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Reginulfr

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  1. I just want to know how much it would be for a server? If we have a number, there is always a chance of a community whip around to get the money together.
  2. You could limit it so you can only Duel someone in your own nation, like other MMOs. Its a natural limitation because you run out of people to fight, and you get no gain to it. So natually people would move to OW pvp to get real content. But at the same time you can practice and test builds, which ultimately is good because when you do pvp, the fights will be better. People will also get more confident and therefore would be more likely to go forth and pvp. Simply put, of there is no loss and no rewards, and you can only duel same nation, you get the benefits of learning from a duel, but at the same time you dont detract from PVP cause you still have to find the enemy if you want rewards/a real fight
  3. Oh yeah i did that a lot last year. But the players are there. the rest of the time they are doing econ or running defense fleets, with an Op about once or twice a week. But low/null roaming is also a thing, as in this game where you might roam into another territory looking for people trading. If you had more of it, more people would run defense fleets or escorts. Problem is right now trading is broken and zero risk because you just cap a trader brig, and afk sail. If you lose it, you just watch some more netflix and do it again. At least in Eve a Rorq or a Hauler is worth huge amounts, so if its threatened people jump in and it causes a good fight.
  4. I dont mind either way if these were implemented, but I do see how they wouldnt work and I dont see how these would make players leave. For #1, dont mind but I hear it does quicken fights which some people are happy about. For #2, if you make a matchmaking, then less people on OW when there already arent many. Also games like Eve Online dont have matchmaking, you can take hours and hours looking for a fight and not getting because people are good at running from fights, thats why you have tacklers. It makes a kill rewarding if its hard earned. Eve has over 10k consistent people online and has been going for 16 years. For #3, and #4, they seem conflicting. Discourage ganking but also make people fight? I think allowing people to be ganked and also be able to flee gives some balance. Some people do enjoy ganking, "ganking" happens in wars so why not in the OW. It also allows for PVP because people counter gank. But if they were to implement your changes, I'd still play. THAT being said, I would like to see the ability to DUEL within your own nation. Partly for practice within clans, but also to settle disputes. There are one or two guys in my clan i'd like to test myself against
  5. RVR Port Battle BR should be reduced to allow for more strategic ship selection (and therefore more complex and interesting fleet fights and leadership/tactics). Think of mechwarrior. You have a limited tonnage, so you really have to select the mechs you use to drop into a battle and the tactics you want to use. This gives more opportunity for the "Meta" to change over time as different balances are made by your team (the Devs) as they should be. Meta changes are hugely important to the longevity of any PVP game. Blob 1st rate fleets do not allow for any creativity in tactics, and therefore within 6-12 months RvR will just become stale and routine (we want this game to be 11 years old like POTBS!!!). I could write a whole post on the potential benefits of this but I think its been done already Rebalance trading of goods for higher risk/reward. (would be great if you got bonuses, or ports got bonuses, for trading friendly port to friendly port, it would incentivise Nations to set up colonies/outposts on other side of map to secure trade goods, thus adding another aspect to the RvR). Moreso, makes clan held areas useful for players who arent in clan. Ultimately we need to get the burden of "content" off devs by providing enough reasons in game for players to be creating and evolving content in game (think eve online). Devs make a slight balance change or release a new port /crafting thing, and suddenly the game is renewed for 6 months. General Quality of Life Nerf AI reload, damage & speed buffs and firing arc. Can keep them tanky to offset inability to repair Revert XP back to old model, or at lease change the scaling so that you get more xp for larger ships, but retain the same xp for lower rates. (best idea I think is to have xp based on the BR you sink, cause if you hit a 12 fleet of 5ths, you should get good XP no matter what. Its also predictable so people can pick an optimum path cause some people love doing math) Smuggler NPC's (I remember we had this in 2016). This is so that noobs can still have NPC's to attack even if all ports in area are same nation. Raids or some decent PVE content with better rewards EDIT: I wanted to add something for RVR. Please improve the grouping mechanism. Once you get a certain amount of people, it would be good for the group lead (admiral) to be able to colour different squadrons. (red, greed, yellow group). This would add a tool to use for port battles where you can split up groups and have command easily able to do see what groups are doing what. We did this in POTBS with sail colours and would have squadrons of 6 ships sailing in a line of 18, or two lines, but they could act as units. Edit 2: I did end up writing a post on point 1 and 2 on this in General Discussions
  6. No POTBS is still alive. Its literally been kept alive by the playerbase. Its been sold multiple times but the players loved it. Interesting story here; https://www.pcgamer.com/pirates-of-the-burning-sea-2019/
  7. Its going to be released which means that this is the last ever wipe... you cant wipe a released game...
  8. Will it be rolled back again? Cause i already used all the concessions.... so for those of us who did can we log an f11 to get them back?
  9. Sorry, I edited the post. What I meant by visible crew wasn't rendering, it was more the number you see in the top right that shows their surviving crew.
  10. Wait, I want to specify that what I mean by visible, isn't physically rendered people, but what you see as their crew numbers on their health tab.
  11. This post will suggest two possible game mechanics: The idea of "Visible Crew" as opposed to just a total crew number see on the enemy's health bar The Concept of crew positioning or "Focuses" (Sailing, Gunnery, Survival) determining how exposed they are to damage from raking fire (EDIT!!! What I mean by "Visible Crew" is not physically rendered people on your deck, but the Crew number you see on the health/armor bar when you look at an enemy!) So I was talking with a fellow player, Psychocow, and we were talking about crew damage and boarding parties. One of our questions was whether you should be able to visibly see the number of the enemy crew, or just be able to see the crew on their top deck? If you were able to effectively "hide" your crew numbers, then you could potentially trick someone into trying to board you and then counter board with a larger crew than your enemy anticipated. Now there would have to be disadvantages for this. If you had more of your crew "hiding below deck," then they would be more vulnerable to raking fire as they would be crowded together below deck. Now this gets me thinking about another mechanic. We know that in Damage Model 4.0 that there is an intention to compartmentalize where your crew (and other functions) are physically on the ship, so that when you fire at certain points your damage is directly correlated on where you hit. Now what if your "focuses" (Sailing, Gunnery, Survival) would physically move where your men were on the ship in Damage Model 4.0. For example, if I put my men on "Sailing" focus, then I would imagine more of the men would physically be in the rigging or on my top deck. This would mean that if I was Raked I would potentially lower my risk of losing crew as they wouldn't be in the areas being shot at (they would be on deck or in the rigging, rather than on my gun decks where I am being shot). Similarly, if my men were set to "Gunnery" focus then they would suffer higher damage to raking fire, as they would be more packed together. I am not sure yet what "Survival" mode would entail, but with the crew being closer to the water line, it would mean that they would suffer if the shit was hit there. This mechanic could allow for interesting player tactics, such as in a duel or a brawl, you would strategically place your crew in specific locations over the course of the battle, to minimize the risk of losing them from raking fire, rather than always having them on "Gunnery." (as it is now, if someone has a good raking position at the start of the fight, and can keep it, they are most likely to win). If this was done effectively, and if the suggestion of only being able to know the enemy crew that was on deck was implemented, then you could possibly fool your enemy into boarding you when you actually had the advantage. From a programming point of view, I think these mechanics are possible once Damage 4.0 is in place. The devs would have to tweak how many men would be in each position, as a ratio of your total crew available, and adjust the formula depending on what "Focus" the player has chosen. Also, the number of "Visible Crew" on the enemy ship can be determined by the number of crew in the set positions based on the formula. You can decide which "locations" are visible and which are not. I'm not sure how much coding that would take, but at least the infrastructure would be there, meaning that this mechanic could be implemented at a later stage Thanks for reading, let me know what you guys think.
  12. Aussie here, I play most nights, and am on "The Admiralty" teamspeak (see link to server lists below). There is a good group of guys on there, and usually someone on at all hours of the day. http://forum.game-labs.net/index.php?/topic/3240-team-speak-server-list/
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