requiring 2 ships vs 1).
  11. Allow me to chuckle on this one. While crew shock is useful and rigging shock pretty much non-factor, reload shock is a horrible, horrible feature. It gives even more advantage to the bigger ship and the bigger force (contrary to it's original purpose). A bigger ship can consitentlyl reload-shock his opponent from the stern or the front or get reload shocks with top deck only (when double get's reintroduced). Reload shocks not only stop reloading completely, even if it was 1 second away, it also does this for all sides, regardless of which one was hit. It's implementation of damage to planking + rng is also bad. I've had reload shocks happen to me by ramming another ship with my bow. Reload shock should be ditched completely while crew shock can remain, since raking isn't that effective anyway, so that's at least some reason to go for it.
  12. I don't think tweaks to mast or hull hp alone can ever create balance in the long run. One approach will always be superior and it will just be a never-ending loof of buff/nerf. Hence my point about effective range being of more importance than hp itself. And even with less hull hp going for masts is still the safer approach because you leave yourself an opportunity to disenge, should you need it, and you deny the same to your enemy. With mast hp>hull hp people will just stay at bigger distances for longer.
  13. If the developers want to do additional coding then I personally would prefer that they resolved it this way: (of course some sort of timer should also be implemented there to prevent players sailing 10 minutes to get their ship of the line and come back or alternatively the moment you go outside of the visual range of the instance it is closed for good - that should also include ports until we get information of what ships are in the port)
  14. Building on previous suggestion plus more. De-masting currently: Clearly the most efficient default approach to a fight. Enemy needs to respond with the same or the fight will end inconclusively at best (because the de-masting side can always sail away due to having sail-dmg advantage). Countering with chain-shot isn’t efficient either due to cannonball range being clearly superior (plus chainshot can be defended against and ball does damage to sails also). This leads to ‘de-masting’ duels at ranges often exceeding 800 meters which is extremely boring for both sides. How to prevent this kind of gameplay while keeping de-masting an important part of the game as well as adding the skill aspect to it? Make extremely steep damage fall-off from cannonball versus masts. Cannon balls should only do non-negligable damage to masts at range lower than effective chain-shot range. What this means? Demasting is still present in the game (no changes to mast hp) and is still the only efficient way of making a ship completely stop. However, now de-masting as the default tactics is not risk-free anymore because you need to be in the range where you can suffer both burst-dmg to sail through chain, or effective damage to hull. But, both chain and hull dmg can be countered by showing bow and proper use of yards/depower. Therefore, a skilled player who wants to commit to de-masting can still succeed, yet he will need to accept a decisive outcome, one way or another. To prevent gimping de-masting a reinforced masts module should be severely nerfed (maybe to 30%, with accompanying penalties to yard turning and sail setting). ‘Crew-sinking’ Change focus from sinking through armor removal to sinking through loss of crew and pump coupled with leaks exclusively. A ship sinks when it gets more leaks than the crew can fix in time. Importance of armor changes, from basically hp-bar, to a ‘crew protection’. When armor gets shot away, crew casualties and gun loss become massive. What this achieves? Preserves hull-bashing as it is now with almost no change. If you shoot hull long enough, a ship will sink, you just need to shoot it couple more times after armor goes down to 0 to remove crew (should be easy even with ball). Makes it possible to actually sink ship by focusing crew. First you remove crew and afterwards you shoot at the waterline to create red leaks. This is the skill-aspect that could be the equalizer in a 1vs2 situation. And shooting at the waterline actually becomes useful (and adds to the importance of the weather gauge), because right now it’s preferable to shoot at the gundeck due to gun/crew loss and damage is the same. Quality of fire vs quantity of fire. Raking becomes the desirable firing solution. However, sufficient amount of firepower focused on broadside is still effective when unable to rake. Therefore shooting bigger target (broadside) is easier and can be done consistently, but takes longer to win. Shooting small, moving target (stern) requires proper positioning and broadside being properly-rolled in at the right angle, which makes it difficult, is appropriately rewarded. Hopefully in the future we will get some sort of importance attached to crew which would mean that ships which get their armor shot away don’t sink, but strike colors to preserve their crew. Something for the history nazis. Last but not least. All mechanics required to achieve this are already in the game. Removing (or greatly reducing) structural leaks, making red leaks even more deadly, increasing importance of crew on water pumping and crew loss at 0 armor. Additional ways of increasing skill-cap without gimping the game’s accessibility: Removing information about enemy guns being reloaded. Paying attention to when and how many guns the enemy has fired actually pays off and gives opportunity for some neat tricks like firing top-deck only to trick enemy into thinking it was entire broadside. Giving ability to ‘focus’ reload on one side. While at full complement reloading both sides should be relatively easy. However as the crew is killed, reload should suffer greatly (as it is now). Having ability to tell the guncrews to man only one side to boost it’s reload at the expense of another would be useful. View from deck-only. While I personally am not a fan of it, it clearly would considerably incrase the importance of situational awareness and make it one of the game-winning traits.
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